{
 " ({#} casts)": " ({#} キャスト)",
 " ({#} hits of {#})": " ({#} ヒット、各 {#})",
 " ({#} rounds)": " ({#} ラウンド)",
 " ({#}/energy)": " ({#}/エネルギー)",
 " +{#} more": " 他{#}件",
 " - {#} per energy": " - エネルギーあたり {#}",
 "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed43_0": "!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed43_0",
 "\" - it is not a Dungeon Settlers save file.": "」 - Dungeon Settlers のセーブファイルではありません。",
 "\" - this is not a Dungeon Settlers save.": "」がありません - これはDungeon Settlersのセーブではありません。",
 "\" completed": "\" 完了",
 "\" completed; never after": "\" クリア済み；以降不可",
 "\" completes": "」が完了",
 "\" completes)": "\" 完了）",
 "\" has no UnitProfileTable row - kept the template face.": "」に UnitProfileTable の行がなかったため、テンプレートの顔を使用しました。",
 "\" starts automatically; report back to her - she then moves to your base as a recruit candidate. This final hunt is offered in the same talk that opens her trade stock.": "」が自動的に開始。彼女に報告すると、勧誘候補として拠点へ移動します。この最後の狩猟は、彼女の取引在庫を開くのと同じ会話で提供されます。",
 "\" starts automatically; report back to her for 10×": "」が自動的に開始。彼女に報告して10×を受け取る",
 "\" starts automatically; report back to her for 1×": "」が自動的に開始。彼女に報告して1×を受け取る",
 "\" starts automatically; report back to her for 8×": "」が自動的に開始。彼女に報告して8×を受け取る",
 "\"!CompleteResearch_AdvancedCusine\"": "\"!CompleteResearch_AdvancedCusine\"",
 "\"!CompleteResearch_BasicAlchemy\"": "\"!CompleteResearch_BasicAlchemy\"",
 "\"!CompleteResearch_BasicCuisine\"": "\"!CompleteResearch_BasicCuisine\"",
 "\"!CompleteResearch_BasicFarming\"": "\"!CompleteResearch_BasicFarming\"",
 "\"!CompleteResearch_BasicMonsterCusine\"": "\"!CompleteResearch_BasicMonsterCusine\"",
 "\"!CompleteResearch_BoneProcessing1\"": "\"!CompleteResearch_BoneProcessing1\"",
 "\"!CompleteResearch_BoneProcessing2\"": "\"!CompleteResearch_BoneProcessing2\"",
 "\"!CompleteResearch_BurrowMonsterCusine\"": "\"!CompleteResearch_BurrowMonsterCusine\"",
 "\"!CompleteResearch_CarapaceProcessing1\"": "\"!CompleteResearch_CarapaceProcessing1\"",
 "\"!CompleteResearch_CarapaceProcessing2\"": "\"!CompleteResearch_CarapaceProcessing2\"",
 "\"!CompleteResearch_HuntProcessing\"": "\"!CompleteResearch_HuntProcessing\"",
 "\"!CompleteResearch_RelifFood\"": "\"!CompleteResearch_RelifFood\"",
 "\"!CompleteResearch_StaffCrafting\"": "\"!CompleteResearch_StaffCrafting\"",
 "\"!CompleteResearch_WeaveProcessing\"": "\"!CompleteResearch_WeaveProcessing\"",
 "\"!CompleteResearch_WoodHousing\"": "\"!CompleteResearch_WoodHousing\"",
 "\"!CompleteResearch_WoodProcessing2\"": "\"!CompleteResearch_WoodProcessing2\"",
 "\"!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1\"": "\"!EventFinished_Fixed9 && UseItem_ExpeditionHorn_1\"",
 "\"\" - Dungeon Settlers Wiki": "\"\" - Dungeon Settlers Wiki",
 "\"\" icon": "\"\" アイコン",
 "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0\"": "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0\"",
 "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0...": "\"(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) \\n||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0...",
 "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base\"": "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base\"",
 "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"": "\"(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"",
 "\"(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"": "\"(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base\"",
 "\"-Kreeeeeek!!\" {0} tears the creature's various parts apart, and a shrill scream rings out. Once it's fully taken apar...": "\"-クリーク!\" {0}は生き物のさまざまな部位を引き裂き、甲高い悲鳴が響き渡ります。 完全に分解されると...",
 "\"-Screeeeech!!\"": "\"-Screeeeech!!\"",
 "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discove": "「キーッ!!!」{0}が生き物の何片かを引き裂くと、鋭い叫びが空気を通して響く。完全に解体されると、小さな緑の本質が発見される",
 "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.": "\"-Screeeeech!!\" As {0} tears apart several pieces of the creature, a sharp cry echoes through the air. Once it is completely dismantled, a tiny green essence is discovered at its core. At the very least, your curiosity has been satisfied.",
 "\". There is": "」。次のものは存在しません",
 "\"...Hmph.\"": "\"...ふん。\"",
 "\"...It's over.\"": "「...終わったな。」",
 "\"...Thanks to you, my research h...": "\"...Thanks to you, my research h...",
 "\"...What is this.\"": "「...これは何だ。」",
 "\">open ›": "\">開く ›",
 "\"A gigantic monster lives beyond these woods-one that ordinary arrows can't...": "「この森の向こうに、巨大なモンスターが住んでいる…普通の矢では…",
 "\"Aaaah!\"": "「ああぁ！」",
 "\"Aaaah!\" You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions. She's surrounded by a swarm of rats and soon collapses under the": "「ああぁ！」近くで悲鳴が聞こえ、それが仲間の一人リアナの声だとすぐに気づく。彼女はネズミの群れに囲まれ、やがて次のものに押しつぶされて倒れる",
 "\"Aagh!\"": "「あああ！」",
 "\"ActivateDecision_false\"": "\"ActivateDecision_false\"",
 "\"ActivateDecision_true\"": "\"ActivateDecision_true\"",
 "\"AddAffecterAll_BlessOfWorldTree\"": "\"AddAffecterAll_BlessOfWorldTree\"",
 "\"AddAffecterAll_ExploreAspiration_2880\"": "\"AddAffecterAll_ExploreAspiration_2880\"",
 "\"AddAffecterAll_MaybeHarp_1440\"": "\"AddAffecterAll_MaybeHarp_1440\"",
 "\"AddAffecterAll_MaybeTrumpet_1440\"": "\"AddAffecterAll_MaybeTrumpet_1440\"",
 "\"AddAffecterAll_PioneeringSpirit\"": "\"AddAffecterAll_PioneeringSpirit\"",
 "\"AddAffecterAll_SurvivalInstinct\"": "\"AddAffecterAll_SurvivalInstinct\"",
 "\"AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\\nShowNextNode_NodeR511_100\"": "\"AddAffecterByRace_Lycan_Dissatisfaction_1440_MajorSatisfaction_1440,\\nShowNextNode_NodeR511_100\"",
 "\"AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\\nShowNextNode_NodeR510_100\"": "\"AddAffecterByRace_Lycan_FullMoonWolf_1440_Dissatisfaction_1440,\\nShowNextNode_NodeR510_100\"",
 "\"AddAffecter_GreatestWarrior_0\"": "\"AddAffecter_GreatestWarrior_0\"",
 "\"AddItem_NatureEssence_1_0\"": "\"AddItem_NatureEssence_1_0\"",
 "\"AddItem_NatureGreenSpirit_1_0\"": "\"AddItem_NatureGreenSpirit_1_0\"",
 "\"Agh!\"": "「あああ！」",
 "\"Agh!\" {0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look. \"Commander, I don't think there's actually anything in there...\"": "\"Agh!\" {0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look. \"Commander, I don't think there's actually anything in there...\"",
 "\"Ah, a customer....": "「あ、客だ...",
 "\"Ah... Of course! That's it! Why did it ta...": "「あ…もちろんだ！そうか！どうして…",
 "\"Ah... Yes. So that's how it...": "「あ…そうか。つまり…",
 "\"Ahhh... then you shall be filled with pleasure!\"": "\"Ahhh... then you shall be filled with pleasure!\"",
 "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\"": "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\"",
 "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\" After briefly reviewing the mission documents, he murmurs under his breath. \"But I still have orders to investigate the living specimens the Empire used in its research. Such work must have been forbidden even then, yet it appears they experimented on living creatures all the same...\" Still looking weary, he makes you a promise. \"Help me complete that investigation, and afterward I will join the expedition.\"": "\"An expedition... Not a bad choice if I intend to investigate the deepest reaches of the Dungeon.\" After briefly reviewing the mission documents, he murmurs under his breath. \"But I still have orders to investigate the living specimens the Empire used in its research. Such work must have been forbidden even then, yet it appears they experimented on living creatures all the same...\" Still looking weary, he makes you a promise. \"Help me complete that investigation, and afterward I will join the expedition.\"",
 "\"At fir...": "「最初…",
 "\"Bald\"": "\"Bald\"",
 "\"BaseRandomFoodRation\"": "基地ランダム食料配給",
 "\"BaseRandomGazeMoon\"": "\"BaseRandomGazeMoon\"",
 "\"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"": "「地面を踏みならし始めたら気をつけろ。それは突進する合図だ。」",
 "\"Best not come any closer.\"": "\"それ以上近づかないのが賢明です。\"",
 "\"Black\"": "\"Black\"",
 "\"Bribe\"": "賄賂",
 "\"Bwoooong-\"": "\"ブゥーオーン-\"",
 "\"Bwoooong-\" As you sound the expedition horn, the expedition members gather around. \"It seems we need a new approach when it comes to setting and achiev": "\"ブゥーオーン-\" 遠征ホルンを鳴らすと、遠征メンバーが周りに集まります。\"設定と達成に関しては新しいアプローチが必要なようです",
 "\"Captain, exploring the Dungeon means risking our liv...": "「隊長、ダンジョンの探索は命がけです。そこまで貧しく",
 "\"Captain, there are some strange markings here.\"": "「司令官、ここに奇妙な印があります。」",
 "\"Captain, there's a hidden opening here.\"": "「司令官、ここに隠れた入り口があります。」",
 "\"Captain, why don't we request expedition support from the Guild? Given our p...": "「隊長、ギルドに遠征支援を依頼しませんか?今の状況では、",
 "\"Captain... I found a strange vine.\"": "「司令官…奇妙なツタを見つけました。」",
 "\"Captain... I found a strange vine.\" It looks like it could be quite useful.": "「司令官…奇妙なツタを見つけました。」それはかなり役に立つものであるように見えます。",
 "\"Caution\"": "\"Caution\"",
 "\"Cavern_LittleFlesh\"": "\"Cavern_LittleFlesh\"",
 "\"Cavern_Poison\"": "\"Cavern_Poison\"",
 "\"Cavern_Standard\"": "\"Cavern_Standard\"",
 "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed3...": "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed3...",
 "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0\"": "\"ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0\"",
 "\"ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320\"": "\"ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320\"",
 "\"ClanRank_Common\"": "\"ClanRank_Common\"",
 "\"ClanRank_Insignificant\"": "\"ClanRank_Insignificant\"",
 "\"ClearDungeon1\"": "\"ClearDungeon1\"",
 "\"Commander, I d...": "「司令官、俺は...",
 "\"Commander, there are some strange markings here....": "「司令官、ここに奇妙な印があります……",
 "\"Commander, there's a hidden opening here.\"": "「司令官、ここに隠された入り口があります。」",
 "\"Commander... I found a strange vine.\"": "「司令官……奇妙なつるを見つけました。」",
 "\"Commander... I found a strange vine.\" It looks like it could be quite useful.": "「司令官……奇妙なつるを見つけました。」かなり役に立ちそうだ。",
 "\"CompleteResearch_AdvancedCusine\"": "\"CompleteResearch_AdvancedCusine\"",
 "\"CompleteResearch_BasicAlchemy\"": "\"CompleteResearch_BasicAlchemy\"",
 "\"CompleteResearch_BasicCuisine\"": "\"CompleteResearch_BasicCuisine\"",
 "\"CompleteResearch_BasicFarming\"": "\"CompleteResearch_BasicFarming\"",
 "\"CompleteResearch_BasicMonsterCusine\"": "\"CompleteResearch_BasicMonsterCusine\"",
 "\"CompleteResearch_BoneProcessing1\"": "\"CompleteResearch_BoneProcessing1\"",
 "\"CompleteResearch_BoneProcessing2\"": "\"CompleteResearch_BoneProcessing2\"",
 "\"CompleteResearch_BurrowMonsterCusine\"": "\"CompleteResearch_BurrowMonsterCusine\"",
 "\"CompleteResearch_CarapaceProcessing1\"": "\"CompleteResearch_CarapaceProcessing1\"",
 "\"CompleteResearch_CarapaceProcessing2\"": "\"CompleteResearch_CarapaceProcessing2\"",
 "\"CompleteResearch_HuntProcessing\"": "\"CompleteResearch_HuntProcessing\"",
 "\"CompleteResearch_RelifFood\"": "\"CompleteResearch_RelifFood\"",
 "\"CompleteResearch_StaffCrafting\"": "\"CompleteResearch_StaffCrafting\"",
 "\"CompleteResearch_WeaveProcessing\"": "\"CompleteResearch_WeaveProcessing\"",
 "\"CompleteResearch_WoodHousing\"": "\"CompleteResearch_WoodHousing\"",
 "\"CompleteResearch_WoodProcessing2\"": "\"CompleteResearch_WoodProcessing2\"",
 "\"CurrentMap_Base && Cooldown_Random6_4320\"": "\"CurrentMap_Base && Cooldown_Random6_4320\"",
 "\"CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320\"": "\"CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320\"",
 "\"CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320\"": "\"CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320\"",
 "\"CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0\"": "\"CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0\"",
 "\"CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320\"": "\"CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320\"",
 "\"CurrentMap_Dungeon && Cooldown_Npc0_0\"": "\"CurrentMap_Dungeon && Cooldown_Npc0_0\"",
 "\"CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0\"": "\"CurrentMap_Dungeon && IsDemoBuild && Cooldown_Npc0_0\"",
 "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI...": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchI...",
 "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0\"": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0\"",
 "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0\"": "\"CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0\"",
 "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320\"",
 "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320\"",
 "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320\"",
 "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320\"": "\"CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320\"",
 "\"DUNGEONROOM_VeilSilence_Common_Event_Androssi\"": "\"DUNGEONROOM_VeilSilence_Common_Event_Androssi\"",
 "\"DUNGEONROOM_VeilSilence_Common_Event_Endrossi\"": "\"DUNGEONROOM_VeilSilence_Common_Event_Endrossi\"",
 "\"Damn! That bastard has already wiped out two more expeditions in the meanti...": "「くっ。あの獣、この間にさらに2つの遠征隊を全滅させやがった…",
 "\"Damn! That thing has already wiped out two more expedition teams while we w...": "「くっ。あの獣、我々が待っている間にさらに2つの遠征隊を全滅させた…",
 "\"DecisionDismiss\"": "\"DecisionDismiss\"",
 "\"Defence\"": "\"防御\"",
 "\"DeputyCaptainElf\"": "\"DeputyCaptainElf\"",
 "\"DeputyCaptainHuamn\"": "\"DeputyCaptainHuamn\"",
 "\"DeputyCaptainLizard\"": "\"DeputyCaptainLizard\"",
 "\"DeputyCaptainLycan\"": "\"DeputyCaptainLycan\"",
 "\"DeputyCaptainMia\"": "\"DeputyCaptainMia\"",
 "\"DiscaredMagicPowerDevice\"": "\"DiscaredMagicPowerDevice\"",
 "\"Do goblins... enjoy having insects drink their blood? How strange...\"": "「ゴブリンは…昆虫に血を飲まれるのを楽しむのか？ なんと奇妙な…」",
 "\"Don't push yourself. A brief investigation will be enough.\"": "「無理をしてはいけない。簡潔な調査で十分です。」",
 "\"Dungeon1RandomCliff\"": "ダンジョンランダム崖1",
 "\"Dungeon1RandomGreen\"": "\"Dungeon1RandomGreen\"",
 "\"Dungeon1RandomMusic\"": "ダンジョンランダムBGM1",
 "\"Dungeon1RandomWatcher\"": "ダンジョンランダム見張り1",
 "\"Elf01_Blue\"": "\"Elf01_Blue\"",
 "\"Elf01_Green\"": "\"Elf01_Green\"",
 "\"Elf01_White\"": "\"Elf01_White\"",
 "\"Elf01_Yellow\"": "\"Elf01_Yellow\"",
 "\"Elf02_Blue\"": "\"Elf02_Blue\"",
 "\"Elf02_Green\"": "\"Elf02_Green\"",
 "\"Elf02_White\"": "\"Elf02_White\"",
 "\"Elf02_Yellow\"": "\"Elf02_Yellow\"",
 "\"Elf03_Blue\"": "\"Elf03_Blue\"",
 "\"Elf03_Green\"": "\"Elf03_Green\"",
 "\"Elf03_Red\"": "\"Elf03_Red\"",
 "\"Elf03_White\"": "\"Elf03_White\"",
 "\"Elf03_Yellow\"": "\"Elf03_Yellow\"",
 "\"Elf04_Blue\"": "\"Elf04_Blue\"",
 "\"Elf04_Green\"": "\"Elf04_Green\"",
 "\"Elf04_Red\"": "\"Elf04_Red\"",
 "\"Elf04_White\"": "\"Elf04_White\"",
 "\"Elf04_Yellow\"": "\"Elf04_Yellow\"",
 "\"Elf05_Blue\"": "\"Elf05_Blue\"",
 "\"Elf05_Green\"": "\"Elf05_Green\"",
 "\"Elf05_White\"": "\"Elf05_White\"",
 "\"Elf05_Yellow\"": "\"Elf05_Yellow\"",
 "\"Elf06_Green\"": "\"Elf06_Green\"",
 "\"Elf06_Red\"": "\"Elf06_Red\"",
 "\"Elf06_White\"": "\"Elf06_White\"",
 "\"Elf06_Yellow\"": "\"Elf06_Yellow\"",
 "\"Elf07_Blue\"": "\"Elf07_Blue\"",
 "\"Elf07_Green\"": "\"Elf07_Green\"",
 "\"Elf07_White\"": "\"Elf07_White\"",
 "\"Elf08_Blue\"": "\"Elf08_Blue\"",
 "\"Elf08_Green\"": "\"Elf08_Green\"",
 "\"Elf08_White\"": "\"Elf08_White\"",
 "\"Elf08_Yellow\"": "\"Elf08_Yellow\"",
 "\"Elf09_Blue\"": "\"Elf09_Blue\"",
 "\"Elf09_Green\"": "\"Elf09_Green\"",
 "\"Elf09_Red\"": "\"Elf09_Red\"",
 "\"Elf10_Blue\"": "\"Elf10_Blue\"",
 "\"Elf10_Red\"": "\"Elf10_Red\"",
 "\"Elf10_White\"": "\"Elf10_White\"",
 "\"Elf11_Green\"": "\"Elf11_Green\"",
 "\"EndrossiQuestEnd2\"": "\"EndrossiQuestEnd2\"",
 "\"EndrossiQuestEnd3\"": "\"EndrossiQuestEnd3\"",
 "\"EndrossiQuestEnd4\"": "\"EndrossiQuestEnd4\"",
 "\"Equipment_Spear\"": "\"Equipment_Spear\"",
 "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0\"": "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0\"",
 "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0\"": "\"EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0\"",
 "\"Event_Npc0\"": "\"Event_Npc0\"",
 "\"Event_Npc1\"": "\"Event_Npc1\"",
 "\"Event_Npc11\"": "\"Event_Npc11\"",
 "\"Event_Npc23\"": "\"Event_Npc23\"",
 "\"Event_Npc26\"": "\"Event_Npc26\"",
 "\"Event_Npc6\"": "\"Event_Npc6\"",
 "\"Exceptional\"": "\"卓越\"",
 "\"Expedition Captain, I'm p...": "「遠征隊長、準備中...",
 "\"Expedition Resolution\"": "「遠征決議」",
 "\"ExpeditionHorn\"": "\"ExpeditionHorn\"",
 "\"ExpeditionHornNotActive\"": "\"ExpeditionHornNotActive\"",
 "\"ExpeditionTeamSupport3\"": "遠征隊サポート3",
 "\"FaceScar01_Peach\"": "\"FaceScar01_Peach\"",
 "\"Farming\"": "\"Farming\"",
 "\"Floor\"": "\"Floor\"",
 "\"FloorDeco\"": "\"FloorDeco\"",
 "\"Furniture\"": "\"家具\"",
 "\"Fwoooom-\" You blow the horn, and the members gather around. \"We need a new policy for setting and achieving our exped...": "\"Fwoooom-\" You blow the horn, and the members gather around. \"We need a new policy for setting and achieving our exped...",
 "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"로 파싱해서 쓰므로 키 이름을 변경하지 말것!!! {0} : 최소 상승치 {1} : 최대 상승치": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"としてパースして使用するため、キー名を変更しないこと!!! {0} : 最小上昇値 {1} : 最大上昇値",
 "\"Good. This should be enough to test my hypothesis.\"": "「良い。これは私の仮説をテストするのに十分なはずだ。」",
 "\"Good... Burn everything!\"": "「いい…すべてを焼き尽くせ！」",
 "\"Good... Life must bloom by its own power.\"": "「いい…生命は自分自身の力で花開かねばならない。」",
 "\"Graaagh!!\"": "「ぐああああ！！」",
 "\"Haa...\"": "「はぁ...」",
 "\"Haa...\" With help, she barely manages to lift herself up and catches her breath with difficulty. \"What about Jack and Ivan, who were with you?\"</color": "「はぁ...」助けを借りて、彼女はどうにか身を起こし、苦しそうに息を整える。「一緒にいたジャックとイヴァンはどうなったの?」</color",
 "\"Hahaha! Though greed itself knows no end!\"": "\"Hahaha! Though greed itself knows no end!\"",
 "\"Hard\"": "\"ハード\"",
 "\"HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2\"": "\"HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2\"",
 "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440\"": "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440\"",
 "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440\"": "\"HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440\"",
 "\"HasGoldAbove_200\"": "\"HasGoldAbove_200\"",
 "\"HasPopulation && RunningQuest_HuntElderGloth\"": "\"HasPopulation && RunningQuest_HuntElderGloth\"",
 "\"HasPopulation\"": "\"HasPopulation\"",
 "\"Hey Expedition Leader, we can't trade without a Trading Post.\"": "「おい、探索隊長、交易所がなければ取引はできないぞ。」",
 "\"Hidden\"": "\"非表示\"",
 "\"Hmm... As expected, it appears to use Imperi...": "「ふむ…予想通り、それは帝国の…",
 "\"Hmm... if you say so...\"": "「ふむ...そう言われれば...」",
 "\"Hmm... if you say so...\" When you assure them that the objective will soon be accomplished, the expedition members reluctantly nod. \"Well then, surely the commander has a proper plan.\"": "「ふむ...そう言われれば...」目標がすぐに達成されることを保証すると、遠征隊員は渋々頷く。「では、指揮官は適切な計画を持っているはずだ。」",
 "\"Hoo...\"": "「ふう…」",
 "\"Hoo...\" She exhales slowly, struggling to contain her emotions. \"Be careful when it starts stamping the ground. That's the sign it's about to charge.\"": "「ふう…」彼女はゆっくり息を吐き出し、感情を抑えようとしている。「地面を踏みならし始めたら気をつけろ。それは突進する合図だ。」",
 "\"Huh...\" She exhales as if suppressing her emotions. \"Be careful when it starts stomping its feet. That's a signal it'...": "\"ふっ...\"彼女は感情を抑えるように息を吐きます。\"足を踏み鳴らし始めたら気をつけなさい。それがそれの...という合図だ...",
 "\"Humanity's longing for the sacred stood steadfast even amid the splendor of the Elos Empire, which acted as though no g...": "「神聖なるものへの人々の渇望は、まるで神など存在しないかのように振る舞ったエロス帝国の栄華の中でさえ、揺るがなかった……",
 "\"Humanity's longing for the sacred stood steadfast even amid the splendor of the Elos Empire, which acted as though no gods existed.\" - Miguel, City Hall Secretary Temple Faith in the Goddess, spread widely across the continent, became one of the foundations that sustained the hearts and lives of countless people after the Catastrophe. The instinctive human sense of the sacred resonates with statues of the Goddess through magic stones, dramatically enhancing an individual's abilities. This phenomenon is known as Consecration. The taller and more majestic the facility appears, the greater the spiritual and physical growth it can produce with fewer magic stones. This makes decorating the temple especially important. [ROOM_PoorTemple] [ROOM_MediocreTemple] [ROOM_NormalTemple] [ROOM_DecentTemple]": "「神聖なるものへの人々の渇望は、まるで神など存在しないかのように振る舞ったエロス帝国の栄華の中でさえ、揺るがなかった。」―ミゲル、市庁舎書記官 神殿 大災厄の後、大陸に広く根付いた女神への信仰は、数え切れない人々の心と生活を支える礎の一つとなった。神聖なるものへの人間本来の感覚は、魔力の石を通じて女神像と共鳴し、個人の能力を劇的に高める。この現象は「聖別」として知られている。施設が高く荘厳であるほど、少ない魔力の石でより大きな精神的・肉体的成長をもたらす。だからこそ神殿の内装は特に重要となる。[ROOM_PoorTemple] [ROOM_MediocreTemple] [ROOM_NormalTemple] [ROOM_DecentTemple]",
 "\"Hummm...\"": "「フーム...」",
 "\"I know well how hard you have ...": "「君たちがどれほど懸命に戦ったか...",
 "\"I think we should spend enough time researching this.\"": "「この研究には十分な時間をかけるべきだと思う。」",
 "\"I've been hearing about you all here and there lately.\" The supervisor's voice flows out through the crow's beak. \"It...": "\"I've been hearing about you all here and there lately.\" The supervisor's voice flows out through the crow's beak. \"It...",
 "\"I've been hearing stories about your group everywhere lately.\"": "「最近、君たちのグループについての話をいたるところで聞くようになった。」",
 "\"I've been hearing stories about your group everywhere lately.\" The Inspector's voice flows from the raven's beak. \"It seems you're finally beginning to lo": "「最近、あちこちであなたたちの噂を耳にするようになった。」検査官の声が、カラスの嘴から流れ出す。「ようやくまともな……",
 "\"I've been hearing stories about your group everywhere lately.\" The Inspector's voice flows from the raven's beak. \"It seems you're finally beginning to look like a proper expedition. Even the Guild has started treating you as a fairly capable outfit.\" \"Wondering how we're still alive, are you?\" At your grumbling, the raven caws and ruffles its feathers. \"Now, now. In any case, the support you receive will improve from here on out. Of course, we'll expect results to match. And it seems the time has come for you to appoint a deputy captain. I'll send you an insignia; the appointment is yours to make.\" With that, the raven spreads its black wings and vanishes beyond the sky.": "「最近、君たちのグループについての話をいたるところで聞くようになった。」検査官の声がカラスのくちばしから流れる。「いよいよ、君たちも適切な遠征隊らしく見え始めたようだ。ギルドでさえ君たちをかなり有能な部隊として扱い始めている。」「俺たちがまだ生きていることに驚いているのか？」君の文句に、カラスは鳴き、羽をそよ風のように揺する。「ま、いいだろう。いずれにせよ、これからのサポートは改善されるだろう。もちろん、それに見合った成果を期待している。そして、君たちが副隊長を任命する時が来たようだ。君に章を送るから、任命は君に任せる。」こう言うと、カラスは黒い翼を広げ、空の向こうに消える。",
 "\"I've been hearing stories about your group everywhere lately.\" The Inspector's voice flows from the raven's beak. \"It seems you're finally beginning to look like a proper expedition. Even the Guild has started treating you as a fairly capable outfit.\" \"Wondering how we're still alive, are you?\" At your grumbling, the raven caws and ruffles its feathers. \"Now, now. In any case, the support you receive will improve from here on out. Of course, we'll expect results to match. And it seems the time has come for you to appoint a deputy commander. I'll send you an insignia; the appointment is yours to make.\" With that, the raven spreads its black wings and vanishes beyond the sky.": "「最近、あちこちであなたたちの噂を耳にするようになった。」検査官の声が、カラスの嘴から流れ出す。「ようやくまともな遠征隊らしくなってきたようだな。ギルドもお前たちをそれなりに有能な一団として扱い始めている。」「よくぞ今まで生き延びたものだと思っているのだろう?」あなたが不平を漏らすと、カラスは鳴いて羽をふくらませる。「まあまあ。いずれにせよ、これからは受けられる支援も向上する。もちろん、それに見合う成果は期待するがな。そろそろ副司令官を任命する時が来たようだ。徽章を送るので、任命はお前に任せる。」そう言うと、カラスは黒い翼を広げ、空の彼方へと消えていった。",
 "\"I've received ...": "「...",
 "\"I've received a report that the position of deputy": "「副司令官の職が空席だという報告を受けている……",
 "\"ITEM_Bone\"": "\"ITEM_Bone\"",
 "\"ITEM_Clay\"": "\"ITEM_Clay\"",
 "\"ITEM_DisgustingMonsterMeat\"": "\"ITEM_DisgustingMonsterMeat\"",
 "\"ITEM_HellLeech\"": "\"ITEM_HellLeech\"",
 "\"ITEM_SkillElixir\"": "\"ITEM_SkillElixir\"",
 "\"If that is your custom, then so be it. Just don't take it too far.\"": "「それが君たちのしきたりなら、それでいい。ただし、やり過ぎるな。」",
 "\"Illustration_DiscardedMagicPowerDevice\"": "\"Illustration_DiscardedMagicPowerDevice\"",
 "\"Illustration_Endrossi\"": "\"Illustration_Endrossi\"",
 "\"Illustration_FesteringBurrowMerchant\"": "\"Illustration_FesteringBurrowMerchant\"",
 "\"Illustration_GuildMerchant\"": "\"Illustration_GuildMerchant\"",
 "\"Illustration_MysteriousSound\"": "\"Illustration_MysteriousSound\"",
 "\"Illustration_Perion\"": "\"Illustration_Perion\"",
 "\"Illustration_ReturnFromExpedition\"": "\"Illustration_ReturnFromExpedition\"",
 "\"Illustration_SmallGreenThing\"": "\"Illustration_SmallGreenThing\"",
 "\"Illustration_TheWatchingEntity\"": "\"Illustration_TheWatchingEntity\"",
 "\"Illustration_ThornvineCliff\"": "\"Illustration_ThornvineCliff\"",
 "\"Illustration_VentingFrustration\"": "\"Illustration_VentingFrustration\"",
 "\"Illustration_Xenon\"": "\"Illustration_Xenon\"",
 "\"Illustration_YearningForExploration\"": "\"Illustration_YearningForExploration\"",
 "\"Insect\"": "\"Insect\"",
 "\"It has been many years since the Magic Empi...": "「魔法帝国が滅びてからずいぶん…",
 "\"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it a...": "「昔から絶滅していたはずの昆虫に見えます…どのようなメカニズムが…",
 "\"It seems": "「どうやら",
 "\"It seems I've been hearing stories about your group from all over lately.\"": "「最近、あちこちからあなたのグループの話が聞こえてくる。」",
 "\"It seems I've been hearing stories about your group from all over lately.\" The inspector's voice flows from the raven's beak. \"Looks like you finally rese": "「最近、あちこちからあなたのグループの話が聞こえてくる。」監督官の声がカラスのくちばしから流れる。「どうやらようやく…",
 "\"It seems like we're falling behind on reaching our goal, Chief.\" The expedition members have recently begun to doubt w...": "\"It seems like we're falling behind on reaching our goal, Chief.\" The expedition members have recently begun to doubt w...",
 "\"It seems our progress toward the objective has slowed, commander.\"": "\"司令官、目標に向けた進捗が鈍化しているようです。\"",
 "\"It seems our progress toward the objective has slowed, commander.\" The expedition members have begun to doubt the expedition's recent ability to achieve its goals. <co": "\"司令官、目標に向けた進捗が鈍化しているようです。\" 遠征メンバーは遠征の最近の目標達成能力を疑うようになりました。<co",
 "\"It seems we need a new approach when it comes to setting and achiev": "\"設定と達成に関しては新しいアプローチが必要なようです",
 "\"It seems you're finally beginning to lo": "「どうやらついに、まともな遠征隊らしくなってき……",
 "\"It...": "「...",
 "\"KillCount_RedMonsterRat_1\"": "\"KillCount_RedMonsterRat_1\"",
 "\"Leader! I'm telling you, that one is suspicious no matter how you look at it! They...": "「隊長！何度言っても、あのやつは絶対に怪しい！…」",
 "\"LearnSkill_Active/1_1\\n&&\\nLearnSkill_Passive/1_1\"": "\"LearnSkill_Active/1_1\\n&&\\nLearnSkill_Passive/1_1\"",
 "\"LearnSkill_Active/3_1\\n&&\\nLearnSkill_Passive/1_1\"": "\"LearnSkill_Active/3_1\\n&&\\nLearnSkill_Passive/1_1\"",
 "\"LevelAbove_2_2\"": "\"LevelAbove_2_2\"",
 "\"Listen, there is only so much I can do to help. If you get wiped out again, w...": "「聞け、私ができることには限界がある。もし又も全滅したなら…",
 "\"Listen, there's a limit to how much I can help. If you get wiped out again, we'll reall...": "「聞け、私にできることには限界がある。もし又も全滅したなら、本当に…",
 "\"Lo...": "「ロ...",
 "\"Long02_Black\"": "\"Long02_Black\"",
 "\"Long02_Blonde\"": "\"Long02_Blonde\"",
 "\"Long03_Blonde\"": "\"Long03_Blonde\"",
 "\"Long04_Black\"": "\"Long04_Black\"",
 "\"Long04_Blonde\"": "\"Long04_Blonde\"",
 "\"Long04_Brown\"": "\"Long04_Brown\"",
 "\"Long04_Orange\"": "\"Long04_Orange\"",
 "\"Long04_Red\"": "\"Long04_Red\"",
 "\"Long_Blonde\"": "\"Long_Blonde\"",
 "\"Long_Orange\"": "\"Long_Orange\"",
 "\"Long_Red\"": "\"Long_Red\"",
 "\"Look at those colors revealed as luck and skill are cast upon the floor. Do they not remind you of the Vermilion Bird s...": "「床に舞い落ちる運と技が明らかにする、あの色彩を見よ。それは朱雀が羽ばたくたびに己の羽を散らす様を思わせはしないか?」……",
 "\"Look at those colors revealed as luck and skill are cast upon the floor. Do they not remind you of the Vermilion Bird scattering its own feathers with every beat of its wings?\" - Wang Wei, Arena Announcer Recreation Room People need a place to play just as much as they need a place to rest. It increases their efficiency while they enjoy themselves. [ROOM_PoorRecreationRoom] [ROOM_MediocreRecreationRoom] [ROOM_NormalRecreationRoom] [ROOM_DecentRecreationRoom]": "「床に舞い落ちる運と技が明らかにする、あの色彩を見よ。それは朱雀が羽ばたくたびに己の羽を散らす様を思わせはしないか?」―王偉、闘技場アナウンサー レクリエーションルーム 人には休息の場と同じくらい、遊びの場が必要だ。楽しみながら効率も高まる。[ROOM_PoorRecreationRoom] [ROOM_MediocreRecreationRoom] [ROOM_NormalRecreationRoom] [ROOM_DecentRecreationRoom]",
 "\"Looks like it'd hurt if you got poked by t...": "「これに突かれたら痛いだろうな。」",
 "\"Looks like you finally rese": "「どうやらようやく…",
 "\"MAX\"": "\"MAX\"",
 "\"Main8\"": "\"Main8\"",
 "\"MerchantRoom\"": "\"MerchantRoom\"",
 "\"Moderate\"": "\"Moderate\"",
 "\"ModifyClanGold_-200,\\nModifyContributionPoint_50\"": "\"ModifyClanGold_-200,\\nModifyContributionPoint_50\"",
 "\"ModifyClanGold_1000\"": "\"ModifyClanGold_1000\"",
 "\"ModifyClanGold_1000,\\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150\"": "\"ModifyClanGold_1000,\\nSpawnItemMap_DeputyCaptainsInsignia_1_150/150\"",
 "\"ModifyContributionPoint_-80,\\nAddItem_TechBook_8_0\"": "\"ModifyContributionPoint_-80,\\nAddItem_TechBook_8_0\"",
 "\"ModifyContributionPoint_-80,\\nModifyClanGold_800\"": "\"ModifyContributionPoint_-80,\\nModifyClanGold_800\"",
 "\"ModifyContributionPoint_15,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_15,\\nAddAffecterAll_Satisfied_1440,\"",
 "\"ModifyContributionPoint_20,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_20,\\nAddAffecterAll_Satisfied_1440,\"",
 "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_1440,\"": "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_1440,\"",
 "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_2880\"": "\"ModifyContributionPoint_30,\\nAddAffecterAll_Satisfied_2880\"",
 "\"MoodUnder-3\"": "\"MoodUnder-3\"",
 "\"Muscles strike iron, iron strikes wood, and wood holds fast to magic stones.": "「筋肉は鉄を打ち、鉄は木を打ち、木は魔力の石をしっかりと抱え込む。",
 "\"Muscles strike iron, iron strikes wood, and wood holds fast to magic stones. Everything in the workshop is entwined like grapevines. Human sweat and fruit mingle and ferment, crafting the sweetest thing the world will ever taste.\" - Brecht, Dwarven Jeweler A workshop requires many different tools, but the morale of expedition members working in a good environment is also an important resource. Workshop Filled with noise, sawdust, and ceaseless hammering, workshops supply countless things that keep a settlement alive. Crafting tools by hand and judging the quality of what has been made are human responsibilities. Places that denied this have now vanished into history. [ROOM_PoorWorkshop] [ROOM_MediocreWorkshop] [ROOM_NormalWorkshop] [ROOM_DecentWorkshop] Magic Workshop Crafting magical tools is separate from ordinary work. Handling minute traces of magic and overcoming the challenges of crafting itself require a different set of delicate tools. [ROOM_PoorMagicWorkshop] [ROOM_MediocreMagicWorkshop] [ROOM_NormalMagicWorkshop] [ROOM_DecentMagicWorkshop]": "「筋肉は鉄を打ち、鉄は木を打ち、木は魔力の石をしっかりと抱え込む。工房にあるすべてはぶどうの蔓のように絡み合っている。人の汗と果実が混ざり合い発酵し、この世で最も甘いものを生み出す。」―ブレヒト、ドワーフの宝石職人 工房にはさまざまな道具が必要だが、良い環境で働く遠征隊員の士気もまた重要な資源だ。工房 騒音、おがくず、絶え間ない金槌の音に満ちた工房は、拠点の暮らしを支える数え切れないものを生み出す。道具を手で作り、出来栄えを見極めるのは人の務めだ。それを怠った場所は、今や歴史の中に消え去った。[ROOM_PoorWorkshop] [ROOM_MediocreWorkshop] [ROOM_NormalWorkshop] [ROOM_DecentWorkshop] 魔法工房 魔法の道具を作ることは、通常の仕事とは別物だ。わずかな魔力の痕跡を扱い、製作そのものの難しさを乗り越えるには、また別の繊細な道具一式が要る。[ROOM_PoorMagicWorkshop] [ROOM_MediocreMagicWorkshop] [ROOM_NormalMagicWorkshop] [ROOM_DecentMagicWorkshop]",
 "\"Mustache_Black\"": "\"Mustache_Black\"",
 "\"Mustache_Brown\"": "\"Mustache_Brown\"",
 "\"Mustache_Orange\"": "\"Mustache_Orange\"",
 "\"Mustache_Red\"": "\"Mustache_Red\"",
 "\"Mustache_White\"": "\"Mustache_White\"",
 "\"NPC\"": "\"NPC\"",
 "\"NULL\"": "\"NULL\"",
 "\"Ngh...!\"": "「うう…！」",
 "\"No direct stat modifiers\"": "\"直接的なステータス修正なし\"",
 "\"No! I'm real! I'm the real one!\"": "「違う！本物はこっちだ！」",
 "\"No! I'm real! I'm the real one!\" You hear {0} scream and coldly turn your head away. No matter how you look at it, this is far too suspicious. There is no need to tak": "「違う！本物はこっちだ！」あなたは{0}の叫びを聞き、冷たく頭を背ける。どう見てもこれは疑わしい。調べる必要はない。",
 "\"None\"": "\"None\"",
 "\"Normal\"": "\"Normal\"",
 "\"Notify_DecisionNotActivate,\\nSpendMinute_1,\\nModifyClanGold_300\"": "\"Notify_DecisionNotActivate,\\nSpendMinute_1,\\nModifyClanGold_300\"",
 "\"Now I hear tales of you lot from here and there.\" The supervisor's voice flows through the raven's beak. \"It seems yo...": "「さまざまな場所からお前たちのうわさを聞くようになったな」 監督の声が烏のくちばしから流れる。「どうやら...",
 "\"Oh... What an extraordinary discovery.\"": "「おお…なんと素晴らしい発見だろう。」",
 "\"On the battlefield, eating well means you have already accomplished eighty percent of the mission.\"": "「戦場では、よく食べることがすでに任務の八割を成し遂げたことを意味する。」",
 "\"On the battlefield, eating well means you have already accomplished eighty percent of the mission.\" - Battle Cook Yoshiteru Dining Hall Food relieves hunger, but the dining hall relieves the day's lingering weariness among people. [ROOM_PoorDiningRoom] [ROOM_MediocreDiningRoom] [ROOM_NormalDiningRoom] [ROOM_DecentDiningRoom]": "「戦場では、よく食べることがすでに任務の八割を成し遂げたことを意味する。」―戦場料理人ヨシテル 食堂 食事は空腹を満たすが、食堂は人々の一日の疲れを癒す。[ROOM_PoorDiningRoom] [ROOM_MediocreDiningRoom] [ROOM_NormalDiningRoom] [ROOM_DecentDiningRoom]",
 "\"OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0\"": "\"OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0\"",
 "\"OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0\"": "\"OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0\"",
 "\"Outstanding\"": "\"優秀\"",
 "\"Per-room odds\" is this node's template share whenever a matching room slot generates on those floors; a floor holds several slots, so the practical hit rate is higher. Click a node for its full breakdown.": "「部屋ごとの確率」は、対象フロアで該当する部屋スロットが生成された際の、このノードのテンプレート割合です。1フロアには複数のスロットがあるため、実際の出現率はこれより高くなります。ノードをクリックすると詳細な内訳が表示されます。",
 "\"Phew...\"": "「ふぅ...」",
 "\"Phew...\" She struggles to catch her breath. \"What about Jack and Ivan?\" At your question, her face darkens without a word. You pause for a": "「ふぅ...」彼女は息を整えるのに苦労している。「ジャックとイヴァンはどうなったの?」あなたの問いに、彼女は無言で表情を曇らせる。あなたは少しの間、",
 "\"QuestFinish_HuntAlphaAcidSlogel\"": "\"QuestFinish_HuntAlphaAcidSlogel\"",
 "\"QuestFinish_HuntElderGloth\"": "\"QuestFinish_HuntElderGloth\"",
 "\"QuestFinish_HuntWhiteMawmurk\"": "\"QuestFinish_HuntWhiteMawmurk\"",
 "\"QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0\"",
 "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSil...": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSil...",
 "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0\"",
 "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0\"": "\"QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0\"",
 "\"QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0\"": "\"QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0\"",
 "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && Scenario...": "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && Scenario...",
 "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"",
 "\"QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom\"",
 "\"QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom\"",
 "\"QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom\"",
 "\"QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom\"": "\"QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom\"",
 "\"RankUp1to2\"": "\"RankUp1to2\"",
 "\"RankUp2to3\"": "\"RankUp2to3\"",
 "\"Raw values: 5\"": "\"生の値: 5\"",
 "\"Recreation\"": "\"Recreation\"",
 "\"Red\"": "\"Red\"",
 "\"Remarkable... This was no ordinary magical experi...": "\"Remarkable... This was no ordinary magical experi...",
 "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchIn...": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchIn...",
 "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect && Cooldown_Npc6_0\"": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect && Cooldown_Npc6_0\"",
 "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0\"": "\"RunningQuest_ResearchInsect4||\\nRunningQuest_ResearchInsect3||\\nRunningQuest_ResearchInsect2||\\nRunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0\"",
 "\"Short02_Orange\"": "\"Short02_Orange\"",
 "\"Short03_Brown\"": "\"Short03_Brown\"",
 "\"Short04_Brown\"": "\"Short04_Brown\"",
 "\"Short05_Black\"": "\"Short05_Black\"",
 "\"Short05_Blonde\"": "\"Short05_Blonde\"",
 "\"Short05_Brown\"": "\"Short05_Brown\"",
 "\"Short05_Red\"": "\"Short05_Red\"",
 "\"Short06_Brown\"": "\"Short06_Brown\"",
 "\"Short07_Black\"": "\"Short07_Black\"",
 "\"Short07_Brown\"": "\"Short07_Brown\"",
 "\"Short07_Orange\"": "\"Short07_Orange\"",
 "\"Short07_Red\"": "\"Short07_Red\"",
 "\"Short08_Brown\"": "\"Short08_Brown\"",
 "\"Short09_Black\"": "\"Short09_Black\"",
 "\"Short09_Red\"": "\"Short09_Red\"",
 "\"Short09_White\"": "\"Short09_White\"",
 "\"Short_Black\"": "\"Short_Black\"",
 "\"Short_Brown\"": "\"Short_Brown\"",
 "\"Short_Red\"": "\"Short_Red\"",
 "\"Short_White\"": "\"Short_White\"",
 "\"ShowAction\"": "\"ShowAction\"",
 "\"ShowChoiceAction_ChoiceF28100\"": "\"ShowChoiceAction_ChoiceF28100\"",
 "\"ShowChoiceAction_ChoiceF28110\"": "\"ShowChoiceAction_ChoiceF28110\"",
 "\"ShowChoiceAction_ChoiceF29110\"": "\"ShowChoiceAction_ChoiceF29110\"",
 "\"ShowChoiceAction_ChoiceF34100\"": "\"ShowChoiceAction_ChoiceF34100\"",
 "\"ShowChoiceAction_ChoiceN14110\"": "\"ShowChoiceAction_ChoiceN14110\"",
 "\"ShowChoiceAction_ChoiceR5100\"": "\"ShowChoiceAction_ChoiceR5100\"",
 "\"ShowChoiceAction_ChoiceR5110\"": "\"ShowChoiceAction_ChoiceR5110\"",
 "\"ShowChoiceAction_ChoiceR8100\"": "\"ShowChoiceAction_ChoiceR8100\"",
 "\"ShowNextNode_NodeF2710_100\"": "\"ShowNextNode_NodeF2710_100\"",
 "\"ShowNextNode_NodeF2810_100\"": "\"ShowNextNode_NodeF2810_100\"",
 "\"ShowNextNode_NodeF2811_100\"": "\"ShowNextNode_NodeF2811_100\"",
 "\"ShowNextNode_NodeF2910_100\"": "\"ShowNextNode_NodeF2910_100\"",
 "\"ShowNextNode_NodeF2911_100\"": "\"ShowNextNode_NodeF2911_100\"",
 "\"ShowNextNode_NodeF3010_100\"": "\"ShowNextNode_NodeF3010_100\"",
 "\"ShowNextNode_NodeF3410_100\"": "\"ShowNextNode_NodeF3410_100\"",
 "\"ShowNextNode_NodeN1411\"": "\"ShowNextNode_NodeN1411\"",
 "\"ShowNextNode_NodeN1411_100\"": "\"ShowNextNode_NodeN1411_100\"",
 "\"ShowNextNode_NodeR510_100\"": "\"ShowNextNode_NodeR510_100\"",
 "\"ShowNextNode_NodeR511_100\"": "\"ShowNextNode_NodeR511_100\"",
 "\"ShowNextNode_NodeR610_100,\\nAddAffecterAll_AbundantRation_1440,\\nAddAffecterAll_Satisfied_1440\"": "\"ShowNextNode_NodeR610_100,\\nAddAffecterAll_AbundantRation_1440,\\nAddAffecterAll_Satisfied_1440\"",
 "\"ShowNextNode_NodeR611_100,\\nAddAffecterAll_Dissatisfaction_1440\"": "\"ShowNextNode_NodeR611_100,\\nAddAffecterAll_Dissatisfaction_1440\"",
 "\"ShowNextNode_NodeR710_100\"": "\"ShowNextNode_NodeR710_100\"",
 "\"ShowNextNode_NodeR711_100\"": "\"ShowNextNode_NodeR711_100\"",
 "\"ShowNextNode_NodeR810_100\"": "\"ShowNextNode_NodeR810_100\"",
 "\"SlimUnisex\"": "\"SlimUnisex\"",
 "\"So you really did kill it. I can't say I expected much...\"": "「なるほど、本当にあの獣を仕留めたのか。大した期待はしていなかったが…」",
 "\"So, how much were you looking to spend?\"": "「それで、いくらほどお考えで?」",
 "\"So, how much were you looking to spend?\" - Jake, Lycan Marketplace Merchant Merchant Room Merchants bring more than goods. They also bring news and possibilities from beyond the settlement. The merchant room serves as a lifeline where unnecessary items can be sold and needed goods purchased. [ROOM_MerchantRoom]": "「それで、いくらほどお考えで?」―ジェイク、ライカン族の市場商人 商人の部屋 商人がもたらすのは品物だけではない。拠点の外からのニュースや可能性ももたらしてくれる。商人の部屋は、不要な品を売り、必要な品を買うための命綱となる。[ROOM_MerchantRoom]",
 "\"So, you really managed to kill the beast. I can't ...": "「なるほど、本当にあの獣を仕留めたのか…」",
 "\"SpawnItemMap_DeputyCaptainsInsignia_1_150/150\"": "\"SpawnItemMap_DeputyCaptainsInsignia_1_150/150\"",
 "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillRes...": "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillRes...",
 "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillResetElixir_1_150/150\"": "\"SpawnItemMap_GoddessTears_2_150/150,\\nSpawnItemMap_Oats_2_150/150,\\nSpawnItemMap_Clay_5_150/150,\\nSpawnItemMap_SkillResetElixir_1_150/150\"",
 "\"SpawnItem_ImperialCoin_Perion_1\"": "\"SpawnItem_ImperialCoin_Perion_1\"",
 "\"SpawnItem_ImperialCoin_Perion_3\"": "\"SpawnItem_ImperialCoin_Perion_3\"",
 "\"SpawnItem_TechBook_Xenon_2\"": "\"SpawnItem_TechBook_Xenon_2\"",
 "\"SpawnItem_TechBook_Xenon_4\"": "\"SpawnItem_TechBook_Xenon_4\"",
 "\"Special\"": "\"Special\"",
 "\"Stalling\"": "\"Stalling\"",
 "\"StandardMale\"": "\"StandardMale\"",
 "\"Start Point\"": "スタートポイント",
 "\"StartQuest_InteractEndrossi2\"": "\"StartQuest_InteractEndrossi2\"",
 "\"StartQuest_InteractEndrossi3\"": "\"StartQuest_InteractEndrossi3\"",
 "\"StartQuest_InteractEndrossi4\"": "\"StartQuest_InteractEndrossi4\"",
 "\"StartQuest_Main7\"": "\"StartQuest_Main7\"",
 "\"StartQuest_Main8\"": "\"StartQuest_Main8\"",
 "\"StatAbove_Mood_-10\\n&& StatUnder_Mood_-5\"": "\"StatAbove_Mood_-10\\n&& StatUnder_Mood_-5\"",
 "\"StatAbove_Mood_-20\\n&& StatUnder_Mood_-10\"": "\"StatAbove_Mood_-20\\n&& StatUnder_Mood_-10\"",
 "\"StatAbove_Mood_-99\\n&& StatUnder_Mood_-10\"": "\"StatAbove_Mood_-99\\n&& StatUnder_Mood_-10\"",
 "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\"": "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\"",
 "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\" Still plainly dissatisfied, the expedition members take their usual portions and leave.": "\"Survival requires restraint as well as strength in battle. I ask each of you to endure a little longer.\" Still plainly dissatisfied, the expedition members take their usual portions and leave.",
 "\"Take whatever you need. Just make sure you pay a fair price.\"": "「必要なものは何でも取っていい。ただ、公正な価格を払うことを忘れずに。」",
 "\"TargetHeadHealthAbove_10\"": "\"TargetHeadHealthAbove_10\"",
 "\"TargetHeadHealthAbove_80\"": "\"TargetHeadHealthAbove_80\"",
 "\"Thank you, Captain!\"": "\"Thank you, Captain!\"",
 "\"Thank you, Captain!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "\"Thank you, Captain!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.",
 "\"Thank you, Commander!\"": "「ありがとうございます、司令官!」",
 "\"Thank you, Commander!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "「ありがとうございます、司令官!」遠征隊員はいつもより豪華な食事を受け取り、目に見えて満足げに食べる。",
 "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\"": "「その遠征も疲れたよ!暖かいベッドで寝たい...」",
 "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\" With a loud stretch, {0} appears in front of the portal! Several members' faces turn pale.": "「その遠征も疲れたよ!暖かいベッドで寝たい...」大きく伸びをして、{0}が門の前に現れる！メンバーの何人かの顔が青ざめる。",
 "\"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\"": "「その怪物がそんに簡単に死ぬはずがない。見栄を張るために嘘をつくな。」",
 "\"That thing": "「その生き物",
 "\"The Dungeon is becoming far more dan...": "「ダンジョンは、私たちが以前知っていたよりもはるかに危険になりつつあ……",
 "\"The Dungeon is consuming the contine...": "「ダンジョンは大陸を飲み込みつつあ……",
 "\"The Dungeon is consuming the continent...": "「ダンジョンが大陸を飲み込んでいる...",
 "\"The Dungeon will not welcome us. It will test us without end and, in ...": "「ダンジョンは我々を歓迎しない。それは終わりなく我々を試し…",
 "\"The eyelids are heavier than a thousand weights, for no strongman can lift them...\"": "「まぶたは千の重りよりも重い。いかなる剛の者もそれを持ち上げることはできない……」",
 "\"The eyelids are heavier than a thousand weights, for no strongman can lift them...\" - Girim, Guild Scribe Bedrooms where expedition members can st": "「まぶたは千の重りよりも重い。いかなる剛の者もそれを持ち上げることはできない……」―ギリム、ギルド書記官 遠征隊員が滞在でき……",
 "\"The eyelids are heavier than a thousand weights, for no strongman can lift them...\" - Girim, Guild Scribe Bedrooms where expedition members can stay an...": "「まぶたは千の重りよりも重い。いかなる剛の者もそれを持ち上げることはできない……」―ギリム、ギルド書記官 遠征隊員が滞在し眠るこ……",
 "\"The eyelids are heavier than a thousand weights, for no strongman can lift them...\" - Girim, Guild Scribe Bedrooms where expedition members can stay and sleep are essential to their recovery. Private Room Sharing a bedroom with others can make expedition members feel that their personal space is being invaded. To provide the highest-quality sleep, it is best not to place two or more beds in the same room. [ROOM_PoorPrivateRoom] [ROOM_MediocrePrivateRoom] [ROOM_NormalPrivateRoom] [ROOM_DecentPrivateRoom] Shared Room When resources or space are limited, expedition members may have to sleep together in one place. It may not provide a large mood increase, but it can still be strategically necessary. [ROOM_PoorSharedRoom] [ROOM_MediocreSharedRoom] [ROOM_NormalSharedRoom] [ROOM_DecentSharedRoom]": "「まぶたは千の重りよりも重い。いかなる剛の者もそれを持ち上げることはできない……」―ギリム、ギルド書記官 遠征隊員が滞在し眠れる寝室は、彼らの回復に欠かせない。個室 他人と寝室を共有すると、遠征隊員は個人の空間が侵されていると感じることがある。最高品質の睡眠を提供するには、同じ部屋に二台以上のベッドを置かないのが望ましい。[ROOM_PoorPrivateRoom] [ROOM_MediocrePrivateRoom] [ROOM_NormalPrivateRoom] [ROOM_DecentPrivateRoom] 相部屋 資源や空間が限られている場合、遠征隊員は一つの場所に共に眠らねばならないこともある。気分の上昇は大きくないかもしれないが、戦略上必要になることもある。[ROOM_PoorSharedRoom] [ROOM_MediocreSharedRoom] [ROOM_NormalSharedRoom] [ROOM_DecentSharedRoom]",
 "\"The eyelids are heavier than a thousand weights, for no strongman can lift them...\" - Girim, Guild Scribe Bedrooms where expedition members...": "「まぶたは千の重りよりも重い。いかなる剛の者もそれを持ち上げることはできない……」―ギリム、ギルド書記官 遠征隊員……",
 "\"The others need their rest. That's enough for tonight.\"": "「他の皆は休息が必要だ。今晩はこれで十分だ。」",
 "\"Then suffering shall be your companion!\"": "\"Then suffering shall be your companion!\"",
 "\"Then...": "「では...",
 "\"Then... may the wave enfold you.\"": "「それでは…波があなたを包み込みますように。」",
 "\"There's a bloodsucking insect that goblin shamans appa...": "「ゴブリンのシャーマンが周りに運ぶと思われる吸血昆虫があります…",
 "\"They have sharp noses. They tear into the weak and frightened first.\"": "「彼らは鋭い嗅覚を持っている。彼らは弱くて怖い者に最初に襲いかかる。」",
 "\"They've a keen nose for weakness. The fearful and feeble are always the first ...": "「彼らは弱さに敏感な嗅覚を持っている。恐れ心と虚弱な者が常に最初に…",
 "\"This place... was prepared for me...": "「この場所は……私のために用意された……",
 "\"This place... was prepared for me... A place where I can pour everything into uncovering and discovering, my dim, immaculate, and somehow melancholy...\" - Svyatogor, Commander of the Vostok Research Order Laboratory A craftsman completes a tool, but a scholar asks what that tool still cannot do and ceaselessly scratches a pen across paper in search of the answer. [ROOM_PoorResearchLab] [ROOM_MediocreResearchLab] [ROOM_NormalResearchLab] [ROOM_DecentResearchLab]": "「この場所は……私のために用意された……解明と発見のすべてを注ぎ込める場所。ぼんやりとして、汚れなく、どこか物悲しい私の……」―スヴャトゴル、ヴォストーク研究騎士団司令官 研究所 職人は道具を完成させるが、学者はその道具がまだ成し得ないことを問い、答えを求めて絶えず紙にペンを走らせる。[ROOM_PoorResearchLab] [ROOM_MediocreResearchLab] [ROOM_NormalResearchLab] [ROOM_DecentResearchLab]",
 "\"This takes us one step further. Excellen...": "「これで一歩前進だ。素晴ら……",
 "\"TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440\"": "\"TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440\"",
 "\"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. ...": "\"正直に言うと、あなたのグループがそんなに長く続くとは思っていませんでした。でも、間違っていたことを認めなければならないようです。...",
 "\"Understood.\"": "\"Understood.\"",
 "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0\"",
 "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0\"",
 "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0\"",
 "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0\"": "\"UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0\"",
 "\"Very well. Then we shall make you @##$@.\"": "「わかりました。では、あなたを@##$@にいたしましょう。」",
 "\"We can't take this any longer...": "「これ以上はいられない…",
 "\"We should make some more ceramics and keep them ...": "「もっと陶器を作って、それを保管しておくべきだ……",
 "\"Wha...": "「何だ…",
 "\"What about Jack and Ivan, who were with you?\"</color": "「一緒にいたジャックとイヴァンはどうなったの?」</color",
 "\"What about Jack and Ivan?\"": "「ジャックとイヴァンはどうなったの?」",
 "\"What process produces that ...": "「どのような過程が…",
 "\"Workbench\"": "\"Workbench\"",
 "\"Yellow\"": "\"Yellow\"",
 "\"You're here.\"": "「ここにいたのか。」",
 "\"] .dsb-combo input": "\"] .dsb-combo input",
 "#1 damage": "ダメージ1位",
 "#c-bg .dsb-search": "#c-bg .dsb-search",
 "#c-eq .dsb-slotpanel .dsb-combo input": "#c-eq .dsb-slotpanel .dsb-combo input",
 "#c-insc .dsb-inscsearchrow .dsb-search": "#c-insc .dsb-inscsearchrow .dsb-search",
 "#c-save .dsb-build-portrait .dsb-bname": "#c-save .dsb-build-portrait .dsb-bname",
 "#c-save img.dsb-build-npc": "#c-save img.dsb-build-npc",
 "#c-top .dsb-nameinput": "#c-top .dsb-nameinput",
 "#c-top .dsb-topnpc img": "#c-top .dsb-topnpc img",
 "#c-trees .treewrap": "#c-trees .treewrap",
 "#fcount, .fcount": "#fcount, .fcount",
 "#fs-layoutfield button": "#fs-layoutfield button",
 "% CDR)": "% クールダウン短縮後）",
 "% crit dmg)": "% クリティカルダメージ）",
 "% crit, +": "% クリティカル、+",
 "% dmg, +": "% ダメージ, +",
 "% hit, consumed on use)": "% 命中、使用時に消費）",
 "% less dmg)": "% ダメージ減）",
 "% missing HP": "%の欠損HP",
 "% of HP": "HPの%",
 "% of Max HP per tick": "ティックあたり最大HPの%",
 "% of its HP": "HPの割合(%)",
 "% of its Magic Atk)": "その魔法攻撃力の%）",
 "% of your HP": "自分の体力に対する割合",
 "% to": "% を",
 "% total HP or below kills it instantly. Bosses are exempt.": "%以下の合算HPにするダメージ一撃は、即座に敵を倒します。ボスは対象外です。",
 "%. There is no per-hit ceiling on the reflected number.": "%を全量反射します。反射される数値には1発あたりの上限はありません。",
 "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\": "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers (Alpha)\\Saves\\",
 "&mdash; found in {#}": "- {#} 内で発見",
 "&mdash; from {#}": "- {#} から",
 "'><img loading='lazy' src='": "'><img loading='lazy' src='",
 "'Lowell'": "「ローウェル」",
 "'Skip Safe Floor' bypasses it on repeat visits (where allowed)": "「セーフフロアをスキップ」は再訪時にこれを飛ばします（許可されている場合）",
 "(-2) is also applied.": "（-2）も適用されます。",
 "(10 burning stacks)": "(燃焼10スタック)",
 "(10% ×2) - from": "（10% ×2）- ドロップ元",
 "(10.34%) - from": "(10.34%) - から",
 "(10.71% ×2) - from": "(10.71% ×2) - から",
 "(100% attack power, magic, range 5).": "（攻撃力100%、魔法、射程5）。",
 "(100% attack power, physical, range 1).": "（攻撃力100%、物理、射程1）。",
 "(100% attack power, physical, range 3).": "(攻撃力100%、物理、射程3)。",
 "(100% ×10) - from": "(100% ×10) - 入手元：",
 "(100% ×12) - from": "（100% ×12）- ドロップ元",
 "(100% ×16) - from": "（100% ×16） - 入手元",
 "(100% ×18) - from": "(100% ×18) - 入手元:",
 "(100% ×2) - from": "（100% ×2）- 入手元",
 "(100% ×20) - from": "(100% ×20) - 入手元：",
 "(100% ×3) - from": "(100% ×3) - 入手元：",
 "(100% ×30) - from": "（100% ×30）- ドロップ元",
 "(100% ×32) - from": "(100% ×32) - 入手元: ",
 "(100% ×4) - from": "(100% ×4) - 入手元：",
 "(100% ×40) - from": "(100% ×40) - から",
 "(100% ×48) - from": "(100% ×48) - 入手元: ",
 "(100% ×5) - from": "（100% ×5）- ドロップ元",
 "(100% ×50) - from": "(100% ×50) - から",
 "(100% ×6) - from": "（100% ×6）- ドロップ元",
 "(100% ×7) - from": "(100% ×7) - から",
 "(100% ×8) - from": "(100% ×8) - 入手元：",
 "(100%) - from": "（100%）- 出典：",
 "(11 chances over a full career). Older guidance that inscriptions only appear at levels 2, 5, 8 and 11 is outdated.": "（生涯を通じて11回の機会）。刻印がレベル2、5、8、11でしか現れないという古い説明は時代遅れです。",
 "(11.11%) - from": "(11.11%) - から",
 "(12.5%) - from": "(12.5%) - から",
 "(13.0% dmg reduction)": "（13.0% ダメージ軽減）",
 "(13.04%) - from": "（13.04%）- ドロップ元",
 "(13.33% ×10) - from": "(13.33% ×10) - から",
 "(13.33% ×15) - from": "(13.33% ×15) - から",
 "(13.33% ×3) - from": "(13.33% ×3) - から",
 "(13.33% ×6) - from": "(13.33% ×6) - 入手元:",
 "(13.79%) - from": "(13.79%) - から",
 "(15.38% ×10) - from": "(15.38% ×10) - から",
 "(15.38% ×2) - from": "(15.38% ×2) - 入手元：",
 "(15.38% ×3) - from": "（15.38% ×3） - 入手元",
 "(15.38% ×4) - from": "(15.38% ×4) - から",
 "(15.38% ×40) - from": "(15.38% ×40) - 入手元:",
 "(15.38% ×5) - from": "(15.38% ×5) - 入手元: ",
 "(15.38% ×6) - from": "（15.38% ×6）- ドロップ元",
 "(15.38% ×8) - from": "(15.38% ×8) - 入手元:",
 "(15.38%) - from": "（15.38%） - 入手元",
 "(15.79% ×2) - from": "(15.79% ×2) - から",
 "(16.67% ×2) - from": "（16.67% ×2） - 入手元",
 "(16.67% ×6) - from": "(16.67% ×6) - から",
 "(16.67%) - from": "(16.67%) - 入手元：",
 "(16.7% dmg reduction)": "（ダメージ軽減16.7%）",
 "(17.65% ×2) - from": "(17.65% ×2) - から",
 "(18.37%) - from": "(18.37%) - から",
 "(18.75% ×2) - from": "（18.75% ×2）- ドロップ元",
 "(20% ×10) - from": "(20% ×10) - から",
 "(20% ×16) - from": "（20% ×16）- ドロップ元",
 "(20% ×3) - from": "（20% ×3）- ドロップ元",
 "(20% ×5) - from": "(20% ×5) - から",
 "(20% ×6) - from": "（20% ×6）- ドロップ元",
 "(20%) - from": "（20%）- 入手元",
 "(20.0% dmg reduction)": "(20.0% ダメージ減少)",
 "(20.69% ×12) - from": "(20.69% ×12) - から",
 "(2000 HP)": "(2000 HP)",
 "(21.74%) - from": "(21.74%) - から",
 "(22.22% ×2, 11.11% ×4) - from": "(22.22% ×2, 11.11% ×4) - から",
 "(22.22%, 11.11% ×2) - from": "(22.22%, 11.11% ×2) - から",
 "(23.08%) - from": "(23.08%) - 入手元：",
 "(23.1% dmg reduction)": "（ダメージ軽減 23.1%）",
 "(23.53%) - from": "(23.53%) - から",
 "(25% ×2) - from": "(25% ×2) - から",
 "(25% ×4) - from": "（25% ×4）- ドロップ元",
 "(25% ×9) - from": "(25% ×9) - から",
 "(25.81% ×20) - from": "(25.81% ×20) - から",
 "(25.81%) - from": "(25.81%) - から",
 "(27.78%) - from": "(27.78%) - から",
 "(28.57% ×2) - from": "(28.57% ×2) - から",
 "(28.57% ×5) - from": "(28.57% ×5) - から",
 "(28.6% dmg reduction)": "（ダメージ軽減28.6%）",
 "(3/stack/s x 1 stacks) for 2 s =": "（3/スタック/秒 × 1スタック）2秒間 =",
 "(3/stack/s x 1 stacks) for 5 s =": "（3/スタック/秒 × 1スタック）5秒間 =",
 "(3/stack/s x 2 stacks) for 10 s =": "(3/スタック/秒 x 2スタック) を10秒間 =",
 "(3/stack/s x 2 stacks) for 5 s =": "（3/スタック/秒 × 2スタック）5秒間 =",
 "(30%) - from": "（30%）- ドロップ元",
 "(31.58% ×3) - from": "(31.58% ×3) - 入手元:",
 "(32.26% ×10, 3.23% ×20) - from": "(32.26% ×10, 3.23% ×20) - 入手元: ",
 "(32.26% ×11, 3.23% ×22) - from": "(32.26% ×11, 3.23% ×22) - 入手元: ",
 "(32.26% ×13, 3.23% ×26) - from": "(32.26% ×13, 3.23% ×26) - 入手元: ",
 "(32.26% ×15, 3.23% ×30) - from": "(32.26% ×15, 3.23% ×30) - 入手元: ",
 "(32.26% ×2, 3.23% ×4) - from": "(32.26% ×2, 3.23% ×4) - 入手元: ",
 "(32.26% ×3, 3.23% ×6) - from": "(32.26% ×3, 3.23% ×6) - 入手元: ",
 "(32.26% ×4, 3.23% ×8) - from": "(32.26% ×4, 3.23% ×8) - 入手元: ",
 "(32.26% ×5, 3.23% ×10) - from": "(32.26% ×5, 3.23% ×10) - 入手元: ",
 "(32.26% ×6, 3.23% ×12) - from": "(32.26% ×6, 3.23% ×12) - 入手元: ",
 "(32.26% ×7, 3.23% ×14) - from": "(32.26% ×7, 3.23% ×14) - 入手元: ",
 "(32.26% ×8, 3.23% ×16) - from": "(32.26% ×8, 3.23% ×16) - 入手元: ",
 "(32.26% ×9, 3.23% ×18) - from": "(32.26% ×9, 3.23% ×18) - 入手元: ",
 "(32.26%, 3.23% ×2) - from": "(32.26%, 3.23% ×2) - 入手元: ",
 "(3200 HP)": "(3200 HP)",
 "(33% dmg reduction)": "（ダメージ33%軽減）",
 "(33.3% dmg reduction)": "(ダメージ軽減33.3%)",
 "(33.33% ×10) - from": "（33.33% ×10）- ドロップ元",
 "(33.33% ×12, 33.33% ×18, 33.33% ×24) - from": "(33.33% ×12, 33.33% ×18, 33.33% ×24) - 入手元: ",
 "(33.33% ×16) - from": "（33.33% ×16） - 入手元",
 "(33.33% ×18) - from": "(33.33% ×18) - 入手元: ",
 "(33.33% ×2) - from": "（33.33% ×2）- ドロップ元",
 "(33.33% ×2, 33.33% ×3, 33.33% ×4) - from": "(33.33% ×2, 33.33% ×3, 33.33% ×4) - 入手元: ",
 "(33.33% ×4) - from": "（33.33% ×4）- ドロップ元",
 "(33.33% ×6) - from": "（33.33% ×6） - 入手元",
 "(33.33% ×8) - from": "（33.33% ×8） - 入手元",
 "(33.33%) - from": "(33.33%) - 提供元",
 "(34.29%) - from": "(34.29%) - から",
 "(37.04% ×2) - from": "(37.04% ×2) - から",
 "(37.5% dmg reduction)": "（37.5% ダメージ軽減）",
 "(38.46% ×150) - from": "（38.46% ×150）- ドロップ元",
 "(38.46% ×2) - from": "(38.46% ×2) - から",
 "(38.46% ×20) - from": "(38.46% ×20) - から",
 "(38.46% ×3) - from": "（38.46% ×3）- ドロップ元",
 "(4.55%) - from": "(4.55%) - 入手元：",
 "(40% ×10) - from": "(40% ×10) - から",
 "(40% ×4) - from": "(40% ×4) - 入手元: ",
 "(40% ×8) - from": "(40% ×8) - から",
 "(40%) - from": "（40%）- 入手元",
 "(45.45% ×2) - from": "(45.45% ×2) - から",
 "(5%) - from": "(5%) - 入手元:",
 "(5/stack/s x 3 stacks) for 6 s =": "(5/スタック/秒 x 3スタック)を6秒間 =",
 "(50% of price -": "（価格の50% -",
 "(50% ×12) - from": "(50% ×12) - から",
 "(50% ×12, 50% ×16) - from": "(50% ×12, 50% ×16) - から",
 "(50% ×15) - from": "（50% ×15）- ドロップ元",
 "(50% ×2) - from": "（50% ×2）- ドロップ元",
 "(50% ×2, 50% ×3) - from": "（50% ×2、50% ×3）- 入手元",
 "(50% ×2, 50% ×4) - from": "(50% ×2, 50% ×4) - 入手元: ",
 "(50% ×20) - from": "(50% ×20) - から",
 "(50% ×20, 50% ×24) - from": "（50% ×20、50% ×24）- ドロップ元",
 "(50% ×4) - from": "（50% ×4）- ドロップ元",
 "(50% ×4, 50% ×6) - from": "（50% ×4、50% ×6） - 入手元",
 "(50% ×5) - from": "(50% ×5) - から",
 "(50% ×6) - from": "(50% ×6) - から",
 "(50% ×9) - from": "（50% ×9）- ドロップ元",
 "(50%) - from": "(50%) - 入手元：",
 "(50%, 25% ×2) - from": "(50%, 25% ×2) - から",
 "(50%, 50% ×2) - from": "（50%、50% ×2）- ドロップ元",
 "(53.57% ×6) - from": "(53.57% ×6) - 入手元: ",
 "(55.56% ×2) - from": "（55.56% ×2）- ドロップ元",
 "(61.22% ×4) - from": "(61.22% ×4) - から",
 "(62.5% ×4) - from": "(62.5% ×4) - から",
 "(62.5% ×6, 37.5% ×8) - from": "(62.5% ×6, 37.5% ×8) - から",
 "(65.22% ×6) - from": "(65.22% ×6) - 入手元: ",
 "(66.67% ×12) - from": "(66.67% ×12) - から",
 "(66.67% ×2) - from": "(66.67% ×2) - から",
 "(66.67% ×2, 33.33% ×4) - from": "(66.67% ×2、33.33% ×4) - 入手元：",
 "(66.67% ×20, 33.33% ×24) - from": "（66.67% ×20、33.33% ×24）- ドロップ元",
 "(66.67% ×4, 33.33% ×8) - from": "（66.67% ×4、33.33% ×8）- ドロップ元",
 "(66.67%, 33.33% ×2) - from": "（66.67%、33.33% ×2） - 入手元",
 "(68.97% ×2) - from": "(68.97% ×2) - から",
 "(7.41%) - from": "(7.41%) - から",
 "(7.69%) - from": "（7.69%）- 出典：",
 "(75%) - from": "(75%) - から",
 "(76.92%, 23.08% ×2) - from": "(76.92%, 23.08% ×2) - から",
 "(8.57%) - from": "(8.57%) - から",
 "(80% ×8) - from": "（80% ×8）- ドロップ元",
 "(800 HP)": "（HP 800）",
 "(83.33% ×2) - from": "(83.33% ×2) - から",
 "(83.33% ×3) - from": "(83.33% ×3) - から",
 "(83.33%) - from": "(83.33%) - から",
 "(86.96% ×5) - from": "(86.96% ×5) - 入手元:",
 "(9.09%) - from": "(9.09%) - 入手元：",
 "(9.1% dmg reduction)": "（ダメージ軽減 9.1%）",
 "(9.68%) - from": "（9.68%）- ドロップ元",
 "(90.91% ×2) - from": "（90.91% ×2） - 入手元",
 "(90.91%, 9.09% ×2) - from": "(90.91%, 9.09% ×2) - から",
 "(95%) - from": "(95%) - 入手元:",
 "(A parallel internal \"x0.02\" growth model exists in the data but is an unused placeholder - the live model is the flat per-point one.)": "（データ内には並行して「x0.02」の成長モデルが存在しますが、未使用のプレースホルダーです。実際に稼働しているのは固定値の1ポイントあたりモデルです。）",
 "(Blade Grinding)": "（刃の研磨）",
 "(Crystal Shell) reflects magic damage. The reflect fraction sits at": "（クリスタルシェル）は魔法ダメージを反射します。反射割合は",
 "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) ||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0": "(CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1) ||(CurrentMap_Dungeon && !IsDemoBuild) && Cooldown_Npc23_0",
 "(DecisionEnd)": "(DecisionEnd)",
 "(DecisionQuest)": "(DecisionQuest)",
 "(Easy x0.15 ... Hard x1 ... Devastation x2). Filter by": "（簡単 x0.15 ... ハード x1 ... 壊滅 x2）。次でフィルター：",
 "(For save editors: because the unlock is re-derived on every load, editing a region's": "（セーブ編集者向け：解放はロードのたびに再導出されるため、地域の",
 "(HasAffecter_Hungry||HasAffecter_VeryHungry) &&FailFindFood": "(HasAffecter_Hungry||HasAffecter_VeryHungry) &&FailFindFood",
 "(Hidden)": "（非表示）",
 "(If you edit an inscription directly instead, changing the affecter key alone is": "(代わりに刻印を直接編集する場合、affecterキーを変更するだけでは",
 "(Lv1 Human)": "（Lv1 人間）",
 "(Lv1 LizardMan)": "(Lv1 リザードマン)",
 "(Lv2 Human)": "（Lv2 ヒューマン）",
 "(Lv2 LizardMan)": "(Lv2 リザードマン)",
 "(Lv3 Human)": "(Lv3 人間)",
 "(Lv4 Human)": "（Lv4 人間）",
 "(Lv5 Human)": "(Lv5 人間)",
 "(Main0) - it holds your starting kit.": "（Main0）。開始キットが入っています。",
 "(Main1), then": "（Main1）、次に",
 "(Main2).": "（Main2）。",
 "(Main3) - see the recruiting advice below before you spend.": "（Main3）。お金を使う前に下記の勧誘アドバイスを確認しましょう。",
 "(Main4) and": "（Main4）そして",
 "(Main5). Gather wood, grass and easy kills; don't push deep on day 1.": "（Main5）。木材、草、倒しやすい敵を集めましょう。1日目から奥へ攻め込まないこと。",
 "(Main6) and start research immediately; idle research is wasted time.": "（Main6）、すぐに研究を始めましょう。研究を遊ばせるのは時間の無駄です。",
 "(Make sure to take a screenshot for the event!)": "（イベント用にスクリーンショットを撮ることを忘れずに！）",
 "(Mood -2) when they eat carnivore food, and ignore the usual mood penalty for an all-vegetarian diet.": "（気分-2）を得て、完全菜食の食事では通常の気分ペナルティを無視する。",
 "(Mood -2) when they eat vegetarian food, and ignore the penalty for an all-meat diet.": "（気分-2）を得て、完全肉食の食事ではペナルティを無視する。",
 "(Mood -2) whenever their XP bar is sitting at max, so level them up promptly.": "（気分-2）をXPバーが最大のとき常に得るので、早めにレベルアップさせよう。",
 "(NPCSC_EndrossiDungeon)": "(NPCSC_EndrossiDungeon)",
 "(NPCSC_EndrossiSafe)": "(NPCSC_EndrossiSafe)",
 "(NPCSC_FesteringBurrowMerchant)": "(NPCSC_FesteringBurrowMerchant)",
 "(NPCSC_GuildMerchant)": "(NPCSC_GuildMerchant)",
 "(NPCSC_GuildMerchantDemo)": "(NPCSC_GuildMerchantDemo)",
 "(NPCSC_Perion)": "(NPCSC_Perion)",
 "(NPCSC_VeilSilenceMerchant)": "(NPCSC_VeilSilenceMerchant)",
 "(NPCSC_Xenon)": "(NPCSC_Xenon)",
 "(NPCSC_Xenon2)": "(NPCSC_Xenon2)",
 "(NPCSpawn1 - binds to room)": "(NPCSpawn1 - 部屋に紐付く)",
 "(NPCSpawn1)": "(NPCSpawn1)",
 "(NPCSpawn2)": "(NPCSpawn2)",
 "(NPCSpawn3)": "(NPCSpawn3)",
 "(No item reward.)": "（アイテム報酬なし。）",
 "(Normal)": "（通常）",
 "(QuestFinish_Main100 && ScenarioType_Establish) && CurrentMap_Base": "(QuestFinish_Main100 && ScenarioType_Establish) && CurrentMap_Base",
 "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_FesteringBurrow && CurrentMap_Base",
 "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && ClearDungeon_VeilSilence && CurrentMap_Base",
 "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base": "(QuestFinish_Main7 && ScenarioType_CrawlingDoom) && CurrentMap_Base",
 "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base": "(QuestFinish_Main8 && ScenarioType_CrawlingDoom) && CurrentMap_Base",
 "(Silver is the jewelry tier; the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it, and Arcron is the special dungeon metal at the top). Higher metal tiers (Iron, Bronze, Tin) and gem-jewelry lines exist in the data but are not yet obtainable (see the Gated Content page).": "（銀は装飾品ティアで、赤／青／緑の結晶装飾品や結晶杖がこれと並び、アクロンは頂点に位置する特殊なダンジョン金属です）。上位の金属ティア（鉄、青銅、スズ）や宝石装飾品系統はデータ上に存在しますが、まだ入手できません（制限コンテンツのページを参照）。",
 "(Spiny Carapace) reflects melee physical damage and the": "（棘の甲羅）は近接物理ダメージを反射し、",
 "(Spoiler) Four Legendary relic accessories exist as data + flavor only, each tied to an unreleased boss, mostly connected to the **Elros Empire** - the setting's hidden prime mover, revealed in an asset line: *\"The Dungeon Core is a device that maintains the Dungeon, an interdimensional space created for the magical experiments of the Elros Empire.\"*": "（ネタバレ）4つのレジェンダリーレリックアクセサリーがデータとフレーバーのみとして存在し、それぞれが未実装のボスに紐付き、その多くが**エルロス帝国**と結びついています。この設定の隠れた黒幕は、あるアセットの一文で明かされます。*「ダンジョンコアはダンジョンを維持する装置であり、ダンジョンとはエルロス帝国の魔法実験のために創られた次元間空間である。」*",
 "(Stress resets to 0); if Stress maxes out": "（ストレスは0にリセットされる）。ストレスが最大になると",
 "(While equipped)": "（装備中）",
 "(a 33% cut); R = 100 lets through": "が通ります(33%カット)。R = 100では次が通り",
 "(a decompile shows no combat code reads the": "（デコンパイルの結果、戦闘コードが",
 "(after -": "（-",
 "(agent instructions), and": "（エージェント向け指示）、および",
 "(always on)": "（常時）",
 "(an entry, portals, corridors, and ten combat plus ten treasure floor layouts) and features a roster of": "（入口、ポータル、通路、戦闘フロア10種と宝物フロア10種のレイアウト）で構成され、",
 "(and": "（および",
 "(applied as PerModifier %).": "(PerModifier %として適用)。",
 "(at 150/150)": "（150/150 時）",
 "(at 151/148)": "（151/148時点）",
 "(at DiscardedMagicPowerDeviceRemnant)": "(DiscardedMagicPowerDeviceRemnantにて)",
 "(at DiscardedSpecimenRemnant)": "(放棄されたサンプル残骸で)",
 "(at Endrossi)": "（エンドルシにて）",
 "(at Perion)": "(ペリオンにて)",
 "(at StrangeNiche)": "(奇妙なニッチで)",
 "(at Xenon)": "（Xenonにて）",
 "(base": "（基礎",
 "(base N)": "（基礎 N）",
 "(base area)": "（拠点エリア）",
 "(baseline)": "(基準)",
 "(below the cap).": "（上限未満）。",
 "(blind discovery) and": "（ブラインド発見）と",
 "(bored debuff,": "(退屈デバフ、",
 "(by the weapon's damage type), adjusted by these, before the target's resistance:": "(武器のダメージタイプによる)。対象の耐性の前に、以下によって調整されます:",
 "(cached header metadata for the load menu),": "（ロードメニュー用のキャッシュされたヘッダーメタデータ）、",
 "(campaign counter) and": "（キャンペーンカウンター）、そして",
 "(choice": "（選択",
 "(construction)": "（建設）",
 "(cooking)": "（調理中）",
 "(costs {#})": "（コスト {#}）",
 "(crafting)": "（製作中）",
 "(crit, guard, resistance, DoT math) -": "（クリティカル、ガード、耐性、継続ダメージの計算） - ",
 "(damage per energy) is that Skill Damage divided by the skill's energy cost: it measures how efficiently a spell turns your shared energy pool into damage. Free basic attacks cost no energy, so they have no DPE.": "（エネルギーあたりダメージ）は、そのスキルダメージをスキルのエネルギーコストで割った値で、呪文が共有エネルギープールをどれだけ効率よくダメージに変えるかを示します。無料の通常攻撃はエネルギーを消費しないため、DPEはありません。",
 "(default event)": "（デフォルトイベント）",
 "(eating)": "（食事中）",
 "(empty)": "（空）",
 "(equipped)": "（装備中）",
 "(factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1. So an ingredient listed as": "（係数x1.0、ゲームの設計上の初期値）。ゲームはこれらに下記の係数を掛けて丸め、1を下回ることはありません。つまり次のように記載された素材は",
 "(faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time), and the one-time starting Support Wagon is bigger on easier": "（簡単な設定ではリスポーンが速く、採取ボーナスの環境効果が多いため、時間あたりの総ドロップ数が増える）という間接的な形だけで、開始時の一度きりの支援ワゴンは簡単な",
 "(faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time); nothing multiplies the drop tables themselves.": "（易しい設定ほどリスポーンが速く、採集ボーナスの環境効果が増えるため、時間あたりの総ドロップ数が増えます）。ドロップテーブル自体を倍化するものはありません。",
 "(first kill)": "（初回討伐）",
 "(for 10s)": "(10秒間)",
 "(for 300s)": "（300秒間）",
 "(for 600s)": "(600秒間)",
 "(for 720s)": "(720秒間)",
 "(for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "（戦闘判定は陣営を問わないため、味方にも敵にも）囲む最初のユニットから適用される。",
 "(for example by setting them to": "(たとえば次の値に設定するなど",
 "(from": "（入手元 ",
 "(from the dump's": "(ダンプの次から",
 "(graphics, sound and keybindings).": "（グラフィック、サウンド、キー割り当て）があります。",
 "(half health):": "（HP半分）:",
 "(her later talks open a trade stock). Her chain is a series of hunt quests -": "（後の会話で取引在庫が開放されます）。彼女の一連の流れは狩猟クエストの連続です：",
 "(hostile, on the map)": "(敵対的, マップ上)",
 "(how damage, resistance and guard are computed) -": "（ダメージ、耐性、ガードの計算方法）は",
 "(ingredient amounts shown at Normal) -": "（素材量は通常表示）",
 "(kill 1 Elder Gloth), hangs off her area and doubles as a guild-rank elite target.": "（エルダー・グロスを1体討伐）は彼女のエリアに紐づいており、ギルドランクのエリート対象も兼ねています。",
 "(levels 2–12) a unit is offered": "(レベル2〜12)ユニットには",
 "(magic)": "（魔法）",
 "(magic): both bypass shields/barriers, the applying skill sets the stack count, and the per-second damage is fixed and never scales with attack.": "(魔法)を扱います。どちらもシールド/バリアを貫通し、付与するスキルがスタック数を設定し、1秒あたりのダメージは固定で攻撃に応じてスケールすることはありません。",
 "(main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry": "（メイン武器、オフハンド/盾または弾薬、兜、胴防具、アクセサリー2つなど）。武器は装備者のステータス由来の攻撃力に上乗せする固定の攻撃値をもたらし、装備は次を持つことがある：",
 "(max": "（最大",
 "(max +": "（最大 +",
 "(max 2 per unit, 4 per map). Embracing Wave, Glacier Drop and Summon: Bubble Toad": "（ユニットごとに最大2、マップごとに最大4）で生成されるバブリングで動く。包み込む波、氷塊落とし、召喚：バブルトードは",
 "(max range)": "（最大射程）",
 "(max-width: 900px)": "(max-width: 900px)",
 "(min range)": "（最小射程）",
 "(mood buffs) -": "（気分バフ）",
 "(needs 1)": "（必要数1）",
 "(needs 10)": "（必要 10）",
 "(needs 2)": "(2必要)",
 "(needs 3)": "（3必要）",
 "(needs 4)": "（4個必要）",
 "(needs 5)": "（5必要）",
 "(needs 6)": "（6個必要）",
 "(never after": "（以降は出現しない",
 "(new items, rebalanced skills, new content per build) see": "（新しいアイテム、リバランス済みスキル、ビルドごとの新しいコンテンツ）参照",
 "(no attack)": "（攻撃なし）",
 "(no choice text - auto/system choice)": "（選択肢テキストなし - 自動／システム選択）",
 "(no combat code reads it), so it shows what it would do if the developers activate it.": "（戦闘コードが読み込まないため）。開発者が有効化した場合の効果を示しています。",
 "(no dialog text - scripted sequence)": "（ダイアログテキストなし - スクリプト演出）",
 "(no notable spawns)": "（特筆すべきスポーンなし）",
 "(no saved units)": "（保存ユニットなし）",
 "(on": "（対象：",
 "(on allies)": "(味方に)",
 "(on condition)": "（条件付き）",
 "(on enemy)": "（敵に）",
 "(on the caster)": "(使用者に)",
 "(on units in the area)": "（範囲内のユニットに）",
 "(on units)": "（ユニットに）",
 "(on user)": "（使用者に）",
 "(once per cast)": "（詠唱ごとに1回）",
 "(override)": "（上書き）",
 "(params 0)": "(パラメータ 0)",
 "(params 0, 3)": "(params 0, 3)",
 "(params 1)": "(params 1)",
 "(per hit taken)": "（被弾ごと）",
 "(per hit)": "（1ヒットごと）",
 "(per skill use)": "（スキル使用ごと）",
 "(per tick)": "（ティックごと）",
 "(physical)": "（物理）",
 "(physical) and": "(物理)と",
 "(play buff,": "(遊びバフ、",
 "(pointer: coarse)": "(pointer: coarse)",
 "(praying)": "（祈祷中）",
 "(quality ≥ {#})": "（品質 ≥ {#}）",
 "(range 1)": "（射程1）",
 "(range 1, Direction radius 2 area up to 2 targets)": "（射程1、方向 半径2の範囲で最大2体）",
 "(raw table values) -": "(生のテーブル値) -",
 "(raw table values).": "（テーブルの生の値）。",
 "(reflect never reduces it)": "（反射はこれを軽減しません）",
 "(region 2's gate is clearing region 1). See": "（リージョン2の解放条件はリージョン1のクリアです）。参照",
 "(removes)": "（除去）",
 "(requires": "（必要：",
 "(researching)": "（研究中）",
 "(room)": "（部屋）",
 "(set in the menu bar)": "（メニューバーで設定）",
 "(site map for LLMs),": "（LLM向けサイトマップ）、",
 "(sleeping)": "（睡眠中）",
 "(source unconfirmed)": "（出典未確認）",
 "(spawn pool)": "（出現プール）",
 "(spoilers).": "（ネタバレ）を参照。",
 "(talent growth, generation rolls, gear affixes) use your chosen roll quality. The game rolls each level-up separately, so real characters scatter around these averages.": "（才能成長、生成抽選、装備の接辞）は選択した抽選品質を使用します。ゲームはレベルアップごとに個別に抽選するため、実際のキャラクターはこれらの平均値の周辺にばらつきます。",
 "(the Golem-memorial camp - that spawn requires the Giant Stone Golem kill record), but in the stock build her three hunt-offer events (Event_Npc16/17/18) are additionally gated on currently being in Veil of Silence, so the safe-floor copy of her offers no hunts. Take her quests in Veil of Silence (": "（ゴーレム記念の野営地。この出現には巨石ゴーレムの討伐記録が必要）にも出現しますが、標準ビルドでは彼女の3つの狩り依頼イベント（Event_Npc16/17/18）が、現在沈黙のヴェールにいることを追加条件としています。そのため安全フロア側の彼女は狩りを提供しません。彼女のクエストは沈黙のヴェールで受けてください（",
 "(the interaction spawns this statue and monsters).": "（交流するとこの像とモンスターが出現）。",
 "(the scenario's finale boss).": "（シナリオの最終ボス）で締めくくられます。",
 "(they are impossible to roll at rank 1), while Humans and Lizardmen are available from the start.": "（ランク1では引けません）、人間とリザードマンは最初から出現します。",
 "(timed)": "（計測）",
 "(unit name)": "（ユニット名）",
 "(unlock)": "（アンロック）",
 "(unreleased race)": "（未実装の種族）",
 "(unset)": "(未設定)",
 "(up to": "（最大で",
 "(with 10 Burning)": "（燃焼10時）",
 "(workload 1000)": "(作業量 1000)",
 "(workload 1050)": "（作業量1050）",
 "(workload 1100)": "（作業量 1100）",
 "(workload 1200)": "（作業量 1200）",
 "(workload 1300)": "（作業量 1300）",
 "(workload 1400)": "（作業量1400）",
 "(workload 1500)": "（作業量 1500）",
 "(workload 1700)": "（作業量 1700）",
 "(workload 1800)": "(作業量 1800)",
 "(workload 1900)": "（作業量 1900）",
 "(workload 200)": "（作業量 200）",
 "(workload 2100)": "(作業量2100)",
 "(workload 2300)": "（作業量 2300）",
 "(workload 2400)": "(作業量2400)",
 "(workload 2500)": "（作業量 2500）",
 "(workload 2550)": "（作業量 2550）",
 "(workload 300)": "（作業量 300）",
 "(workload 3000)": "（作業量 3000）",
 "(workload 3200)": "(作業量 3200)",
 "(workload 3500)": "(作業量 3500)",
 "(workload 500)": "(作業量 500)",
 "(workload 600)": "（作業量600）",
 "(workload 650)": "(作業量 650)",
 "(workload 700)": "(作業量 700)",
 "(workload 800)": "（作業量 800）",
 "(workload 900)": "（作業量 900）",
 "(workload 950)": "(作業量 950)",
 "({#} hits of {#})": "({#}回ヒット、各{#})",
 "({#}% of price &mdash; {#})": "（価格の{#}% - {#}）",
 "({#}% of price - {#})": "（価格の{#}% - {#}）",
 "({#}/energy)": "（{#}/エネルギー）",
 "({#}/stack/s x {#} stacks) for {#} s =": "（{#}/スタック/秒 x {#}スタック）{#}秒間 =",
 "({0} or screen bottom right)": "({0}または画面右下)",
 "({0} or screen bottom-right)": "({0}または画面右下)",
 "({0} or screen upper left)": "({0} or screen upper left)",
 "({0} or screen upper-left)": "({0} or screen upper-left)",
 "(±30%) and the +3 Perception Elixir are": "（±30%）と認知+3のエリクサーは",
 "(アルファ酸性スロゲル), most sit at": "（アルファ酸性スロゲル）、ほとんどは",
 "(グロスの幼獣) up to": "（グロスの幼獣）から",
 "(深淵のアルファ酸性スロゲル), most sit at": "(深淵のアルファ酸性スロゲル), most sit at",
 ") - a per-attack-type multiplier on the aggro/threat a unit generates:": ") - ユニットが生み出すアグロ/脅威に対する攻撃タイプ別の倍率です：",
 ") - about": ")。約",
 ") - inspect the device remnant in the dungeon. Reward:": "）。ダンジョン内の装置の残骸を調査します。報酬：",
 ") - intro; opens the first bounty.": "）。導入で、最初の賞金首を開放します。",
 ") - she": "）。彼女は",
 ") - she moves to your base as a recruit candidate. Recruit her there via": "）。彼女は募集候補者として拠点に移動します。次から彼女を募集してください：",
 ") - story beats.": "）。ストーリー展開。",
 ") - the threat radius a monster engages within. Because it equals the standard 8-tile sight, most monsters spot and commit to you at the same distance.": ")。モンスターが交戦する脅威半径です。標準の8タイルの視界と等しいため、ほとんどのモンスターは同じ距離であなたを発見し、踏み切ります。",
 ") - unlocks the Alpha Acid Slogel bounty.": "）。アルファ酸性スロゲルの賞金首を解放します。",
 ") and offers her hunt quests only while you are inside that region.": "）にいる間だけ、彼女は狩猟クエストを提供します。",
 ") and only offers new hunts while you are inside 沈黙のヴェール. Once the": "）、あなたが沈黙のヴェールの中にいる間だけ新しい狩りを提供する。ひとたび",
 ") and protects weapon durability.": ")、武器の耐久度を保護します。",
 ") does tie Perception to sight at 0.02 per point, but with the live coefficient at 0 it appears inactive. So the": "）は認知を1ポイントあたり0.02で視界に結びつけていますが、実働係数が0のため無効のようです。したがって",
 ") have their icons imported.": ")がアイコンをインポートしました。",
 ") in": "）を",
 ") instead indexes FloatValue[0] = 8, which would make it +8% per stack (+48% at cap) - a likely placeholder-index bug in the data. The true per-stack value (6% vs 8%) could not be confirmed without an in-game test; the stack cap of 6 is certain either way.": "）は代わりに FloatValue[0] = 8 を参照しており、これだと1スタックあたり+8%（上限で+48%）になります。データ上のプレースホルダーインデックスのバグの可能性が高いです。1スタックあたりの真の値（6%か8%か）はゲーム内テストなしには確認できませんでしたが、スタック上限が6であることはどちらにせよ確実です。",
 ") is authored as a constant, but a decompile of DS_B.0.3.26 shows": ")は定数として定義されていますが、DS_B.0.3.26のデコンパイル結果では次が示されています",
 ") is authored as a constant, but a decompile of DS_B.0.3.40 shows": ")は定数として定義されていますが、DS_B.0.3.40のデコンパイル結果では次が示されています",
 ") is the original full Giant Stone Golem boss arena redressed as a graveyard camp - the dead Golem, a memorial stone and rings of wooden fences - a canon nod to the region-0 boss being defeated. NPCs camp among the props: the Guild Merchant, Perion, and an Endorsi spawn that is gated on the": "）は、本来の巨石ゴーレムのボスアリーナ全体を墓地の野営地として作り替えたものです：倒れたゴーレム、慰霊碑、木製の柵の輪。地域0のボスが倒されたことを示す公式の演出です。小道具の間にNPCが野営しています：ギルド商人、ペリオン、そして次の記録によってゲートされるエンドルシのスポーン：",
 ") only generates on": "）は",
 ") reaches phase 5 on the last floor - but Veil of Silence carries its own override,": "）は最終フロアでフェーズ5に達しますが、沈黙のヴェールは独自の上書きを持っており、",
 ") read the same grid vision and aggro data - not 3D cone-of-vision raycasts. Whether Awareness decays when you break line of sight is not spelled out in the data (inferred to reset or fall off, not confirmed).": ")は同じグリッド視界とアグロデータを読み取ります。3Dの視界コーンによるレイキャストではありません。視線を切ったときに認識度が減衰するかどうかはデータに明記されていません(リセットまたは減衰すると推測されますが、確認されていません)。",
 ") reads \"": ")には次のように書かれています「",
 ") runs": "）を報告すると次が実行されます：",
 "), and he is the companion who wakes you in the intro. What is": "）。彼はイントロであなたを起こす仲間です。ここで",
 "), exactly cancelling the night penalty. Defined in the data but not currently granted by any obtainable item or skill.": "）を加算し、夜間ペナルティをちょうど相殺します。データ上は定義されていますが、現在は入手可能なアイテムやスキルでは付与されません。",
 "), her dungeon spawn is blocked and she instead appears on the Festering Burrow safe floor (": "）、彼女のダンジョン出現がブロックされ、代わりにただれた巣穴の安全フロアに出現します（",
 "), its own monsters, loot pool and, for finished regions, a clear-boss. Only the first two are fully built in this demo build; the rest are named slots or internal generator themes.": "に対応させます）。それぞれ固有のモンスター、ドロップテーブルを持ち、完成した地域にはクリアボスがいます。このデモビルドで完全に作り込まれているのは最初の2つだけで、残りは名前だけの枠か内部ジェネレーターのテーマです。",
 "), not in the shipped data tables.": "）。同梱のデータテーブルには含まれていません。",
 "), quoted verbatim - including the member cap each rank advertises.": "）を、各ランクが提示する参加人数上限も含めそのまま引用。",
 "), so the safe-floor Endorsi only handles reward, trade and recruit dialogue - accept new hunts inside the region itself. In stock DS_B.0.3.26 the golem fight cannot trigger (its boss room needs floor phase 5; the region's phase table caps at 4), so the safe-floor variant is normally unreachable there - see": "）。そのため安全フロアのエンドルシは報酬・取引・勧誘の会話のみを扱い、新しい狩猟は地域内で受注します。ストックDS_B.0.3.26ではゴーレム戦は発生しません（ボス部屋にはフロアフェーズ5が必要ですが、地域のフェーズテーブルは4で上限）。そのため安全フロア版は通常そこでは到達できません - 参照:",
 "), so the safe-floor Endorsi only handles reward, trade and recruit dialogue - accept new hunts inside the region itself. In stock DS_B.0.3.40 the golem fight cannot trigger (its boss room needs floor phase 5; the region's phase table caps at 4), so the safe-floor variant is normally unreachable there - see": "）。そのため安全フロアのエンドルシは報酬・取引・勧誘の会話のみを扱い、新しい狩猟は地域内で受注します。ストックDS_B.0.3.40ではゴーレム戦は発生しません（ボス部屋にはフロアフェーズ5が必要ですが、地域のフェーズテーブルは4で上限）。そのため安全フロア版は通常そこでは到達できません - 参照:",
 "), stacking on top of the flat tier scaling.": "）、一律の段階スケーリングの上に積み重なる。",
 "), which generates one new recruit exactly like a normal candidate roll - race, background and traits all random.": "）。これは通常の候補者抽選とまったく同じように新しい募集対象を1体生成します。種族、背景、特性はすべてランダムです。",
 "), worst to best.": "）、下位から上位へ。",
 "). A basic swing costs": "）から少量の耐久度を消費します。基本の一振りは",
 "). A mixed-race roster wants a mixed pantry.": "）。多種族の編成には多様な食材庫が必要です。",
 "). A standard 8-tile monster effectively sees only": "）。標準的な8マスのモンスターは実質的に",
 "). Breaking line of sight around a corner hides you even at point-blank range.": "）。角で視線を切れば、至近距離でも身を隠せます。",
 "). Clearing region N is the one and only thing that opens region N+1:": "）。地域Nをクリアすることが、地域N+1を開放する唯一の手段です：",
 "). Combat and management difficulty are picked independently; the top tier is": "）。戦闘難易度と管理難易度は独立して選択され、最上位段階は",
 "). Crit chance starts at 8% and gains +0.3% per Perception.": ")。会心率は8%から始まり、認知1ごとに+0.3%上昇します。",
 "). Filter by region or creature type, or search by name or by an item they drop. Click a monster for its full stats, skills, spawn rooms and drop tables. A creature's": "）。リージョンや生物タイプでフィルターするか、名前やドロップアイテムで検索できます。モンスターをクリックすると、完全なステータス、スキル、スポーン部屋、ドロップテーブルが表示されます。生物の",
 "). Frame timing is approximate.": "）。フレームのタイミングはおおよそのものです。",
 "). Melee draws 30% more aggro, so it steers which of your units a monster fixates on - a tanking lever, not initial spotting.": "）。近接は30%多くアグロを稼ぐため、モンスターがどのユニットに固執するかを左右します。タンク運用のレバーであり、最初の発見ではありません。",
 "). Night (20:00-06:00) cuts vision; long expeditions stack escalating Dungeon Stay mood penalties day after day. Go in, hit your goal, come home.": "）。夜間（20:00〜06:00）は視界が狭まります。長い遠征は日を追うごとに段階的なダンジョン滞在の気分ペナルティを積み重ねます。入って、目標を達成し、帰りましょう。",
 "). Pick the": "）。",
 "). Quoted blocks are verbatim in-game text from DS_B.0.3.26.": "）。引用ブロックはDS_B.0.3.26のゲーム内テキストそのままです。",
 "). Quoted blocks are verbatim in-game text from DS_B.0.3.40.": "）。引用ブロックはDS_B.0.3.40のゲーム内テキストそのままです。",
 "). So a 100-damage hit shaves 10 off each armor piece; a 300-damage hit shaves 30.": "）。つまり100ダメージの被弾は各防具を10削り、300ダメージの被弾は30削ります。",
 "). The Vampire Potion adds a large temporary": "）。吸血ポーションは大きな一時的な量を追加し、",
 "). The game treats an empty dict as \"there is data to restore\", finds nothing, and hangs in an": ")。ゲームは空の辞書を「復元すべきデータがある」とみなし、何も見つけられず、次の状態でハングします",
 "). The guild merchant is the one level-based trader: on each restock the game appends your current": "）。ギルド商人は唯一のレベル制のトレーダーで、補充のたびにゲームは現在の",
 "). The headline answers:": ")。要点は次の通りです:",
 "). The three Mawmurk/Slogel hunt offers are hard-gated to 沈黙のヴェール (": "）。3つのマウマーク/スロゲル狩りの依頼は沈黙のヴェールに固く制限されている（",
 "). This shortens a monster's reach, but it clips your own scouts' sight too.": "）。これはモンスターの届く範囲を縮めますが、自軍の斥候の視界も削ります。",
 "). Units track head and body HP separately; emptying either bar downs the unit.": ")。ユニットは頭部と胴体のHPを別々に管理します。どちらかのバーがゼロになるとユニットは戦闘不能になります。",
 "): from": "）：範囲は",
 "); outside that window it is night.": "）で、その時間外は夜です。",
 "); the PerModifier % is where affecters, inscriptions and difficulty apply (e.g.": ")。PerModifier %には、affecter、刻印、難易度が適用されます(例:",
 "); the growth system's fallback base is": ")。成長システムのフォールバック基礎値は次です",
 "* Poison rate: what the data actually supports.": "* 毒の割合: データが実際に裏付けているもの。",
 "+ 11 more...": "+ 11 その他...",
 "+ 129 more changed...": "+ 129個の変更...",
 "+ 13 more changed...": "+ 13 more changed...",
 "+ 15 more...": "+ 15 その他...",
 "+ 16 more changed...": "+ 16 その他変更...",
 "+ 2 more changed...": "他に2件変更...",
 "+ 32 more...": "+ 32 more...",
 "+ 493 more changed...": "+ 493 件の変更...",
 "+ 659 more...": "+ 659個以上...",
 "+ 84 more...": "+ 84 その他...",
 "+ 86 more changed...": "+ 86 件変更...",
 "+ New character": "＋ 新キャラクター",
 "+ Wishlist on Steam!": "+ Steamでウィッシュリストに追加!",
 "+ shield": "+ 盾",
 "+ talent growth per level + flat bonuses, then": "+ レベルごとの才能成長 + 固定ボーナス、その後",
 "+ Σ (major stat x its coefficient) + flat bonuses, then": "+ Σ（主要ステータス × その係数）+ 固定ボーナス、その後",
 "+1 per play session (about 40 in-game minutes); overusing the same game applies a Bored debuff instead.": "プレイセッション（ゲーム内約40分）ごとに+1；同じゲームを使いすぎると代わりに退屈デバフが付く。",
 "+1 population cap per rank from rank 2 (up to +6 at rank 7)": "ランク2からランクごとに人口上限+1（ランク7で最大+6）",
 "+1 to your population cap": "人口上限+1",
 "+1.0 Physical Attack Power and +4.0 Max Weight per point": "1ポイントごとに物理攻撃力+1.0、最大重量+4.0",
 "+10 Phys & Magic Resist on hit": "被弾時に物理・魔法耐性+10",
 "+10 Phys & Magic Resist per hit": "被弾ごとに物理・魔法耐性+10",
 "+10% Crit on kill (10s)": "撃破時クリティカル+10%（10秒）",
 "+10% Crit per kill": "撃破ごとにクリティカル+10%",
 "+10% Critical Chance": "クリティカル確率+10%",
 "+10% hit and +5% crit per surrounding unit - DEFINED in data but not active in this build (no code reads it)": "周囲のユニットごとに命中+10%、クリティカル+5% - データ上は定義されているがこのビルドでは有効でない（読み取るコードがない）",
 "+10% hit chance": "命中率+10%",
 "+10% hit-chance bonus": "命中率ボーナス+10%",
 "+120% damage at 0 HP": "HP0でダメージ+120%",
 "+1221 / ~1210 / -127 - player-visible": "+1221 / ~1210 / -127 - プレイヤー可視",
 "+15% experience gained": "獲得経験値+15%",
 "+150 each": "各+150",
 "+2 and the": "+2 と",
 "+2 more...": "他2件...",
 "+2,000 gold": "+2,000ゴールド",
 "+20 more": "+20 その他",
 "+20% Damage Dealt at 0 HP": "HP0で与えるダメージ+20%",
 "+20% all six major stats, permanent Mood -3": "6つの主要ステータス全てに+20%、気分-3（永続）",
 "+20% to all six major stats": "6つの主要ステータス全てに+20%",
 "+200 gold": "+200ゴールド",
 "+23 more": "+23 追加",
 "+3 more...": "他3件...",
 "+30% Crit": "クリティカル+30%",
 "+30% Crit (3 stacks)": "クリティカル+30%（3スタック）",
 "+30% Critical Chance": "クリティカル確率+30%",
 "+30% damage dealt but +20% damage taken.": "与えるダメージ+30%だが受けるダメージ+20%。",
 "+38 / ~50 / 0 - player-visible": "+38 / ~50 / 0 - プレイヤーに表示",
 "+4 more...": "他4件...",
 "+40 more spawn rows not shown.": "他40件のスポーン行は非表示です。",
 "+400 gold": "+400ゴールド",
 "+41 more spawn rows not shown.": "+41の詳細は表示されていません。",
 "+5 / ~5 / 0 - player-visible": "+5 / ~5 / 0 - プレイヤーに表示",
 "+5 more...": "他5件...",
 "+5% critical chance": "クリティカル率+5%",
 "+5% critical-chance bonus": "クリティカル率ボーナス+5%",
 "+6 more...": "他6件...",
 "+6% Phys Atk on skill use (8s)": "スキル使用時に物理攻撃+6%（8秒）",
 "+6% physical attack power per stack (SKILL_SharpEdge).": "スタックごとに物理攻撃力+6%（SKILL_SharpEdge）。",
 "+647 more": "+647 追加",
 "+72 more": "+72 その他",
 "+800 gold": "+800ゴールド",
 "+Pop": "+人口",
 "+percent": "+数値",
 "+value": "+数値",
 "+{#} Main, +{#} Sub": "メイン+{#}、サブ+{#}",
 "+{#} more": "他{#}件",
 "+{#} more attacks not shown.": "+ 表示されていない {#} の攻撃。",
 "+{#}% Crit forever": "+{#}% クリティカル（永続）",
 "+{#}% hit, +{#}% crit": "命中+{#}%、クリティカル+{#}%",
 ", ...) means. Values shown as extracted.": "、...）の意味を説明します。値は抽出されたまま表示しています。",
 ", 10 items) or": "、10品目）または",
 ", 13 items),": "、13品目）、",
 ", 2 items), plus a few misc edibles. The class is what the racial diet rules read:": "、2品目）、さらにいくつかのその他の食用品を持つ。この分類こそが種族の食性ルールが参照するものだ：",
 ", FloatValue 100). It does not reduce the hit you take - you eat the full damage and the attacker eats an equal copy.": "、FloatValue 100）。受ける被弾は軽減されません。あなたは全ダメージを受け、攻撃者も同量のコピーを受けます。",
 ", FloatValue 20). No damage roll is compared - crossing the threshold and then being touched is a guaranteed kill.": "の状態でダメージを受けた瞬間に即死させます（、FloatValue 20）。ダメージ量は比較されません。しきい値を下回った状態で被弾すれば確定で倒せます。",
 ", FloatValues [10, 2000, 10]). Once you hit the cap the gold stops, and the inscription permanently converts into": "、FloatValues [10, 2000, 10]）。上限に達するとゴールドは止まり、刻印は永続的に",
 ", FloatValues [60, 1, 20]). Each Shell is consumed by one incoming hit to": "、FloatValues [60, 1, 20]）。各殻は被弾1回で消費され、",
 ", High-grade": "、高級",
 ", Mid-grade": "、中級",
 ", added - click to remove": "、追加済み - クリックで削除",
 ", and a Barrier only matters on a unit that gets hit, shield loops are tagged by role - a shield combo on a backline caster is not busted. Each card spells out exactly which effect is applied, to whom, and how often. 11 synergies: 2 busted, 8 strong, 1 situational.": "バリアは被弾するユニットにしか意味がないため、シールドループは役割ごとにタグ付けしています。後衛キャスターへのシールドコンボは壊れ性能ではありません。各カードは、どの効果が誰に、どの頻度で適用されるかを正確に説明しています。11のシナジー: 壊れ性能2、強力8、状況依存1。",
 ", and each has a hard stack cap. The damage ignores defense and shields and does": "を与え、それぞれに厳格なスタック上限があります。ダメージは防御とシールドを無視し、攻撃力に応じて",
 ", and inline": "また、インライン",
 ", and settlement buildings cap at": "で、集落の建物の上限は",
 ", and the amount depends on the target's Max Health, not on the caster's attack power. How long it lasts is set by the skill that applies it.": "、ダメージ量は使用者の攻撃力ではなく対象の最大体力に依存する。効果時間は付与するスキルによって決まる。",
 ", and the stat's own tooltip lists only Physical Attack, Magic Attack, Critical Chance and Cooking. A dormant growth constant (": "であり、このステータス自身のツールチップには物理攻撃、魔法攻撃、クリティカル確率、料理しか記載されていません。休眠中の成長定数（",
 ", and there are no rare gathering nodes - you farm it through the": "であり、レア採取ノードは存在しません。周回は次を通じて行います:",
 ", and various bugs may occur.": "があり、さまざまなバグが発生する可能性があります。",
 ", backed by Bloody Scratch and a Rat Swarm call.": "を持ち、血染めのひっかきとネズミの群れの召喚を備えたエリートのネズミです。",
 ", both picked at campaign start and both running the same five tiers (": "があり、どちらもキャンペーン開始時に選択し、どちらも同じ5段階（",
 ", but the base game caps the highest": "が定義されていますが、基本ゲームでは到達できる最高",
 ", chosen - click to remove": "、選択済み - クリックで削除",
 ", coef 1.0)": "、係数 1.0）",
 ", each sealing the end of its region. Every stat, attack and drop below is joined from the game's own tables (a boss is any unit carrying the": "がおり、それぞれが自身のリージョンの終わりを封じています。以下のすべてのステータス、攻撃、ドロップはゲーム自身のテーブルから結合されています（ボスは次の特性を持つユニットです",
 ", enabling a deliberate misery build.": "、意図的な不幸ビルドを可能にする。",
 ", enemies only) and enters combat once it reaches": "、敵のみ)。次に達すると戦闘に入ります",
 ", i.e. the head bar and the body bar added together, not either one on its own. Barrier is not counted.": "、つまり頭部バーと胴体バーを合算した値で、いずれか一方だけではありません。バリアは計算に含まれません。",
 ", ignoring defense and shields. The amount is fixed: it": "、防御と盾を無視します。ダメージ量は固定で、",
 ", ignoring defense. It": "、防御を無視する。この効果は",
 ", increases to each ...": "、各エレメントの増加...",
 ", it drops nothing directly (the Abyss rewards you through its treasure chests).": "のみで、直接は何もドロップしません（深淵は宝箱を通じて報酬を与えます）。",
 ", monster": "、モンスター",
 ", monster damage x": "、モンスターダメージ x",
 ", not per room. Each floor of a region draws ONE authored layout, so \"per floor\" is the right granularity - only one layout is rolled per floor. Below, for every region and floor, is the chance that a special room type (Event, Treasure, Goddess statue, Elite, Dungeon Core...) appears, plus the per-floor odds of the rare gathering nodes (Blood Tree and friends). See a floor drawn out in the": "であり、部屋あたりではありません。地域の各階層は設計済みのレイアウトを一つだけ抽選するため、「階層あたり」が正しい粒度です（階層ごとに抽選されるレイアウトは一つだけ）。以下は、地域と階層ごとに、特殊な部屋タイプ（イベント、宝物、女神像、エリート、ダンジョンコアなど）が出現する確率と、レア採取ノード（血の樹など）の階層別確率です。実際に描画された階層は次で確認できます:",
 ", not whether you are first noticed.": "であり、最初に発見されるかどうかではありません。",
 ", or what each node yields on": "、あるいは各ノードの産出量については",
 ", quests Main0-8) doubles as a tutorial spine - it advances automatically as you do the right things, so use it as your to-do list.": "、クエストMain0〜8）はチュートリアルの背骨も兼ねています。正しいことをすると自動的に進行するので、やることリストとして使いましょう。",
 ", range {#}": "、射程 {#}",
 ", ranged x": "、遠隔 x",
 ", respawn every": "、リスポーン間隔",
 ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–2 exist in the data, matching the demo's clan-rank cap of 2.": "。そのため下の番号付き各プールは、そのクランランクで提供される在庫です。ランクが高いほどプールは大きく、内容も良くなります。データに存在するのはティア1〜2のみで、デモのクランランク上限2に対応しています。",
 ", so each numbered pool below is the stock offered at that clan rank - higher rank = bigger, better pool. Only tiers 1–3 exist in the data, matching the demo's clan-rank cap of 3.": "、したがって、以下の各番号付きプールは、そのクラン階級で提供される在庫です - 階級が高い = より大きく、より良いプール。データには段階 1-3 のみが存在し、デモのクラン階級の上限である 3 と一致します。",
 ", so no generated recruit can ever roll it. A future tri-element mage/archer background waiting to be switched on.": "。そのため生成された募集対象がこれを抽選することはできません。有効化を待つ、将来の3属性の魔法使い/射手の背景です。",
 ", so the bonus would count from the very first flanker (no \"free\" first unit): three attackers around one enemy would give +30% hit, +15% crit. Because the combat path is faction-agnostic, it would also apply": "。したがってボーナスは最初の側面攻撃者から数えられます(最初のユニットが「無料」になることはありません)。1体の敵を囲む3体の攻撃者は+30%命中、+15%会心を与えます。戦闘の処理は陣営を問わないため、次にも適用されます",
 ", so the very first day is only 16 hours long while every later day is a full 24. Day and night are a separate visual/vision layer: it is": "に始まるため、初日は16時間しかなく、以降の日はすべて24時間です。昼と夜は別個の視覚/視界のレイヤーです：",
 ", so they always agree.": "とまったく同じダメージモデルで計算されるため、常に一致します。",
 ", spawned by the corrupt magic seeping from": "、から染み出す堕落した魔力によって生み出された",
 ", straight through armor. Poison is the odd one out: it is": "となり、防具を貫通します。毒は例外で、",
 ", the increase in e...": "、増加は e...",
 ", the item breaks: equipment is unequipped and must be repaired before it works again. Two separate things wear your gear -": "に達するとアイテムは破損します：装備は外され、再び機能させるには修理が必要です。装備を摩耗させる要因は2つあります。",
 ", up to a lifetime cap of": "を支払い、通算上限は",
 ", via": "、経由 ",
 ", where R is your resistance to that damage type (diminishing-returns curve, community-verified). So R = 50 lets through 100/150 =": "。ここでRはそのダメージタイプに対する耐性です(収穫逓減カーブ、コミュニティ検証済み)。したがってR = 50では 100/150 =",
 ", which": "これは",
 ", which advances automatically as you play rather than being handed out by an NPC.": "で、NPCから与えられるのではなく、プレイに応じて自動的に進行します。",
 ", which consumes": "を行い、これが",
 ", while a グロスの幼獣 is nearsighted at": "一方、グロスの幼獣は近視で",
 ", while a 深淵のグロス幼獣 is nearsighted at": ", while a 深淵のグロス幼獣 is nearsighted at",
 ", while the": "を持ちますが、それらが参照する",
 ", you can descend to deeper floors<": "、より深い階層に降りることができます<",
 ", you can reset your skills.": "、スキルをリセットできます。",
 ", you get more recruitment candidates per refresh (6-7 at low ranks, up to 8-10 at the highest), and the candidates you see are higher level. Higher ranks also unlock better": "を追加し、更新ごとの募集候補が増え（低ランクで6〜7人、最高で8〜10人）、表示される候補もより高レベルになります。高ランクではより優れた",
 "- **Baron Blood Tear** - 'a hardened tear from the vampire baron of the Elros Empire', implying a future vampire boss/region.": "- **血涙男爵** - 「エルロス帝国の吸血鬼男爵が流した硬化した涙」。将来の吸血鬼ボス/地域を示唆します。",
 "- **Frosty Handshake** and **Swirling Tide** - an ice-boss and an ocean/water-boss relic.": "- **冷たい握手**と**渦巻く潮流** - 氷ボスと海/水ボスのレリックです。",
 "- **Red Dragon Breath** - 'remnants of the ancient fire dragon's breath', tied to Dragon-Claw Warrior units and the Lizardman 'Descendants of Dragons' myth.": "- **赤竜の吐息** - 「古代の火竜の吐息の残滓」。竜爪戦士のユニットと、リザードマンの「竜の末裔」神話に結びついています。",
 "- +1 energy per melee physical critical hit": "- 近接物理クリティカルごとにエネルギー+1",
 "- +1 stack per cast (x2 with Fireproof); +30% Magic Attack Power per stack for 30s": "- キャストごとに+1スタック（耐火で×2）。1スタックあたり30秒間 魔法攻撃力+30%",
 "- +10% cooldown reduction each time you gain a Barrier": "- バリアを獲得するたびにクールタイム短縮 +10%",
 "- +20% to all Barrier you gain": "- 獲得する全バリアに +20%",
 "- +8% damage per Burning stack on the target you hit": "- 攻撃した対象の燃焼スタックごとに+8%ダメージ",
 "- 2 stacks on the target, then bounces up to 8 more times to nearby enemies": "- 対象に2スタック、その後近くの敵へ最大8回跳ねる",
 "- 2026-06-14 - updated from DS_B.0.3.21 - unlabeled interim build between B.0.3.21 and B.0.3.26": "- 2026-06-14 - DS_B.0.3.21から更新 - B.0.3.21とB.0.3.26の間のラベルなし中間ビルド",
 "- 2026-06-15 - updated from Build 23725069 - Steam buildid 23739108 - current build": "- 2026-06-15 - ビルド23725069から更新 - Steam buildid 23739108 - 現行ビルド",
 "- 2026-07-23 - updated from DS_B.0.3.26 - Steam buildid 24354931": "- 2026-07-23 - DS_B.0.3.26から更新 - Steam buildid 24354931",
 "- 300% Magic Attack Power + stacks x30%, then resets the stacks": "- 魔法攻撃力300% + スタック×30%、その後スタックをリセット",
 "- 4% chance per skill use to summon an extra Bubbling": "- スキル使用ごとに4%の確率で追加のバブリングを召喚",
 "- 8 Tech Books across the chain:": "。チェーン全体で技術書8冊：",
 "- A tutorial is available.": "チュートリアルが利用可能です。",
 "- Abyss variants of nearly every creature in the game, from rats, slimes and slogels up to the stone golems and the Chain Knight Sentinel - across": "を擁します。ネズミ、スライム、スロゲルから石ゴーレム、チェインナイト・センティネルまで、ゲーム内のほぼすべての生物のアビス変種が、",
 "- AtkSpd": "・攻撃速度",
 "- Barrier = 20% of each hit you take from an enemy you taunted": "- バリア = 挑発した敵から受ける攻撃ごとの20%",
 "- Bored:": "- 退屈:",
 "- Boss": "- Boss",
 "- Canopener": "- Canopener",
 "- Chain Slash is a single-target melee skill, so using it applies Exposed Flaw": "- 連続斬撃は単体近接スキルなので、使用すると弱点露呈を付与します",
 "- Chain Slash's 4 hits all crit under Exposed Flaw, so +4 energy": "- 連続斬撃の4回の攻撃は弱点露呈のもとで全てクリティカルになるため、エネルギー+4",
 "- Core": "- Core",
 "- Corridor": "- Corridor",
 "- Crit": "・クリティカル",
 "- Elite": "- Elite",
 "- EliteTreasure": "- EliteTreasure",
 "- Entry": "- Entry",
 "- From:": "・出典：",
 "- Goddess": "- Goddess",
 "- HardCombat": "- HardCombat",
 "- Heavy Rain": "- 大雨",
 "- Hit": "・命中",
 "- Level 2": "- レベル 2",
 "- Level 4": "- レベル 4",
 "- MAtk": "- MAtk",
 "- MagRes": "・魔法耐性",
 "- Main SP": "- メインSP",
 "- Mood +2 plus +0.1% health regeneration.": "気分+2に加えて体力回復+0.1%。",
 "- Mood +2 while worn.": "装備中、気分+2。",
 "- Not needed if using Battlemage without a fire staff.": "- 火の杖なしでバトルメイジを使用する場合は不要。",
 "- PAtk": "- 物理攻撃力",
 "- PhysRes": "・物理耐性",
 "- Rain": "- 雨",
 "- Requires a Bow.": "- 弓が必要。",
 "- Requires a Club.": "- こん棒が必要。",
 "- Requires a Greatsword.": "- 大剣が必要。",
 "- Requires a Nature Staff.": "- 自然の杖が必要。",
 "- Requires a Sword.": "- 剣が必要。",
 "- Requires a Water Staff.": "- 水の杖が必要。",
 "- Res": "・耐性",
 "- SafeFloor": "- SafeFloor",
 "- Source not recorded in the game data": "・入手元はゲームデータに記録されていません",
 "- Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate": "（力、耐久力、意志力、知力、敏捷、認知）を持ち、それぞれに個別の",
 "- Sub SP": "- サブSP",
 "- This is the most basic starting point.": "これは最も基本的な出発点です。",
 "- Tier 1, column 1": "- ティア1、列1",
 "- Tier 1, column 2": "- ティア1、列2",
 "- Tier 1, column 3": "- ティア1、列3",
 "- Tier 2, column 1": "- ティア2、列1",
 "- Tier 2, column 2": "- ティア 2、列 2",
 "- Tier 2, column 3": "- ティア2、列3",
 "- Tier 3, column 2": "- ティア3、列2",
 "- Tier 4, column 1": "- ティア4、列1",
 "- Tier 4, column 2": "- ティア4、列2",
 "- Tier 4, column 3": "- ティア4、列3",
 "- Treasure": "- Treasure",
 "- XP": "・経験値",
 "- Xenon summons 3 ladybugs within 3 tiles (SKILL_SummonLadybug).": "- Xenonが3タイル以内にてんとう虫を3体召喚する（SKILL_SummonLadybug）。",
 "- a Tadpole that has swallowed 3 corpses evolves.": "- 死体を3つ飲み込んだオタマジャクシが進化する。",
 "- a quick-sim unit (armour, Constitution, level, optional bonuses) or one of your saved roster units - re-mitigated by that target's resistances, shown with the": "。クイックシミュレートユニット（防具、耐久力、レベル、任意ボーナス）または保存した編成ユニットのいずれかで、その対象の耐性で再軽減され、",
 "- a scholar \"who mutters strange words as if possessed\". Reward:": "。「憑りつかれたように奇妙な言葉をつぶやく」学者です。報酬：",
 "- a small staging area with an entrance, a corridor and a portal, but no enemies - where you regroup before descending into the real dungeon. Internally it is floor index -1, prepended before floor 1, and each region has its own safe-floor templates.": "（入口、通路、ポータルがあるが敵はいない小さな待機エリア）に降ろすことがあり、本物のダンジョンへ降りる前にここで態勢を整えます。内部的にはフロアインデックス-1で、フロア1の前に付加されます。各地域はそれぞれ独自のセーフフロアのテンプレートを持ちます。",
 "- a weakened Medium Slime splits into small slimes.": "- 弱った中型スライムが小スライムに分裂する。",
 "- advanced overrides on": "・詳細な上書きオン",
 "- after swallowing 3 corpses.": "- 死体を3つ飲み込んだ後。",
 "- an elite monster, not the region's clear boss.": "これはエリートモンスターであり、地域のクリアボスではない。",
 "- an elite rat with about": "の討伐です。約",
 "- and every other slot is NULL.": "で、その他のスロットはすべてNULLです。",
 "- and on the stock demo binary even that is blocked for Festering Burrow. Older ~B.0.2.x builds stored the unlock instead, where": "であり、標準のデモバイナリではただれた巣穴についてはそれすらもブロックされている。古い~B.0.2.x系ビルドでは代わりに解放状態が保存されており、その場合は",
 "- and this takes precedence over guard.": "。これはガードより優先されます。",
 "- applied region-wide while the region's floors are depleted": "地域の各階が枯渇している間、地域全体に適用される",
 "- applied to monsters by the chosen difficulty setting": "- 選択した難易度設定によってモンスターに適用される",
 "- awareness has hit the threshold; it locks on and engages.": "。認識が閾値に達しました。ロックオンして交戦します。",
 "- base HP 0, base Magic Attack 0. A pure summoner-derived unit: a mage with 80 Magic Attack Power spawns an 80 HP / 40 Magic Attack Bubbleling.": "基本HP 0、基本魔法攻撃0。完全に召喚者由来のユニット：魔法攻撃力80の魔道士は、HP 80 / 魔法攻撃40のバブルリングを生み出す。",
 "- base HP 300, base Magic Attack 16.9. The same 80-Magic-Attack mage spawns a 380 HP / 56.9 Magic Attack Bubbletoad (not a flat 300 HP).": "基本HP 300、基本魔法攻撃16.9。同じ魔法攻撃80の魔道士は、HP 380 / 魔法攻撃56.9のバブルトードを生み出す（一律300HPではない）。",
 "- but in the current build it is a dormant constant: the row is tagged": "が、現在のビルドでは休眠中の定数です：その行にはタグ",
 "- carried by": "- 所持者：",
 "- combat difficulty": "・戦闘難易度",
 "- commands it": "- が指揮します",
 "- consumes 2 of them": "- そのうち2個を消費",
 "- default": "- デフォルト",
 "- desc": "- 説明",
 "- each followed by a report-back talk with item rewards. Reporting the final hunt (": "。それぞれの後にアイテム報酬付きの報告会話が続きます。最後の狩猟（",
 "- each uses one inscription": "- それぞれ刻印を1つ使用します",
 "- enemies surrounding one of your units would get the same benefit against it.": "。あなたのユニットの1体を囲む敵も、それに対して同じ恩恵を得ます。",
 "- energy cost": "- エネルギー消費",
 "- equip bonuses": "- 装備ボーナス",
 "- every campaign start the game can roll: scenario type × management difficulty, with starting units, items and map buildings. Test/balance rows are dev-only presets.": "- ゲームが抽選しうるすべてのキャンペーン開始：シナリオタイプ × 運営難易度に、初期ユニット、アイテム、マップ建物が付く。テスト/バランス行は開発者専用プリセット。",
 "- every table as JSON plus a manifest.": "- 全テーブルをJSONで提供、マニフェスト付き。",
 "- every time you use a single-target melee skill": "- 単体近接スキルを使うたびに",
 "- extra skill tree:": "- 追加スキルツリー:",
 "- fights alongside the Giant Stone Golem in its boss room; Stone Raise grants it max Art of Rush stacks during the fight (SKILL_StoneRaise).": "- ボス部屋で巨石ゴーレムと共に戦う。戦闘中、ストーンレイズにより突進の術式のスタックが最大になる（SKILL_StoneRaise）。",
 "- flavor": "- フレーバー",
 "- from {#}": "- {#}から",
 "- future equipment tiers, weapon classes, gem lines, relic accessories, races, magic schools, systems and regions. Entries marked (spoiler) reveal story details the game has not surfaced in play.": "コンテンツを集めています。将来の装備ティア、武器クラス、宝石ライン、レリックアクセサリー、種族、魔法系統、システム、地域など。（ネタバレ）と記された項目は、ゲームがプレイ中に明かしていないストーリーの詳細を暴露します。",
 "- generated recruits can't get it, and no authored recruit preset uses these either, so in DS_B.0.3.26 they are effectively unobtainable. The 10 backgrounds below are fully authored (names, effects, skill-tree affinities) and just need a non-zero weight to go live.": "。生成された募集対象はこれを入手できず、作成された募集プリセットもこれらを使用しないため、DS_B.0.3.26では実質的に入手不可です。以下の10種の背景は完全に作成されており（名前、効果、スキルツリー適性）、有効化するには0以外のウェイトが必要なだけです。",
 "- got": "、実際",
 "- granted by:": "- 付与元:",
 "- grants the": "・付与：",
 "- guarantees crits against that enemy": "- その敵に対してクリティカルを確定させる",
 "- guild quests literally ask you to stockpile \"food with Mood 1+/2+/3+\" - and": "ギルドクエストでは実際に「気分1以上/2以上/3以上の食料」を備蓄するよう求められる。そして",
 "- idle or patrolling; it has not seen you.": "。待機または巡回中。あなたを見ていません。",
 "- inspection reveals hidden": "。調査で隠れた",
 "- instantly executes any non-boss enemy that takes damage while at 20% combined HP (head + body) or less.": "- 合計HP（頭部＋胴体）が20%以下のときにダメージを受けた非ボス敵を即座に処刑します。",
 "- is shown as a section inside its own entry, not as a separate boss.": "- は別のボスとしてではなく、自身のエントリ内のセクションとして表示されます。",
 "- kill 1 Alpha Acid Slogel. Reward:": "。アルファ酸性スロゲルを1体討伐。報酬：",
 "- kill 1 White Mawmurk. Reward:": "。白いマウマークを1体討伐。報酬：",
 "- kill 1×": "- 1×討伐",
 "- kill 5 Mawmurk. Reward:": "。マウマークを5体討伐。報酬：",
 "- kill 5×": "- 5×を討伐",
 "- kill it and the region flips to cleared, which immediately unlocks the next region on load.": "で指定します。これを倒すと地域はクリア済みに切り替わり、次回読み込み時に即座に次の地域がアンロックされます。",
 "- lines show unlock requirements - top-right corner = energy cost per cast (skill-point cost shows on hover)": "- 線は解放条件を示します - 右上の角 = 発動ごとのエネルギーコスト（スキルポイントコストはホバーで表示）",
 "- locks in HP = your Magic Attack Power + 300 and Magic Attack = 0.5 x your Magic Attack Power + 16.9 at summon time": "- 召喚時に HP = 自分の魔法攻撃力 + 300、魔法攻撃力 = 0.5 × 自分の魔法攻撃力 + 16.9 で固定",
 "- lv": "- Lv",
 "- magic attack": "- 魔法攻撃力",
 "- name": "- 名前",
 "- needs Bubblings already on the field (spawn them with Summon Bubbling).": "- フィールドにバブリングが既にいる必要がある（バブリング召喚で出現させる）。",
 "- never after": "- 以降は出現しない",
 "- no room layout ships in this build, so it is never placed": "- このビルドには部屋レイアウトが含まれていないため、配置されることはありません",
 "- none of the 7 race rows list it in": "。7つの種族行のいずれもこれを次に列挙していません：",
 "- not built, bought, or dropped from a kill. The game places it into the room/area layouts listed above when a floor generates; you send a unit to harvest it in place.": "です。建設・購入・討伐ドロップで入手するものではありません。階の生成時に、ゲームが上記の部屋／エリアのレイアウトへ配置します。ユニットを送ってその場で採集させます。",
 "- not present in DropTable (unresolved)": "- DropTableに存在しない（未解決）",
 "- one of the best early mana-stone injections in the game (": "。ゲーム序盤で最良のマナ石供給源の一つです（",
 "- one of your units has entered its sight; awareness is building.": "。あなたのユニットの1体がその視界に入りました。認識が蓄積しています。",
 "- one trigger per Exposed Flaw application": "- 弱点露呈の付与ごとに1トリガー",
 "- one trigger per debuff per enemy hit by the stomp": "- 踏みつけで当たった敵ごと、デバフごとに1トリガー",
 "- optional: heals 4% of missing health per Burning application": "- 任意: 燃焼の付与ごとに減少HPの4%を回復",
 "- pages added, data corrected, bugs fixed. For changes to": "- ページ追加、データ修正、バグ修正。その他の変更については",
 "- paste it wherever the site owner listens.": "- サイト運営者が受け付けている場所に貼り付けてください。",
 "- personality, needs, food, sleep, room quality, weather, environment, combat, treatment and more. The UI gauge tops out at 30, but the real value has no hard cap. Every source below is pulled straight from": "に等しくなります。性格、欲求、食事、睡眠、部屋の品質、天候、環境、戦闘、待遇などです。UIのゲージは30で頭打ちですが、実際の値に上限はありません。以下のすべての要因は直接",
 "- physical / magic hit": "・物理／魔法攻撃",
 "- physical attack": "- 物理攻撃力",
 "- pick members (up to": "・メンバーを選択（最大",
 "- plus Slow; 15s cooldown": "- さらに鈍足；クールダウン15秒",
 "- raises every one of the unit's six talents by one tier, capped at Genius.": "- ユニットの6つの才能すべてを1段階引き上げます（天才が上限）。",
 "- range": "- 射程",
 "- ranks 3 through 7 are defined in the data but locked in the current build.": "。ランク3から7はデータ上に定義されていますが、現行ビルドではロックされています。",
 "- re-armed each time Fire Cloak's Burning lands, so ~once a second while enemies are adjacent": "- 炎の外套の燃焼が当たるたびに再展開されるため、敵が隣接している間はおよそ毎秒",
 "- recruit her at the base to finish the chain; Endorsi joins your clan.": "- 拠点で彼女を勧誘してチェーンを完了。エンドルシがクランに加入します。",
 "- recruits roll a sum in [": "- 募集ユニットは次の範囲で合計をロールします [",
 "- reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.3.26 game tables.": "を持つすべての効果（反射、金鉱、死刑、欠損HP系の刻印、継続ダメージ、殻ブロック、一時バフ）を集め、正確な計算式、具体例、各上限が許す最大値を示します。すべての数値はDS_B.0.3.26のゲームテーブルからリアルタイムで読み取っています。",
 "- reflect, the Gold Mine, Capital Punishment, the missing-HP inscriptions, damage-over-time, Shell blocks and the temporary buffs - and gives the exact formula, a worked example and the maximum value each cap allows. Every number is read live from the DS_B.0.3.40 game tables.": "を持つすべての効果（反射、金鉱、死刑、欠損HP系の刻印、継続ダメージ、殻ブロック、一時バフ）を集め、正確な計算式、具体例、各上限が許す最大値を示します。すべての数値はDS_B.0.3.40のゲームテーブルからリアルタイムで読み取っています。",
 "- requires": "- 必要",
 "- res": "- 耐性",
 "- see the description for the exact behavior.": "- 正確な挙動は説明を参照してください。",
 "- see the note at the top of this page.": "。このページ上部の注記を参照してください。",
 "- single target, 30s; also +50% damage to it and -30% damage from others": "- 単体、30秒。加えてその対象への与ダメージ+50%、他からの被ダメージ-30%",
 "- so if even one floor bottoms out, the -50% penalty applies to every floor in that region until it recovers, even floors that are still full.": "で適用されます。つまりフロアが1つでも底をつくと、回復するまでその地域の全フロアに-50%ペナルティが適用され、まだ満タンのフロアも対象になります。",
 "- so you can answer \"what can I gather here\" at a glance; the detailed node, monster and chest tables sit below it. Type an item name in the filter to jump straight to where it comes from. For the per-floor spawn odds of each room type and rare node, see": "そのため「ここで何を採取できるか」がひと目でわかります。詳しいノード・モンスター・宝箱の表はその下にあります。フィルターにアイテム名を入力すると、その入手元へ直接ジャンプできます。各部屋タイプとレアノードの階層別出現確率については、以下を参照してください",
 "- spawns at": "- 出現場所：",
 "- spent to power this skill (spawn Bubblings with Summon Bubbling).": "- このスキルの発動に消費される（召喚：バブリングでバブリングを生成）。",
 "- stock chance 100%, qty 1, fixed price": "- 在庫確率 100%、数量 1、価格固定",
 "- stock chance 100%, qty 10–15, price -25%...+25%": "在庫確率100%、数量10-15、価格-25%...+25%",
 "- stock chance 100%, qty 10–15, price 0%...+25%": "- 在庫確率 100%、数量 10–15、価格 0%…+25%",
 "- stock chance 100%, qty 10–20, price -25%...+25%": "- 入荷確率100%、数量10–20、価格 -25%...+25%",
 "- stock chance 100%, qty 10–20, price 25%...+50%": "在庫確率100%、数量10-20、価格25%...+50%",
 "- stock chance 100%, qty 16–24, price 0%...+25%": "- 在庫確率100%、数量16–24、価格 0%...+25%",
 "- stock chance 100%, qty 16–24, price 25%...+50%": "- 在庫確率 100%、数量 16～24、価格 25%...+50%",
 "- stock chance 100%, qty 1–2, price -25%...+25%": "- 在庫確率100%、数量1～2、価格 -25%...+25%",
 "- stock chance 100%, qty 20–30, price -25%...+25%": "- 在庫確率 100%、数量 20–30、価格 -25%...+25%",
 "- stock chance 100%, qty 2–3, price -25%...+25%": "- 在庫確率100%、数量2–3、価格 -25%...+25%",
 "- stock chance 100%, qty 30–20, price -25%...+25%": "在庫確率100%、数量30-20、価格-25%...+25%",
 "- stock chance 100%, qty 30–45, price -25%...+25%": "- 在庫確率 100%、数量 30–45、価格 -25%...+25%",
 "- stock chance 100%, qty 3–4, price -25%...+25%": "- 在庫確率 100%、数量 3–4、価格 -25%...+25%",
 "- stock chance 100%, qty 4–6, price -25%...+25%": "- 在庫確率 100%、数量 4–6、価格 -25%...+25%",
 "- stock chance 100%, qty 80–120, price 25%...+50%": "- 在庫確率100%、数量80–120、価格 25%...+50%",
 "- stock chance 100%, qty 8–12, price 0%...+25%": "- 在庫確率 100%、数量 8–12、価格 0%...+25%",
 "- stock chance 100%, qty 8–12, price 25%...+50%": "- 在庫確率 100%、数量 8-12、価格 25%...+50%",
 "- stock chance 30%, qty 1–2, price 0%...+25%": "- 在庫確率 30%、数量 1–2、価格 0%...+25%",
 "- stock chance 5%, qty 1, price -25%...+25%": "- 在庫確率 5%、数量 1、価格 -25%...+25%",
 "- stock chance 50%, qty 1–2, price -25%...+25%": "- 在庫確率 50%、数量 1–2、価格 -25%...+25%",
 "- stock chance 50%, qty 2–3, price -100%...-50%": "在庫確率50%、数量2-3、価格-100%...-50%",
 "- stock chance 50%, qty 2–3, price -25%...+25%": "- 在庫確率 50%、数量 2–3、価格 -25%…+25%",
 "- stock chance 50%, qty 3–4, price -25%...+25%": "- 在庫確率50%、数量3-4、価格-25%...+25%",
 "- stock chance 50%, qty 4–6, price -100%...-50%": "在庫確率50%、数量4-6、価格-100%...-50%",
 "- stock chance 50%, qty 4–6, price -25%...+25%": "- 在庫確率50%、数量4-6、価格-25%...+25%",
 "- subname": "- サブ名",
 "- targets it": "- これを対象にする",
 "- that is Common 80.7%, Uncommon 17%, Rare 2%, and": "を使ってレアリティを抽選します。つまりコモン80.7%、アンコモン17%、レア2%、そして",
 "- that is how a caster can pick up, say, Water Magic. Training a tree is separate from what a unit can physically wield at once, though; an inscription can't let a unit hold a two-handed staff and a shield simultaneously.": "これが、たとえば術者が水魔法を習得できる仕組みだ。ただしツリーの訓練は、ユニットが同時に物理的に装備できるものとは別だ。刻印があっても、両手杖と盾を同時に持たせることはできない。",
 "- the average damage of one cast on a single target, crit folded in.": "。単体対象への1回詠唱の平均ダメージ（クリティカル込み）。",
 "- the baseline: no bonus, no malus": "- 基準値: ボーナスもマイナスもなし",
 "- the bundle id still says \"Alpha\" even on current builds.": "。現行ビルドでもバンドルIDはまだ「Alpha」のままです。",
 "- the corrupted form fought in the endless": "- 無限で戦う堕落形態",
 "- the hit and crit resolution has no positional or surrounding-unit term, and the constant is never loaded. So it currently has": "。命中と会心の判定には、位置や周囲のユニットに関する項がなく、この定数は一度も読み込まれません。したがって現状では次を持ちます",
 "- the opposite bet: damage dealt": "逆の賭け：与ダメージが",
 "- the taunt itself is a debuff, so it also fires Guard Barrier": "- 挑発自体がデバフなので、ガードバリアも発動します",
 "- the working monster Soul Stones. The dev roadmap flags monster capturing/ranching as a fast-follow Early-Access feature, and these soul traits are the visible groundwork toward": "。機能するモンスターの魂石です。開発ロードマップはモンスターの捕獲/牧場化をアーリーアクセスの早期追加機能として挙げており、これらの魂の特性は次に向けた目に見える下準備です：",
 "- they are identical on every": "、すべての",
 "- they are not stored in the save. Beyond the built-in Retry button, saving before a prayer and reloading rerolls the five choices.": "セーブデータには保存されません。組み込みのリトライボタンに加えて、祈りの前にセーブしてリロードすると5つの選択肢が振り直されます。",
 "- this background appears to have been released; treat the note below as historical.": "- この背景はリリースされたと思われます。以下のメモを履歴として扱ってください。",
 "- title": "- タイトル",
 "- to all nearby enemies": "- 周囲の全ての敵に",
 "- to all nearby enemies (30s cooldown)": "- 周囲の全ての敵に（30秒クールタイム）",
 "- to every adjacent enemy, once a second for the 10s aura": "- 10秒のオーラの間、毎秒、隣接する全ての敵に",
 "- use": "。表示するには",
 "- when a Barrier expires, heal 20% of its remaining value": "- バリアが消えるとき、残存値の20%を回復",
 "- when a basic attack crits, it also deals area damage (matching the attack's damage type) to nearby enemies.": "- 通常攻撃がクリティカルすると、周囲の敵にも範囲ダメージ（その攻撃のダメージタイプに一致）を与えます。",
 "- when a unit or structure you summoned is destroyed": "- 召喚したユニットや構造物が破壊されたとき",
 "- when weakened / at low HP, onto adjacent empty tiles.": "- 弱体化時 / 低HP時、隣接する空きタイルへ。",
 "- whole nearby pack": "- 周囲の集団全体",
 "- x0.34 Easy, x0.67 Normal, x1 Hard, x1 Very Hard, x1 Devastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.": "- x0.34 イージー、x0.67 ノーマル、x1 ハード、x1 ベリーハード、x1 壊滅 (四捨五入、最低1未満にはならない)。任意の金額にマウスを置いて、すべての難易度でのコストを確認します。",
 "- x0.34 Easy, x0.67 Normal, x1 Hard, x1.33 Very Hard, x1.66 Devastation (rounded, never below 1). Hover any amount to see its cost on every difficulty.": "- x0.34 簡単、x0.67 通常、x1 ハード、x1.33 ベリーハード、x1.66 壊滅（端数処理、1未満にはなりません）。任意の数値にカーソルを合わせると、各難易度でのコストが表示されます。",
 "- you are defending, not swinging. Better weapons also carry more durability, so they both hit harder and last longer.": "- 振っているのではなく防御しているためです。優れた武器はより多くの耐久度を持つため、威力が高く長持ちします。",
 "- your melee crits on the marked enemy refund energy": "- マークした敵への近接会心がエネルギーを回復",
 "- {#} per energy": "- エネルギーあたり{#}",
 "-1 to 2": "-1 〜 2",
 "-10% Max Energy": "-10% 最大エネルギー",
 "-100% to -50%": "-100% から -50%",
 "-25% Hit Chance.": "命中率 -25%。",
 "-25% to +25%": "-25%〜+25%",
 "-3 / -6 / -9 / -12 mood at D1-D4 (Easy -1..-10, Devastation -6..-24)": "D1～D4で気分-3/-6/-9/-12（イージー-1..-10、壊滅-6..-24）",
 "-30% Movement Speed.": "-30% 移動速度。",
 "-4 to -1": "-4 〜 -1",
 "-> report ->": "-> 報告 ->",
 "-> report to Xenon ->": "-> ゼノンに報告 ->",
 "-adjusted": "調整済み",
 ". 2. Inspect the": "を調査。 2. ",
 ". 3. Inspect the": "を調査。 3. ",
 ". 4. Collect a": "を調査。 4. ",
 ". A floor ground all the way down to 0 therefore needs 5 stacks x 3 days =": "。したがって0まで消耗しきったフロアは5スタックx3日 =",
 ". A melee attacker draws about 30% more aggro than a ranged one, so front-liners naturally pull the monster's attention off your casters. This steers": "。近接の攻撃者は遠隔より約30%多くアグロを稼ぐため、前衛は自然とモンスターの注意を後衛の術者からそらします。これが左右するのは",
 ". All four give the same aura; the race decides which trait NEW expedition members learn.": ". 4種すべて同じオーラを与え、種族は新規探索メンバーが習得する特性を決定します。",
 ". Also hits allies in the area": "。範囲内の味方にも命中する",
 ". Attacks with {#} ({#}% {#}{#}{#})": "。{#}で攻撃（{#}% {#}{#}{#}）",
 ". Because there are only three Legendaries, seeing a specific one is very rare (roughly a 1-in-200 chance per level-up screen).": "です。レジェンダリーは3種類しかないため、特定の1つを見るのは非常にまれです（レベルアップ画面ごとにおよそ200分の1の確率）。",
 ". Bigger radius = it spots you from farther off.": "。半径が大きいほど、遠くからあなたを発見します。",
 ". Click to change, or the cross to remove.": "。クリックで変更、×で取り外し。",
 ". Combat difficulty only changes loot": "。戦闘難易度が変えるのは戦利品のみで",
 ". Consumes {#} {#}": "。{#} {#}を消費する",
 ". Descriptions contain": "で参照。説明には",
 ". Each attacks with": "。それぞれが攻撃する",
 ". Every time a campaign loads, the game resets every region to locked, then walks the regions whose": "。キャンペーンが読み込まれるたびに、ゲームはすべての地域をロック状態にリセットし、次にフラグが立っている地域をたどって、",
 ". Every unit - your settlers and every monster alike - carries a": "。すべてのユニット、つまりあなたの入植者もすべてのモンスターも同様に、次のステータスを持ちます",
 ". Floor 5 generates as a phase-4 floor, the phase-5-only boss room is never eligible, and the Golem never spawns - so Veil of Silence can never be cleared by combat and": "。フロア5はフェーズ4のフロアとして生成され、フェーズ5専用のボス部屋は決して対象にならず、ゴーレムはスポーンしません。そのため沈黙のヴェールは戦闘でクリアできず、",
 ". Hover a card for its full description.": "。カードにカーソルを合わせると詳細説明が表示されます。",
 ". How many roll scales with combat difficulty (Easy 2 positive, Normal 1 positive, Hard 1 positive + 1 negative, up to Devastation 1 positive + 3 negative).": "。ロール数は戦闘難易度に応じて増減します（簡単：プラス2、通常：プラス1、ハード：プラス1＋マイナス1、壊滅：プラス1＋マイナス3まで）。",
 ". If the developers activate it, it would apply": "。開発者が有効化した場合、次のように適用されるだろう：",
 ". In the current demo data only slot 0 is filled - Veil of Silence's clear boss is the": "。現在のデモデータではスロット0のみが埋まっています。沈黙のヴェールのクリアボスは",
 ". It stacks up to": ". It stacks up to",
 ". It uses:": "。使用するもの：",
 ". Keep mood high and stress stays low. Which band a unit sits in:": "の危険にさらされます。気分を高く保てばストレスは低いままです。ユニットがどの帯域に入るか：",
 ". Let the game discard stale dungeon data itself.": "。古いダンジョンデータはゲーム自身に破棄させてください。",
 ". Low-level settlers are easily pleased (positive mood); high-level ones expect more and drift negative, more so on harder management settings.": "に基づきます。低レベルの入植者は満足しやすく（プラスの気分）、高レベルの者はより多くを期待してマイナスに傾き、管理設定が厳しいほどその傾向が強まります。",
 ". Most units see": "。ほとんどのユニットは次を見ます",
 ". Note a quirk worth planning around: depletion is counted per floor, but the drop penalty is applied at the": "。計画上注意すべき癖があります：消耗はフロアごとにカウントされますが、ドロップペナルティは",
 ". On a unit whose needs you can keep met it is one of the best stat sticks in the game; on a neglected one it feeds the Stress spiral described above (": "。ニーズを満たし続けられるユニットにとっては、ゲーム内で最良のステータス強化装備の一つだが、放置されたユニットでは前述のストレスの悪循環を助長する（",
 ". On completion \"": "。完了時「",
 ". Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": "。表示されるのは純粋な差分のみです。複数のビルド間で何度か変更されたものは1回だけ表示され、その開始値と終了値が示されます。変更されて戻されたものは表示されません。",
 ". Player-side units default to": "。プレイヤー側のユニットはデフォルトで次です",
 ". Positive values increase it, while negative values decre...": "。正の値はそれを増加させ、負の値は減少させます...",
 ". Priority is given to targets with a lower cumulative hit count.": "。優先順位は累積ヒット数が低いターゲットに与えられます。",
 ". Real room graph & doors, connected door-to-door.": "。実際の部屋グラフとドアで、ドアからドアへ接続されています。",
 ". Resistance never reaches full immunity, and each point is worth slightly less than the last.": "。耐性が完全な無効化に達することはなく、各ポイントの価値は前のポイントよりわずかに小さくなります。",
 ". Same convention in construction costs, starting items, deconstruct returns and event grants.": "で分割します。建設コスト、開始アイテム、解体の戻り、イベント付与でも同じ規則です。",
 ". See the": "。参照:",
 ". Set a mood and the chart shows where stress is headed - \"if the mood stays like this\" (real settlers' moods drift as buffs wear off and needs change).": "。気分を設定すると、チャートがストレスの向かう先を示します。「気分がこのままなら」という前提です（実際の入植者の気分はバフが切れたり欲求が変化したりして変動します）。",
 ". Talent growth per level is set by the stat's talent tier (Poor to Genius) times the level-up offering multiplier - see": "。レベルごとの才能成長は、そのステータスの才能ティア(Poorから Genius)にレベルアップの供物倍率を掛けたもので決まります。次を参照してください",
 ". Talent tiers decide stat growth for a unit's whole career, and a fresh candidate only has ~2-5 tiers total across six stats, so one Exceptional or Genius stat is a genuine find.": "が明らかになります。才能のティアはユニットの生涯を通じたステータス成長を決めます。新しい候補者は6つのステータス全体で合計およそ2〜5ティアしか持たないため、卓越や天才のステータスが1つあれば本物の掘り出し物です。",
 ". The campaign begins at": "。キャンペーンは",
 ". The coefficients are the table below (": "。係数は下の表の通りです(",
 ". The loss on each piece is": "。各部位の損耗は",
 ". The rank table defines": "を蓄積することで昇格します。ランク表では",
 ". The two disagree, so the exact monster reflect percentage (50% vs 100%) cannot be pinned from the tables alone - the player-facing Inscription of Reflection (100%) is unambiguous.": "を持ちます。両者が一致しないため、正確なモンスターの反射割合（50%か100%か）はテーブルだけからは確定できません。プレイヤー向けの反射刻印（100%）は明確です。",
 ". This matches the": "。これは次のページと一致します",
 ". Under CrossOver/Wine on a Mac that resolves to": "。Mac上のCrossOver／Wineでは次に解決されます：",
 ". Up to {#} on the field": "。フィールドに最大{#}体",
 ". While a player unit stays in a monster's sight, the monster builds": "。プレイヤーのユニットがモンスターの視界内にとどまる間、モンスターは次を蓄積します",
 ". You can change the flow with the speed control (pause, 1x, 2x and 3x settings); pausing stops the clock entirely.": "。速度コントロール（一時停止、1倍、2倍、3倍の設定）で流れを変えられます。一時停止すると時計は完全に止まります。",
 ". You must find the path that leads to it.": "が含まれています。それへと続くパスを見つけなければなりません。",
 ".chip[data-facet], .filters .chip": ".chip[data-facet], .filters .chip",
 ".entcell a": ".entcell a",
 ".entcell a[href]": ".entcell a[href]",
 ".filters .chip[data-facet]": ".filters .chip[data-facet]",
 ".fs-modes button": ".fs-modes button",
 ".mo-modes button": ".mo-modes button",
 ".mon-hp .hp-v": ".mon-hp .hp-v",
 ".monfilt-panel .chip[data-mboost]": ".monfilt-panel .chip[data-mboost]",
 ".monfilt-panel .chip[data-mfacet]": ".monfilt-panel .chip[data-mfacet]",
 ".pcastpanel .chip[data-bless]": ".pcastpanel .chip[data-bless]",
 ".pcastpanel .chip[data-pdiff]": ".pcastpanel .chip[data-pdiff]",
 ".pcastpanel .chip[data-pmode]": ".pcastpanel .chip[data-pmode]",
 ".sb-dmg-diff .sb-hint": ".sb-dmg-diff .sb-hint",
 ".sb-dmg-lvl .sb-segb": ".sb-dmg-lvl .sb-segb",
 ".tgtpanel .chip[data-tgtmode]": ".tgtpanel .chip[data-tgtmode]",
 "/ second": "/ 秒",
 "/items/ITEM_Example.html": "/items/ITEM_Example.html",
 "/s, magic-resisted). This runs ALONGSIDE the hits above - add it to the sustained DPS.": "/秒、魔法耐性の対象）。これは上記のヒットと並行して発生します。持続DPSに加算してください。",
 "/tick": "/tick",
 "0 (broken)": "0（破損）",
 "0 (empty) to 5 (full) per floor": "フロアごとに0（空）から5（満タン）",
 "0 6px": "0 6px",
 "0 HP / 0 Magic Attack (fully summoner-derived)": "HP 0 / 魔法攻撃0（完全に召喚者由来）",
 "0 tiles": "0 タイル",
 "0 with no Burning on the target, up to 1,441 at the 50-stack cap (each stack adds about 29). Does not consume the stacks.": "対象に燃焼が付いていない場合は0、50スタック上限では最大1,441(スタックごとに約29追加)。スタックは消費しない。",
 "0 with no Burning on the target, up to 1,470 at the 50-stack cap (each stack adds about 29). Does not consume the stacks.": "対象に燃焼がない場合0、50スタック上限で最大1,470（1スタックにつき約29追加）。スタックは消費しない。",
 "0 with no Burning on the target, up to 1,617 at the 50-stack cap (each stack adds about 32). Does not consume the stacks.": "ターゲットに燃焼がない場合0、最大50スタック時1,617 (各スタックは約32を追加)。スタックを消費しない",
 "0% to +25%": "0% ～ +25%",
 "0.1 x the damage of the hit": "被弾ダメージの0.1倍",
 "0.2x the median physical active per cast": "発動あたり物理アクティブ中央値の 0.2 倍",
 "0.4x the median magic active per cast": "1回の使用で魔法アクティブの中央値の0.4倍",
 "0.5 gold": "0.5ゴールド",
 "0.5x mana-stone cost, 1.0x stat gain": "マナ石コストx0.5、ステータス上昇x1.0",
 "0.6x the median physical active per cast": "1発あたり物理アクティブの中央値の0.6倍",
 "0.8x the median physical active per cast": "発動あたり物理アクティブ中央値の 0.8 倍",
 "06:00 to 20:00": "06:00から20:00",
 "06:00 to 20:00 (night otherwise; night lowers vision)": "06:00から20:00まで（それ以外は夜。夜は視界を下げる）",
 "08:00 (first day is only 16 hours)": "08:00（初日は16時間のみ）",
 "0x the median magic active per cast": "1回の使用で魔法アクティブの中央値の0倍",
 "1 (None)": "1（なし）",
 "1 (Primary)": "1（一次）",
 "1 (no stack)": "1(スタックなし)",
 "1 Constitution = +9 Max HP": "耐久力1 = +9 最大HP",
 "1 Intelligence = +1.2 Magic Attack": "知力1 = +1.2 魔法攻撃力",
 "1 Shell": "殻1個",
 "1 Shell per 60 Energy recovered": "エネルギー60回復ごとに殻1個",
 "1 Strength = +1 Physical Attack": "力1 = +1 物理攻撃力",
 "1 combo": "1コンボ",
 "1 decimal": "小数第1位",
 "1 energy to cast": "発動にエネルギー1",
 "1 energy to cast - 15s cooldown": "発動に 1 エネルギー - クールダウン 15 秒",
 "1 energy to cast - 20s cooldown": "詠唱に1エネルギー - クールタイム20秒",
 "1 energy to cast - 8s cooldown": "詠唱にエネルギー1 - クールダウン8秒",
 "1 gold": "1ゴールド",
 "1 in-game day": "ゲーム内1日",
 "1 instance only": "1インスタンスのみ",
 "1 magic": "1魔法",
 "1 on the field": "フィールド上に1",
 "1 other template(s) competing for this slot": "このスロットを争う他のテンプレート1種",
 "1 per in-game minute": "ゲーム内1分あたり1",
 "1 random affix from a broad 17-stat pool": "17種のステータスプールからランダムなアフィックス1つ",
 "1 rooms": "1部屋",
 "1 second": "1秒",
 "1 target: 105 dmg (104.7/energy) | 3 targets: 314 dmg (314.2/energy)": "対象1体：105ダメージ（104.7/エネルギー） | 対象3体：314ダメージ（314.2/エネルギー）",
 "1 target: 108 dmg (108.4/energy) | 3 targets: 325 dmg (325.1/energy)": "対象1体：108ダメージ（108.4/エネルギー） | 対象3体：325ダメージ（325.1/エネルギー）",
 "1 target: 142 dmg (35.5/energy) | 3 targets: 426 dmg (106.4/energy)": "対象1体：142ダメージ（35.5/エネルギー） | 対象3体：426ダメージ（106.4/エネルギー）",
 "1 target: 142 dmg (70.9/energy) | 3 targets: 426 dmg (212.8/energy)": "対象1: 142ダメージ (70.9/エネルギー) | 対象3: 426ダメージ (212.8/エネルギー)",
 "1 target: 157 dmg (157.1/energy) | 3 targets: 471 dmg (471.4/energy)": "対象1体：157ダメージ（157.1/エネルギー） | 対象3体：471ダメージ（471.4/エネルギー）",
 "1 target: 163 dmg (32.5/energy) | 3 targets: 488 dmg (97.5/energy)": "対象1体：163ダメージ（32.5/エネルギー） | 対象3体：488ダメージ（97.5/エネルギー）",
 "1 target: 174 dmg | 3 targets: 522 dmg": "対象1体：ダメージ174 | 対象3体：ダメージ522",
 "1 target: 177 dmg (17.7/energy) | 3 targets: 532 dmg (53.2/energy)": "対象1: 177ダメージ (17.7/エネルギー) | 対象3: 532ダメージ (53.2/エネルギー)",
 "1 target: 177 dmg | 3 targets: 532 dmg": "対象1体：177ダメージ | 対象3体：532ダメージ",
 "1 target: 196 dmg (28/energy) | 3 targets: 588 dmg (84/energy)": "対象1体：196ダメージ（28/エネルギー） | 対象3体：588ダメージ（84/エネルギー）",
 "1 target: 230 dmg (46/energy) | 3 targets: 691 dmg (138.1/energy)": "対象1体：230ダメージ（46/エネルギー） | 対象3体：691ダメージ（138.1/エネルギー）",
 "1 target: 266 dmg | 3 targets: 798 dmg": "対象1体：ダメージ266 | 対象3体：ダメージ798",
 "1 target: 27 dmg (4.4/energy) | 3 targets: 80 dmg (13.3/energy)": "対象1体：27ダメージ（4.4/エネルギー） | 対象3体：80ダメージ（13.3/エネルギー）",
 "1 target: 296 dmg (73.9/energy) | 3 targets: 887 dmg (221.8/energy)": "対象1: 296ダメージ (73.9/エネルギー) | 対象3: 887ダメージ (221.8/エネルギー)",
 "1 target: 473 dmg (94.6/energy) | 2 targets: 946 dmg (189.2/energy)": "対象1: 473ダメージ (94.6/エネルギー) | 対象2: 946ダメージ (189.2/エネルギー)",
 "1 target: 62 dmg | 2 targets: 124 dmg": "対象1体: ダメージ62 | 対象2体: ダメージ124",
 "1 target: 62 dmg | 3 targets: 187 dmg": "対象1体：ダメージ62 | 対象3体：ダメージ187",
 "1 target: 89 dmg | 3 targets: 266 dmg": "対象1体：ダメージ89 | 対象3体：ダメージ266",
 "1 target: {#} | {#} targets: {#}": "対象1体：{#} | 対象{#}体：{#}",
 "1 tile": "1 タイル",
 "1% Max HP / sec": "最大HPの1% / 秒",
 "1% of Max HP": "最大HPの1%",
 "1% of Max HP per second*": "最大HPの1%を毎秒*",
 "1% of Max HP per second, defense-ignoring magic, cannot stack": "最大HPの1%を毎秒、防御無視の魔法、スタック不可",
 "1% of the target's Max Health": "対象の最大体力の1%",
 "1% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is 5 damage every 10 seconds. Duration is set by the applying skill.": "10秒ごとに対象の最大体力の1%を無属性ダメージとして与え、防御を無視する。重複しない。使用者の攻撃力ではなく対象の最大体力に依存する。例: 最大体力500の対象では10秒ごとに5ダメージ。効果時間は付与するスキルによって決まる。",
 "1% of the target's Max Health every second": "1秒ごとに対象の最大体力の1%",
 "1. Inspect the": "1. ",
 "1. Race": "1. 種族",
 "1.0x mana-stone cost, 1.2x stat gain": "マナ石コストx1.0、ステータス上昇x1.2",
 "1.2x the median physical active per cast": "1回の詠唱あたり物理アクティブ中央値の1.2倍",
 "1.3x the median physical active per cast": "1回の詠唱あたり物理アクティブ中央値の1.3倍",
 "1.5 gold": "1.5 ゴールド",
 "1.5x damage": "1.5倍のダメージ",
 "1.5x the median magic active per cast": "発動あたり魔法アクティブ中央値の 1.5 倍",
 "1.5x the median physical active per cast": "詠唱1回あたり物理アクティブの中央値の1.5倍",
 "1.6x the median physical active per cast": "1詠唱あたり物理アクティブの中央値の1.6倍",
 "1.8x the median physical active per cast": "1回の使用で物理アクティブの中央値の1.8倍",
 "1.9x the median physical active per cast": "1詠唱あたり物理アクティブの中央値の1.9倍",
 "10 (floors 1-5 unique, 6-10 placeholder)": "10（フロア1〜5は固有、6〜10はプレースホルダー）",
 "10 Shells": "殻10個",
 "10 critical hits is 100 gold. 200 of them exhausts the budget.": "クリティカルヒット10回で100ゴールド。200回で予算を使い切る。",
 "10 descending floors": "10層の下降フロア",
 "10 energy to cast": "詠唱にエネルギー10",
 "10 energy to cast - 40s cooldown": "詠唱にエネルギー10 - クールダウン40秒",
 "10 gold": "10 ゴールド",
 "10 gold per critical hit": "会心1回につき10ゴールド",
 "10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "クリティカルヒットごとに10ゴールド、上限2,000ゴールド。最大スタック時にクリティカル確率+10%。",
 "10 min": "10分",
 "10 percent of the damage the basic attack just dealt. Physical attack power is never read anywhere in the routine.": "通常攻撃が直前に与えたダメージの10パーセント。物理攻撃力はこの処理のどこでも参照されない。",
 "10 rooms": "10部屋",
 "10 skill points to unlock": "解放にスキルポイント10",
 "10 魔法 per second to nearby enemies for 10 s": "10秒間、近くの敵に毎秒10魔法",
 "10% / kill": "10% / 撃破",
 "10-second global cooldown": "10秒のグローバルクールダウン",
 "10.34% / kill": "10.34% / 撃破",
 "10.7/energy": "10.7/エネルギー",
 "10.71% / kill": "10.71% / 撃破",
 "100 HP": "HP 100",
 "100 gold": "100ゴールド",
 "100 resource rows - 21 nodes - 60 monster-drop rows - 34 chest rows": "資源100行 - ノード21 - モンスタードロップ60行 - 宝箱34行",
 "100% / kill": "100% / 撃破",
 "100% / open": "100% / 開放",
 "100% of post-defense damage (no per-hit cap)": "防御後ダメージの100%（1発あたりの上限なし）",
 "100% private: the file is read inside your browser and never uploaded anywhere.": "100%プライベート：ファイルはブラウザ内で読み込まれ、どこにもアップロードされません。",
 "100% private: the file is read inside your browser and never uploaded anywhere. Your original file is never changed - you get a new copy to download.": "100%プライベート:ファイルはブラウザ内で読み込まれ、どこにもアップロードされません。元のファイルが変更されることはなく、ダウンロード用の新しいコピーが作られます。",
 "1000 HP": "1000 HP",
 "1000 gold": "1000 ゴールド",
 "105 magic": "魔法 105",
 "105 magic damage / target": "105 魔法ダメージ / 対象",
 "106 physical": "物理106",
 "106 physical damage / target": "物理ダメージ106 / 対象",
 "106 physical damage / target - 35.5 per energy": "物理ダメージ106 / 対象 - エネルギーあたり35.5",
 "1065 gold": "1065 ゴールド",
 "108 direct only, up to 168 per hit target with the full 60 burn damage from one application.": "直撃のみ108、完全な60バーン効果1回で1ヒットターゲットあたり最大168。",
 "108 gold": "108 ゴールド",
 "108 magic": "108魔法",
 "10s cooldown": "10秒クールダウン",
 "10×1 tiles": "10×1 タイル",
 "10×2 tiles": "10×2 タイル",
 "11 energy = 1 to cast + 10 for the Bubbling it consumes.": "エネルギー11 = 詠唱1 + 消費するバブリング分10。",
 "11 gold": "11ゴールド",
 "11 other template(s) competing for this slot": "このスロットを争う他のテンプレート11種",
 "11.11% / kill": "11.11% / 撃破",
 "11.5 gold": "11.5 ゴールド",
 "110 gold": "110 ゴールド",
 "112 gold": "112ゴールド",
 "113.5 gold": "113.5 ゴールド",
 "114.5 gold": "114.5ゴールド",
 "115 physical": "115物理",
 "115 physical damage / target - 38.4 per energy": "115物理ダメージ / 対象 - エネルギーあたり38.4",
 "118 gold": "118ゴールド",
 "118 physical": "物理118",
 "118 physical damage / target": "物理ダメージ118 / 対象",
 "12 gold": "12 ゴールド",
 "12 in-game hours": "ゲーム内12時間",
 "12 other template(s) competing for this slot": "このスロットを争う他のテンプレート12種",
 "12 skill points to unlock": "解放にスキルポイント12",
 "12.5% / kill": "12.5% / 撃破",
 "120 HP": "120 HP",
 "120 gold": "120 ゴールド",
 "1200 gold": "1200ゴールド",
 "1200 min": "1200分",
 "12000 ticks (≈0.19 days)": "12000ティック (≈0.19日)",
 "122 gold": "122ゴールド",
 "122.5 gold": "122.5ゴールド",
 "123 gold": "123 ゴールド",
 "124 magic damage / target": "魔法ダメージ124 / 対象",
 "1247 gold": "1247 ゴールド",
 "125 gold": "125ゴールド",
 "12×8 tiles": "12×8 タイル",
 "13 cells (Manhattan radius 2): up to 13 targets, 2,548 total if every cell is hit. Also hits allies in the area": "13マス（マンハッタン 半径2）：最大13体、全マス命中で合計2,548。範囲内の味方にも命中する",
 "13 cells (Manhattan radius 2): up to 13 targets, 2,993 total if every cell is hit": "13マス（マンハッタン 半径2）：最大13体、全マス命中で合計2,993",
 "13 cells (Manhattan radius 2): up to 13 targets, 3,139 total if every cell is hit": "13マス(マンハッタン半径2):最大13体、全マス命中で合計3,139",
 "13 cells (Manhattan radius 2): up to 13 targets, 3,230 total if every cell is hit": "13セル (マンハッタン 半径2): 最大13ターゲット、全セル命中時3,230 総ダメージ",
 "13 cells (Manhattan radius 2): up to 13 targets, 4,997 total if every cell is hit. Also hits allies in the area": "13マス(マンハッタン半径2):最大13体、全マス命中で合計4,997。範囲内の味方にも命中する",
 "13 cells (Manhattan radius 2): up to 13 targets, 5,606 total if every cell is hit. Also hits allies in the area": "13セル (マンハッタン 半径2): 最大13ターゲット、全セル命中時5,606 総ダメージ。範囲内の味方にも命中",
 "13 gold": "13 ゴールド",
 "13 inert Soul Stones (Grey Rat, Acid Insect, Metal Scarab, Slime, Royal Slime, Blood Slime, Bone Spider, Mush Biter, Staghare, Hedge Hog, and more)": "効果のない魂石13個（灰色ネズミ、酸性昆虫、金属スカラベ、スライム、ロイヤルスライム、ブラッドスライム、ボーンスパイダー、マッシュバイター、スタゲア、ヘッジホッグ、その他）",
 "13 other template(s) competing for this slot": "このスロットを争う他 13 個のテンプレート",
 "13.04% / open": "13.04% / 開封",
 "13.33% / kill": "13.33% / 撃破",
 "13.5 + Strength x1.0 + Agility x0.5 + Perception x0.5 + weapon value": "13.5 + 力x1.0 + 敏捷x0.5 + 認知x0.5 + 武器値",
 "13.79% / kill": "13.79% / 撃破",
 "130 gold": "130 ゴールド",
 "132 gold": "132ゴールド",
 "133 physical damage / target": "物理ダメージ133 / 対象",
 "135 gold": "135ゴールド",
 "13500 ticks (≈0.21 days)": "13500ティック (≈0.21日)",
 "14 gold": "14ゴールド",
 "14 skill points to unlock": "アンロックに 14 スキルポイント",
 "140 gold": "140ゴールド",
 "1408 gold": "1408 ゴールド",
 "142 physical": "物理142",
 "142 physical damage / target": "物理ダメージ142 / 対象",
 "142 resource rows - 26 nodes - 61 monster-drop rows - 28 chest rows": "資源142行 - ノード26 - モンスタードロップ61行 - 宝箱28行",
 "142.5 gold": "142.5ゴールド",
 "143 gold": "143ゴールド",
 "144 physical attack": "物理攻撃144",
 "1440 min": "1440分",
 "1440 min (1 in-game day)": "1440分(ゲーム内1日)",
 "147 gold": "147 ゴールド",
 "148 gold": "148ゴールド",
 "15 damage/second": "ダメージ15/秒",
 "15 gold": "15 ゴールド",
 "15 in-game days": "ゲーム内15日",
 "15 min": "15分",
 "15 other template(s) competing for this slot": "このスロットを争う他のテンプレート15種",
 "15 resource rows - 15 chest rows": "資源15行 - 宝箱15行",
 "15 stacks = +150 each": "15スタック = 各+150",
 "15 total": "合計15",
 "15.38% / kill": "15.38% / 撃破",
 "15.79% / kill": "15.79% / 撃破",
 "150 / sec": "150 / 秒",
 "150 HP": "HP150",
 "150 gold": "150ゴールド",
 "150 magic damage per second": "1秒あたり150魔法ダメージ",
 "150 physical attack power, a 100 percent coefficient basic attack, target at 0 resistance, critical damage bonus at the default 50 percent.": "物理攻撃力150、係数100パーセントの通常攻撃、対象耐性0、クリティカルダメージボーナスはデフォルトの50パーセント。",
 "1500 gold": "1500ゴールド",
 "151 damage / target": "ダメージ151 / 対象",
 "152 gold": "152 ゴールド",
 "157 magic": "157魔法",
 "157.5 gold": "157.5 ゴールド",
 "15s cooldown": "クールダウン 15 秒",
 "16 gold": "16ゴールド",
 "16.67% / kill": "16.67% / 撃破",
 "16.67% / open": "16.67% / 開封",
 "161 gold": "161 ゴールド",
 "163 magic": "163 魔法",
 "163 magic damage / target - 23.2 per energy": "163魔法ダメージ / 対象 - エネルギーあたり23.2",
 "164 resource rows - 30 nodes - 60 monster-drop rows - 43 chest rows": "164リソース行 - 30ノード - 60モンスタードロップ行 - 43チェスト行",
 "167.5 gold": "167.5 ゴールド",
 "168 gold": "168ゴールド",
 "169 gold": "169 ゴールド",
 "16s cooldown": "クールダウン16秒",
 "17 backgrounds": "背景17種",
 "17 gold": "17 ゴールド",
 "17 other template(s) competing for this slot": "このスロットを争う他 17 個のテンプレート",
 "17.5 gold": "17.5ゴールド",
 "173 gold": "173ゴールド",
 "177 physical": "177 物理",
 "177 physical damage / target - 35.5 per energy": "177物理ダメージ / 対象 - エネルギーあたり35.5",
 "178.5 gold": "178.5 ゴールド",
 "18 gold": "18 ゴールド",
 "18 min": "18分",
 "18.37% / kill": "18.37% / 撃破",
 "18.75% / open": "18.75% / 開封",
 "180 gold": "180 ゴールド",
 "182 gold": "182ゴールド",
 "184 gold": "184 ゴールド",
 "184.5 gold": "184.5 ゴールド",
 "186 physical": "物理186",
 "186 physical damage / target - 46.5 per energy": "物理ダメージ186 / 対象 - エネルギーあたり46.5",
 "189 gold": "189 ゴールド",
 "19 gold": "19ゴールド",
 "193.5 gold": "193.5 ゴールド",
 "196 magic": "196魔法",
 "196 with no Burning on the target, up to 686 at the 50-stack cap (each stack adds about 10). Does not consume the stacks.": "対象に燃焼がない場合196、50スタック上限で最大686（1スタックにつき約10追加）。スタックは消費しない。",
 "1x speed": "1倍速",
 "1x the median magic active per cast": "1発あたり魔法アクティブの中央値の1倍",
 "1x the median physical active per cast": "1回の詠唱ごとに物理アクティブの中央値の1倍",
 "1×1 tiles": "1×1 タイル",
 "1×2 tiles": "1×2 タイル",
 "1×3 tiles": "1×3 タイル",
 "2 (Primary)": "2（プライマリ）",
 "2 affixes; Red = offense, Blue = defense, Green = utility": "アフィックス2つ。赤＝攻撃、青＝防御、緑＝汎用",
 "2 cells (Direction radius 2): up to 2 targets, 918 total if every cell is hit. Also hits allies in the area": "2マス(方向半径2):最大2体、全マス命中で合計918。範囲内の味方にも命中する",
 "2 cells (Direction radius 2): up to 2 targets, 946 total if every cell is hit. Also hits allies in the area": "2セル (Direction 半径2): 最大2対象、全セル命中で合計946。範囲内の味方にも命中",
 "2 cells (Direction radius 2): up to 2 targets, 989 total if every cell is hit. Also hits allies in the area": "2セル (方向 半径2): 最大2ターゲット、全セル命中時989 総ダメージ。範囲内の味方にも命中",
 "2 combos": "2つのコンボ",
 "2 decimals": "小数点以下2桁",
 "2 energy to cast": "詠唱にエネルギー2",
 "2 energy to cast - 12s cooldown": "詠唱にエネルギー2 - クールダウン12秒",
 "2 energy to cast - 15s cooldown": "詠唱にエネルギー2 - クールダウン15秒",
 "2 energy to cast - 8s cooldown": "詠唱にエネルギー2 - クールダウン8秒",
 "2 in-game days": "ゲーム内2日",
 "2 or More Members at Level 2": "レベル2のメンバーが2人以上",
 "2 or More Members at Level 2 or Higher": "レベル2以上のメンバーが2人以上",
 "2 or More Members at Level 3 or Higher": "レベル3以上のメンバーが2人以上",
 "2 or More Members at Level 5 or Higher": "レベル5以上のメンバーが2人以上",
 "2 other template(s) competing for this slot": "このスロットを争う他のテンプレート 2 個",
 "2 tiles": "2マス",
 "2 to 5": "2 〜 5",
 "2+ Days of Food Reserves with Mood 1 or Higher": "気分1以上で食料備蓄2日以上",
 "2+ Days of Food Reserves with Mood 2 or Higher": "気分2以上で食料備蓄2日以上",
 "2+ Days of Food Reserves with Mood 3 or Higher": "気分3以上で食料備蓄2日以上",
 "2. Level & Growth": "2. レベル＆成長",
 "2.0x mana-stone cost, 1.5x stat gain": "マナ石コストx2.0、ステータス上昇x1.5",
 "2.4x the median magic active per cast": "1回の発動あたり魔法アクティブの中央値の2.4倍",
 "2.5 gold": "2.5ゴールド",
 "2.5x the median physical active per cast": "1回の詠唱あたり物理アクティブ中央値の2.5倍",
 "20 Constitution": "耐久力20",
 "20 Shell stacks": "殻20スタック",
 "20 Shells (each blocks one hit to 1 dmg)": "殻20個（各1発を1ダメージにブロック）",
 "20 Str / 15 Agi / 12 Per": "力20 / 敏捷15 / 認知12",
 "20 gold": "20 ゴールド",
 "20% / kill": "20% / 撃破",
 "20% / open": "20% / 開封",
 "20% of Max HP per tick) - needs in-game confirmation -->": "最大HPの20%（ティックごと） - ゲーム内での確認が必要 -->",
 "20% of its combined HP or below": "20%以下",
 "20.69% / kill": "20.69% / 撃破",
 "200 HP": "HP 200",
 "200 gold": "200 ゴールド",
 "2000 gold": "2000ゴールド",
 "2000 gold, then +10% Crit": "2000ゴールド、その後は会心+10%",
 "201 physical": "201物理",
 "201 physical damage / target - 67.1 per energy": "201物理ダメージ / 対象 - エネルギーあたり67.1",
 "209 magic": "209魔法",
 "209 magic damage / target - 209.5 per energy": "209魔法ダメージ / 対象 - エネルギーあたり209.5",
 "209.5 gold": "209.5 ゴールド",
 "20s cooldown": "クールダウン20秒",
 "21 other template(s) competing for this slot": "このスロットを争う他 21 個のテンプレート",
 "21.43% / kill": "21.43% / 倒す",
 "21.5 gold": "21.5 ゴールド",
 "21.74% / open": "21.74% / 開封",
 "216 gold": "216 ゴールド",
 "22 backgrounds": "22個の背景",
 "22 gold": "22 ゴールド",
 "22 other template(s) competing for this slot": "このスロットを争う他 22 個のテンプレート",
 "220 gold": "220 ゴールド",
 "222.5 gold": "222.5ゴールド",
 "226 gold": "226 ゴールド",
 "227 gold": "227 ゴールド",
 "229 gold": "229ゴールド",
 "23 gold": "23 ゴールド",
 "23.08% / open": "23.08% / 開封",
 "23.5 gold": "23.5ゴールド",
 "230 physical": "物理230",
 "230 physical damage / target": "物理ダメージ230 / 対象",
 "237.5 gold": "237.5ゴールド",
 "24 backgrounds": "背景24種",
 "24 gold": "24 ゴールド",
 "240 gold": "240ゴールド",
 "24000 ticks (≈0.37 days)": "24000 ティック（≈0.37 日）",
 "242.5 gold": "242.5 ゴールド",
 "244 gold": "244 ゴールド",
 "245 gold": "245ゴールド",
 "248 physical": "248物理",
 "248 physical damage / target - 124.1 per energy": "248物理ダメージ / 対象 - エネルギーあたり124.1",
 "25 gold": "25 ゴールド",
 "25 magic damage / target": "魔法ダメージ25 / 対象",
 "25% / kill": "25% / 撃破",
 "25% to +50%": "25%〜+50%",
 "25.81% / kill": "25.81% / 撃破",
 "250 gold": "250 ゴールド",
 "26 gold": "26 ゴールド",
 "26 room templates": "26種の部屋テンプレート",
 "26 rooms": "26部屋",
 "26.2/energy": "26.2/エネルギー",
 "260 gold": "260 ゴールド",
 "260 magic": "魔法260",
 "260 magic damage / target - 86.7 per energy": "魔法ダメージ260 / 対象 - エネルギーあたり86.7",
 "266 physical": "物理266",
 "266 physical damage / target": "物理ダメージ266 / 対象",
 "266 physical damage / target - 88.7 per energy": "物理ダメージ266 / 対象 - エネルギーあたり88.7",
 "27 backgrounds": "27背景",
 "27 gold": "27ゴールド",
 "27 magic per second to nearby enemies for 10 s": "近くの敵に毎秒27魔法を10秒間",
 "27 physical": "27物理",
 "27 physical damage / target": "物理ダメージ27 / 対象",
 "27 魔法 per second to nearby enemies for 10 s": "10秒間、近くの敵に毎秒27魔法",
 "27.5 gold": "27.5ゴールド",
 "27.78% / open": "27.78% / 開封",
 "28 gold": "28 ゴールド",
 "28.57% / kill": "28.57% / 撃破",
 "280 gold": "280 ゴールド",
 "284 physical": "284物理",
 "284 physical damage / target - 141.9 per energy": "284物理ダメージ / 対象 - エネルギーあたり141.9",
 "285 gold": "285ゴールド",
 "286 gold": "286 ゴールド",
 "288 with no Burning on the target, up to 1,730 at the 50-stack cap (each stack adds about 29). Detonating consumes the stacks.": "対象に燃焼が付いていない場合は288、50スタック上限では最大1,730(スタックごとに約29追加)。起爆でスタックを消費する。",
 "2880 min (2 in-game days)": "2880分(ゲーム内2日)",
 "29 backgrounds": "29背景",
 "29 gold": "29ゴールド",
 "29.5 gold": "29.5 ゴールド",
 "29.5/energy": "29.5/エネルギー",
 "294 gold": "294ゴールド",
 "294 magic": "294魔法",
 "294 magic damage / target - 73.5 per energy": "294魔法ダメージ / 対象 - エネルギーあたり73.5",
 "294 with no Burning on the target, up to 1,764 at the 50-stack cap (each stack adds about 29). Detonating consumes the stacks.": "対象に燃焼がない場合294、50スタック上限で最大1,764（1スタックにつき約29追加）。起爆でスタックを消費する。",
 "296 physical": "物理296",
 "2x the median magic active per cast": "1回の詠唱あたり魔法アクティブ中央値の2倍",
 "2x the median physical active per cast": "1回の使用で物理アクティブの中央値の2倍",
 "2×1 tiles": "2×1 タイル",
 "2×2 tiles": "2×2タイル",
 "2×3 tiles": "2×3 タイル",
 "3 backgrounds": "3つの背景",
 "3 basic attacks is one payout of 2 Bleeding stacks.": "通常攻撃3回で出血2スタックを1回付与。",
 "3 basic attacks is one payout of 2 Burning stacks.": "通常攻撃3回で燃焼2スタックを1回付与。",
 "3 cells (ConeExceptMe radius 1): up to 3 targets, 426 total if every cell is hit": "3セル (ConeExceptMe 半径1): 最大3対象、全セル命中で合計426",
 "3 cells (ConeExceptMe radius 1): up to 3 targets, 438 total if every cell is hit": "3マス(自分を除く円錐半径1):最大3体、全マス命中で合計438",
 "3 cells (ConeExceptMe radius 1): up to 3 targets, 466 total if every cell is hit": "3セル (ConeExceptMe 半径1): 最大3ターゲット、全セル命中時1,941 総ダメージ",
 "3 combos": "3コンボ",
 "3 damage/second": "3 ダメージ/秒",
 "3 energy to cast": "発動にエネルギー3",
 "3 energy to cast - 12s cooldown": "詠唱にエネルギー3 - クールダウン12秒",
 "3 energy to cast - 15s cooldown": "詠唱にエネルギー3 - クールダウン15秒",
 "3 energy to cast - 18s cooldown": "詠唱にエネルギー3 - クールダウン18秒",
 "3 energy to cast - 20s cooldown": "詠唱にエネルギー3 - クールダウン20秒",
 "3 energy to cast - 6s cooldown": "詠唱にエネルギー3 - クールダウン6秒",
 "3 energy to cast - 8s cooldown": "発動に 3 エネルギー - クールダウン 8 秒",
 "3 gold": "3 ゴールド",
 "3 in-game days": "ゲーム内3日",
 "3 magic damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 50). Example: 10 stacks = 30 magic damage/second. Duration is set by the applying skill.": "スタックごとに毎秒3魔法ダメージ。防御と盾を無視（固定値で、攻撃力に依存しない。最大50スタック）。例：10スタック = 毎秒30魔法ダメージ。持続時間は付与したスキルによって決まります。",
 "3 magic per stack": "スタックあたり3魔法",
 "3 magic per stack / sec": "スタックあたり魔法3 / 秒",
 "3 min": "3分",
 "3 other template(s) competing for this slot": "このスロットを争う他 3 個のテンプレート",
 "3 picked": "3個選択済み",
 "3 tiles": "3タイル",
 "3-Man Main Quest - Complete": "3人メインクエスト-完了",
 "3-Man Main Quest 0": "3人メインクエスト0",
 "3-Man Main Quest 1": "3人メインクエスト1",
 "3-Man Main Quest 2": "3人メインクエスト2",
 "3-Man Main Quest 3": "3人メインクエスト3",
 "3-Man Main Quest 4": "3人メインクエスト4",
 "3-Man Main Quest 5": "3人メインクエスト5",
 "3-Man Main Quest 6": "3人メインクエスト6",
 "3-Man Main Quest 8": "3人メインクエスト8",
 "3. Background": "3. 背景",
 "3.1x the median physical active per cast": "1詠唱あたり物理アクティブの中央値の3.1倍",
 "3.5x speed": "3.5倍速",
 "30 gold": "30ゴールド",
 "30 total": "合計30",
 "30% / open": "30% / 開封",
 "30% dmg in 2 squares on crit basic": "クリティカル通常攻撃で2マスに30%ダメージ",
 "30% head / 70% body": "30% 頭部 / 70% 胴体",
 "30% of damage": "ダメージの30%",
 "300 HP / 16.9 Magic Attack": "HP 300 / 魔法攻撃16.9",
 "300 gold": "300ゴールド",
 "303 gold": "303 ゴールド",
 "304 gold": "304ゴールド",
 "30s cooldown": "クールダウン30秒",
 "31.58% / kill": "31.58% / 撃破",
 "315 gold": "315 ゴールド",
 "32 gold": "32ゴールド",
 "323 with no Burning on the target, up to 1,941 at the 50-stack cap (each stack adds about 32). Detonating consumes the stacks.": "ターゲットに燃焼がない場合323、最大50スタック時1,941 (各スタックは約32を追加)。爆発でスタックを消費",
 "33 gold": "33ゴールド",
 "33.33% / kill": "33.33% / 撃破",
 "33.33% / open": "33.33% / 開封",
 "335 gold": "335 ゴールド",
 "338 gold": "338 ゴールド",
 "34.29% / kill": "34.29% / 撃破",
 "34.45% / kill": "34.45% / 撃破",
 "35 gold": "35ゴールド",
 "35 physical": "35物理",
 "35 physical damage / target - 7.1 per energy": "35物理ダメージ / 対象 - エネルギーあたり7.1",
 "35 rooms": "35ルーム",
 "355 physical": "物理355",
 "355 physical damage / target - 118.2 per energy": "物理ダメージ355 / 対象 - エネルギーあたり118.2",
 "357 gold": "357 ゴールド",
 "36 gold": "36 ゴールド",
 "36 min": "36分",
 "36.5 gold": "36.5 ゴールド",
 "360 gold": "360 ゴールド",
 "368 gold": "368 ゴールド",
 "369 gold": "369 ゴールド",
 "37 gold": "37 ゴールド",
 "378 gold": "378 ゴールド",
 "38 direct only, up to 68 per hit target with the full 30 burn damage from one application.": "直撃のみ38、1回の付与による燃焼ダメージ30が全て乗れば対象ごとに最大68。",
 "38 gold": "38ゴールド",
 "38 physical": "38物理",
 "38.46% / open": "38.46% / 開封",
 "384 with no Burning on the target, up to 865 at the 50-stack cap (each stack adds about 10). Does not consume the stacks.": "対象に燃焼が付いていない場合は384、50スタック上限では最大865(スタックごとに約10追加)。スタックは消費しない。",
 "385 Max HP": "385 最大HP",
 "387 gold": "387 ゴールド",
 "39 direct only, up to 69 per hit target with the full 30 burn damage from one application.": "直撃のみで39、1回の適用による燃焼ダメージ30を全て含めると命中対象ごとに最大69。",
 "39 magic": "39魔法",
 "39 magic damage / target - 9.8 per energy": "39魔法ダメージ / 対象 - エネルギーあたり9.8",
 "3x the median magic active per cast": "1回の使用で魔法アクティブの中央値の3倍",
 "3×1 tiles": "3×1 タイル",
 "3×2 tiles": "3×2タイル",
 "3×3 tiles": "3×3 タイル",
 "3×4 tiles": "3×4マス",
 "4 energy to cast": "詠唱にエネルギー4",
 "4 energy to cast - 10s cooldown": "消費エネルギー4 - クールダウン10秒",
 "4 energy to cast - 12s cooldown": "詠唱に4エネルギー - クールタイム12秒",
 "4 energy to cast - 14s cooldown": "消費エネルギー4 - クールダウン14秒",
 "4 energy to cast - 15s cooldown": "詠唱に4エネルギー - クールタイム15秒",
 "4 energy to cast - 20s cooldown": "キャスト4エネルギー - 20秒クールダウン",
 "4 energy to cast - 30s cooldown": "詠唱にエネルギー4 - クールダウン30秒",
 "4 gold": "4 ゴールド",
 "4 other template(s) competing for this slot": "このスロットを争う他のテンプレート 4 個",
 "4 rooms": "4部屋",
 "4 tiles": "4マス",
 "4,320 in-game minutes - exactly 3 in-game days - per depletion stack": "消耗スタックごとに4,320ゲーム内分（ちょうどゲーム内3日）に設定します",
 "4,500 total HP": "総HP4,500",
 "4. Individual Traits": "4. 個人特性",
 "4.5 gold": "4.5ゴールド",
 "4.5 hours of real time at 1x speed": "1倍速度で実時間4.5時間",
 "40 gold": "40 ゴールド",
 "40% / kill": "40% / 撃破",
 "40% / open": "40% / 開封",
 "400 gold": "400ゴールド",
 "419 gold": "419 ゴールド",
 "42 Abyss variants": "42種のアビス変種",
 "42 gold": "42 ゴールド",
 "42 unique Abyss monsters": "42種の固有アビスモンスター",
 "43 direct only, up to 73 per hit target with the full 30 burn damage from one application.": "直接43のみ、1回の適用から完全な30の燃焼ダメージで最大73/ヒットターゲット",
 "43 gold": "43 ゴールド",
 "431 with no Burning on the target, up to 970 at the 50-stack cap (each stack adds about 11). Does not consume the stacks.": "ターゲットに燃焼がない場合431、最大50スタック時970 (各スタックは約11を追加)。スタックを消費しない",
 "432 gold": "432ゴールド",
 "4320 min": "4320 分",
 "4320 min (3 in-game days)": "4320分(ゲーム内3日)",
 "44 gold": "44 ゴールド",
 "44 sources": "44個の要因",
 "440 gold": "440 ゴールド",
 "443 physical damage / target": "物理ダメージ443 / 対象",
 "445 gold": "445ゴールド",
 "448 engine/game constants; dev comments document FloatValues indices.": "448のエンジン/ゲーム定数。開発者コメントがFloatValuesのインデックスを説明。",
 "45 HP": "45 HP",
 "45 magic": "45魔法",
 "45.45% / kill": "45.45% / 撃破",
 "452 gold": "452 ゴールド",
 "454 gold": "454 ゴールド",
 "46 sources": "46個のソース",
 "47 gold": "47ゴールド",
 "473 physical": "物理473",
 "475 gold": "475ゴールド",
 "48 gold": "48 ゴールド",
 "48.5 gold": "48.5ゴールド",
 "480 gold": "480 ゴールド",
 "485 gold": "485 ゴールド",
 "488 gold": "488 ゴールド",
 "49 gold": "49 ゴールド",
 "495 / sec": "495 / 秒",
 "495 physical damage per second": "毎秒495物理ダメージ",
 "4×1 tiles": "4×1 タイル",
 "4×2 tiles": "4×2 タイル",
 "4×3 tiles": "4×3 タイル",
 "4×4 tiles": "4×4タイル",
 "4×5 tiles": "4×5 タイル",
 "5 (GAMESYSTEM_Dungeon_MaxFloor)": "5（GAMESYSTEM_Dungeon_MaxFloor）",
 "5 (Primary)": "5（メイン）",
 "5 cells (Manhattan radius 1): up to 5 targets, 786 total if every cell is hit. Also hits allies in the area": "5マス（マンハッタン 半径1）：最大5体、全マス命中で合計786。範囲内の味方にも命中する",
 "5 cells (Manhattan radius 1): up to 5 targets, 790 total if every cell is hit. Also hits allies in the area": "5マス(マンハッタン半径1):最大5体、全マス命中で合計790。範囲内の味方にも命中する",
 "5 cells (Manhattan radius 1): up to 5 targets, 884 total if every cell is hit. Also hits allies in the area": "5セル (マンハッタン 半径1): 最大5ターゲット、全セル命中時884 総ダメージ。範囲内の味方にも命中",
 "5 energy to cast": "発動にエネルギー5",
 "5 energy to cast - 10s cooldown": "詠唱にエネルギー5 - クールダウン10秒",
 "5 energy to cast - 12s cooldown": "詠唱にエネルギー5 - クールダウン12秒",
 "5 energy to cast - 15s cooldown": "発動に 5 エネルギー - クールダウン 15 秒",
 "5 energy to cast - 20s cooldown": "発動にエネルギー5 - クールダウン20秒",
 "5 energy to cast - 30s cooldown": "詠唱に5エネルギー - クールタイム30秒",
 "5 energy to cast - 8s cooldown": "詠唱にエネルギー5 - クールダウン8秒",
 "5 floors": "5フロア",
 "5 floors -": "5階層 -",
 "5 gold": "5 ゴールド",
 "5 in-game minutes": "ゲーム内5分",
 "5 inscription choices": "5つの刻印の選択肢",
 "5 min": "5分",
 "5 other template(s) competing for this slot": "このスロットを争う他のテンプレート5個",
 "5 physical damage per stack, every second, ignoring defense and shields (flat, does not scale with attack power; stacks up to 99). Example: 10 stacks = 50 physical damage/second. Duration is set by the applying skill.": "スタックごとに毎秒、防御とシールドを無視して物理ダメージ5 (固定値。攻撃力では増加しない。最大99スタック)。例：10スタック = 物理ダメージ50/秒。持続時間は付与したスキルによって設定される。",
 "5 physical per stack": "スタックあたり5物理",
 "5 physical per stack / sec": "スタックあたり物理5 / 秒",
 "5 random inscriptions": "ランダムなインスクリプション5個",
 "5 skill points to unlock": "解放にスキルポイント5",
 "5 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)": "5スタックx3日 = ゲーム内15日（1倍で実時間約4.5時間）",
 "5 tiles": "5タイル",
 "5 victims": "対象5体",
 "5, with a Retry button that rerolls all of them": "5つ。すべてを引き直すリトライボタンあり",
 "5. Talents": "5. 才能",
 "50 (150/s at max)": "50 (最大時150/秒)",
 "50 gold": "50ゴールド",
 "50 stacks = 150/sec": "50スタック = 150/秒",
 "50% / kill": "50% / 撃破",
 "50% / open": "50% / 開放",
 "50% missing HP": "HPが50%減少",
 "500 gold": "500ゴールド",
 "53.57% / kill": "53.57% / 撃破",
 "532.5 gold": "532.5 ゴールド",
 "54 gold": "54ゴールド",
 "54 min": "54分",
 "54000 ticks (≈0.83 days)": "54000 ティック（≈0.83 日）",
 "55 gold": "55ゴールド",
 "55.56% / open": "55.56% / 開封",
 "56 gold": "56ゴールド",
 "572 gold": "572ゴールド",
 "58 gold": "58ゴールド",
 "59 gold": "59 ゴールド",
 "591 physical": "物理591",
 "591 physical damage / target - 118.3 per energy": "物理ダメージ591 / 対象 - エネルギーあたり118.3",
 "5×3 tiles": "5×3タイル",
 "5×4 tiles": "5×4タイル",
 "6 damage/second": "6ダメージ/秒",
 "6 energy = 1 to cast + 5 for the Bubbling it consumes.": "エネルギー6 = 詠唱1 + 消費するバブリング分5。",
 "6 energy = 4 to cast + 2 for the Bubbling it consumes.": "エネルギー6 = 詠唱4 + 消費するバブリング分2。",
 "6 energy to cast": "使用に6エネルギー",
 "6 energy to cast - 30s cooldown": "詠唱にエネルギー6 - クールダウン30秒",
 "6 gold": "6ゴールド",
 "6 other template(s) competing for this slot": "このスロットを争う他のテンプレート6個",
 "6 skill points to unlock": "解放にスキルポイント6",
 "6 skills - click to collapse": "6個のスキル - クリックで折りたたむ",
 "6 stacks (see note)": "6スタック（注記参照）",
 "6 tiles": "6タイル",
 "6 total": "合計6",
 "6-7 at low ranks, up to 8-10 at high ranks": "低ランクで6〜7人、高ランクで最大8〜10人",
 "6. Skill Trees": "6. スキルツリー",
 "60 Energy": "エネルギー60",
 "60 Energy is 1 Shell.": "エネルギー60で殻1個。",
 "60 gold": "60 ゴールド",
 "60 total": "合計60",
 "600 gold": "600ゴールド",
 "600 min": "600分",
 "606 gold": "606 ゴールド",
 "61 gold": "61ゴールド",
 "61.22% / kill": "61.22% / 撃破",
 "61.5 gold": "61.5 ゴールド",
 "62 magic": "62魔法",
 "62 magic damage / target": "62 魔法ダメージ / 対象",
 "62 magic damage / target - 31.1 per energy": "62魔法ダメージ / 対象 - エネルギーあたり31.1",
 "62.5% / open": "62.5% / 開封",
 "623.5 gold": "623.5 ゴールド",
 "63 magic": "63魔法",
 "630 gold": "630ゴールド",
 "64 gold": "64ゴールド",
 "65.22% / open": "65.22% / 開封",
 "66 gold": "66 ゴールド",
 "67.5 gold": "67.5ゴールド",
 "68.97% / kill": "68.97% / 撃破",
 "6×3 tiles": "6×3 タイル",
 "6×4 tiles": "6×4 タイル",
 "6×5 tiles": "6×5 タイル",
 "7 (in the clan-rank table)": "7（クランランク表内）",
 "7 cells (Direction radius 7): up to 7 targets, 1,113 total if every cell is hit": "7マス(方向半径7):最大7体、全マス命中で合計1,113",
 "7 cells (Direction radius 7): up to 7 targets, 1,138 total if every cell is hit": "7マス（方向 半径7）：最大7体、全マス命中で合計1,138",
 "7 cells (Direction radius 7): up to 7 targets, 1,253 total if every cell is hit": "7セル (方向 半径7): 最大7ターゲット、全セル命中時1,253 総ダメージ",
 "7 energy = 5 to cast + 2 for the Bubbling it consumes.": "エネルギー7 = 詠唱に5 + 消費するバブリングに2。",
 "7 energy to cast": "発動に 7 エネルギー",
 "7 energy to cast - 13s cooldown": "詠唱にエネルギー7 - クールダウン13秒",
 "7 energy to cast - 30s cooldown": "詠唱に7エネルギー - クールタイム30秒",
 "7 equipment slots": "7つの装備スロット",
 "7 gold": "7ゴールド",
 "7 in-game days": "ゲーム内7日",
 "7 other template(s) competing for this slot": "このスロットと競う他の7つのテンプレート",
 "7 per unit": "ユニットごとに7個",
 "7 ranks": "7段階のランク",
 "7 tiles": "7マス",
 "7. Inscriptions": "7. 刻印",
 "7.14% / kill": "7.14% / 倒す",
 "7.5 gold": "7.5 ゴールド",
 "7.69% / kill": "7.69% / 撃破",
 "70 gold": "70 ゴールド",
 "70.37% / open": "70.37% / 開封",
 "704 gold": "704 ゴールド",
 "72 gold": "72ゴールド",
 "72000 ticks (≈1.1 days)": "72000 ティック（≈1.1 日）",
 "73 gold": "73 ゴールド",
 "73 sources": "73個の要因",
 "73.5 gold": "73.5 ゴールド",
 "74 gold": "74 ゴールド",
 "75 gold": "75 ゴールド",
 "750 gold": "750ゴールド",
 "76 gold": "76 ゴールド",
 "77.78% / kill": "77.78% / 撃破",
 "79 sources": "79個のソース",
 "7x speed": "7倍速",
 "7×5 tiles": "7×5タイル",
 "7×6 tiles": "7×6マス",
 "8 Luma Log + 6 Stone": "ルマの丸太8個 + 石6個",
 "8 gold": "8 ゴールド",
 "8 min": "8分",
 "8 other template(s) competing for this slot": "このスロットを争う他のテンプレート8種",
 "8 skill points to unlock": "解放にスキルポイント8",
 "8 tiles": "8マス",
 "8. Equipment": "8. 装備",
 "8.5 gold": "8.5 ゴールド",
 "8.57% / kill": "8.57% / 撃破",
 "80.5 gold": "80.5 ゴールド",
 "800 HP": "HP800",
 "800 gold": "800ゴールド",
 "807 / 170 / 20 / 3 out of 1000": "1000中807 / 170 / 20 / 3",
 "83.33% / open": "83.33% / 開封",
 "84 gold": "84 ゴールド",
 "84.5 gold": "84.5ゴールド",
 "86.5 gold": "86.5ゴールド",
 "88 gold": "88ゴールド",
 "89 physical": "89 物理",
 "89 physical damage / target": "物理ダメージ89 / 対象",
 "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,296 total if every cell is hit. Also hits allies in the area": "9マス(正方形半径1、詠唱者中心):最大8体、全マス命中で合計2,296。範囲内の味方にも命中する",
 "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,365 total if every cell is hit. Also hits allies in the area": "9セル (Square 半径1): 詠唱者を中心に最大8対象、全セル命中で合計2,365。範囲内の味方にも命中",
 "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,472 total if every cell is hit. Also hits allies in the area": "9セル (正方形 半径1): キャスター中心で最大8ターゲット、全セル命中時2,472 総ダメージ。範囲内の味方にも命中",
 "9 cells (Square radius 1): up to 8 targets centered on the caster, 213 total if every cell is hit": "9マス（正方形 半径1）：使用者を中心に最大8体、全マス命中で合計213",
 "9 cells (Square radius 1): up to 8 targets centered on the caster, 219 total if every cell is hit": "9マス(正方形半径1、詠唱者中心):最大8体、全マス命中で合計219",
 "9 cells (Square radius 1): up to 8 targets centered on the caster, 233 total if every cell is hit": "9セル (正方形 半径1): キャスター中心で最大8ターゲット、全セル命中時233 総ダメージ",
 "9 cells (Square radius 1): up to 9 targets, 1,240 total if every cell is hit. Also hits allies in the area": "9マス(正方形半径1):最大9体、全マス命中で合計1,240。範囲内の味方にも命中する",
 "9 cells (Square radius 1): up to 9 targets, 1,277 total if every cell is hit. Also hits allies in the area": "9マス（正方形 半径1）：最大9体、全マス命中で合計1,277。範囲内の味方にも命中する",
 "9 cells (Square radius 1): up to 9 targets, 1,335 total if every cell is hit. Also hits allies in the area": "9セル (正方形 半径1): 最大9ターゲット、全セル命中時1,335 総ダメージ。範囲内の味方にも命中",
 "9 gold": "9 ゴールド",
 "9 other template(s) competing for this slot": "このスロットを争う他 9 個のテンプレート",
 "9 ready-made example characters, each authored from the game's own tables and legal in build DS_B.0.3.26 - released race, a background that grants the skill trees shown, obtainable gear only, and levels within the build cap. Every stat is computed by the same engine the Character Builder uses. \"Open in builder\" loads a build as a fresh draft you can edit; it is never saved over your own builds.": "9 個の既製品の例キャラクターで、それぞれゲーム自体のテーブルから作成され、ビルド DS_B.0.3.26 で合法 - リリースされたレース、表示されたスキルツリーを付与する背景、入手可能な装備のみ、ビルドキャップ内のレベル。すべてのステータスは Character Builder が使用するのと同じエンジンで計算されます。「ビルダーで開く」はビルドを編集可能な新しいドラフトとして読み込みます。保存済みビルドは上書きされません。",
 "9. Advanced - input my stats": "9. 詳細設定 - 自分のステータスを入力",
 "9.09% / kill": "9.09% / 撃破",
 "9.5/energy": "9.5/エネルギー",
 "9.68% / kill": "9.68% / 撃破",
 "90 total": "合計90",
 "900 min": "900分",
 "9000 ticks (≈0.14 days)": "9000 ティック（≈0.14 日）",
 "904 gold": "904 ゴールド",
 "91 gold": "91ゴールド",
 "96 (Common 18, Uncommon 31, Rare 44, Legendary 3)": "96（コモン18、アンコモン31、レア44、レジェンダリー3）",
 "96 direct only, up to 156 per hit target with the full 60 burn damage from one application.": "直撃のみ96、1回の付与による燃焼ダメージ60が全て乗れば対象ごとに最大156。",
 "96 gold": "96 ゴールド",
 "96 inscriptions": "96種類の刻印",
 "96 inscriptions with rarity odds": "96種の刻印とレアリティ確率",
 "96 physical": "96物理",
 "96 physical damage / target": "96物理ダメージ / 対象",
 "97 gold": "97ゴールド",
 "98 direct only, up to 158 per hit target with the full 60 burn damage from one application.": "直接分のみ98、1回の付与による燃焼ダメージ60を含めるとヒット対象あたり最大158。",
 "98 gold": "98 ゴールド",
 "98 magic": "魔法98",
 "98 magic damage / target": "魔法ダメージ98 / 対象",
 "99 (495/s at max)": "99 (最大時495/秒)",
 "99 stacks = 495/sec": "99スタック = 495/秒",
 "9999 HP": "9999 HP",
 "9×8 tiles": "9×8 タイル",
 ": \"発見されず、標的にされません。敵にダメージを与えると、この効果は即座に終了します。\" A hard on/off flag, granted by": "：「発見されず、標的にされません。敵にダメージを与えると、この効果は即座に終了します。」明確なオン/オフのフラグで、付与元は",
 ": 45 ticks make a minute, 60 minutes an hour, and 24 hours a day, so": "で測られます：45ティックで1分、60分で1時間、24時間で1日となるため、",
 ": Greater and Supreme mana stones have no reliable source in the current build, so progress slows sharply past level 5. Spread levels across the squad rather than rushing one unit.": "。上位マナ石と最上級マナ石は現在のビルドでは確実な入手源がないため、レベル5を超えると進行が急激に鈍ります。1ユニットを急いで育てるより、部隊全体にレベルを分散させましょう。",
 ": ON": "：オン",
 ": a successful guard cuts the damage by": ": ガードに成功するとダメージが次の分だけ軽減され",
 ": accepting the request runs the": "：要請を受諾すると次が実行されます：",
 ": after the Research Station step, the \"2 units at level 2+\" quest (Main8) fires": "です。研究所のステップの後、「レベル2以上のユニット2体」クエスト（Main8）が",
 ": at Normal management difficulty a level-1 unit contributes +8 baseline mood, sliding to -4 by level 5 - veterans expect better rooms, food and pay.": "：管理難易度ノーマルでは、レベル1のユニットは基本気分+8をもたらすが、レベル5までに-4へと下がっていく。熟練者はより良い部屋、食事、報酬を期待する。",
 ": each DropTable row has three slots (item key, percentage, amount). A slot may reference another": "：各DropTable行には3つのスロット（アイテムキー、パーセンテージ、数量）があります。スロットは別の",
 ": each column is a tech tier gated behind a Tech Book and clan rank. Lines connect a research project to the projects that require it; the corner number is the workload cost to complete it. Click any node to jump to its row in the table below.": "進行します。各列は技術書とクランランクで解放される技術ティアです。線は研究プロジェクトとそれを必要とするプロジェクトを結びます。角の数字は完了に必要な作業量です。任意のノードをクリックすると下の表の該当行に移動します。",
 ": each hit rolls": ": 各攻撃は次の判定を行います",
 ": each in-game day in the dungeon steps up a Dungeon Stay debuff (see": "：ダンジョン内でゲーム内の1日が経過するごとに、ダンジョン滞在デバフが強まる（参照：",
 ": each in-game day spent in the dungeon steps a unit up through the mood debuffs": "です：ダンジョンで過ごすゲーム内の1日ごとに、ユニットは気分デバフを1段階ずつ進みます",
 ": every hit that lands drains equipment durability in proportion to the damage (a roughly 10% durability-loss factor per hit).": "：命中するたびにダメージに比例して装備の耐久度が減る（1ヒットあたり約10%の耐久度損失係数）。",
 ": every in-game minute a settler's stress changes by mood x -0.03, so happy settlers calm down and unhappy ones build stress until a": "：ゲーム内1分ごとに入植者のストレスは気分 x -0.03で変化するため、幸せな入植者は落ち着き、不幸な者は次の状態までストレスを蓄積します",
 ": list entries like": "：のようなリスト項目は",
 ": look up": "：を参照",
 ": multiplies damage by": ": ダメージを次の倍率で乗算します",
 ": no compiled code reads those constants, and the hit/crit resolution has no positioning term. So encirclement currently has": "：コンパイル済みコードはそれらの定数を一切読み取らず、命中/クリティカルの判定に位置取りの項がない。よって包囲は現在のところ次のとおりだ：",
 ": no more gold, but a standing +10% Crit - which makes future crits (and other crit-payout effects) come faster.": "後：ゴールドは出なくなりますが、恒常的に会心+10%が付きます。これにより以後の会心（および他の会心報酬効果）がより速く発生します。",
 ": once you descend deep enough (a demo-only resolver checks your floor number, firing on the deepest floors) Veil of Silence is marked cleared and the \"successful expedition\" and wishlist screens appear - no boss kill required, and no region unlocked.": "：十分に深く潜ると（デモ専用の判定処理があなたのフロア番号を確認し、最深フロアで発動する）、沈黙のベールがクリア扱いになり、「探索成功」とウィッシュリストの画面が表示される。ボス撃破は不要で、地域も解放されない。",
 ": target": "：対象",
 ": target HP": "：目標HP",
 ": target HP x": "：対象HP ×",
 ": the Korean": "：韓国語の",
 ": the comfort mood from sleeping on the ground lasts a fraction of the time a bed gives, and a real bedroom doubles the bed again (135 / 1,080 / 2,160-second effect windows).": "：地面で寝たときの快適さによる気分は、ベッドが与える持続時間のごく一部しか続かず、本物の寝室ではベッドの効果がさらに倍になる（効果時間は135 / 1,080 / 2,160秒）。",
 ": the force check returns true only for that region, so the skip option is ignored there.": "：強制チェックがその地域だけでtrueを返すため、そこではスキップオプションが無視されます。",
 ": the listed routes are unsourced (no unit, building or room references them) - effectively unobtainable.": "：記載された経路には供給元がありません（それを参照するユニット・建物・部屋が存在しません） - 事実上入手不可。",
 ": themed expedition dungeons you unlock in order by clearing the one before it. Each region has a fixed number of": "。テーマ別の探索ダンジョンで、前の地域をクリアすると順番に解放されます。各地域には決まった数の",
 ": this character can use the": ": このキャラクターは次を使用できます:",
 ": today each grants a single settler effect (one Soul trait per character), while the other soul stones remain inert collectibles.": "：現在それぞれが単一の開拓者効果を付与します（キャラクターごとに1つの魂特性）が、他の魂石は不活性なコレクションアイテムのままです。",
 "; Humans and Lizardmen are available from the start.": "からのみです。人間とリザードマンは最初から利用できます。",
 "; R = 200 lets through": "。R = 200では次が通ります",
 "; a fourth kill only refreshes the timer, it does not push past the cap.": "がスタックします。4回目のキルはタイマーを更新するだけで、上限を超えることはありません。",
 "; blocked after quest \"": "; クエスト後にブロック：\"",
 "; blocked once": "、一度ブロックされる",
 "; click any name for its full effect.": "から取得しています。名前をクリックすると効果の詳細を確認できます。",
 "; easier settings weaken monster attack, harder ones raise both HP and attack. Devastation": "。簡単な設定はモンスターの攻撃を弱め、難しい設定はHPと攻撃の両方を上げます。デヴァステーションは",
 "; effects adjust this channel, and the main stat page lists them all.": "。効果はこのチャンネルを調整し、メインのステータスページにそれらがすべて表示されます。",
 "; heavier skills cost more (commonly 2, a few cost 5); many utility and magic actions cost nothing. Because the cost is per action, a weapon lasts for hundreds to thousands of swings before it needs mending.": "を消費します。重いスキルはより多く消費し（一般的に2、まれに5）、多くの補助行動や魔法行動は消費しません。コストは行動ごとなので、武器は修復が必要になるまで数百から数千回の振りに耐えます。",
 "; never after": "、以後は発生しない",
 "; requires quest \"": "; クエスト \"を要求",
 "; see the": "；参照",
 "; stacks up to {#}": "；最大 {#} スタック",
 "; starts the device quest.": "。装置クエストが始まります。",
 "<b>{#}%</b> of {#} HP": "{#} HP の <b>{#}%</b>",
 "= +50% HP).": "= +50% HP)。",
 "= 1,440-minute steps).": "= 1,440分刻み）。",
 "= 10 + expected talent growth + flat modifiers, then x(1 + sum of % modifiers).": "＝ 10 ＋ 才能成長の期待値 ＋ 固定補正、その後 x(1 ＋ % 補正の合計)。",
 "= 10) and a": "= 10）と",
 "= 118 physical": "= 物理118",
 "= 160 physical + 27 physical": "= 物理160 + 物理27",
 "= 173 physical + 29 physical": "= 173物理 + 29物理",
 "= 5) per unit surrounding a target - but a decompile of this build shows it is": "= 5）を、対象を囲むユニット1体につき与えるものだが、このビルドのデコンパイルによれば次のとおりだ：",
 "= 8). It matches the standard 8-tile sight, so for most monsters spotting and engaging happen at the same distance.": "= 8）。標準の8マスの視界と一致するため、ほとんどのモンスターでは発見と交戦が同じ距離で起こります。",
 "= Tech Book tier required": "= 必要な技術書ティア",
 "= a building ability;": "= 建物の能力；",
 "= a player-unit skill - learnable from a skill tree (browse them on the": "= プレイヤーユニットスキル - スキルツリーから学習可能 (以下を参照)",
 "= base": "= 基礎値",
 "= clan points to reach the next rank. The base game clamps the reachable rank; higher rows exist in data.": "= 次のランクに到達するために必要なクランポイント。基本ゲームでは到達可能なランクが制限されているが、データ上にはより上位の行が存在する。",
 "= default + sum(major x coefficient) + flat modifiers, then x(1 + sum of % modifiers).": "＝ デフォルト ＋ sum(主要ステータス x 係数) ＋ 固定補正、その後 x(1 ＋ % 補正の合計)。",
 "= granted or triggered by an item;": "= アイテムによって付与または発動される；",
 "= its": "= その",
 "= learnable from a skill tree (browse them on the": "= スキルツリーから習得可能（",
 "= more likely), and it comes pre-placed with the buildings, props and item piles listed below. Area Type is the camp slot it can fill; Deco Style is the tileset it is drawn with. This is the layout of your home base, not a dungeon floor.": "ほど選ばれやすい）、下記の建物、装飾物、アイテムの山があらかじめ配置されています。エリアタイプは埋められるキャンプスロット、デコスタイルは描画に使われるタイルセットです。これはダンジョンのフロアではなく、あなたの本拠地のレイアウトです。",
 "= not currently obtainable. The": "= 現在は入手不可。",
 "= research workload -": "= 研究作業量 -",
 "= sum of the above =": "＝上記の合計＝",
 "= summoner Magic Attack x 0.5 + creature base attack": "= 召喚者の魔法攻撃力 x 0.5 + 召喚獣の基礎攻撃",
 "= summoner Magic Attack x 1 + creature base HP": "= 召喚者の魔法攻撃力 x 1 + 召喚獣の基礎HP",
 "= target HP / DPS": "＝目標HP / DPS",
 "= the status exists on Player units / Other units / Items / Buildings. Percent stats are additive percentage modifiers; talent scaling shows how each point of a major talent contributes to the stat for player units. Click a status to see everything that can impact it - items, inscriptions, traits, skills and monsters.": "= そのステータスがプレイヤーユニット / その他のユニット / アイテム / 建物に存在します。パーセント系ステータスは加算式のパーセント補正です。タレントスケーリングは、主要タレント1ポイントごとにプレイヤーユニットのステータスへどれだけ寄与するかを示します。ステータスをクリックすると、それに影響し得るすべての要素（アイテム、インスクリプション、特性、スキル、モンスター）を確認できます。",
 "= used by non-enemy units;": "= 敵以外のユニットが使用する；",
 "= used only by enemy units;": "= 敵ユニットのみが使用する；",
 "=100%), orange >=50%, green": "=100%)、オレンジ>=50%、緑",
 "A \"water\" spell simply deals Magic damage; ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.": "「水」呪文は単に魔法ダメージを与えるだけだ。氷や霜の風味を持つアビリティは水魔法の演出であり、別のダメージタイプではない。",
 "A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "200ダメージの攻撃は、HP 0 付近では最大 60 HP、HP 半分では 30 HP、HP 満タンではなにも回復できません（与えたダメージの 30%に、失った HP の割合を乗じた値）。",
 "A Barrier-generating engine to amplify": "増幅する対象のバリア生成エンジン",
 "A Grey Monster Rat that lives in the forest. It": "森に生息する灰色モンスターネズミ。",
 "A Grey Monster Rat that lives in the forest. It has Incredible power.": "森に住む灰色のモンスターネズミ。信じられない力を持っている。",
 "A Grey Rat that lives in the forest.": "森に住むグレーラット。",
 "A Lizardman wall. Taunt and shield actives on top of a full Guardian tree, built to soak physical damage and hold aggro.": "トカゲ男の壁。フルガーディアンツリーの上にタント防御アクティブが乗っており、物理ダメージを吸収し、ヘイトを保持するように構築されています。",
 "A Metal Scarab that lives in the forest.": "森に住むメタルスカラベ。",
 "A barrier that absorbs one impact envelops your skin.": "1つの衝撃を吸収するバリアが肌を包みます。",
 "A basic attack deals damage equal to the attacker's": "通常攻撃は、攻撃者の次の値に等しいダメージを与えます",
 "A battle where multiple mages exist that are problematic if left unattended.": "複数の魔法使いが存在する戦闘で、ほったらかしにすると問題が生じます。",
 "A battle where multiple mages exist that are problematic if left unattended. - Dungeon Settlers ウィキ": "放置すると問題となる複数の魔法使いが存在する戦闘。- Dungeon Settlers ウィキ",
 "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful.": "物理/魔法反射を戦術的に考慮する必要がある戦闘。反射とは別に、スペックはかなり強力に設定されています。",
 "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful. - Dungeon Settlers ウィキ": "物理/魔法反射を戦術的に考慮する必要がある戦闘。反射以外に、スペックはかなり強力に設定されている。- Dungeon Settlers ウィキ",
 "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts a maw vast enough to crush rocks with": "すべてのグロスが唸り声の音だけで従う獣。この怪物のような巨人は、巨大な体と恐ろしい破壊力を備えており、岩を砕くのに十分な大きさの口を自慢しています",
 "A beast that all Gloths obey at the mere sound of its growling breath. This monstrous giant, with a massive body and fearsome destructive power to match, boasts...": "すべてのグロスが唸り声の音だけで従う獣。この怪物のような巨人は...",
 "A beast that lives in caves. It": "洞窟に生息する獣。",
 "A beast that lives in caves. It attacks enemies that enter its territory.": "洞窟に住む獣。領域に入る敵を攻撃する。",
 "A blue-glowing mushroom that can cause hallucinations when consumed.": "青く輝くキノコで、摂取すると幻覚を引き起こす可能性があります。",
 "A blue-glowing object so cold it sends shivers down the spine just by looking at it.": "青く輝く物体で、見ているだけで脊髄に震えを送るほど冷たい。",
 "A burst caster stacking Incinerate, Blazing Echo and Explosion, with Burst passives feeding the flames from a two-handed staff.": "2 本手の杖から炎を供給するバースト パッシブを備えた、インシネレート、ブレイジング エコー、エクスプロージョンを積み重ねるバースト キャスター。",
 "A candidate's price is built from two parts. First a": "候補の価格は2つの要素で構成されます。まず、",
 "A carpet dyed red.": "赤く染めたカーペット。",
 "A catastrophe has struck. The wicked": "災厄が訪れた。邪悪な",
 "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into": "災厄が訪れた。アークテオンと名乗る邪悪なダンジョンコアが、大陸全土を急速に…へと変えつつある",
 "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into 不毛の地. ## As the expedition leader, d": "大災厄が起きた。アークテオンと名乗る邪悪なダンジョンコアが、大陸全体を急速に不毛の地へと変えつつある。 ## 派遣された探索隊のリーダーとして、",
 "A catastrophe has struck. The wicked ダンジョンコア・アークティオン is rapidly turning the entire continent into 不毛の地. ## As the expedition leader dispatched by the": "災厄が襲いました。邪悪なダンジョンコア・アークティオンが急速に大陸全体を不毛の地に変えています。##として派遣された探検隊のリーダーとして",
 "A catastrophe has struck. The wicked ダンジョンコア・アークテオン is rapidly turning the entire continent into 不毛の地. ## As the expedition leader dispatched by the": "大災厄が起きた。邪悪なダンジョンコア・アークテオンが、大陸全体を急速に不毛の地へと変えつつある。 ## によって派遣された探索隊のリーダーとして、",
 "A character can hold only": "キャラクターが保持できるのは",
 "A clamor begins to rise from across the way.": "向こう側から賑やかな音が聞こえ始めます。",
 "A clamor begins to rise from across the way. The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. Soon, luminous humanoid figures-bright as flame-dance into view. \"We will become @##$@#(indecipherable)! Just as foretold, the price of @##$@#(indecipherable) flowers will soar beyond imagination!\" They chatter in a fever of excitement, but you can understand almost none of what they say. \"At last, we will attain eternal life! We can solve everything, if only we can understand our own minds!\" The otherworldly spectacle-the strange scent, off-beat drums, and wild dancing-leaves your thoughts increasingly hazy.": "向こう側から賑やかな音が聞こえ始めます。太鼓の音、陽気な笛、未知の言葉のつぶやきが混ざり合い、着々と近づいています。間もなく、炎のように明るい発光する人型の姿が踊って現れます。「私たちは@##$@#（読めない）になります！予言の通りに、@##$@#（読めない）の花の価格は想像を超えて高騰します！」彼らは興奮に満ちたおしゃべりをしていますが、あなたはほぼ何も理解できません。「ついに、永遠の命を得られます！もし自分自身の心さえ理解できたなら、すべてを解決できるのです！」この世界現象―奇妙な香り、非同期のドラム、野生的なダンス―があなたの思考をますます曇らせていきます。",
 "A collectible dropped by (or made from) a monster, intended for the not-yet-finished taming system. Only three currently grant an effect.": "モンスターがドロップする（またはモンスターから作られる）収集品で、未完成のテイムシステム向けに用意されている。現在効果を持つのは3種類のみ。",
 "A combat stat computed from major stats and gear, such as Physical Attack Power, Max Health, Attack Speed, Critical Chance or a resistance. Shown in-game with a 'Per Stat +X' contribution from each major stat.": "主要ステータスと装備から算出される戦闘ステータスで、物理攻撃力、最大体力、攻撃速度、クリティカル確率、各種耐性などです。ゲーム内では各主要ステータスからの「ステータスごと +X」の寄与とともに表示されます。",
 "A configurable what-if caster.": "設定可能な仮想の使い手。",
 "A control caster that summons a Bubble Toad and layers Tide passives for steady, sustained magic pressure.": "バブル トードを召喚し、タイド パッシブをレイヤーして一定の持続的な魔法圧力をかけるコントロール キャスター。",
 "A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spi...": "水魔法の最も基本的な原理から生まれた生き物。魔力を凝縮することで、バブルリングは循環する精霊の最も原始的な形をとります...",
 "A creature born from the most fundamental principles of water magic. By condensing magical power, the Bubbleling takes the most primal form of a circulating spirit. It follows its master and serves a": "水魔法の最も基本的な原理から生まれた生き物。魔力を凝縮することで、バブルリングは循環する精霊の最も原始的な形をとります。それはその主人に従い、次のように機能します",
 "A critical basic attack applies 5 stacks of Bleeding to the target for 10 seconds.": "クリティカル通常攻撃は対象に10秒間、出血5スタックを付与する。",
 "A critical basic attack applies 5 stacks of Burning to the target for 10 seconds.": "クリティカル通常攻撃は対象に10秒間、燃焼5スタックを付与する。",
 "A crow flies in from afar and lands on your forearm. \"I'll be honest, I didn't think you'd last very long. But I have t...": "A crow flies in from afar and lands on your forearm. \"I'll be honest, I didn't think you'd last very long. But I have t...",
 "A dark crimson blood from a monster rat.": "モンスターラットからの暗い深紅の血。",
 "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo.": "スロワーが敵の足を縛り、装甲昆虫が突撃して悪質なコンボを仕掛ける意図的な戦闘。",
 "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo. - Dungeon Settlers ウィキ": "スローワーが敵の足を拘束し、装甲昆虫が突進して悪質なコンボを仕掛ける、計算された戦闘。- Dungeon Settlers ウィキ",
 "A dining chair carved from stone.": "石から彫られたダイニングチェア。",
 "A dining chair made of wood.": "木で作られたダイニングチェア。",
 "A dug-up grave exudes a foreboding presence.": "掘り起こされた墓は不吉な存在感を放っています。",
 "A dungeon area on the expedition map. Two are playable (Veil of Silence, Festering Burrow); the rest are placeholders or internal biomes.": "探索マップ上のダンジョンエリア。2つがプレイ可能（沈黙のヴェール、ただれた巣穴）で、残りはプレースホルダーや内部バイオームである。",
 "A durable frontline unit": "耐久力のある前衛ユニット",
 "A durable spear crafted from Bloodwood.": "ブラッドウッドから作られた耐久性のある槍。",
 "A dyed": "染められた",
 "A faint sound seems to rise out of the silence, growing clearer by the moment. It's very sweet, but at the same time imp...": "かすかな音が沈黙の中から立ち上り、その瞬間をきっかけに、明確になっていきます。 とても甘いのですが、同時に...",
 "A few combat constants worth knowing: attacks split between head and body hit locations (about 30% head, 70% body), a successful": "知っておくべき戦闘の定数がいくつかある。攻撃は頭部と胴体の命中箇所に分かれ（頭部約30%、胴体70%）、成功した",
 "A finely crafted silver necklace.": "精巧に作られた銀のネックレス。",
 "A flowerbed": "花壇",
 "A flowerbed adorned with bright yellow flowers.": "明るい黄色い花で飾られた花壇。",
 "A flowerbed adorned with pink flowers.": "ピンク色の花で飾られた花壇。",
 "A foul-smelling and grotesque lump of meat.": "悪臭がして奇怪な肉の塊。",
 "A frontline melee build that takes hits": "被弾する前衛近接ビルド",
 "A frontline melee/tank race with a mining and taming focus. Recruitment weight about 35 at every clan rank. Uses a male-only procedural name pool. Flavored as 'Descendants of Dragons', tying them to the game's unreleased dragon lore.": "採掘とテイムに特化した前線の近接/タンク種族。すべてのクランランクで募集ウェイト約35。男性のみの自動生成名前プールを使用します。「竜の末裔」として設定され、ゲームの未公開のドラゴン設定に結び付いています。",
 "A full field of 2 deals about": "フィールドに2体そろうと約",
 "A fully authored Background trait (Common, recruit clan-rank requirement 1) that is": "完全に作成された背景特性（コモン、募集クランランク要件1）で、次のとおりです：",
 "A fully built base with all research done. Your squad walks in ready to play.": "研究がすべて完了した、完全に建設済みの拠点。部隊はすぐに遊べる状態で入場します。",
 "A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss and since B.0.3.40 it is registered as the region's clear-boss (slot 1 of GAMESYSTEM_Dungeon_UnitForClearRegion) - though its boss room only generates on phase 5 while the region's phase table caps at phase 3, so it cannot actually spawn in the stock build. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.": "鎖のギミック(EnsnaringChains、SoulChain)とセンチネルの警告・スマイト・叫びを備えた、完全に構築されたボス。配置済みのボスとして存在し、B.0.3.40以降はそのリージョンのクリアボス(GAMESYSTEM_Dungeon_UnitForClearRegionのスロット1)として登録されている。ただしそのボス部屋はフェーズ5でのみ生成されるのに対し、このリージョンのフェーズテーブルはフェーズ3が上限のため、標準ビルドでは実際には出現できない。このエリアのミニボス格にはエルダーグロスとゴブリンチーフシャーマンが含まれる。",
 "A fully built boss using chain mechanics (EnsnaringChains, SoulChain) plus Sentinel Warning/Smite/Cry. It is present as a placed boss but, unlike the Giant Stone Golem, it is not registered as the region's clear-boss in this build. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.": "チェイン系メカニクス（EnsnaringChains、SoulChain）に加え Sentinel Warning/Smite/Cry を用いる、完全に作り込まれたボスです。配置ボスとして存在しますが、巨石ゴーレムとは異なり、このビルドでは地域のクリアボスとして登録されていません。このエリアのミニボス層にはエルダー・グロスとゴブリン首長シャーマンが含まれます。",
 "A future region slot with no rooms or content. Do not confuse it with the separate Infinite Abyss endless-dungeon mode (internal region 'Abyss'), which is a distinct system and not an expedition-map region.": "部屋もコンテンツもない未来の地域枠です。別物である無限の深淵の無限ダンジョンモード（内部地域 'Abyss'）と混同しないでください。あちらは別個のシステムであり、探索マップの地域ではありません。",
 "A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.": "名称と遠征マップ枠だけが存在する未来のリージョン。部屋、モンスター、戦利品はまだありません。",
 "A gaunt man sets down an enormous backpack and begins laying out his wares one by one.": "痩せた男が巨大なバックパックを置いて、商品を1つずつ並べ始めます。",
 "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at jus": "痩せた男は巨大なバックパックを置き、商品を一つずつ並べ始める。彼があなたに気づくと、口が狡猾な笑みにゆがむ。「あ、客だ。ちょうど",
 "A gaunt man sets down an enormous backpack and begins laying out his wares one by one. When he notices you, his mouth twists into a sly grin. \"Ah, a customer. You've come at just the right time.\" He props up a large sign and taps it with one hand. - Special discount today only! \"I'm in a generous mood today. Believe me, an opportunity like this doesn't come along often.\" He picks up one of his wares, makes a show of polishing it, then places it back on display.": "痩せた男が巨大なバックパックを下ろし、彼の商品を1つずつ並べ始めます。彼があなたに気付くと、彼の口は狡猾な笑顔に歪みます。「ああ、顧客。あなたはちょうどいい時に来ました。」彼は大きな看板を立てかけ、片手でそれを叩きます。- 本日のみの特別割引!「今日は気が大きいのです。信じてください、このような機会はめったに来ません。」彼は彼の商品の1つを拾い、それを磨くショーを作り、それを背後に戻します。",
 "A good effect will be added later": "良い効果は後で追加されます",
 "A gruff male voice soon issues from its beak.": "すぐに荒々しい男の声がそのくちばしから発せられる。",
 "A harmful plant that grows in": "に生える有害な植物",
 "A harmful plant that grows in 不毛の地 due to the corrupt magic flowing from ダンジョンポータル. Nearby land becomes Corrupted Ground and cannot be traversed. You can use": "ダンジョンポータルから流れ出す腐敗した魔力により不毛の地に育つ有害な植物。周囲の土地は汚染された大地となり、通行できなくなる。次を使える",
 "A health-restoring tonic brewed from antlers.": "鹿の角から醸造された健康を回復するトニック。",
 "A large-scale battle that exists because of the Abyss and wouldn't normally occur. Requires burst damage to overcome multiple female Glowts' healing and quickly dispatch the males.": "アビスのために存在し、通常は発生しない大規模な戦闘。複数の女性グロウトの治癒を克服し、男性をすぐに倒すためにバースト火力が必要です。",
 "A large-scale battle that exists because of the Abyss and wouldn't normally occur. Requires burst damage to overcome multiple female Glowts' healing and quickly dispatch the males. - Dungeon Settlers ウィキ": "アビスのために存在する大規模な戦闘で、通常は起こらない。複数の女性グロウツの治癒を克服し、男性を素早く倒すにはバーストダメージが必要。- Dungeon Settlers ウィキ",
 "A leftover object placed in the world by scripts or events (for example the Support Wagon that delivers your starting kit).": "スクリプトやイベントによってワールドに配置された残置オブジェクト（例えば初期装備を届ける支援ワゴンなど）。",
 "A level-2 starter any fresh recruit can afford: wood sword and shield, cloth armour, and two cheap Sword actives. A cheap, honest first fighter.": "木の剣と盾、布の鎧、2 つの安い剣のアクティブなど、どの新兵でも手に入れられるレベル 2 スターター。安くて正直な最初の戦闘機。",
 "A life-infused stone that carries the scent of fresh leaves.": "生命が注入された石で、新鮮な葉の香りを持っています。",
 "A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "昔ながらの採鉱場。古びた扉がそよ風に揺れ、暗い坑道が地下深くへと続く。",
 "A malevolent plant that has taken root in": "根を張った邪悪な植物、場所は",
 "A malevolent plant that has taken root in 不毛の地, spawned by the corrupt magic seeping from ダンジョンポータル. Its thorny tendrils radiate a sinister aura that unsettles the mind": "不毛の地に根を張った邪悪な植物で、ダンジョンポータルから染み出す腐敗した魔力によって生み出される。棘のあるつるは、心をかき乱す不気味なオーラを放つ",
 "A man": "男",
 "A man with a large pack slung over his shoulder rests here with a relaxed expression, as if this place is familiar to hi...": "肩に大きなバックパックを抱えた男が、まるでこの場所に馴染んでいるかのように、リラックスした表情でここで休んでいます...",
 "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down. Beside him, a cat merely glances i": "仮面姿の人物が昆虫でいっぱいの木製ケージの横に立っています。中に閉じ込められた酸性昆虫を観察した後、彼は何かを書き始めます。彼の横で猫はただ…",
 "A masked figure stands beside a wooden cage filled with insects. After observing the Acid Insects trapped within for some time, he begins writing something down...": "仮面姿の人物が昆虫でいっぱいの木製ケージの横に立っています。中に閉じ込められた酸性昆虫を観察した後、彼は何かを書き始めます…",
 "A maxed level-4 Human greatsword build in full Arcron gear with three inscriptions - the strongest obtainable loadout in the current release.": "フル アークロン ギアと 3 つのインスクリプションを備えた、マックス レベル 4 のヒューマン大剣ビルド。現在のリリースで入手可能な最も強力な装備です。",
 "A melee weapon (sword / greatsword / blunt)": "近接武器（剣/大剣/鈍器）",
 "A melee weapon and single-target melee skills": "近接武器と単体近接スキル",
 "A mental breakdown resets stress to {#} and puts the unit in a Mental Collapse for {#} days, with a {#}-day aftereffect. It is not immediately lethal - only a second max-out during the break kills.": "精神崩壊はストレスを{#}にリセットし、ユニットを{#}日間の精神崩壊状態にし、{#}日間の後遺症が残ります。即座に致命的ではありません。崩壊中の2度目の最大化のみが死をもたらします。",
 "A monster hits you for": "モンスターがあなたに",
 "A monster runs through three combat states": "モンスターは3つの戦闘状態を経ます",
 "A nature caster blending offensive blooms with Harmony healing passives, built to hold the line while it sustains the party.": "攻撃的なブルームと調和治癒パッシブをブレンドした自然キャスター。回線を保持しながらパーティーを維持するように構築されています。",
 "A nature-infused staff crafted from Bloodwood.": "ブラッドウッドから作られた自然が注入された杖。",
 "A necklace adorned with garnet gems.": "ガーネットの宝石で飾られたネックレス。",
 "A necklace adorned with opal gems.": "オパールの宝石で飾られたネックレス。",
 "A necklace adorned with peridot gems.": "ペリドットの宝石で飾られたネックレス。",
 "A necklace embedded with blue crystal.": "青い水晶が埋め込まれたネックレス。",
 "A necklace embedded with green crystal.": "緑の水晶が埋め込まれたネックレス。",
 "A necklace embedded with red crystal.": "赤い水晶が埋め込まれたネックレス。",
 "A new character joins": "新しいキャラクターが加入",
 "A non-combat work skill (Mining, Logging, Research, Farming, Crafting, Cooking, Taming, Medicine, Construction) that governs how well a unit performs settlement tasks; boosted by major stats, race and room quality.": "非戦闘の作業スキル（採掘、伐採、研究、農業、制作、料理、調教、医療、建設）で、ユニットが拠点の作業をどれだけうまくこなすかを司ります。主要ステータス、種族、部屋の質で強化されます。",
 "A one-handed sword-and-board bruiser. Chain three Sword actives while Warrior and Guardian passives sharpen and shield every strike.": "片手剣と盾の殴打キャラクター。ウォーリアーとガーディアンのパッシブが各攻撃を研ぎ澄まし、守る間に 3 つの剣のアクティブをチェーンします。",
 "A per-floor 'freshness' counter from 5 (full) down to 0 (depleted). When a floor hits 0 the whole region suffers the Depleted Dungeon effect, cutting all drop rates by 50% until it recovers over time.": "5（満杯）から0（消耗）までの、階層ごとの「鮮度」カウンターです。階層が0に達すると、地域全体が枯渇したダンジョンの効果を受け、時間をかけて回復するまで全ドロップ率が50%削減されます。",
 "A per-stat rating (Poor, Moderate, Outstanding, Exceptional, Genius) that determines how many points a major stat gains each level-up. Higher talent tiers mean faster growth.": "レベルアップごとに主要ステータスが何ポイント上昇するかを決める、ステータスごとの評価（貧弱、中程度、優秀、卓越、天才）。才能ティアが高いほど成長が速い。",
 "A percentage modifier applied to": "に適用されるパーセンテージ修飾子",
 "A percentage modifier applied to 娯楽能力. Positive values increase it, while negative values decrease it.": "娯楽能力に適用される割合補正値です。正の値なら増加し、負の値なら減少します。",
 "A permanent damage dealt bonus double dips here, once in the base hit and again on each splash's own bracket. Sinking only single dips, because its bonus is scoped to the one execution that produced the base hit.": "恒久的な与ダメージボーナスはここで二重に効きます。基本ヒットで一度、各スプラッシュ自身のブラケットで再度。一方Sinkingは一度しか効きません。そのボーナスは基本ヒットを生んだ実行1回にのみ適用されるためです。",
 "A permanent trait-like bonus a unit can gain at level-up or arrive with when recruited. Inscriptions grant stat boosts, whole skill trees, or special effects, and come in Common/Uncommon/Rare/Legendary rarities. There are 96 in total.": "ユニットがレベルアップ時に獲得したり、勧誘時に持って現れたりする、特性のような永続ボーナス。刻印は能力値上昇、スキルツリー全体、または特殊効果を付与し、コモン/アンコモン/レア/レジェンダリーのレアリティがある。全部で96種類。",
 "A portal used for inter-floor movement in dungeons.": "ダンジョン内の階間移動に使用されるポータル。",
 "A race's special mechanic, triggered by its condition.": "種族固有のメカニズムで、その条件によって発動します。",
 "A raven flies in from afar and lands upon your forearm.": "カラスは遠くから飛んできて、あなたの前腕に着地します。",
 "A raven flies in from afar and lands upon your forearm. \"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. Surviving in the Fors": "カラスは遠くから飛んできて、あなたの前腕に着地します。\"正直に言うと、あなたのグループがそんなに長く続くとは思っていませんでした。でも、間違っていたことを認めなければならないようです。フォース内での生存",
 "A raven flies over the thorn vines and perches in front of you. Its eyes tint blue, and then the Overseer's voice flows ...": "カラスがとげのあるツタの上を飛び、あなたの前に止まる。その目が青く染まり、オーバーシアーの声が流れ込む...",
 "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak.": "ワタリガラスがとげのあるつるの上を飛び、あなたの前に着地する。その目は青くなり、インスペクターの声がくちばしから聞こえる。",
 "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expediti...": "棘だらけのつるの上を一羽のカラスが飛び、あなたの前に舞い降りる。その目が青く光り、やがて検査官の声がその嘴から発せられる。「遠……",
 "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expedition Captain, I'm preparing an evaluatio": "ワタリガラスがとげのあるつるの上を飛び、あなたの前に着地する。その目は青くなり、インスペクターの声がくちばしから聞こえる。「遠征隊長、評価を準備しています",
 "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expedition Commander, I'm preparing an evaluat": "棘だらけのつるの上を一羽のカラスが飛び、あなたの前に舞い降りる。その目が青く光り、やがて検査官の声がその嘴から発せられる。「遠征司令官、私は評価を準備し……",
 "A raven flies over the thorny vines and lands before you. Its eyes turn blue, and the Inspector's voice soon issues from its beak. \"Expedition Commander, I'm preparing an evaluation...": "棘だらけのつるの上を一羽のカラスが飛び、あなたの前に舞い降りる。その目が青く光り、やがて検査官の声がその嘴から発せられる。「遠征司令官、私は評価を準備している……",
 "A raven flies over the thorny vines and settles on your arm.": "A raven flies over the thorny vines and settles on your arm.",
 "A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. \"The Dungeon is becoming far more dangerous than we once": "棘だらけのつるの上を一羽のカラスが飛び、あなたの腕にとまる。その目が青く光り、男の声がその嘴から発せられる。「ダンジョンは、私たちがかつて知っていたよりもはるかに危険になりつつあ……",
 "A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. \"The Dungeon is becoming far more dangerous than we once knew. First, follow standard Guild protocol and make the basic preparations you'll need to survive down there.\" \"Don't worry, Inspector. I know every precaution by heart.\" Your answer does little to reassure him. \"Quite confident, aren't you...? Well, you'll understand once you experience it for yourself. Good fortune to you, Expedition Captain.\"": "A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. \"The Dungeon is becoming far more dangerous than we once knew. First, follow standard Guild protocol and make the basic preparations you'll need to survive down there.\" \"Don't worry, Inspector. I know every precaution by heart.\" Your answer does little to reassure him. \"Quite confident, aren't you...? Well, you'll understand once you experience it for yourself. Good fortune to you, Expedition Captain.\"",
 "A raven flies over the thorny vines and settles on your arm. Its eyes glow blue, and a man's voice issues from its beak. \"The Dungeon is becoming far more dangerous than we once knew. First, follow standard Guild protocol and make the basic preparations you'll need to survive down there.\" \"Don't worry, Inspector. I know every precaution by heart.\" Your answer does little to reassure him. \"Quite confident, aren't you...? Well, you'll understand once you experience it for yourself. Good fortune to you, Expedition Commander.\"": "棘だらけのつるの上を一羽のカラスが飛び、あなたの腕にとまる。その目が青く光り、男の声がその嘴から発せられる。「ダンジョンは、私たちがかつて知っていたよりもはるかに危険になりつつある。まずはギルドの標準手順に従い、そこで生き延びるために必要な基本的な準備を整えろ。」「心配ご無用です、検査官殿。用心すべきことはすべて心得ています。」あなたの返答は彼を安心させるにはほど遠い。「ずいぶん自信があるようだな……?まあ、自分で経験すればわかるだろう。幸運を祈る、遠征司令官。」",
 "A raven perched on your forearm glows with blue eyes. Soon a gruff male voice flows out. \"I heard that the expedition t...": "あなたの前腕に止まっている烏が青い目で輝く。やがて、ぶっきらぼうな男の声が流れる。\"遠征の...",
 "A recruit's background trait decides the main and sub skill trees it can pick from. 40 backgrounds carry tree affinities in this build.": "採用ユニットの経歴特性が、選択できるメインおよびサブのスキルツリーを決定します。このビルドでは40の経歴がツリー適性を持っています。",
 "A recruit's background trait decides the main and sub skill trees it can pick from. 41 backgrounds carry tree affinities in this build.": "採用兵のバックグラウンド特性は、それが選択できるメインおよびサブスキルツリーを決定します。 このビルドでは41のバックグラウンドがツリーの親和性を持っています。",
 "A recruit's origin (City Guard, Poacher, Mage, etc.) that determines which skill trees it starts with and can carry individual traits. 40 backgrounds map to different weapon/magic tree combinations.": "勧誘したユニットの出自（市警備隊、密猟者、魔道士など）で、どのスキルツリーから開始するかを決め、個別の特性を持ちうる場合があります。40の背景がそれぞれ異なる武器/魔法ツリーの組み合わせに対応します。",
 "A red-glowing fruit occasionally found on Luma trees.": "ルマの木に時々見られる赤く輝く果実。",
 "A related bounty,": "関連する賞金首、",
 "A representative dungeon floor assembled from the game's own room graph: each roll draws one of the hand-authored room graphs for the chosen floor, fills every node with a weighted room template, and lays them out connected": "ゲーム自身の部屋グラフから組み立てた代表的なダンジョン階です。各抽選は選択した階の手作業で設計された部屋グラフの1つを引き、各ノードを重み付きの部屋テンプレートで埋め、接続して配置します",
 "A ring adorned with garnet gems.": "ガーネットの宝石で飾られた指輪。",
 "A ring adorned with opal gems.": "オパールの宝石で飾られた指輪。",
 "A ring adorned with peridot gems.": "ペリドットの宝石で飾られた指輪。",
 "A ring embedded with blue crystal.": "青い水晶が埋め込まれた指輪。",
 "A ring embedded with green crystal.": "緑の水晶が埋め込まれた指輪。",
 "A ring embedded with red crystal.": "赤い水晶が埋め込まれた指輪。",
 "A room is recognized as the highest-priority type whose requirements it meets: required furniture (by building subtype and quality), minimum interior size (floor tiles inside the walls), wall/floor average quality and total decoration quality. Each": "ルームは、その要件を満たす最も優先度の高いタイプとして認識されます。要件は、必要な家具（建物のサブタイプと品質による）、最小の内部サイズ（壁の内側の床タイル）、壁と床の平均品質、装飾の合計品質です。各",
 "A run into a dungeon region. Time keeps flowing on the shared campaign clock during an expedition, and camping too long triggers escalating Dungeon Break pressure.": "ダンジョン地域への遠征です。探索中も共有のキャンペーンクロックで時間は流れ続け、野営が長すぎると段階的に激化するダンジョンブレイクの圧力が発生します。",
 "A scheduler constant shipped in the game data (24/48/72/96/120/144 cumulative campaign hours) intended for escalating dungeon-break events - dormant in the current build: it is tagged Dev_NotUsed and no alert, affecter or event consumes it. The long-expedition pressure you actually feel is the Dungeon Stay (D1-D4) mood ladder.": "ゲームデータに同梱されたスケジューラ定数（累積キャンペーン時間で24/48/72/96/120/144）で、段階的に激化するダンジョンブレイクのイベント用に意図されていますが、現在のビルドでは休眠中です。Dev_NotUsedとタグ付けされ、アラート・アフェクター・イベントのいずれもこれを消費しません。実際に感じる長期探索の圧力は、ダンジョン滞在（D1～D4）の気分のはしごです。",
 "A separate": "別の",
 "A settler's morale, driven by needs, food quality, environment and events. Low mood hurts performance; sustained low average mood triggers morale-crisis events.": "入植者の士気。欲求、食事の質、環境、イベントによって変動する。気分が低いと能力が低下し、平均気分の低さが続くと士気危機イベントが発生する。",
 "A silver-containing ore that can be refined into ingots.": "銀を含む鉱石で、インゴットに精製できます。",
 "A simple yet elegant silver ring.": "シンプルながら上品な銀の指輪。",
 "A sini...": "シニ...",
 "A small but useful": "小さいが役立つ",
 "A small but useful mana-generating device.": "小さいですが有用なマナ生成装置。",
 "A soldier belonging to the guild.": "ギルドに属する兵士。",
 "A space fully suitable for conducting": "実施するのに十分ふさわしい空間",
 "A space fully suitable for conducting in-depth research.": "深い研究を実施するのに完全に適した空間。",
 "A special Rare dungeon metal used for high-end released gear, sitting outside the ordinary metal ladder.": "実装済みのハイエンド装備に使われる特別なレアなダンジョン金属で、通常の金属のはしごの外側に位置します。",
 "A squad inside the dungeon is on a clock. From the moment it sets foot on a floor that is not a safe floor, every unit carries a Dungeon Stay debuff, and the debuff gets worse for each full in-game day the squad stays down there. There are 4 stages; the unit only ever carries the current one.": "ダンジョン内の部隊には時間制限があります。安全フロアではないフロアに足を踏み入れた瞬間から、すべてのユニットがダンジョン滞在デバフを負い、部隊がそこに留まるゲーム内1日ごとにデバフは悪化します。段階は4つあり、ユニットは常にそのうち現在の1つだけを負います。",
 "A standing mood modifier every settler carries based on its": "すべての入植者が常に持つ気分補正で、その",
 "A stone": "石",
 "A stone containing the sealed soul of a red monster rat.": "赤いモンスターラットの封じられた魂を含む石。",
 "A stone containing the soul of a blood-infused slime.": "血液が注入されたスライムの魂を含む石。",
 "A stone imbued with the soul of a powerful Chain Knight Sentinel.": "強力なチェーンナイト・センチネルの魂が宿った石。",
 "A stone that seals the soul of a monster rat.": "モンスターラットの魂を封じた石。",
 "A story device that maintains the dungeon dimension; lore reveals it as an experiment of the Elros Empire. Also appears as a fixed loot interactable.": "ダンジョン次元を維持するストーリー上の装置で、設定ではエルロス帝国の実験として明かされます。固定戦利品のインタラクト対象としても登場します。",
 "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of": "ターゲットタイルから奇妙な種が発芽し、その場所のユニットを{0}タイル後退させ、{1}%のダメージを与える",
 "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of 魔法攻撃力 as damage to enemy units. The strange seed heals adjacent": "ターゲットタイルから奇妙な種が発芽し、その場所のユニットを{0}タイル後退させ、敵ユニットに{1}%の魔法攻撃力としてダメージを与えます。奇妙な種は隣接する",
 "A stronger caster makes tougher, harder-hitting summons. Full per-creature numbers are on the": "より強い術者は、より頑丈で攻撃力の高い召喚獣を生み出します。召喚獣ごとの完全な数値は次にあります",
 "A sturdy fireplace made of stone.": "石造りの頑丈な暖炉。",
 "A sturdy fireplace made of stone. Warms the interior and allows for cooking.": "石で作られた堅牢な暖炉。内部を温め、調理を可能にします。",
 "A summon inherits its owner's Magic Attack: full value into HP, half into its own Magic Attack, both added to the creature's base. Some abilities (a Bubbleling's death explosion or barrier) instead read the summoner's live Magic Attack directly.": "召喚物は所有者の魔法攻撃力を継承する。全量がHPに、半分が自身の魔法攻撃力に加算され、どちらもそのクリーチャーの基礎値に上乗せされる。一部の能力（バブルリングの死亡時爆発やバリアなど）は、代わりに召喚者のリアルタイムの魔法攻撃力を直接参照する。",
 "A summon's stats are frozen from the summoner's Magic Attack Power at summon time (Bubbletoad HP = your Magic Attack Power + 300, its Magic Attack = half yours + 16.9; a Bubbling scales purely off your Magic Attack Power). Only Magic Attack matters, and Become Fire is the only stacking Magic-Attack self-buff in the game: each cast adds a Burning stack (doubled by Fireproof) worth +30% Magic Attack Power for 30s, and Fireproof also ignores 70% of the self-burn so stacking barely hurts. Pump Become Fire, then summon while inflated and the creature banks that power permanently. Honest ceiling: with a 15s cooldown and a 30s window you realistically land ~4-6 stacks (about +120% to +180% Magic Attack Power), not the 50-stack theoretical max, so the summon ends up roughly 2-3x its base - strong and permanent, but it takes real setup and three trees of investment. Fire Battle Mage lets you cast Become Fire with no fire staff, so you hold the water staff the summons need the whole time (a water staff grants Summon Bubbling for free; Bubbletoad needs the Water Magic tree).": "召喚物のステータスは、召喚時の召喚者の魔法攻撃力で固定されます（バブルトードのHP = 自分の魔法攻撃力 + 300、その魔法攻撃力 = 自分の半分 + 16.9。バブリングは完全に自分の魔法攻撃力に応じて変化します）。重要なのは魔法攻撃力だけで、火になるはゲーム内で唯一スタックする魔法攻撃の自己バフです。キャストごとに燃焼スタック（耐火で2倍）が付き、30秒間 魔法攻撃力+30%相当となり、耐火は自己燃焼の70%も無視するのでスタックしてもほとんど痛くありません。火になるを積み上げ、増幅された状態で召喚すれば、そのクリーチャーはその力を永続的に蓄えます。正直な上限: 15秒のクールタイムと30秒の持続時間では、現実的には約4～6スタック（魔法攻撃力およそ+120%～+180%）で、理論上の最大50スタックには届きません。したがって召喚物は基礎値のおよそ2～3倍になります。強力で永続的ですが、本格的な準備と3つのツリーへの投資が必要です。火の戦闘メイジがあれば火の杖なしで火になるをキャストできるので、召喚物が必要とする水の杖を常に持ち続けられます（水の杖は召喚 : バブリングを無料で付与します。バブルトードには水魔法ツリーが必要です）。",
 "A summon's stats are locked in from the summoner's Magic Attack Power at summon time. Only a Magic-Attack self-buff inflates a summon, and Become Fire is the only stacking one.": "召喚物のステータスは、召喚時の召喚者の魔法攻撃力で固定されます。召喚物を強化できるのは魔法攻撃の自己バフだけで、スタックするものは火になるだけです。",
 "A support/caster-leaning race. Elves cannot be recruited at clan rank 1 (weight 0); from rank 2 onward they appear with weight 25 (roughly a 16% chance per candidate). Their research and farming bonuses make them strong settlement workers. Datamined text hints at a future Elf-themed region or recruitment expansion (an Elven Homeland environment and elf merchant).": "サポート/魔法寄りの種族。エルフはクランランク1では募集できず（ウェイト0）、ランク2以降はウェイト25で出現します（候補者あたり約16%の確率）。研究と農業のボーナスにより、強力な拠点労働者になります。データマイニングされたテキストは、将来のエルフをテーマにした地域や募集拡張（エルフの故郷環境とエルフの商人）を示唆しています。",
 "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.": "一時的にダメージを吸収するシールドのプールです（状態/アフェクターであり、装備する盾とは別物）。水魔法が味方のバリアの主な供給源です。",
 "A test unit": "テストユニット",
 "A thin man sets down a large backpack and begins displaying items one by one. Noticing you, he twists his mouth into a ...": "痩せた男が大きなバックパックを置き、アイテムを1つずつ展示し始める。あなたに気づくと、彼は口をa...",
 "A total party wipe on an expedition, which triggers its own events (First Annihilation and follow-ups).": "探索でのパーティ全滅で、専用のイベント（初めての全滅とその後続）を発生させます。",
 "A tough but long-lasting dried biscuit.": "丈夫で長持ちする乾燥したビスケット。",
 "A two-handed Lizardman berserker leaning on the +2 greatsword aptitude. Execution passives finish wounded foes for extra damage.": "2 本手のトカゲ男狂戦士が +2 大剣適性を活かす。エクスキューション パッシブが傷ついた敵を倒し、追加ダメージを与えます。",
 "A two-handed weapon uses both hands, so it cannot hold a shield.": "両手武器は両手を使うため、盾を持てません。",
 "A type of [": "の一種 [",
 "A unit at full HP gets nothing at all.": "HPが満タンのユニットは何も得られない。",
 "A unit has six": "ユニットには6つの",
 "A unit with": "次のユニット",
 "A unit's innate trait.": "ユニットの生来の特性。",
 "A unit's proficiency with a particular weapon type or magic school (Sword, Bow, Fire Magic, etc.), which scales how effective it is with that weapon. Races have signature aptitudes (e.g. Humans in Sword/Greatsword/Fire).": "特定の武器タイプや魔法系統（剣、弓、火魔法など）に対するユニットの習熟度で、その武器での有効性をスケールさせます。種族には特徴的な適性があります（例：人間は剣/大剣/火）。",
 "A value indicating how many 'hours' of cumulative campaign elapsed time must pass before a Dungeon Break occurs. (Design note: Since it's currently hard to know how much cumulative settlement time corresponds to actual real-world playtime, it's hard to know how many breaks there will be per campaign before clearing the game. So for now, only the initial Dungeon Break trigger time is set. This will be adjusted later once we've checked the balance.)": "ダンジョンブレイクが発生するまでにキャンペーンの累積経過時間が何「時間」経過する必要があるかを示す値。（設計メモ: 現在、累積の入植時間が実際の現実のプレイ時間にどれだけ対応するかを知るのが難しいため、ゲームをクリアするまでにキャンペーンごとに何回ブレイクが起こるかを知るのが難しい。そのため今は初回のダンジョンブレイク発生時刻のみ設定。バランスを確認した後で後ほど調整する。）",
 "A variable that adjusts the base chance of an attack landing on the head (adjusts the dice value as a ratio). If this value is -1, the head is always hit. If this value is 0, there is no adjustment. If this value is 1, the chance of hitting the head is halved. The intent of this adjustment is that judging the chance purely by head HP / total max HP would make the probability too high given how critical a head hit is. However, if head HP is lowered to reduce that probability, a head hit becomes too powerful whenever it lands. Conversely, raising head HP also raises the chance of being hit in the head - creating a dilemma.": "攻撃が頭部に当たる基本確率を調整する変数（ダイス値を比率として調整する）。この値が-1の場合、常に頭部に当たる。この値が0の場合、調整はない。この値が1の場合、頭部に当たる確率は半分になる。この調整の意図は、確率を頭部HP / 総最大HPだけで判断すると、頭部ヒットがどれほど致命的かを考えると確率が高すぎるためである。しかし、その確率を下げるために頭部HPを下げると、頭部ヒットが当たるたびに強力になりすぎる。逆に頭部HPを上げると頭部に当たる確率も上がり、ジレンマが生じる。",
 "A workshop exists, but it still has many shortcomings when it comes to complex crafting. A more efficient working environment seems necessar...": "工房は存在するが、複雑な製作となるとまだ多くの不足がある。より効率的な作業環境が必要のようだ……",
 "A workshop exists, but it still has many shortcomings when it comes to complex crafting. A more efficient working environment seems necessary. \"Equipment of this level has its lim": "工房は存在するが、複雑な製作となるとまだ多くの不足がある。より効率的な作業環境が必要のようだ。「この程度の設備では限……",
 "A workshop exists, but it still has many shortcomings when it comes to complex crafting. A more efficient working environment seems necessary. \"Equipment of this level has its limits....": "工房は存在するが、複雑な製作となるとまだ多くの不足がある。より効率的な作業環境が必要のようだ。「この程度の設備では限界があ……",
 "A wriggling giant grub. Used as food.": "蠢く巨大な幼虫。食料として使用される。",
 "A {0}% accuracy bonus is applied per unit surrounding the target.": "対象を囲むユニット1体につき{0}%の命中ボーナスが適用される。",
 "A {0}% critical hit chance bonus is applied per unit surrounding the target.": "対象を囲むユニット1体につき{0}%のクリティカル率ボーナスが適用される。",
 "A アルファ酸性スロゲル (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a グロスの幼獣 (4-tile sight). Most things sit at 8.": "アルファ酸性スロゲル（視界12タイル）は部屋の反対側から仕掛けてきますが、グロスの幼獣（視界4タイル）には数タイルまで近づけます。ほとんどは8です。",
 "A 深淵のアルファ酸性スロゲル (12-tile sight) will open on you from across a room, while you can slip within a few tiles of a 深淵のグロス幼獣 (4-tile sight). Most things sit at 8.": "深淵のアルファ酸性スロゲル（視界12タイル）は部屋の反対側から仕掛けてきますが、深淵のグロス幼獣（視界4タイル）には数タイルまで近づけます。ほとんどは8です。",
 "A 隠密 potion breaks contact cleanly, but the first hit you land drops it.": "隠密ポーションは接触をきれいに断ち切りますが、最初に攻撃を当てた時点で効果が切れます。",
 "AFFECTER Mandrake Scream": "AFFECTER Mandrake Scream",
 "AFFECTER Operate": "AFFECTER Operate",
 "AFFECTER Witness Dead": "AFFECTER Witness Dead",
 "AFFECTER_AbandonCompanion": "AFFECTER_AbandonCompanion",
 "AFFECTER_AbandonCompanion -": "AFFECTER_AbandonCompanion -",
 "AFFECTER_AbundantRation": "AFFECTER_AbundantRation",
 "AFFECTER_AbundantRation -": "AFFECTER_AbundantRation -",
 "AFFECTER_AbundantStone": "AFFECTER_AbundantStone",
 "AFFECTER_AbundantStone -": "AFFECTER_AbundantStone -",
 "AFFECTER_AbundantWood": "AFFECTER_AbundantWood",
 "AFFECTER_AbundantWood -": "AFFECTER_AbundantWood -",
 "AFFECTER_AbyssRebound": "AFFECTER_AbyssRebound",
 "AFFECTER_AbyssRebound -": "AFFECTER_AbyssRebound -",
 "AFFECTER_AbyssRebound2": "AFFECTER_AbyssRebound2",
 "AFFECTER_AbyssRebound2 -": "AFFECTER_AbyssRebound2 -",
 "AFFECTER_Acceleration": "AFFECTER_Acceleration",
 "AFFECTER_Acceleration -": "AFFECTER_Acceleration -",
 "AFFECTER_AccuracyPotion": "AFFECTER_AccuracyPotion",
 "AFFECTER_AccuracyPotion -": "AFFECTER_AccuracyPotion -",
 "AFFECTER_AcidSpread": "AFFECTER_AcidSpread",
 "AFFECTER_AcidSpread -": "AFFECTER_AcidSpread -",
 "AFFECTER_Adventurous": "AFFECTER_Adventurous",
 "AFFECTER_Adventurous -": "AFFECTER_Adventurous -",
 "AFFECTER_AgilityFortify": "AFFECTER_AgilityFortify",
 "AFFECTER_AgilityFortify -": "AFFECTER_AgilityFortify -",
 "AFFECTER_AgilityWeaken": "AFFECTER_AgilityWeaken",
 "AFFECTER_AgilityWeaken -": "AFFECTER_AgilityWeaken -",
 "AFFECTER_AllSkillUnlockMode": "AFFECTER_AllSkillUnlockMode",
 "AFFECTER_AllSkillUnlockMode -": "AFFECTER_AllSkillUnlockMode -",
 "AFFECTER_AlphaAcidSlogelSoul": "AFFECTER_AlphaAcidSlogelSoul",
 "AFFECTER_AlphaAcidSlogelSoul -": "AFFECTER_AlphaAcidSlogelSoul -",
 "AFFECTER_Ambivalence": "AFFECTER_Ambivalence",
 "AFFECTER_Ambivalence -": "AFFECTER_Ambivalence -",
 "AFFECTER_ArtOfDefense": "AFFECTER_ArtOfDefense",
 "AFFECTER_ArtOfDefense -": "AFFECTER_ArtOfDefense -",
 "AFFECTER_ArtOfDefenseAura": "AFFECTER_ArtOfDefenseAura",
 "AFFECTER_ArtOfDefenseAura -": "AFFECTER_ArtOfDefenseAura -",
 "AFFECTER_ArtOfDefenseStack": "AFFECTER_ArtOfDefenseStack",
 "AFFECTER_ArtOfDefenseStack -": "AFFECTER_ArtOfDefenseStack -",
 "AFFECTER_ArtOfFury": "AFFECTER_ArtOfFury",
 "AFFECTER_ArtOfFury -": "AFFECTER_ArtOfFury -",
 "AFFECTER_ArtOfFuryAura": "AFFECTER_ArtOfFuryAura",
 "AFFECTER_ArtOfFuryAura -": "AFFECTER_ArtOfFuryAura -",
 "AFFECTER_ArtOfFuryStack": "AFFECTER_ArtOfFuryStack",
 "AFFECTER_ArtOfFuryStack -": "AFFECTER_ArtOfFuryStack -",
 "AFFECTER_ArtOfRush": "AFFECTER_ArtOfRush",
 "AFFECTER_ArtOfRush -": "AFFECTER_ArtOfRush -",
 "AFFECTER_ArtOfRushAura": "AFFECTER_ArtOfRushAura",
 "AFFECTER_ArtOfRushAura -": "AFFECTER_ArtOfRushAura -",
 "AFFECTER_ArtOfRushStack": "AFFECTER_ArtOfRushStack",
 "AFFECTER_ArtOfRushStack -": "AFFECTER_ArtOfRushStack -",
 "AFFECTER_ArtOfThrow": "AFFECTER_ArtOfThrow",
 "AFFECTER_ArtOfThrow -": "AFFECTER_ArtOfThrow -",
 "AFFECTER_ArtOfThrowAura": "AFFECTER_ArtOfThrowAura",
 "AFFECTER_ArtOfThrowAura -": "AFFECTER_ArtOfThrowAura -",
 "AFFECTER_ArtOfThrowStack": "AFFECTER_ArtOfThrowStack",
 "AFFECTER_ArtOfThrowStack -": "AFFECTER_ArtOfThrowStack -",
 "AFFECTER_AshOfSolace": "AFFECTER_AshOfSolace",
 "AFFECTER_AshOfSolace -": "AFFECTER_AshOfSolace -",
 "AFFECTER_AttackSpeedPotion": "AFFECTER_AttackSpeedPotion",
 "AFFECTER_AttackSpeedPotion -": "AFFECTER_AttackSpeedPotion -",
 "AFFECTER_Awared": "AFFECTER_Awared",
 "AFFECTER_Awared -": "AFFECTER_Awared -",
 "AFFECTER_Awe": "AFFECTER_Awe",
 "AFFECTER_Awe -": "AFFECTER_Awe -",
 "AFFECTER_Barrier": "AFFECTER_Barrier",
 "AFFECTER_Barrier -": "AFFECTER_Barrier -",
 "AFFECTER_BaseCampsiteBedrolls": "AFFECTER_BaseCampsiteBedrolls",
 "AFFECTER_BaseCampsiteBedrolls -": "AFFECTER_BaseCampsiteBedrolls -",
 "AFFECTER_BaseCampsiteCampFire": "AFFECTER_BaseCampsiteCampFire",
 "AFFECTER_BaseCampsiteCampFire -": "AFFECTER_BaseCampsiteCampFire -",
 "AFFECTER_BaseCampsiteDeco1": "AFFECTER_BaseCampsiteDeco1",
 "AFFECTER_BaseCampsiteDeco1 -": "AFFECTER_BaseCampsiteDeco1 -",
 "AFFECTER_BaseCampsiteDeco2": "AFFECTER_BaseCampsiteDeco2",
 "AFFECTER_BaseCampsiteDeco2 -": "AFFECTER_BaseCampsiteDeco2 -",
 "AFFECTER_BaseCampsiteLesserGuardianStone": "AFFECTER_BaseCampsiteLesserGuardianStone",
 "AFFECTER_BaseCampsiteLesserGuardianStone -": "AFFECTER_BaseCampsiteLesserGuardianStone -",
 "AFFECTER_BaseCampsiteRepairstand": "AFFECTER_BaseCampsiteRepairstand",
 "AFFECTER_BaseCampsiteRepairstand -": "AFFECTER_BaseCampsiteRepairstand -",
 "AFFECTER_Bastion": "AFFECTER_Bastion",
 "AFFECTER_Bastion -": "AFFECTER_Bastion -",
 "AFFECTER_BeastForest": "AFFECTER_BeastForest",
 "AFFECTER_BeastForest -": "AFFECTER_BeastForest -",
 "AFFECTER_BeastForestEnv": "AFFECTER_BeastForestEnv",
 "AFFECTER_BeastForestEnv -": "AFFECTER_BeastForestEnv -",
 "AFFECTER_BeastHunter": "AFFECTER_BeastHunter",
 "AFFECTER_BeastHunter -": "AFFECTER_BeastHunter -",
 "AFFECTER_BecomeFire": "AFFECTER_BecomeFire",
 "AFFECTER_BecomeFire -": "AFFECTER_BecomeFire -",
 "AFFECTER_BedSleep": "AFFECTER_BedSleep",
 "AFFECTER_BedSleep -": "AFFECTER_BedSleep -",
 "AFFECTER_BeeHive": "AFFECTER_BeeHive",
 "AFFECTER_BeeHive -": "AFFECTER_BeeHive -",
 "AFFECTER_Begger": "AFFECTER_Begger",
 "AFFECTER_Begger -": "AFFECTER_Begger -",
 "AFFECTER_BellyBeggar": "AFFECTER_BellyBeggar",
 "AFFECTER_BellyBeggar -": "AFFECTER_BellyBeggar -",
 "AFFECTER_BizarrePain": "AFFECTER_BizarrePain",
 "AFFECTER_BizarrePain -": "AFFECTER_BizarrePain -",
 "AFFECTER_BizarrePleasure": "AFFECTER_BizarrePleasure",
 "AFFECTER_BizarrePleasure -": "AFFECTER_BizarrePleasure -",
 "AFFECTER_Blacksmith": "AFFECTER_Blacksmith",
 "AFFECTER_Blacksmith -": "AFFECTER_Blacksmith -",
 "AFFECTER_BladeGrinding": "AFFECTER_BladeGrinding",
 "AFFECTER_BladeGrinding -": "AFFECTER_BladeGrinding -",
 "AFFECTER_BlazingEcho": "AFFECTER_BlazingEcho",
 "AFFECTER_BlazingEcho -": "AFFECTER_BlazingEcho -",
 "AFFECTER_BlazingEchoBounce": "AFFECTER_BlazingEchoBounce",
 "AFFECTER_BlazingEchoBounce -": "AFFECTER_BlazingEchoBounce -",
 "AFFECTER_BleedImmune": "AFFECTER_BleedImmune",
 "AFFECTER_BleedImmune -": "AFFECTER_BleedImmune -",
 "AFFECTER_BleedImmuneTrait": "AFFECTER_BleedImmuneTrait",
 "AFFECTER_BleedImmuneTrait -": "AFFECTER_BleedImmuneTrait -",
 "AFFECTER_Bleeding": "AFFECTER_Bleeding",
 "AFFECTER_Bleeding -": "AFFECTER_Bleeding -",
 "AFFECTER_BlessAccuracy": "AFFECTER_BlessAccuracy",
 "AFFECTER_BlessAccuracy -": "AFFECTER_BlessAccuracy -",
 "AFFECTER_BlessAttackSpeed": "AFFECTER_BlessAttackSpeed",
 "AFFECTER_BlessAttackSpeed -": "AFFECTER_BlessAttackSpeed -",
 "AFFECTER_BlessCritical": "AFFECTER_BlessCritical",
 "AFFECTER_BlessCritical -": "AFFECTER_BlessCritical -",
 "AFFECTER_BlessDodge": "AFFECTER_BlessDodge",
 "AFFECTER_BlessDodge -": "AFFECTER_BlessDodge -",
 "AFFECTER_BlessGuard": "AFFECTER_BlessGuard",
 "AFFECTER_BlessGuard -": "AFFECTER_BlessGuard -",
 "AFFECTER_BlessMagicResistance": "AFFECTER_BlessMagicResistance",
 "AFFECTER_BlessMagicResistance -": "AFFECTER_BlessMagicResistance -",
 "AFFECTER_BlessMagicalAttack": "AFFECTER_BlessMagicalAttack",
 "AFFECTER_BlessMagicalAttack -": "AFFECTER_BlessMagicalAttack -",
 "AFFECTER_BlessMetalSkin": "AFFECTER_BlessMetalSkin",
 "AFFECTER_BlessMetalSkin -": "AFFECTER_BlessMetalSkin -",
 "AFFECTER_BlessOfWorldTree": "AFFECTER_BlessOfWorldTree",
 "AFFECTER_BlessOfWorldTree -": "AFFECTER_BlessOfWorldTree -",
 "AFFECTER_BlessPhysicalAttack": "AFFECTER_BlessPhysicalAttack",
 "AFFECTER_BlessPhysicalAttack -": "AFFECTER_BlessPhysicalAttack -",
 "AFFECTER_BlessSkillCooldown": "AFFECTER_BlessSkillCooldown",
 "AFFECTER_BlessSkillCooldown -": "AFFECTER_BlessSkillCooldown -",
 "AFFECTER_BlessSwift": "AFFECTER_BlessSwift",
 "AFFECTER_BlessSwift -": "AFFECTER_BlessSwift -",
 "AFFECTER_BlessVampire": "AFFECTER_BlessVampire",
 "AFFECTER_BlessVampire -": "AFFECTER_BlessVampire -",
 "AFFECTER_Blessed": "AFFECTER_Blessed",
 "AFFECTER_Blessed -": "AFFECTER_Blessed -",
 "AFFECTER_BlitzInscription": "AFFECTER_BlitzInscription",
 "AFFECTER_BlitzInscription -": "AFFECTER_BlitzInscription -",
 "AFFECTER_BloodDrain": "AFFECTER_BloodDrain",
 "AFFECTER_BloodDrain -": "AFFECTER_BloodDrain -",
 "AFFECTER_BloodTree": "AFFECTER_BloodTree",
 "AFFECTER_BloodTree -": "AFFECTER_BloodTree -",
 "AFFECTER_Bloodlust": "AFFECTER_Bloodlust",
 "AFFECTER_Bloodlust -": "AFFECTER_Bloodlust -",
 "AFFECTER_BloodshotInscription": "AFFECTER_BloodshotInscription",
 "AFFECTER_BloodshotInscription -": "AFFECTER_BloodshotInscription -",
 "AFFECTER_BloodyCrescent": "AFFECTER_BloodyCrescent",
 "AFFECTER_BloodyCrescent -": "AFFECTER_BloodyCrescent -",
 "AFFECTER_BloomingNature": "AFFECTER_BloomingNature",
 "AFFECTER_BloomingNature -": "AFFECTER_BloomingNature -",
 "AFFECTER_BlueBerry": "AFFECTER_BlueBerry",
 "AFFECTER_BlueBerry -": "AFFECTER_BlueBerry -",
 "AFFECTER_BlueBlood": "AFFECTER_BlueBlood",
 "AFFECTER_BlueBlood -": "AFFECTER_BlueBlood -",
 "AFFECTER_BlueGoblin": "AFFECTER_BlueGoblin",
 "AFFECTER_BlueGoblin -": "AFFECTER_BlueGoblin -",
 "AFFECTER_BluntInscription": "AFFECTER_BluntInscription",
 "AFFECTER_BluntInscription -": "AFFECTER_BluntInscription -",
 "AFFECTER_BoredCard": "AFFECTER_BoredCard",
 "AFFECTER_BoredCard -": "AFFECTER_BoredCard -",
 "AFFECTER_BoredDart": "AFFECTER_BoredDart",
 "AFFECTER_BoredDart -": "AFFECTER_BoredDart -",
 "AFFECTER_BoredDice": "AFFECTER_BoredDice",
 "AFFECTER_BoredDice -": "AFFECTER_BoredDice -",
 "AFFECTER_Boredom": "AFFECTER_Boredom",
 "AFFECTER_Boredom -": "AFFECTER_Boredom -",
 "AFFECTER_BossMonster": "AFFECTER_BossMonster",
 "AFFECTER_BossMonster -": "AFFECTER_BossMonster -",
 "AFFECTER_BowInscription": "AFFECTER_BowInscription",
 "AFFECTER_BowInscription -": "AFFECTER_BowInscription -",
 "AFFECTER_BraceStance": "AFFECTER_BraceStance",
 "AFFECTER_BraceStance -": "AFFECTER_BraceStance -",
 "AFFECTER_Break": "AFFECTER_Break",
 "AFFECTER_Break -": "AFFECTER_Break -",
 "AFFECTER_Brick": "AFFECTER_Brick",
 "AFFECTER_Brick -": "AFFECTER_Brick -",
 "AFFECTER_BubbleSplash": "AFFECTER_BubbleSplash",
 "AFFECTER_BubbleSplash -": "AFFECTER_BubbleSplash -",
 "AFFECTER_BurnImmune": "AFFECTER_BurnImmune",
 "AFFECTER_BurnImmune -": "AFFECTER_BurnImmune -",
 "AFFECTER_BurnImmuneTrait": "AFFECTER_BurnImmuneTrait",
 "AFFECTER_BurnImmuneTrait -": "AFFECTER_BurnImmuneTrait -",
 "AFFECTER_Burning": "AFFECTER_Burning",
 "AFFECTER_Burning -": "AFFECTER_Burning -",
 "AFFECTER_BurstInscription": "AFFECTER_BurstInscription",
 "AFFECTER_BurstInscription -": "AFFECTER_BurstInscription -",
 "AFFECTER_Butcher": "AFFECTER_Butcher",
 "AFFECTER_Butcher -": "AFFECTER_Butcher -",
 "AFFECTER_Butterfingers": "AFFECTER_Butterfingers",
 "AFFECTER_Butterfingers -": "AFFECTER_Butterfingers -",
 "AFFECTER_CalmLeadership": "AFFECTER_CalmLeadership",
 "AFFECTER_CalmLeadership -": "AFFECTER_CalmLeadership -",
 "AFFECTER_CampfireAura": "AFFECTER_CampfireAura",
 "AFFECTER_CampfireAura -": "AFFECTER_CampfireAura -",
 "AFFECTER_CampfireWarmth": "AFFECTER_CampfireWarmth",
 "AFFECTER_CampfireWarmth -": "AFFECTER_CampfireWarmth -",
 "AFFECTER_CapitalInscription": "AFFECTER_CapitalInscription",
 "AFFECTER_CapitalInscription -": "AFFECTER_CapitalInscription -",
 "AFFECTER_CarnalGuilt": "AFFECTER_CarnalGuilt",
 "AFFECTER_CarnalGuilt -": "AFFECTER_CarnalGuilt -",
 "AFFECTER_Carpenter": "AFFECTER_Carpenter",
 "AFFECTER_Carpenter -": "AFFECTER_Carpenter -",
 "AFFECTER_CarrierInscription": "AFFECTER_CarrierInscription",
 "AFFECTER_CarrierInscription -": "AFFECTER_CarrierInscription -",
 "AFFECTER_Carry": "AFFECTER_Carry",
 "AFFECTER_Carry -": "AFFECTER_Carry -",
 "AFFECTER_Carter": "AFFECTER_Carter",
 "AFFECTER_Carter -": "AFFECTER_Carter -",
 "AFFECTER_ChainKnightSentinelSoul": "AFFECTER_ChainKnightSentinelSoul",
 "AFFECTER_ChainKnightSentinelSoul -": "AFFECTER_ChainKnightSentinelSoul -",
 "AFFECTER_ChairSit": "AFFECTER_ChairSit",
 "AFFECTER_ChairSit -": "AFFECTER_ChairSit -",
 "AFFECTER_ChallengeInscription": "AFFECTER_ChallengeInscription",
 "AFFECTER_ChallengeInscription -": "AFFECTER_ChallengeInscription -",
 "AFFECTER_ChangeRapidFire": "AFFECTER_ChangeRapidFire",
 "AFFECTER_ChangeRapidFire -": "AFFECTER_ChangeRapidFire -",
 "AFFECTER_ChangeTwinThrust": "AFFECTER_ChangeTwinThrust",
 "AFFECTER_ChangeTwinThrust -": "AFFECTER_ChangeTwinThrust -",
 "AFFECTER_Chatted": "AFFECTER_Chatted",
 "AFFECTER_Chatted -": "AFFECTER_Chatted -",
 "AFFECTER_ChiefBodyguard": "AFFECTER_ChiefBodyguard",
 "AFFECTER_ChiefBodyguard -": "AFFECTER_ChiefBodyguard -",
 "AFFECTER_CityGuard": "AFFECTER_CityGuard",
 "AFFECTER_CityGuard -": "AFFECTER_CityGuard -",
 "AFFECTER_Claustrophobic": "AFFECTER_Claustrophobic",
 "AFFECTER_Claustrophobic -": "AFFECTER_Claustrophobic -",
 "AFFECTER_Codex": "AFFECTER_Codex",
 "AFFECTER_Codex -": "AFFECTER_Codex -",
 "AFFECTER_ColdFury": "AFFECTER_ColdFury",
 "AFFECTER_ColdFury -": "AFFECTER_ColdFury -",
 "AFFECTER_CombatMomentum": "AFFECTER_CombatMomentum",
 "AFFECTER_CombatMomentum -": "AFFECTER_CombatMomentum -",
 "AFFECTER_CombatStress": "AFFECTER_CombatStress",
 "AFFECTER_CombatStress -": "AFFECTER_CombatStress -",
 "AFFECTER_Comfort": "AFFECTER_Comfort",
 "AFFECTER_Comfort -": "AFFECTER_Comfort -",
 "AFFECTER_CompanionDead": "AFFECTER_CompanionDead",
 "AFFECTER_CompanionDead -": "AFFECTER_CompanionDead -",
 "AFFECTER_Complain": "AFFECTER_Complain",
 "AFFECTER_Complain -": "AFFECTER_Complain -",
 "AFFECTER_Congestion": "AFFECTER_Congestion",
 "AFFECTER_Congestion -": "AFFECTER_Congestion -",
 "AFFECTER_Conscript": "AFFECTER_Conscript",
 "AFFECTER_Conscript -": "AFFECTER_Conscript -",
 "AFFECTER_CookInDecentDiningRoom": "AFFECTER_CookInDecentDiningRoom",
 "AFFECTER_CookInDecentDiningRoom -": "AFFECTER_CookInDecentDiningRoom -",
 "AFFECTER_CookInFantasticDiningRoom": "AFFECTER_CookInFantasticDiningRoom",
 "AFFECTER_CookInFantasticDiningRoom -": "AFFECTER_CookInFantasticDiningRoom -",
 "AFFECTER_CookInImpressiveDiningRoom": "AFFECTER_CookInImpressiveDiningRoom",
 "AFFECTER_CookInImpressiveDiningRoom -": "AFFECTER_CookInImpressiveDiningRoom -",
 "AFFECTER_CookInLuxuriousDiningRoom": "AFFECTER_CookInLuxuriousDiningRoom",
 "AFFECTER_CookInLuxuriousDiningRoom -": "AFFECTER_CookInLuxuriousDiningRoom -",
 "AFFECTER_CookInMediocreDiningRoom": "AFFECTER_CookInMediocreDiningRoom",
 "AFFECTER_CookInMediocreDiningRoom -": "AFFECTER_CookInMediocreDiningRoom -",
 "AFFECTER_CookInNormalDiningRoom": "AFFECTER_CookInNormalDiningRoom",
 "AFFECTER_CookInNormalDiningRoom -": "AFFECTER_CookInNormalDiningRoom -",
 "AFFECTER_CookInPoorDiningRoom": "AFFECTER_CookInPoorDiningRoom",
 "AFFECTER_CookInPoorDiningRoom -": "AFFECTER_CookInPoorDiningRoom -",
 "AFFECTER_CooldownReduction": "AFFECTER_CooldownReduction",
 "AFFECTER_CooldownReduction -": "AFFECTER_CooldownReduction -",
 "AFFECTER_Corrosion": "AFFECTER_Corrosion",
 "AFFECTER_Corrosion -": "AFFECTER_Corrosion -",
 "AFFECTER_Coward": "AFFECTER_Coward",
 "AFFECTER_Coward -": "AFFECTER_Coward -",
 "AFFECTER_CraftInDecentMagicWorkshop": "AFFECTER_CraftInDecentMagicWorkshop",
 "AFFECTER_CraftInDecentMagicWorkshop -": "AFFECTER_CraftInDecentMagicWorkshop -",
 "AFFECTER_CraftInDecentWorkshop": "AFFECTER_CraftInDecentWorkshop",
 "AFFECTER_CraftInDecentWorkshop -": "AFFECTER_CraftInDecentWorkshop -",
 "AFFECTER_CraftInFantasticMagicWorkshop": "AFFECTER_CraftInFantasticMagicWorkshop",
 "AFFECTER_CraftInFantasticMagicWorkshop -": "AFFECTER_CraftInFantasticMagicWorkshop -",
 "AFFECTER_CraftInFantasticWorkshop": "AFFECTER_CraftInFantasticWorkshop",
 "AFFECTER_CraftInFantasticWorkshop -": "AFFECTER_CraftInFantasticWorkshop -",
 "AFFECTER_CraftInImpressiveMagicWorkshop": "AFFECTER_CraftInImpressiveMagicWorkshop",
 "AFFECTER_CraftInImpressiveMagicWorkshop -": "AFFECTER_CraftInImpressiveMagicWorkshop -",
 "AFFECTER_CraftInImpressiveWorkshop": "AFFECTER_CraftInImpressiveWorkshop",
 "AFFECTER_CraftInImpressiveWorkshop -": "AFFECTER_CraftInImpressiveWorkshop -",
 "AFFECTER_CraftInLuxuriousMagicWorkshop": "AFFECTER_CraftInLuxuriousMagicWorkshop",
 "AFFECTER_CraftInLuxuriousMagicWorkshop -": "AFFECTER_CraftInLuxuriousMagicWorkshop -",
 "AFFECTER_CraftInLuxuriousWorkshop": "AFFECTER_CraftInLuxuriousWorkshop",
 "AFFECTER_CraftInLuxuriousWorkshop -": "AFFECTER_CraftInLuxuriousWorkshop -",
 "AFFECTER_CraftInMediocreMagicWorkshop": "AFFECTER_CraftInMediocreMagicWorkshop",
 "AFFECTER_CraftInMediocreMagicWorkshop -": "AFFECTER_CraftInMediocreMagicWorkshop -",
 "AFFECTER_CraftInMediocreWorkshop": "AFFECTER_CraftInMediocreWorkshop",
 "AFFECTER_CraftInMediocreWorkshop -": "AFFECTER_CraftInMediocreWorkshop -",
 "AFFECTER_CraftInNormalMagicWorkshop": "AFFECTER_CraftInNormalMagicWorkshop",
 "AFFECTER_CraftInNormalMagicWorkshop -": "AFFECTER_CraftInNormalMagicWorkshop -",
 "AFFECTER_CraftInNormalWorkshop": "AFFECTER_CraftInNormalWorkshop",
 "AFFECTER_CraftInNormalWorkshop -": "AFFECTER_CraftInNormalWorkshop -",
 "AFFECTER_CraftInPoorMagicWorkshop": "AFFECTER_CraftInPoorMagicWorkshop",
 "AFFECTER_CraftInPoorMagicWorkshop -": "AFFECTER_CraftInPoorMagicWorkshop -",
 "AFFECTER_CraftInPoorWorkshop": "AFFECTER_CraftInPoorWorkshop",
 "AFFECTER_CraftInPoorWorkshop -": "AFFECTER_CraftInPoorWorkshop -",
 "AFFECTER_CreepClear": "AFFECTER_CreepClear",
 "AFFECTER_CreepClear -": "AFFECTER_CreepClear -",
 "AFFECTER_CriticalPotion": "AFFECTER_CriticalPotion",
 "AFFECTER_CriticalPotion -": "AFFECTER_CriticalPotion -",
 "AFFECTER_CriticalWeakness": "AFFECTER_CriticalWeakness",
 "AFFECTER_CriticalWeakness -": "AFFECTER_CriticalWeakness -",
 "AFFECTER_CrumbleInscription": "AFFECTER_CrumbleInscription",
 "AFFECTER_CrumbleInscription -": "AFFECTER_CrumbleInscription -",
 "AFFECTER_CrystalCarapace": "AFFECTER_CrystalCarapace",
 "AFFECTER_CrystalCarapace -": "AFFECTER_CrystalCarapace -",
 "AFFECTER_CunningGetaway": "AFFECTER_CunningGetaway",
 "AFFECTER_CunningGetaway -": "AFFECTER_CunningGetaway -",
 "AFFECTER_Curious": "AFFECTER_Curious",
 "AFFECTER_Curious -": "AFFECTER_Curious -",
 "AFFECTER_CurseOfDead": "AFFECTER_CurseOfDead",
 "AFFECTER_CurseOfDead -": "AFFECTER_CurseOfDead -",
 "AFFECTER_CurseOfFate": "AFFECTER_CurseOfFate",
 "AFFECTER_CurseOfFate -": "AFFECTER_CurseOfFate -",
 "AFFECTER_CursedChild": "AFFECTER_CursedChild",
 "AFFECTER_CursedChild -": "AFFECTER_CursedChild -",
 "AFFECTER_DarkBurrow": "AFFECTER_DarkBurrow",
 "AFFECTER_DarkBurrow -": "AFFECTER_DarkBurrow -",
 "AFFECTER_DarkThornCorruption": "AFFECTER_DarkThornCorruption",
 "AFFECTER_DarkThornCorruption -": "AFFECTER_DarkThornCorruption -",
 "AFFECTER_DarkWhisper": "AFFECTER_DarkWhisper",
 "AFFECTER_DarkWhisper -": "AFFECTER_DarkWhisper -",
 "AFFECTER_DarkWhisperEnv": "AFFECTER_DarkWhisperEnv",
 "AFFECTER_DarkWhisperEnv -": "AFFECTER_DarkWhisperEnv -",
 "AFFECTER_DayTime": "AFFECTER_DayTime",
 "AFFECTER_DayTime -": "AFFECTER_DayTime -",
 "AFFECTER_Deadly": "AFFECTER_Deadly",
 "AFFECTER_Deadly -": "AFFECTER_Deadly -",
 "AFFECTER_DeadlyAfterEffect": "AFFECTER_DeadlyAfterEffect",
 "AFFECTER_DeadlyAfterEffect -": "AFFECTER_DeadlyAfterEffect -",
 "AFFECTER_DeadlyUntargetable": "AFFECTER_DeadlyUntargetable",
 "AFFECTER_DeadlyUntargetable -": "AFFECTER_DeadlyUntargetable -",
 "AFFECTER_DeathThroesInscription": "AFFECTER_DeathThroesInscription",
 "AFFECTER_DeathThroesInscription -": "AFFECTER_DeathThroesInscription -",
 "AFFECTER_Deceleration": "AFFECTER_Deceleration",
 "AFFECTER_Deceleration -": "AFFECTER_Deceleration -",
 "AFFECTER_DeepWater": "AFFECTER_DeepWater",
 "AFFECTER_DeepWater -": "AFFECTER_DeepWater -",
 "AFFECTER_DefenseMelee": "AFFECTER_DefenseMelee",
 "AFFECTER_DefenseMelee -": "AFFECTER_DefenseMelee -",
 "AFFECTER_DepletedDungeon": "AFFECTER_DepletedDungeon",
 "AFFECTER_DepletedDungeon -": "AFFECTER_DepletedDungeon -",
 "AFFECTER_Deserter": "AFFECTER_Deserter",
 "AFFECTER_Deserter -": "AFFECTER_Deserter -",
 "AFFECTER_DevrickPendant": "AFFECTER_DevrickPendant",
 "AFFECTER_DevrickPendant -": "AFFECTER_DevrickPendant -",
 "AFFECTER_DevrikStatue": "AFFECTER_DevrikStatue",
 "AFFECTER_DevrikStatue -": "AFFECTER_DevrikStatue -",
 "AFFECTER_DevrikStatue2": "AFFECTER_DevrikStatue2",
 "AFFECTER_DevrikStatue2 -": "AFFECTER_DevrikStatue2 -",
 "AFFECTER_DevrikStatue3": "AFFECTER_DevrikStatue3",
 "AFFECTER_DevrikStatue3 -": "AFFECTER_DevrikStatue3 -",
 "AFFECTER_DevrikStatue4": "AFFECTER_DevrikStatue4",
 "AFFECTER_DevrikStatue4 -": "AFFECTER_DevrikStatue4 -",
 "AFFECTER_DiffusiveFlame": "AFFECTER_DiffusiveFlame",
 "AFFECTER_DiffusiveFlame -": "AFFECTER_DiffusiveFlame -",
 "AFFECTER_Disgraced": "AFFECTER_Disgraced",
 "AFFECTER_Disgraced -": "AFFECTER_Disgraced -",
 "AFFECTER_DisgustingMonsterMeat": "AFFECTER_DisgustingMonsterMeat",
 "AFFECTER_DisgustingMonsterMeat -": "AFFECTER_DisgustingMonsterMeat -",
 "AFFECTER_Dissatisfaction": "AFFECTER_Dissatisfaction",
 "AFFECTER_Dissatisfaction -": "AFFECTER_Dissatisfaction -",
 "AFFECTER_DistortedSenses": "AFFECTER_DistortedSenses",
 "AFFECTER_DistortedSenses -": "AFFECTER_DistortedSenses -",
 "AFFECTER_Disturbance": "AFFECTER_Disturbance",
 "AFFECTER_Disturbance -": "AFFECTER_Disturbance -",
 "AFFECTER_DisturbedSleep": "AFFECTER_DisturbedSleep",
 "AFFECTER_DisturbedSleep -": "AFFECTER_DisturbedSleep -",
 "AFFECTER_DivineInscription": "AFFECTER_DivineInscription",
 "AFFECTER_DivineInscription -": "AFFECTER_DivineInscription -",
 "AFFECTER_Dizziness": "AFFECTER_Dizziness",
 "AFFECTER_Dizziness -": "AFFECTER_Dizziness -",
 "AFFECTER_DocileGloth": "AFFECTER_DocileGloth",
 "AFFECTER_DocileGloth -": "AFFECTER_DocileGloth -",
 "AFFECTER_DodgePotion": "AFFECTER_DodgePotion",
 "AFFECTER_DodgePotion -": "AFFECTER_DodgePotion -",
 "AFFECTER_Druid": "AFFECTER_Druid",
 "AFFECTER_Druid -": "AFFECTER_Druid -",
 "AFFECTER_DullTongue": "AFFECTER_DullTongue",
 "AFFECTER_DullTongue -": "AFFECTER_DullTongue -",
 "AFFECTER_DullTongueNeg": "AFFECTER_DullTongueNeg",
 "AFFECTER_DullTongueNeg -": "AFFECTER_DullTongueNeg -",
 "AFFECTER_DullTonguePos": "AFFECTER_DullTonguePos",
 "AFFECTER_DullTonguePos -": "AFFECTER_DullTonguePos -",
 "AFFECTER_DungeonGodnessStatue": "AFFECTER_DungeonGodnessStatue",
 "AFFECTER_DungeonGodnessStatue -": "AFFECTER_DungeonGodnessStatue -",
 "AFFECTER_DungeonStayAftermath": "AFFECTER_DungeonStayAftermath",
 "AFFECTER_DungeonStayAftermath -": "AFFECTER_DungeonStayAftermath -",
 "AFFECTER_DungeonStayD1": "AFFECTER_DungeonStayD1",
 "AFFECTER_DungeonStayD1 -": "AFFECTER_DungeonStayD1 -",
 "AFFECTER_DungeonStayD2": "AFFECTER_DungeonStayD2",
 "AFFECTER_DungeonStayD2 -": "AFFECTER_DungeonStayD2 -",
 "AFFECTER_DungeonStayD3": "AFFECTER_DungeonStayD3",
 "AFFECTER_DungeonStayD3 -": "AFFECTER_DungeonStayD3 -",
 "AFFECTER_DungeonStayD4": "AFFECTER_DungeonStayD4",
 "AFFECTER_DungeonStayD4 -": "AFFECTER_DungeonStayD4 -",
 "AFFECTER_DustBulb": "AFFECTER_DustBulb",
 "AFFECTER_DustBulb -": "AFFECTER_DustBulb -",
 "AFFECTER_Dwarf": "AFFECTER_Dwarf",
 "AFFECTER_Dwarf -": "AFFECTER_Dwarf -",
 "AFFECTER_EatInDecentDiningRoom": "AFFECTER_EatInDecentDiningRoom",
 "AFFECTER_EatInDecentDiningRoom -": "AFFECTER_EatInDecentDiningRoom -",
 "AFFECTER_EatInFantasticDiningRoom": "AFFECTER_EatInFantasticDiningRoom",
 "AFFECTER_EatInFantasticDiningRoom -": "AFFECTER_EatInFantasticDiningRoom -",
 "AFFECTER_EatInImpressiveDiningRoom": "AFFECTER_EatInImpressiveDiningRoom",
 "AFFECTER_EatInImpressiveDiningRoom -": "AFFECTER_EatInImpressiveDiningRoom -",
 "AFFECTER_EatInLuxuriousDiningRoom": "AFFECTER_EatInLuxuriousDiningRoom",
 "AFFECTER_EatInLuxuriousDiningRoom -": "AFFECTER_EatInLuxuriousDiningRoom -",
 "AFFECTER_EatInMediocreDiningRoom": "AFFECTER_EatInMediocreDiningRoom",
 "AFFECTER_EatInMediocreDiningRoom -": "AFFECTER_EatInMediocreDiningRoom -",
 "AFFECTER_EatInNormalDiningRoom": "AFFECTER_EatInNormalDiningRoom",
 "AFFECTER_EatInNormalDiningRoom -": "AFFECTER_EatInNormalDiningRoom -",
 "AFFECTER_EatInPoorDiningRoom": "AFFECTER_EatInPoorDiningRoom",
 "AFFECTER_EatInPoorDiningRoom -": "AFFECTER_EatInPoorDiningRoom -",
 "AFFECTER_EchoFlower": "AFFECTER_EchoFlower",
 "AFFECTER_EchoFlower -": "AFFECTER_EchoFlower -",
 "AFFECTER_EchoFlowerRamnant": "AFFECTER_EchoFlowerRamnant",
 "AFFECTER_EchoFlowerRamnant -": "AFFECTER_EchoFlowerRamnant -",
 "AFFECTER_EchoFlowerRing": "AFFECTER_EchoFlowerRing",
 "AFFECTER_EchoFlowerRing -": "AFFECTER_EchoFlowerRing -",
 "AFFECTER_ElasticityInscription": "AFFECTER_ElasticityInscription",
 "AFFECTER_ElasticityInscription -": "AFFECTER_ElasticityInscription -",
 "AFFECTER_ElderGlothSoul": "AFFECTER_ElderGlothSoul",
 "AFFECTER_ElderGlothSoul -": "AFFECTER_ElderGlothSoul -",
 "AFFECTER_Elf": "AFFECTER_Elf",
 "AFFECTER_Elf -": "AFFECTER_Elf -",
 "AFFECTER_EliteHuntOrder": "AFFECTER_EliteHuntOrder",
 "AFFECTER_EliteHuntOrder -": "AFFECTER_EliteHuntOrder -",
 "AFFECTER_EliteMonster": "AFFECTER_EliteMonster",
 "AFFECTER_EliteMonster -": "AFFECTER_EliteMonster -",
 "AFFECTER_ElvenHomeland": "AFFECTER_ElvenHomeland",
 "AFFECTER_ElvenHomeland -": "AFFECTER_ElvenHomeland -",
 "AFFECTER_EmberInscription": "AFFECTER_EmberInscription",
 "AFFECTER_EmberInscription -": "AFFECTER_EmberInscription -",
 "AFFECTER_EmbracingWave": "AFFECTER_EmbracingWave",
 "AFFECTER_EmbracingWave -": "AFFECTER_EmbracingWave -",
 "AFFECTER_EmbracingWaveBounce": "AFFECTER_EmbracingWaveBounce",
 "AFFECTER_EmbracingWaveBounce -": "AFFECTER_EmbracingWaveBounce -",
 "AFFECTER_EndlessNight": "AFFECTER_EndlessNight",
 "AFFECTER_EndlessNight -": "AFFECTER_EndlessNight -",
 "AFFECTER_Endrossi": "AFFECTER_Endrossi",
 "AFFECTER_Endrossi -": "AFFECTER_Endrossi -",
 "AFFECTER_EnergyBoost": "AFFECTER_EnergyBoost",
 "AFFECTER_EnergyBoost -": "AFFECTER_EnergyBoost -",
 "AFFECTER_EnsnaringChainActive": "AFFECTER_EnsnaringChainActive",
 "AFFECTER_EnsnaringChainActive -": "AFFECTER_EnsnaringChainActive -",
 "AFFECTER_EnsnaringChains": "AFFECTER_EnsnaringChains",
 "AFFECTER_EnsnaringChains -": "AFFECTER_EnsnaringChains -",
 "AFFECTER_EnvelopingTide": "AFFECTER_EnvelopingTide",
 "AFFECTER_EnvelopingTide -": "AFFECTER_EnvelopingTide -",
 "AFFECTER_ExcessiveBleedingInscription": "AFFECTER_ExcessiveBleedingInscription",
 "AFFECTER_ExcessiveBleedingInscription -": "AFFECTER_ExcessiveBleedingInscription -",
 "AFFECTER_Execution": "AFFECTER_Execution",
 "AFFECTER_Execution -": "AFFECTER_Execution -",
 "AFFECTER_ExecutionInscription": "AFFECTER_ExecutionInscription",
 "AFFECTER_ExecutionInscription -": "AFFECTER_ExecutionInscription -",
 "AFFECTER_Executioner": "AFFECTER_Executioner",
 "AFFECTER_Executioner -": "AFFECTER_Executioner -",
 "AFFECTER_Exhausted": "AFFECTER_Exhausted",
 "AFFECTER_Exhausted -": "AFFECTER_Exhausted -",
 "AFFECTER_ExiledLord": "AFFECTER_ExiledLord",
 "AFFECTER_ExiledLord -": "AFFECTER_ExiledLord -",
 "AFFECTER_ExiledWarrior": "AFFECTER_ExiledWarrior",
 "AFFECTER_ExiledWarrior -": "AFFECTER_ExiledWarrior -",
 "AFFECTER_ExploreAspiration": "AFFECTER_ExploreAspiration",
 "AFFECTER_ExploreAspiration -": "AFFECTER_ExploreAspiration -",
 "AFFECTER_ExplosiveCorpse": "AFFECTER_ExplosiveCorpse",
 "AFFECTER_ExplosiveCorpse -": "AFFECTER_ExplosiveCorpse -",
 "AFFECTER_ExposedFlaw": "AFFECTER_ExposedFlaw",
 "AFFECTER_ExposedFlaw -": "AFFECTER_ExposedFlaw -",
 "AFFECTER_EyeBallSoul": "AFFECTER_EyeBallSoul",
 "AFFECTER_EyeBallSoul -": "AFFECTER_EyeBallSoul -",
 "AFFECTER_FarmGrowth": "AFFECTER_FarmGrowth",
 "AFFECTER_FarmGrowth -": "AFFECTER_FarmGrowth -",
 "AFFECTER_Ferocity": "AFFECTER_Ferocity",
 "AFFECTER_Ferocity -": "AFFECTER_Ferocity -",
 "AFFECTER_Fertile": "AFFECTER_Fertile",
 "AFFECTER_Fertile -": "AFFECTER_Fertile -",
 "AFFECTER_FesteringBurrowMerchant": "AFFECTER_FesteringBurrowMerchant",
 "AFFECTER_FesteringBurrowMerchant -": "AFFECTER_FesteringBurrowMerchant -",
 "AFFECTER_FineRawMeat": "AFFECTER_FineRawMeat",
 "AFFECTER_FineRawMeat -": "AFFECTER_FineRawMeat -",
 "AFFECTER_FireCloak": "AFFECTER_FireCloak",
 "AFFECTER_FireCloak -": "AFFECTER_FireCloak -",
 "AFFECTER_FireInscription": "AFFECTER_FireInscription",
 "AFFECTER_FireInscription -": "AFFECTER_FireInscription -",
 "AFFECTER_FireMissile": "AFFECTER_FireMissile",
 "AFFECTER_FireMissile -": "AFFECTER_FireMissile -",
 "AFFECTER_FireplaceAura": "AFFECTER_FireplaceAura",
 "AFFECTER_FireplaceAura -": "AFFECTER_FireplaceAura -",
 "AFFECTER_FireplaceWarmth": "AFFECTER_FireplaceWarmth",
 "AFFECTER_FireplaceWarmth -": "AFFECTER_FireplaceWarmth -",
 "AFFECTER_FirstAssault": "AFFECTER_FirstAssault",
 "AFFECTER_FirstAssault -": "AFFECTER_FirstAssault -",
 "AFFECTER_FlintInscription": "AFFECTER_FlintInscription",
 "AFFECTER_FlintInscription -": "AFFECTER_FlintInscription -",
 "AFFECTER_FlowerAura": "AFFECTER_FlowerAura",
 "AFFECTER_FlowerAura -": "AFFECTER_FlowerAura -",
 "AFFECTER_FlowerNecklace": "AFFECTER_FlowerNecklace",
 "AFFECTER_FlowerNecklace -": "AFFECTER_FlowerNecklace -",
 "AFFECTER_FlowerScent": "AFFECTER_FlowerScent",
 "AFFECTER_FlowerScent -": "AFFECTER_FlowerScent -",
 "AFFECTER_ForestKeeper": "AFFECTER_ForestKeeper",
 "AFFECTER_ForestKeeper -": "AFFECTER_ForestKeeper -",
 "AFFECTER_ForestTeaching": "AFFECTER_ForestTeaching",
 "AFFECTER_ForestTeaching -": "AFFECTER_ForestTeaching -",
 "AFFECTER_ForgottenIdol": "AFFECTER_ForgottenIdol",
 "AFFECTER_ForgottenIdol -": "AFFECTER_ForgottenIdol -",
 "AFFECTER_Fortification": "AFFECTER_Fortification",
 "AFFECTER_Fortification -": "AFFECTER_Fortification -",
 "AFFECTER_Fortitude": "AFFECTER_Fortitude",
 "AFFECTER_Fortitude -": "AFFECTER_Fortitude -",
 "AFFECTER_FortressInscription": "AFFECTER_FortressInscription",
 "AFFECTER_FortressInscription -": "AFFECTER_FortressInscription -",
 "AFFECTER_Fracture": "AFFECTER_Fracture",
 "AFFECTER_Fracture -": "AFFECTER_Fracture -",
 "AFFECTER_FrenziedBall": "AFFECTER_FrenziedBall",
 "AFFECTER_FrenziedBall -": "AFFECTER_FrenziedBall -",
 "AFFECTER_Frozen": "AFFECTER_Frozen",
 "AFFECTER_Frozen -": "AFFECTER_Frozen -",
 "AFFECTER_FullMoonWolf": "AFFECTER_FullMoonWolf",
 "AFFECTER_FullMoonWolf -": "AFFECTER_FullMoonWolf -",
 "AFFECTER_Gambler": "AFFECTER_Gambler",
 "AFFECTER_Gambler -": "AFFECTER_Gambler -",
 "AFFECTER_Gardener": "AFFECTER_Gardener",
 "AFFECTER_Gardener -": "AFFECTER_Gardener -",
 "AFFECTER_GatherStarted": "AFFECTER_GatherStarted",
 "AFFECTER_GatherStarted -": "AFFECTER_GatherStarted -",
 "AFFECTER_GiantInscription": "AFFECTER_GiantInscription",
 "AFFECTER_GiantInscription -": "AFFECTER_GiantInscription -",
 "AFFECTER_GiantStoneGolemPhase2": "AFFECTER_GiantStoneGolemPhase2",
 "AFFECTER_GiantStoneGolemPhase2 -": "AFFECTER_GiantStoneGolemPhase2 -",
 "AFFECTER_GiantStoneGolemSoul": "AFFECTER_GiantStoneGolemSoul",
 "AFFECTER_GiantStoneGolemSoul -": "AFFECTER_GiantStoneGolemSoul -",
 "AFFECTER_Glacier": "AFFECTER_Glacier",
 "AFFECTER_Glacier -": "AFFECTER_Glacier -",
 "AFFECTER_GloomInscription": "AFFECTER_GloomInscription",
 "AFFECTER_GloomInscription -": "AFFECTER_GloomInscription -",
 "AFFECTER_GlothEggOmelet": "AFFECTER_GlothEggOmelet",
 "AFFECTER_GlothEggOmelet -": "AFFECTER_GlothEggOmelet -",
 "AFFECTER_GlothHowling": "AFFECTER_GlothHowling",
 "AFFECTER_GlothHowling -": "AFFECTER_GlothHowling -",
 "AFFECTER_GlothLash": "AFFECTER_GlothLash",
 "AFFECTER_GlothLash -": "AFFECTER_GlothLash -",
 "AFFECTER_GlothSwarm": "AFFECTER_GlothSwarm",
 "AFFECTER_GlothSwarm -": "AFFECTER_GlothSwarm -",
 "AFFECTER_GlothVictory": "AFFECTER_GlothVictory",
 "AFFECTER_GlothVictory -": "AFFECTER_GlothVictory -",
 "AFFECTER_Goblin": "AFFECTER_Goblin",
 "AFFECTER_Goblin -": "AFFECTER_Goblin -",
 "AFFECTER_GoblinChiefShaman": "AFFECTER_GoblinChiefShaman",
 "AFFECTER_GoblinChiefShaman -": "AFFECTER_GoblinChiefShaman -",
 "AFFECTER_GoblinChiefShamanAura": "AFFECTER_GoblinChiefShamanAura",
 "AFFECTER_GoblinChiefShamanAura -": "AFFECTER_GoblinChiefShamanAura -",
 "AFFECTER_GoblinChiefShamanSoul": "AFFECTER_GoblinChiefShamanSoul",
 "AFFECTER_GoblinChiefShamanSoul -": "AFFECTER_GoblinChiefShamanSoul -",
 "AFFECTER_GoblinChiefShamanSoulStack": "AFFECTER_GoblinChiefShamanSoulStack",
 "AFFECTER_GoblinChiefShamanSoulStack -": "AFFECTER_GoblinChiefShamanSoulStack -",
 "AFFECTER_GoblinHerb": "AFFECTER_GoblinHerb",
 "AFFECTER_GoblinHerb -": "AFFECTER_GoblinHerb -",
 "AFFECTER_GoblinHuntingMethod": "AFFECTER_GoblinHuntingMethod",
 "AFFECTER_GoblinHuntingMethod -": "AFFECTER_GoblinHuntingMethod -",
 "AFFECTER_GoblinOintment": "AFFECTER_GoblinOintment",
 "AFFECTER_GoblinOintment -": "AFFECTER_GoblinOintment -",
 "AFFECTER_GoblinVictory": "AFFECTER_GoblinVictory",
 "AFFECTER_GoblinVictory -": "AFFECTER_GoblinVictory -",
 "AFFECTER_GodMode": "AFFECTER_GodMode",
 "AFFECTER_GodMode -": "AFFECTER_GodMode -",
 "AFFECTER_GoddessGuidance": "AFFECTER_GoddessGuidance",
 "AFFECTER_GoddessGuidance -": "AFFECTER_GoddessGuidance -",
 "AFFECTER_Goldmine": "AFFECTER_Goldmine",
 "AFFECTER_Goldmine -": "AFFECTER_Goldmine -",
 "AFFECTER_GoldmineInscription": "AFFECTER_GoldmineInscription",
 "AFFECTER_GoldmineInscription -": "AFFECTER_GoldmineInscription -",
 "AFFECTER_GrassPorridge": "AFFECTER_GrassPorridge",
 "AFFECTER_GrassPorridge -": "AFFECTER_GrassPorridge -",
 "AFFECTER_GraveDisgraced": "AFFECTER_GraveDisgraced",
 "AFFECTER_GraveDisgraced -": "AFFECTER_GraveDisgraced -",
 "AFFECTER_GreatestWarrior": "AFFECTER_GreatestWarrior",
 "AFFECTER_GreatestWarrior -": "AFFECTER_GreatestWarrior -",
 "AFFECTER_GreatswordInscription": "AFFECTER_GreatswordInscription",
 "AFFECTER_GreatswordInscription -": "AFFECTER_GreatswordInscription -",
 "AFFECTER_GreenShade": "AFFECTER_GreenShade",
 "AFFECTER_GreenShade -": "AFFECTER_GreenShade -",
 "AFFECTER_GrilledMeat": "AFFECTER_GrilledMeat",
 "AFFECTER_GrilledMeat -": "AFFECTER_GrilledMeat -",
 "AFFECTER_GrilledTurnip": "AFFECTER_GrilledTurnip",
 "AFFECTER_GrilledTurnip -": "AFFECTER_GrilledTurnip -",
 "AFFECTER_GrowthFatigue": "AFFECTER_GrowthFatigue",
 "AFFECTER_GrowthFatigue -": "AFFECTER_GrowthFatigue -",
 "AFFECTER_GuardPotion": "AFFECTER_GuardPotion",
 "AFFECTER_GuardPotion -": "AFFECTER_GuardPotion -",
 "AFFECTER_GuardianInscription": "AFFECTER_GuardianInscription",
 "AFFECTER_GuardianInscription -": "AFFECTER_GuardianInscription -",
 "AFFECTER_GuildGuard": "AFFECTER_GuildGuard",
 "AFFECTER_GuildGuard -": "AFFECTER_GuildGuard -",
 "AFFECTER_GuildTrade": "AFFECTER_GuildTrade",
 "AFFECTER_GuildTrade -": "AFFECTER_GuildTrade -",
 "AFFECTER_HappyFool": "AFFECTER_HappyFool",
 "AFFECTER_HappyFool -": "AFFECTER_HappyFool -",
 "AFFECTER_HappyMode": "AFFECTER_HappyMode",
 "AFFECTER_HappyMode -": "AFFECTER_HappyMode -",
 "AFFECTER_HarmonyInscription": "AFFECTER_HarmonyInscription",
 "AFFECTER_HarmonyInscription -": "AFFECTER_HarmonyInscription -",
 "AFFECTER_Haste": "AFFECTER_Haste",
 "AFFECTER_Haste -": "AFFECTER_Haste -",
 "AFFECTER_HateElf": "AFFECTER_HateElf",
 "AFFECTER_HateElf -": "AFFECTER_HateElf -",
 "AFFECTER_HateHuman": "AFFECTER_HateHuman",
 "AFFECTER_HateHuman -": "AFFECTER_HateHuman -",
 "AFFECTER_HateLizard": "AFFECTER_HateLizard",
 "AFFECTER_HateLizard -": "AFFECTER_HateLizard -",
 "AFFECTER_HateLycan": "AFFECTER_HateLycan",
 "AFFECTER_HateLycan -": "AFFECTER_HateLycan -",
 "AFFECTER_HeadAim": "AFFECTER_HeadAim",
 "AFFECTER_HeadAim -": "AFFECTER_HeadAim -",
 "AFFECTER_HealthBoost": "AFFECTER_HealthBoost",
 "AFFECTER_HealthBoost -": "AFFECTER_HealthBoost -",
 "AFFECTER_HeavyPlumbInscription": "AFFECTER_HeavyPlumbInscription",
 "AFFECTER_HeavyPlumbInscription -": "AFFECTER_HeavyPlumbInscription -",
 "AFFECTER_HeavyRain": "AFFECTER_HeavyRain",
 "AFFECTER_HeavyRain -": "AFFECTER_HeavyRain -",
 "AFFECTER_HeavyRainWet": "AFFECTER_HeavyRainWet",
 "AFFECTER_HeavyRainWet -": "AFFECTER_HeavyRainWet -",
 "AFFECTER_HeavySnorer": "AFFECTER_HeavySnorer",
 "AFFECTER_HeavySnorer -": "AFFECTER_HeavySnorer -",
 "AFFECTER_HellLeech": "AFFECTER_HellLeech",
 "AFFECTER_HellLeech -": "AFFECTER_HellLeech -",
 "AFFECTER_Heroic": "AFFECTER_Heroic",
 "AFFECTER_Heroic -": "AFFECTER_Heroic -",
 "AFFECTER_HideArmorSoft": "AFFECTER_HideArmorSoft",
 "AFFECTER_HideArmorSoft -": "AFFECTER_HideArmorSoft -",
 "AFFECTER_HideHelmetSoft": "AFFECTER_HideHelmetSoft",
 "AFFECTER_HideHelmetSoft -": "AFFECTER_HideHelmetSoft -",
 "AFFECTER_HighGradeAttackSpeedInscription": "AFFECTER_HighGradeAttackSpeedInscription",
 "AFFECTER_HighGradeAttackSpeedInscription -": "AFFECTER_HighGradeAttackSpeedInscription -",
 "AFFECTER_HighGradeCooldownReductionInscription": "AFFECTER_HighGradeCooldownReductionInscription",
 "AFFECTER_HighGradeCooldownReductionInscription -": "AFFECTER_HighGradeCooldownReductionInscription -",
 "AFFECTER_HighGradeCriticalChanceInscription": "AFFECTER_HighGradeCriticalChanceInscription",
 "AFFECTER_HighGradeCriticalChanceInscription -": "AFFECTER_HighGradeCriticalChanceInscription -",
 "AFFECTER_HighGradeCriticalDamageBonusInscription": "AFFECTER_HighGradeCriticalDamageBonusInscription",
 "AFFECTER_HighGradeCriticalDamageBonusInscription -": "AFFECTER_HighGradeCriticalDamageBonusInscription -",
 "AFFECTER_HighGradeDodgeChanceInscription": "AFFECTER_HighGradeDodgeChanceInscription",
 "AFFECTER_HighGradeDodgeChanceInscription -": "AFFECTER_HighGradeDodgeChanceInscription -",
 "AFFECTER_HighGradeGuardChanceInscription": "AFFECTER_HighGradeGuardChanceInscription",
 "AFFECTER_HighGradeGuardChanceInscription -": "AFFECTER_HighGradeGuardChanceInscription -",
 "AFFECTER_HighGradeGuardDamageReductionInscription": "AFFECTER_HighGradeGuardDamageReductionInscription",
 "AFFECTER_HighGradeGuardDamageReductionInscription -": "AFFECTER_HighGradeGuardDamageReductionInscription -",
 "AFFECTER_HighGradeHealthPercentageRegenerationInscription": "AFFECTER_HighGradeHealthPercentageRegenerationInscription",
 "AFFECTER_HighGradeHealthPercentageRegenerationInscription -": "AFFECTER_HighGradeHealthPercentageRegenerationInscription -",
 "AFFECTER_HighGradeHitChanceInscription": "AFFECTER_HighGradeHitChanceInscription",
 "AFFECTER_HighGradeHitChanceInscription -": "AFFECTER_HighGradeHitChanceInscription -",
 "AFFECTER_HighGradeLifeStealInscription": "AFFECTER_HighGradeLifeStealInscription",
 "AFFECTER_HighGradeLifeStealInscription -": "AFFECTER_HighGradeLifeStealInscription -",
 "AFFECTER_HighGradeMagicAttackPowerInscription": "AFFECTER_HighGradeMagicAttackPowerInscription",
 "AFFECTER_HighGradeMagicAttackPowerInscription -": "AFFECTER_HighGradeMagicAttackPowerInscription -",
 "AFFECTER_HighGradeMagicResistanceInscription": "AFFECTER_HighGradeMagicResistanceInscription",
 "AFFECTER_HighGradeMagicResistanceInscription -": "AFFECTER_HighGradeMagicResistanceInscription -",
 "AFFECTER_HighGradeMaxEnergyInscription": "AFFECTER_HighGradeMaxEnergyInscription",
 "AFFECTER_HighGradeMaxEnergyInscription -": "AFFECTER_HighGradeMaxEnergyInscription -",
 "AFFECTER_HighGradeMaxHealthTotalInscription": "AFFECTER_HighGradeMaxHealthTotalInscription",
 "AFFECTER_HighGradeMaxHealthTotalInscription -": "AFFECTER_HighGradeMaxHealthTotalInscription -",
 "AFFECTER_HighGradeMaxWeightInscription": "AFFECTER_HighGradeMaxWeightInscription",
 "AFFECTER_HighGradeMaxWeightInscription -": "AFFECTER_HighGradeMaxWeightInscription -",
 "AFFECTER_HighGradeMovementSpeedInscription": "AFFECTER_HighGradeMovementSpeedInscription",
 "AFFECTER_HighGradeMovementSpeedInscription -": "AFFECTER_HighGradeMovementSpeedInscription -",
 "AFFECTER_HighGradePhysicalAttackPowerInscription": "AFFECTER_HighGradePhysicalAttackPowerInscription",
 "AFFECTER_HighGradePhysicalAttackPowerInscription -": "AFFECTER_HighGradePhysicalAttackPowerInscription -",
 "AFFECTER_HighGradePhysicalResistanceInscription": "AFFECTER_HighGradePhysicalResistanceInscription",
 "AFFECTER_HighGradePhysicalResistanceInscription -": "AFFECTER_HighGradePhysicalResistanceInscription -",
 "AFFECTER_HighStressed": "AFFECTER_HighStressed",
 "AFFECTER_HighStressed -": "AFFECTER_HighStressed -",
 "AFFECTER_HoldingFuneral": "AFFECTER_HoldingFuneral",
 "AFFECTER_HoldingFuneral -": "AFFECTER_HoldingFuneral -",
 "AFFECTER_Hooligan": "AFFECTER_Hooligan",
 "AFFECTER_Hooligan -": "AFFECTER_Hooligan -",
 "AFFECTER_Human": "AFFECTER_Human",
 "AFFECTER_Human -": "AFFECTER_Human -",
 "AFFECTER_Hungry": "AFFECTER_Hungry",
 "AFFECTER_Hungry -": "AFFECTER_Hungry -",
 "AFFECTER_Hunter": "AFFECTER_Hunter",
 "AFFECTER_Hunter -": "AFFECTER_Hunter -",
 "AFFECTER_Hyperopia": "AFFECTER_Hyperopia",
 "AFFECTER_Hyperopia -": "AFFECTER_Hyperopia -",
 "AFFECTER_Immortal": "AFFECTER_Immortal",
 "AFFECTER_Immortal -": "AFFECTER_Immortal -",
 "AFFECTER_Impatient": "AFFECTER_Impatient",
 "AFFECTER_Impatient -": "AFFECTER_Impatient -",
 "AFFECTER_ImprovedGrassPorridge": "AFFECTER_ImprovedGrassPorridge",
 "AFFECTER_ImprovedGrassPorridge -": "AFFECTER_ImprovedGrassPorridge -",
 "AFFECTER_IndestructibleBuilding": "AFFECTER_IndestructibleBuilding",
 "AFFECTER_IndestructibleBuilding -": "AFFECTER_IndestructibleBuilding -",
 "AFFECTER_IndoorPerson": "AFFECTER_IndoorPerson",
 "AFFECTER_IndoorPerson -": "AFFECTER_IndoorPerson -",
 "AFFECTER_InfectiousSpores": "AFFECTER_InfectiousSpores",
 "AFFECTER_InfectiousSpores -": "AFFECTER_InfectiousSpores -",
 "AFFECTER_Initiative": "AFFECTER_Initiative",
 "AFFECTER_Initiative -": "AFFECTER_Initiative -",
 "AFFECTER_InjectedTruth": "AFFECTER_InjectedTruth",
 "AFFECTER_InjectedTruth -": "AFFECTER_InjectedTruth -",
 "AFFECTER_InnerSilence": "AFFECTER_InnerSilence",
 "AFFECTER_InnerSilence -": "AFFECTER_InnerSilence -",
 "AFFECTER_Inspiring": "AFFECTER_Inspiring",
 "AFFECTER_Inspiring -": "AFFECTER_Inspiring -",
 "AFFECTER_IntelligenceFortify": "AFFECTER_IntelligenceFortify",
 "AFFECTER_IntelligenceFortify -": "AFFECTER_IntelligenceFortify -",
 "AFFECTER_IntelligenceWeaken": "AFFECTER_IntelligenceWeaken",
 "AFFECTER_IntelligenceWeaken -": "AFFECTER_IntelligenceWeaken -",
 "AFFECTER_Invincibility": "AFFECTER_Invincibility",
 "AFFECTER_Invincibility -": "AFFECTER_Invincibility -",
 "AFFECTER_Invincible": "AFFECTER_Invincible",
 "AFFECTER_Invincible -": "AFFECTER_Invincible -",
 "AFFECTER_InvincibleMode": "AFFECTER_InvincibleMode",
 "AFFECTER_InvincibleMode -": "AFFECTER_InvincibleMode -",
 "AFFECTER_IronWall": "AFFECTER_IronWall",
 "AFFECTER_IronWall -": "AFFECTER_IronWall -",
 "AFFECTER_Jerky": "AFFECTER_Jerky",
 "AFFECTER_Jerky -": "AFFECTER_Jerky -",
 "AFFECTER_JesterInscription": "AFFECTER_JesterInscription",
 "AFFECTER_JesterInscription -": "AFFECTER_JesterInscription -",
 "AFFECTER_JewelBeetle": "AFFECTER_JewelBeetle",
 "AFFECTER_JewelBeetle -": "AFFECTER_JewelBeetle -",
 "AFFECTER_JoyOfAdventure": "AFFECTER_JoyOfAdventure",
 "AFFECTER_JoyOfAdventure -": "AFFECTER_JoyOfAdventure -",
 "AFFECTER_KnockbackImmune": "AFFECTER_KnockbackImmune",
 "AFFECTER_KnockbackImmune -": "AFFECTER_KnockbackImmune -",
 "AFFECTER_LastCinder": "AFFECTER_LastCinder",
 "AFFECTER_LastCinder -": "AFFECTER_LastCinder -",
 "AFFECTER_Leadership": "AFFECTER_Leadership",
 "AFFECTER_Leadership -": "AFFECTER_Leadership -",
 "AFFECTER_LeadershipElf": "AFFECTER_LeadershipElf",
 "AFFECTER_LeadershipElf -": "AFFECTER_LeadershipElf -",
 "AFFECTER_LeadershipHuman": "AFFECTER_LeadershipHuman",
 "AFFECTER_LeadershipHuman -": "AFFECTER_LeadershipHuman -",
 "AFFECTER_LeadershipLizard": "AFFECTER_LeadershipLizard",
 "AFFECTER_LeadershipLizard -": "AFFECTER_LeadershipLizard -",
 "AFFECTER_LeadershipLycan": "AFFECTER_LeadershipLycan",
 "AFFECTER_LeadershipLycan -": "AFFECTER_LeadershipLycan -",
 "AFFECTER_LesserGuardianAura": "AFFECTER_LesserGuardianAura",
 "AFFECTER_LesserGuardianAura -": "AFFECTER_LesserGuardianAura -",
 "AFFECTER_LesserGuardianStone": "AFFECTER_LesserGuardianStone",
 "AFFECTER_LesserGuardianStone -": "AFFECTER_LesserGuardianStone -",
 "AFFECTER_LightEater": "AFFECTER_LightEater",
 "AFFECTER_LightEater -": "AFFECTER_LightEater -",
 "AFFECTER_Limping": "AFFECTER_Limping",
 "AFFECTER_Limping -": "AFFECTER_Limping -",
 "AFFECTER_LiquidMonster": "AFFECTER_LiquidMonster",
 "AFFECTER_LiquidMonster -": "AFFECTER_LiquidMonster -",
 "AFFECTER_LizardMan": "AFFECTER_LizardMan",
 "AFFECTER_LizardMan -": "AFFECTER_LizardMan -",
 "AFFECTER_LowGradeAttackSpeedInscription": "AFFECTER_LowGradeAttackSpeedInscription",
 "AFFECTER_LowGradeAttackSpeedInscription -": "AFFECTER_LowGradeAttackSpeedInscription -",
 "AFFECTER_LowGradeCooldownReductionInscription": "AFFECTER_LowGradeCooldownReductionInscription",
 "AFFECTER_LowGradeCooldownReductionInscription -": "AFFECTER_LowGradeCooldownReductionInscription -",
 "AFFECTER_LowGradeCriticalChanceInscription": "AFFECTER_LowGradeCriticalChanceInscription",
 "AFFECTER_LowGradeCriticalChanceInscription -": "AFFECTER_LowGradeCriticalChanceInscription -",
 "AFFECTER_LowGradeCriticalDamageBonusInscription": "AFFECTER_LowGradeCriticalDamageBonusInscription",
 "AFFECTER_LowGradeCriticalDamageBonusInscription -": "AFFECTER_LowGradeCriticalDamageBonusInscription -",
 "AFFECTER_LowGradeDodgeChanceInscription": "AFFECTER_LowGradeDodgeChanceInscription",
 "AFFECTER_LowGradeDodgeChanceInscription -": "AFFECTER_LowGradeDodgeChanceInscription -",
 "AFFECTER_LowGradeGuardChanceInscription": "AFFECTER_LowGradeGuardChanceInscription",
 "AFFECTER_LowGradeGuardChanceInscription -": "AFFECTER_LowGradeGuardChanceInscription -",
 "AFFECTER_LowGradeGuardDamageReductionInscription": "AFFECTER_LowGradeGuardDamageReductionInscription",
 "AFFECTER_LowGradeGuardDamageReductionInscription -": "AFFECTER_LowGradeGuardDamageReductionInscription -",
 "AFFECTER_LowGradeHealthPercentageRegenerationInscription": "AFFECTER_LowGradeHealthPercentageRegenerationInscription",
 "AFFECTER_LowGradeHealthPercentageRegenerationInscription -": "AFFECTER_LowGradeHealthPercentageRegenerationInscription -",
 "AFFECTER_LowGradeHitChanceInscription": "AFFECTER_LowGradeHitChanceInscription",
 "AFFECTER_LowGradeHitChanceInscription -": "AFFECTER_LowGradeHitChanceInscription -",
 "AFFECTER_LowGradeLifeStealInscription": "AFFECTER_LowGradeLifeStealInscription",
 "AFFECTER_LowGradeLifeStealInscription -": "AFFECTER_LowGradeLifeStealInscription -",
 "AFFECTER_LowGradeMagicAttackPowerInscription": "AFFECTER_LowGradeMagicAttackPowerInscription",
 "AFFECTER_LowGradeMagicAttackPowerInscription -": "AFFECTER_LowGradeMagicAttackPowerInscription -",
 "AFFECTER_LowGradeMagicResistanceInscription": "AFFECTER_LowGradeMagicResistanceInscription",
 "AFFECTER_LowGradeMagicResistanceInscription -": "AFFECTER_LowGradeMagicResistanceInscription -",
 "AFFECTER_LowGradeMaxEnergyInscription": "AFFECTER_LowGradeMaxEnergyInscription",
 "AFFECTER_LowGradeMaxEnergyInscription -": "AFFECTER_LowGradeMaxEnergyInscription -",
 "AFFECTER_LowGradeMaxHealthTotalInscription": "AFFECTER_LowGradeMaxHealthTotalInscription",
 "AFFECTER_LowGradeMaxHealthTotalInscription -": "AFFECTER_LowGradeMaxHealthTotalInscription -",
 "AFFECTER_LowGradeMaxWeightInscription": "AFFECTER_LowGradeMaxWeightInscription",
 "AFFECTER_LowGradeMaxWeightInscription -": "AFFECTER_LowGradeMaxWeightInscription -",
 "AFFECTER_LowGradeMovementSpeedInscription": "AFFECTER_LowGradeMovementSpeedInscription",
 "AFFECTER_LowGradeMovementSpeedInscription -": "AFFECTER_LowGradeMovementSpeedInscription -",
 "AFFECTER_LowGradePhysicalAttackPowerInscription": "AFFECTER_LowGradePhysicalAttackPowerInscription",
 "AFFECTER_LowGradePhysicalAttackPowerInscription -": "AFFECTER_LowGradePhysicalAttackPowerInscription -",
 "AFFECTER_LowGradePhysicalResistanceInscription": "AFFECTER_LowGradePhysicalResistanceInscription",
 "AFFECTER_LowGradePhysicalResistanceInscription -": "AFFECTER_LowGradePhysicalResistanceInscription -",
 "AFFECTER_LowStressed": "AFFECTER_LowStressed",
 "AFFECTER_LowStressed -": "AFFECTER_LowStressed -",
 "AFFECTER_LumaFruit": "AFFECTER_LumaFruit",
 "AFFECTER_LumaFruit -": "AFFECTER_LumaFruit -",
 "AFFECTER_Lycan": "AFFECTER_Lycan",
 "AFFECTER_Lycan -": "AFFECTER_Lycan -",
 "AFFECTER_Maelstrom": "AFFECTER_Maelstrom",
 "AFFECTER_Maelstrom -": "AFFECTER_Maelstrom -",
 "AFFECTER_Mage": "AFFECTER_Mage",
 "AFFECTER_Mage -": "AFFECTER_Mage -",
 "AFFECTER_MagicAmplification": "AFFECTER_MagicAmplification",
 "AFFECTER_MagicAmplification -": "AFFECTER_MagicAmplification -",
 "AFFECTER_MagicResistancePotion": "AFFECTER_MagicResistancePotion",
 "AFFECTER_MagicResistancePotion -": "AFFECTER_MagicResistancePotion -",
 "AFFECTER_MagicSaturation": "AFFECTER_MagicSaturation",
 "AFFECTER_MagicSaturation -": "AFFECTER_MagicSaturation -",
 "AFFECTER_MagicSmiteInscription": "AFFECTER_MagicSmiteInscription",
 "AFFECTER_MagicSmiteInscription -": "AFFECTER_MagicSmiteInscription -",
 "AFFECTER_MagicalAttackPotion": "AFFECTER_MagicalAttackPotion",
 "AFFECTER_MagicalAttackPotion -": "AFFECTER_MagicalAttackPotion -",
 "AFFECTER_MaintainOrder": "AFFECTER_MaintainOrder",
 "AFFECTER_MaintainOrder -": "AFFECTER_MaintainOrder -",
 "AFFECTER_MaintainOrderActive": "AFFECTER_MaintainOrderActive",
 "AFFECTER_MaintainOrderActive -": "AFFECTER_MaintainOrderActive -",
 "AFFECTER_MajorDissatisfaction": "AFFECTER_MajorDissatisfaction",
 "AFFECTER_MajorDissatisfaction -": "AFFECTER_MajorDissatisfaction -",
 "AFFECTER_MajorSatisfaction": "AFFECTER_MajorSatisfaction",
 "AFFECTER_MajorSatisfaction -": "AFFECTER_MajorSatisfaction -",
 "AFFECTER_ManaOversaturation": "AFFECTER_ManaOversaturation",
 "AFFECTER_ManaOversaturation -": "AFFECTER_ManaOversaturation -",
 "AFFECTER_ManaStoneBurrow": "AFFECTER_ManaStoneBurrow",
 "AFFECTER_ManaStoneBurrow -": "AFFECTER_ManaStoneBurrow -",
 "AFFECTER_Mandrake": "AFFECTER_Mandrake",
 "AFFECTER_Mandrake -": "AFFECTER_Mandrake -",
 "AFFECTER_MandrakeAwake": "AFFECTER_MandrakeAwake",
 "AFFECTER_MandrakeAwake -": "AFFECTER_MandrakeAwake -",
 "AFFECTER_MandrakeScream": "AFFECTER_MandrakeScream",
 "AFFECTER_MandrakeScream -": "AFFECTER_MandrakeScream -",
 "AFFECTER_MaybeHarp": "AFFECTER_MaybeHarp",
 "AFFECTER_MaybeHarp -": "AFFECTER_MaybeHarp -",
 "AFFECTER_MaybeSong": "AFFECTER_MaybeSong",
 "AFFECTER_MaybeSong -": "AFFECTER_MaybeSong -",
 "AFFECTER_MaybeTrumpet": "AFFECTER_MaybeTrumpet",
 "AFFECTER_MaybeTrumpet -": "AFFECTER_MaybeTrumpet -",
 "AFFECTER_Meanness": "AFFECTER_Meanness",
 "AFFECTER_Meanness -": "AFFECTER_Meanness -",
 "AFFECTER_MeatPorridge": "AFFECTER_MeatPorridge",
 "AFFECTER_MeatPorridge -": "AFFECTER_MeatPorridge -",
 "AFFECTER_MeatSkewer": "AFFECTER_MeatSkewer",
 "AFFECTER_MeatSkewer -": "AFFECTER_MeatSkewer -",
 "AFFECTER_MeatStew": "AFFECTER_MeatStew",
 "AFFECTER_MeatStew -": "AFFECTER_MeatStew -",
 "AFFECTER_MentalBreak": "AFFECTER_MentalBreak",
 "AFFECTER_MentalBreak -": "AFFECTER_MentalBreak -",
 "AFFECTER_Mercenary": "AFFECTER_Mercenary",
 "AFFECTER_Mercenary -": "AFFECTER_Mercenary -",
 "AFFECTER_Messenger": "AFFECTER_Messenger",
 "AFFECTER_Messenger -": "AFFECTER_Messenger -",
 "AFFECTER_MetalSkinPotion": "AFFECTER_MetalSkinPotion",
 "AFFECTER_MetalSkinPotion -": "AFFECTER_MetalSkinPotion -",
 "AFFECTER_MidGradeAttackSpeedInscription": "AFFECTER_MidGradeAttackSpeedInscription",
 "AFFECTER_MidGradeAttackSpeedInscription -": "AFFECTER_MidGradeAttackSpeedInscription -",
 "AFFECTER_MidGradeCooldownReductionInscription": "AFFECTER_MidGradeCooldownReductionInscription",
 "AFFECTER_MidGradeCooldownReductionInscription -": "AFFECTER_MidGradeCooldownReductionInscription -",
 "AFFECTER_MidGradeCriticalChanceInscription": "AFFECTER_MidGradeCriticalChanceInscription",
 "AFFECTER_MidGradeCriticalChanceInscription -": "AFFECTER_MidGradeCriticalChanceInscription -",
 "AFFECTER_MidGradeCriticalDamageBonusInscription": "AFFECTER_MidGradeCriticalDamageBonusInscription",
 "AFFECTER_MidGradeCriticalDamageBonusInscription -": "AFFECTER_MidGradeCriticalDamageBonusInscription -",
 "AFFECTER_MidGradeDodgeChanceInscription": "AFFECTER_MidGradeDodgeChanceInscription",
 "AFFECTER_MidGradeDodgeChanceInscription -": "AFFECTER_MidGradeDodgeChanceInscription -",
 "AFFECTER_MidGradeGuardChanceInscription": "AFFECTER_MidGradeGuardChanceInscription",
 "AFFECTER_MidGradeGuardChanceInscription -": "AFFECTER_MidGradeGuardChanceInscription -",
 "AFFECTER_MidGradeGuardDamageReductionInscription": "AFFECTER_MidGradeGuardDamageReductionInscription",
 "AFFECTER_MidGradeGuardDamageReductionInscription -": "AFFECTER_MidGradeGuardDamageReductionInscription -",
 "AFFECTER_MidGradeHealthPercentageRegenerationInscription": "AFFECTER_MidGradeHealthPercentageRegenerationInscription",
 "AFFECTER_MidGradeHealthPercentageRegenerationInscription -": "AFFECTER_MidGradeHealthPercentageRegenerationInscription -",
 "AFFECTER_MidGradeHitChanceInscription": "AFFECTER_MidGradeHitChanceInscription",
 "AFFECTER_MidGradeHitChanceInscription -": "AFFECTER_MidGradeHitChanceInscription -",
 "AFFECTER_MidGradeLifeStealInscription": "AFFECTER_MidGradeLifeStealInscription",
 "AFFECTER_MidGradeLifeStealInscription -": "AFFECTER_MidGradeLifeStealInscription -",
 "AFFECTER_MidGradeMagicAttackPowerInscription": "AFFECTER_MidGradeMagicAttackPowerInscription",
 "AFFECTER_MidGradeMagicAttackPowerInscription -": "AFFECTER_MidGradeMagicAttackPowerInscription -",
 "AFFECTER_MidGradeMagicResistanceInscription": "AFFECTER_MidGradeMagicResistanceInscription",
 "AFFECTER_MidGradeMagicResistanceInscription -": "AFFECTER_MidGradeMagicResistanceInscription -",
 "AFFECTER_MidGradeMaxEnergyInscription": "AFFECTER_MidGradeMaxEnergyInscription",
 "AFFECTER_MidGradeMaxEnergyInscription -": "AFFECTER_MidGradeMaxEnergyInscription -",
 "AFFECTER_MidGradeMaxHealthTotalInscription": "AFFECTER_MidGradeMaxHealthTotalInscription",
 "AFFECTER_MidGradeMaxHealthTotalInscription -": "AFFECTER_MidGradeMaxHealthTotalInscription -",
 "AFFECTER_MidGradeMaxWeightInscription": "AFFECTER_MidGradeMaxWeightInscription",
 "AFFECTER_MidGradeMaxWeightInscription -": "AFFECTER_MidGradeMaxWeightInscription -",
 "AFFECTER_MidGradeMovementSpeedInscription": "AFFECTER_MidGradeMovementSpeedInscription",
 "AFFECTER_MidGradeMovementSpeedInscription -": "AFFECTER_MidGradeMovementSpeedInscription -",
 "AFFECTER_MidGradePhysicalAttackPowerInscription": "AFFECTER_MidGradePhysicalAttackPowerInscription",
 "AFFECTER_MidGradePhysicalAttackPowerInscription -": "AFFECTER_MidGradePhysicalAttackPowerInscription -",
 "AFFECTER_MidGradePhysicalResistanceInscription": "AFFECTER_MidGradePhysicalResistanceInscription",
 "AFFECTER_MidGradePhysicalResistanceInscription -": "AFFECTER_MidGradePhysicalResistanceInscription -",
 "AFFECTER_Miner": "AFFECTER_Miner",
 "AFFECTER_Miner -": "AFFECTER_Miner -",
 "AFFECTER_MinorDissatisfaction": "AFFECTER_MinorDissatisfaction",
 "AFFECTER_MinorDissatisfaction -": "AFFECTER_MinorDissatisfaction -",
 "AFFECTER_MinorSatisfied": "AFFECTER_MinorSatisfied",
 "AFFECTER_MinorSatisfied -": "AFFECTER_MinorSatisfied -",
 "AFFECTER_MonsterBarbecue": "AFFECTER_MonsterBarbecue",
 "AFFECTER_MonsterBarbecue -": "AFFECTER_MonsterBarbecue -",
 "AFFECTER_MonsterDifficultyDownfall": "AFFECTER_MonsterDifficultyDownfall",
 "AFFECTER_MonsterDifficultyDownfall -": "AFFECTER_MonsterDifficultyDownfall -",
 "AFFECTER_MonsterDifficultyEasy": "AFFECTER_MonsterDifficultyEasy",
 "AFFECTER_MonsterDifficultyEasy -": "AFFECTER_MonsterDifficultyEasy -",
 "AFFECTER_MonsterDifficultyNormal": "AFFECTER_MonsterDifficultyNormal",
 "AFFECTER_MonsterDifficultyNormal -": "AFFECTER_MonsterDifficultyNormal -",
 "AFFECTER_MonsterDifficultyVeryHard": "AFFECTER_MonsterDifficultyVeryHard",
 "AFFECTER_MonsterDifficultyVeryHard -": "AFFECTER_MonsterDifficultyVeryHard -",
 "AFFECTER_MucusSprayer": "AFFECTER_MucusSprayer",
 "AFFECTER_MucusSprayer -": "AFFECTER_MucusSprayer -",
 "AFFECTER_Muddy": "AFFECTER_Muddy",
 "AFFECTER_Muddy -": "AFFECTER_Muddy -",
 "AFFECTER_Mushroom": "AFFECTER_Mushroom",
 "AFFECTER_Mushroom -": "AFFECTER_Mushroom -",
 "AFFECTER_MushroomSkewer": "AFFECTER_MushroomSkewer",
 "AFFECTER_MushroomSkewer -": "AFFECTER_MushroomSkewer -",
 "AFFECTER_MushroomStew": "AFFECTER_MushroomStew",
 "AFFECTER_MushroomStew -": "AFFECTER_MushroomStew -",
 "AFFECTER_NatureInscription": "AFFECTER_NatureInscription",
 "AFFECTER_NatureInscription -": "AFFECTER_NatureInscription -",
 "AFFECTER_NatureLover": "AFFECTER_NatureLover",
 "AFFECTER_NatureLover -": "AFFECTER_NatureLover -",
 "AFFECTER_NewRecruit": "AFFECTER_NewRecruit",
 "AFFECTER_NewRecruit -": "AFFECTER_NewRecruit -",
 "AFFECTER_NightTime": "AFFECTER_NightTime",
 "AFFECTER_NightTime -": "AFFECTER_NightTime -",
 "AFFECTER_NightVision": "AFFECTER_NightVision",
 "AFFECTER_NightVision -": "AFFECTER_NightVision -",
 "AFFECTER_NightWatch": "AFFECTER_NightWatch",
 "AFFECTER_NightWatch -": "AFFECTER_NightWatch -",
 "AFFECTER_NobleAdventurer": "AFFECTER_NobleAdventurer",
 "AFFECTER_NobleAdventurer -": "AFFECTER_NobleAdventurer -",
 "AFFECTER_NocturnalDayTime": "AFFECTER_NocturnalDayTime",
 "AFFECTER_NocturnalDayTime -": "AFFECTER_NocturnalDayTime -",
 "AFFECTER_NocturnalNightTime": "AFFECTER_NocturnalNightTime",
 "AFFECTER_NocturnalNightTime -": "AFFECTER_NocturnalNightTime -",
 "AFFECTER_NutrientAbsorption": "AFFECTER_NutrientAbsorption",
 "AFFECTER_NutrientAbsorption -": "AFFECTER_NutrientAbsorption -",
 "AFFECTER_OatPorridge": "AFFECTER_OatPorridge",
 "AFFECTER_OatPorridge -": "AFFECTER_OatPorridge -",
 "AFFECTER_Occultist": "AFFECTER_Occultist",
 "AFFECTER_Occultist -": "AFFECTER_Occultist -",
 "AFFECTER_Offensive": "AFFECTER_Offensive",
 "AFFECTER_Offensive -": "AFFECTER_Offensive -",
 "AFFECTER_Ointment": "AFFECTER_Ointment",
 "AFFECTER_Ointment -": "AFFECTER_Ointment -",
 "AFFECTER_Operate": "AFFECTER_Operate",
 "AFFECTER_Operate -": "AFFECTER_Operate -",
 "AFFECTER_Optimistic": "AFFECTER_Optimistic",
 "AFFECTER_Optimistic -": "AFFECTER_Optimistic -",
 "AFFECTER_Overloaded": "AFFECTER_Overloaded",
 "AFFECTER_Overloaded -": "AFFECTER_Overloaded -",
 "AFFECTER_Pacifist": "AFFECTER_Pacifist",
 "AFFECTER_Pacifist -": "AFFECTER_Pacifist -",
 "AFFECTER_Panic": "AFFECTER_Panic",
 "AFFECTER_Panic -": "AFFECTER_Panic -",
 "AFFECTER_Peddler": "AFFECTER_Peddler",
 "AFFECTER_Peddler -": "AFFECTER_Peddler -",
 "AFFECTER_PerceptionFortify": "AFFECTER_PerceptionFortify",
 "AFFECTER_PerceptionFortify -": "AFFECTER_PerceptionFortify -",
 "AFFECTER_PerceptionWeaken": "AFFECTER_PerceptionWeaken",
 "AFFECTER_PerceptionWeaken -": "AFFECTER_PerceptionWeaken -",
 "AFFECTER_PerfectionInscription": "AFFECTER_PerfectionInscription",
 "AFFECTER_PerfectionInscription -": "AFFECTER_PerfectionInscription -",
 "AFFECTER_Perfectionist": "AFFECTER_Perfectionist",
 "AFFECTER_Perfectionist -": "AFFECTER_Perfectionist -",
 "AFFECTER_Pessimistic": "AFFECTER_Pessimistic",
 "AFFECTER_Pessimistic -": "AFFECTER_Pessimistic -",
 "AFFECTER_Philosopher": "AFFECTER_Philosopher",
 "AFFECTER_Philosopher -": "AFFECTER_Philosopher -",
 "AFFECTER_PhysicalAttackPotion": "AFFECTER_PhysicalAttackPotion",
 "AFFECTER_PhysicalAttackPotion -": "AFFECTER_PhysicalAttackPotion -",
 "AFFECTER_PioneeringSpirit": "AFFECTER_PioneeringSpirit",
 "AFFECTER_PioneeringSpirit -": "AFFECTER_PioneeringSpirit -",
 "AFFECTER_PioneeringSpiritEffect": "AFFECTER_PioneeringSpiritEffect",
 "AFFECTER_PioneeringSpiritEffect -": "AFFECTER_PioneeringSpiritEffect -",
 "AFFECTER_PlantRage": "AFFECTER_PlantRage",
 "AFFECTER_PlantRage -": "AFFECTER_PlantRage -",
 "AFFECTER_PlayInDecentRecreationRoom": "AFFECTER_PlayInDecentRecreationRoom",
 "AFFECTER_PlayInDecentRecreationRoom -": "AFFECTER_PlayInDecentRecreationRoom -",
 "AFFECTER_PlayInFantasticRecreationRoom": "AFFECTER_PlayInFantasticRecreationRoom",
 "AFFECTER_PlayInFantasticRecreationRoom -": "AFFECTER_PlayInFantasticRecreationRoom -",
 "AFFECTER_PlayInImpressiveRecreationRoom": "AFFECTER_PlayInImpressiveRecreationRoom",
 "AFFECTER_PlayInImpressiveRecreationRoom -": "AFFECTER_PlayInImpressiveRecreationRoom -",
 "AFFECTER_PlayInLuxuriousRecreationRoom": "AFFECTER_PlayInLuxuriousRecreationRoom",
 "AFFECTER_PlayInLuxuriousRecreationRoom -": "AFFECTER_PlayInLuxuriousRecreationRoom -",
 "AFFECTER_PlayInMediocreRecreationRoom": "AFFECTER_PlayInMediocreRecreationRoom",
 "AFFECTER_PlayInMediocreRecreationRoom -": "AFFECTER_PlayInMediocreRecreationRoom -",
 "AFFECTER_PlayInNormalRecreationRoom": "AFFECTER_PlayInNormalRecreationRoom",
 "AFFECTER_PlayInNormalRecreationRoom -": "AFFECTER_PlayInNormalRecreationRoom -",
 "AFFECTER_PlayInPoorRecreationRoom": "AFFECTER_PlayInPoorRecreationRoom",
 "AFFECTER_PlayInPoorRecreationRoom -": "AFFECTER_PlayInPoorRecreationRoom -",
 "AFFECTER_PlayedCard": "AFFECTER_PlayedCard",
 "AFFECTER_PlayedCard -": "AFFECTER_PlayedCard -",
 "AFFECTER_PlayedDart": "AFFECTER_PlayedDart",
 "AFFECTER_PlayedDart -": "AFFECTER_PlayedDart -",
 "AFFECTER_PlayedDice": "AFFECTER_PlayedDice",
 "AFFECTER_PlayedDice -": "AFFECTER_PlayedDice -",
 "AFFECTER_PlayerDifficultyDownfall": "AFFECTER_PlayerDifficultyDownfall",
 "AFFECTER_PlayerDifficultyDownfall -": "AFFECTER_PlayerDifficultyDownfall -",
 "AFFECTER_PlayerDifficultyVeryHard": "AFFECTER_PlayerDifficultyVeryHard",
 "AFFECTER_PlayerDifficultyVeryHard -": "AFFECTER_PlayerDifficultyVeryHard -",
 "AFFECTER_PlayerManagementDifficultyEasy": "AFFECTER_PlayerManagementDifficultyEasy",
 "AFFECTER_PlayerManagementDifficultyEasy -": "AFFECTER_PlayerManagementDifficultyEasy -",
 "AFFECTER_PlayerManagementDifficultyHard": "AFFECTER_PlayerManagementDifficultyHard",
 "AFFECTER_PlayerManagementDifficultyHard -": "AFFECTER_PlayerManagementDifficultyHard -",
 "AFFECTER_PlayerManagementDifficultyNormal": "AFFECTER_PlayerManagementDifficultyNormal",
 "AFFECTER_PlayerManagementDifficultyNormal -": "AFFECTER_PlayerManagementDifficultyNormal -",
 "AFFECTER_PlayerManagementDifficultyVeryHard": "AFFECTER_PlayerManagementDifficultyVeryHard",
 "AFFECTER_PlayerManagementDifficultyVeryHard -": "AFFECTER_PlayerManagementDifficultyVeryHard -",
 "AFFECTER_Poacher": "AFFECTER_Poacher",
 "AFFECTER_Poacher -": "AFFECTER_Poacher -",
 "AFFECTER_Poison": "AFFECTER_Poison",
 "AFFECTER_Poison -": "AFFECTER_Poison -",
 "AFFECTER_PoisonImmune": "AFFECTER_PoisonImmune",
 "AFFECTER_PoisonImmune -": "AFFECTER_PoisonImmune -",
 "AFFECTER_PoisonImmuneTrait": "AFFECTER_PoisonImmuneTrait",
 "AFFECTER_PoisonImmuneTrait -": "AFFECTER_PoisonImmuneTrait -",
 "AFFECTER_PortalHeal": "AFFECTER_PortalHeal",
 "AFFECTER_PortalHeal -": "AFFECTER_PortalHeal -",
 "AFFECTER_PortalHealAura": "AFFECTER_PortalHealAura",
 "AFFECTER_PortalHealAura -": "AFFECTER_PortalHealAura -",
 "AFFECTER_Porter": "AFFECTER_Porter",
 "AFFECTER_Porter -": "AFFECTER_Porter -",
 "AFFECTER_PrayInDecentTemple": "AFFECTER_PrayInDecentTemple",
 "AFFECTER_PrayInDecentTemple -": "AFFECTER_PrayInDecentTemple -",
 "AFFECTER_PrayInFantasticTemple": "AFFECTER_PrayInFantasticTemple",
 "AFFECTER_PrayInFantasticTemple -": "AFFECTER_PrayInFantasticTemple -",
 "AFFECTER_PrayInImpressiveTemple": "AFFECTER_PrayInImpressiveTemple",
 "AFFECTER_PrayInImpressiveTemple -": "AFFECTER_PrayInImpressiveTemple -",
 "AFFECTER_PrayInLuxuriousTemple": "AFFECTER_PrayInLuxuriousTemple",
 "AFFECTER_PrayInLuxuriousTemple -": "AFFECTER_PrayInLuxuriousTemple -",
 "AFFECTER_PrayInMediocreTemple": "AFFECTER_PrayInMediocreTemple",
 "AFFECTER_PrayInMediocreTemple -": "AFFECTER_PrayInMediocreTemple -",
 "AFFECTER_PrayInNormalTemple": "AFFECTER_PrayInNormalTemple",
 "AFFECTER_PrayInNormalTemple -": "AFFECTER_PrayInNormalTemple -",
 "AFFECTER_PrayInPoorTemple": "AFFECTER_PrayInPoorTemple",
 "AFFECTER_PrayInPoorTemple -": "AFFECTER_PrayInPoorTemple -",
 "AFFECTER_Precision": "AFFECTER_Precision",
 "AFFECTER_Precision -": "AFFECTER_Precision -",
 "AFFECTER_Preservation": "AFFECTER_Preservation",
 "AFFECTER_Preservation -": "AFFECTER_Preservation -",
 "AFFECTER_Preservation2": "AFFECTER_Preservation2",
 "AFFECTER_Preservation2 -": "AFFECTER_Preservation2 -",
 "AFFECTER_Prodigy": "AFFECTER_Prodigy",
 "AFFECTER_Prodigy -": "AFFECTER_Prodigy -",
 "AFFECTER_ProtectionInscription": "AFFECTER_ProtectionInscription",
 "AFFECTER_ProtectionInscription -": "AFFECTER_ProtectionInscription -",
 "AFFECTER_Psychopath": "AFFECTER_Psychopath",
 "AFFECTER_Psychopath -": "AFFECTER_Psychopath -",
 "AFFECTER_PulsatingRock": "AFFECTER_PulsatingRock",
 "AFFECTER_PulsatingRock -": "AFFECTER_PulsatingRock -",
 "AFFECTER_QuickRecovery": "AFFECTER_QuickRecovery",
 "AFFECTER_QuickRecovery -": "AFFECTER_QuickRecovery -",
 "AFFECTER_RacialHatred": "AFFECTER_RacialHatred",
 "AFFECTER_RacialHatred -": "AFFECTER_RacialHatred -",
 "AFFECTER_Rain": "AFFECTER_Rain",
 "AFFECTER_Rain -": "AFFECTER_Rain -",
 "AFFECTER_RainWet": "AFFECTER_RainWet",
 "AFFECTER_RainWet -": "AFFECTER_RainWet -",
 "AFFECTER_RapidRecoverd": "AFFECTER_RapidRecoverd",
 "AFFECTER_RapidRecoverd -": "AFFECTER_RapidRecoverd -",
 "AFFECTER_RecklessAssault": "AFFECTER_RecklessAssault",
 "AFFECTER_RecklessAssault -": "AFFECTER_RecklessAssault -",
 "AFFECTER_RecoveryInscription": "AFFECTER_RecoveryInscription",
 "AFFECTER_RecoveryInscription -": "AFFECTER_RecoveryInscription -",
 "AFFECTER_RedMane": "AFFECTER_RedMane",
 "AFFECTER_RedMane -": "AFFECTER_RedMane -",
 "AFFECTER_RedManeAction": "AFFECTER_RedManeAction",
 "AFFECTER_RedManeAction -": "AFFECTER_RedManeAction -",
 "AFFECTER_RedMonsterRatPhase2": "AFFECTER_RedMonsterRatPhase2",
 "AFFECTER_RedMonsterRatPhase2 -": "AFFECTER_RedMonsterRatPhase2 -",
 "AFFECTER_RedMonsterRatPhase3": "AFFECTER_RedMonsterRatPhase3",
 "AFFECTER_RedMonsterRatPhase3 -": "AFFECTER_RedMonsterRatPhase3 -",
 "AFFECTER_RedMonsterRatSoul": "AFFECTER_RedMonsterRatSoul",
 "AFFECTER_RedMonsterRatSoul -": "AFFECTER_RedMonsterRatSoul -",
 "AFFECTER_ReflectMagic": "AFFECTER_ReflectMagic",
 "AFFECTER_ReflectMagic -": "AFFECTER_ReflectMagic -",
 "AFFECTER_ReflectMelee": "AFFECTER_ReflectMelee",
 "AFFECTER_ReflectMelee -": "AFFECTER_ReflectMelee -",
 "AFFECTER_ReflectPhysical": "AFFECTER_ReflectPhysical",
 "AFFECTER_ReflectPhysical -": "AFFECTER_ReflectPhysical -",
 "AFFECTER_ReflectRange": "AFFECTER_ReflectRange",
 "AFFECTER_ReflectRange -": "AFFECTER_ReflectRange -",
 "AFFECTER_ReflectionInscription": "AFFECTER_ReflectionInscription",
 "AFFECTER_ReflectionInscription -": "AFFECTER_ReflectionInscription -",
 "AFFECTER_ReflexiveEvasion": "AFFECTER_ReflexiveEvasion",
 "AFFECTER_ReflexiveEvasion -": "AFFECTER_ReflexiveEvasion -",
 "AFFECTER_Reinforced": "AFFECTER_Reinforced",
 "AFFECTER_Reinforced -": "AFFECTER_Reinforced -",
 "AFFECTER_Relief": "AFFECTER_Relief",
 "AFFECTER_Relief -": "AFFECTER_Relief -",
 "AFFECTER_ResearchInDecentResearchLab": "AFFECTER_ResearchInDecentResearchLab",
 "AFFECTER_ResearchInDecentResearchLab -": "AFFECTER_ResearchInDecentResearchLab -",
 "AFFECTER_ResearchInFantasticResearchLab": "AFFECTER_ResearchInFantasticResearchLab",
 "AFFECTER_ResearchInFantasticResearchLab -": "AFFECTER_ResearchInFantasticResearchLab -",
 "AFFECTER_ResearchInImpressiveResearchLab": "AFFECTER_ResearchInImpressiveResearchLab",
 "AFFECTER_ResearchInImpressiveResearchLab -": "AFFECTER_ResearchInImpressiveResearchLab -",
 "AFFECTER_ResearchInLuxuriousResearchLab": "AFFECTER_ResearchInLuxuriousResearchLab",
 "AFFECTER_ResearchInLuxuriousResearchLab -": "AFFECTER_ResearchInLuxuriousResearchLab -",
 "AFFECTER_ResearchInMediocreResearchLab": "AFFECTER_ResearchInMediocreResearchLab",
 "AFFECTER_ResearchInMediocreResearchLab -": "AFFECTER_ResearchInMediocreResearchLab -",
 "AFFECTER_ResearchInNormalResearchLab": "AFFECTER_ResearchInNormalResearchLab",
 "AFFECTER_ResearchInNormalResearchLab -": "AFFECTER_ResearchInNormalResearchLab -",
 "AFFECTER_ResearchInPoorResearchLab": "AFFECTER_ResearchInPoorResearchLab",
 "AFFECTER_ResearchInPoorResearchLab -": "AFFECTER_ResearchInPoorResearchLab -",
 "AFFECTER_RichManaStone": "AFFECTER_RichManaStone",
 "AFFECTER_RichManaStone -": "AFFECTER_RichManaStone -",
 "AFFECTER_Rodent": "AFFECTER_Rodent",
 "AFFECTER_Rodent -": "AFFECTER_Rodent -",
 "AFFECTER_Rooting": "AFFECTER_Rooting",
 "AFFECTER_Rooting -": "AFFECTER_Rooting -",
 "AFFECTER_RoyalJelly": "AFFECTER_RoyalJelly",
 "AFFECTER_RoyalJelly -": "AFFECTER_RoyalJelly -",
 "AFFECTER_Rush": "AFFECTER_Rush",
 "AFFECTER_Rush -": "AFFECTER_Rush -",
 "AFFECTER_Satisfied": "AFFECTER_Satisfied",
 "AFFECTER_Satisfied -": "AFFECTER_Satisfied -",
 "AFFECTER_ScaleCraftsman": "AFFECTER_ScaleCraftsman",
 "AFFECTER_ScaleCraftsman -": "AFFECTER_ScaleCraftsman -",
 "AFFECTER_Scout": "AFFECTER_Scout",
 "AFFECTER_Scout -": "AFFECTER_Scout -",
 "AFFECTER_SearchDirtyCorpses": "AFFECTER_SearchDirtyCorpses",
 "AFFECTER_SearchDirtyCorpses -": "AFFECTER_SearchDirtyCorpses -",
 "AFFECTER_SelfHatred": "AFFECTER_SelfHatred",
 "AFFECTER_SelfHatred -": "AFFECTER_SelfHatred -",
 "AFFECTER_SelfRepair": "AFFECTER_SelfRepair",
 "AFFECTER_SelfRepair -": "AFFECTER_SelfRepair -",
 "AFFECTER_SentinelWarning": "AFFECTER_SentinelWarning",
 "AFFECTER_SentinelWarning -": "AFFECTER_SentinelWarning -",
 "AFFECTER_SentinelWarningActive": "AFFECTER_SentinelWarningActive",
 "AFFECTER_SentinelWarningActive -": "AFFECTER_SentinelWarningActive -",
 "AFFECTER_SerumEnfeeblement": "AFFECTER_SerumEnfeeblement",
 "AFFECTER_SerumEnfeeblement -": "AFFECTER_SerumEnfeeblement -",
 "AFFECTER_SerumFrailty": "AFFECTER_SerumFrailty",
 "AFFECTER_SerumFrailty -": "AFFECTER_SerumFrailty -",
 "AFFECTER_SerumHallucination": "AFFECTER_SerumHallucination",
 "AFFECTER_SerumHallucination -": "AFFECTER_SerumHallucination -",
 "AFFECTER_SerumNumbness": "AFFECTER_SerumNumbness",
 "AFFECTER_SerumNumbness -": "AFFECTER_SerumNumbness -",
 "AFFECTER_SerumOblivion": "AFFECTER_SerumOblivion",
 "AFFECTER_SerumOblivion -": "AFFECTER_SerumOblivion -",
 "AFFECTER_SerumVoid": "AFFECTER_SerumVoid",
 "AFFECTER_SerumVoid -": "AFFECTER_SerumVoid -",
 "AFFECTER_SettlementPrefer": "AFFECTER_SettlementPrefer",
 "AFFECTER_SettlementPrefer -": "AFFECTER_SettlementPrefer -",
 "AFFECTER_SevereDamage": "AFFECTER_SevereDamage",
 "AFFECTER_SevereDamage -": "AFFECTER_SevereDamage -",
 "AFFECTER_SevereExhausted": "AFFECTER_SevereExhausted",
 "AFFECTER_SevereExhausted -": "AFFECTER_SevereExhausted -",
 "AFFECTER_SevereHungry": "AFFECTER_SevereHungry",
 "AFFECTER_SevereHungry -": "AFFECTER_SevereHungry -",
 "AFFECTER_SevereOverloaded": "AFFECTER_SevereOverloaded",
 "AFFECTER_SevereOverloaded -": "AFFECTER_SevereOverloaded -",
 "AFFECTER_SevereStressed": "AFFECTER_SevereStressed",
 "AFFECTER_SevereStressed -": "AFFECTER_SevereStressed -",
 "AFFECTER_SharpEdge": "AFFECTER_SharpEdge",
 "AFFECTER_SharpEdge -": "AFFECTER_SharpEdge -",
 "AFFECTER_SharpShooter": "AFFECTER_SharpShooter",
 "AFFECTER_SharpShooter -": "AFFECTER_SharpShooter -",
 "AFFECTER_Sharpness": "AFFECTER_Sharpness",
 "AFFECTER_Sharpness -": "AFFECTER_Sharpness -",
 "AFFECTER_Shell": "AFFECTER_Shell",
 "AFFECTER_Shell -": "AFFECTER_Shell -",
 "AFFECTER_ShellPotionDuration": "AFFECTER_ShellPotionDuration",
 "AFFECTER_ShellPotionDuration -": "AFFECTER_ShellPotionDuration -",
 "AFFECTER_ShieldInscription": "AFFECTER_ShieldInscription",
 "AFFECTER_ShieldInscription -": "AFFECTER_ShieldInscription -",
 "AFFECTER_ShieldUp": "AFFECTER_ShieldUp",
 "AFFECTER_ShieldUp -": "AFFECTER_ShieldUp -",
 "AFFECTER_ShockWaveInscription": "AFFECTER_ShockWaveInscription",
 "AFFECTER_ShockWaveInscription -": "AFFECTER_ShockWaveInscription -",
 "AFFECTER_Shooter": "AFFECTER_Shooter",
 "AFFECTER_Shooter -": "AFFECTER_Shooter -",
 "AFFECTER_SilentSerenity": "AFFECTER_SilentSerenity",
 "AFFECTER_SilentSerenity -": "AFFECTER_SilentSerenity -",
 "AFFECTER_SimpleMinded": "AFFECTER_SimpleMinded",
 "AFFECTER_SimpleMinded -": "AFFECTER_SimpleMinded -",
 "AFFECTER_SinkInscription": "AFFECTER_SinkInscription",
 "AFFECTER_SinkInscription -": "AFFECTER_SinkInscription -",
 "AFFECTER_SkillCooldownPotion": "AFFECTER_SkillCooldownPotion",
 "AFFECTER_SkillCooldownPotion -": "AFFECTER_SkillCooldownPotion -",
 "AFFECTER_Slave": "AFFECTER_Slave",
 "AFFECTER_Slave -": "AFFECTER_Slave -",
 "AFFECTER_Sleep": "AFFECTER_Sleep",
 "AFFECTER_Sleep -": "AFFECTER_Sleep -",
 "AFFECTER_SleepingBagSleep": "AFFECTER_SleepingBagSleep",
 "AFFECTER_SleepingBagSleep -": "AFFECTER_SleepingBagSleep -",
 "AFFECTER_SleptDecentPrivateRoom": "AFFECTER_SleptDecentPrivateRoom",
 "AFFECTER_SleptDecentPrivateRoom -": "AFFECTER_SleptDecentPrivateRoom -",
 "AFFECTER_SleptDecentSharedRoom": "AFFECTER_SleptDecentSharedRoom",
 "AFFECTER_SleptDecentSharedRoom -": "AFFECTER_SleptDecentSharedRoom -",
 "AFFECTER_SleptFantasticPrivateRoom": "AFFECTER_SleptFantasticPrivateRoom",
 "AFFECTER_SleptFantasticPrivateRoom -": "AFFECTER_SleptFantasticPrivateRoom -",
 "AFFECTER_SleptFantasticSharedRoom": "AFFECTER_SleptFantasticSharedRoom",
 "AFFECTER_SleptFantasticSharedRoom -": "AFFECTER_SleptFantasticSharedRoom -",
 "AFFECTER_SleptImpressivePrivateRoom": "AFFECTER_SleptImpressivePrivateRoom",
 "AFFECTER_SleptImpressivePrivateRoom -": "AFFECTER_SleptImpressivePrivateRoom -",
 "AFFECTER_SleptImpressiveSharedRoom": "AFFECTER_SleptImpressiveSharedRoom",
 "AFFECTER_SleptImpressiveSharedRoom -": "AFFECTER_SleptImpressiveSharedRoom -",
 "AFFECTER_SleptLuxuriousPrivateRoom": "AFFECTER_SleptLuxuriousPrivateRoom",
 "AFFECTER_SleptLuxuriousPrivateRoom -": "AFFECTER_SleptLuxuriousPrivateRoom -",
 "AFFECTER_SleptLuxuriousSharedRoom": "AFFECTER_SleptLuxuriousSharedRoom",
 "AFFECTER_SleptLuxuriousSharedRoom -": "AFFECTER_SleptLuxuriousSharedRoom -",
 "AFFECTER_SleptMediocrePrivateRoom": "AFFECTER_SleptMediocrePrivateRoom",
 "AFFECTER_SleptMediocrePrivateRoom -": "AFFECTER_SleptMediocrePrivateRoom -",
 "AFFECTER_SleptMediocreSharedRoom": "AFFECTER_SleptMediocreSharedRoom",
 "AFFECTER_SleptMediocreSharedRoom -": "AFFECTER_SleptMediocreSharedRoom -",
 "AFFECTER_SleptNormalPrivateRoom": "AFFECTER_SleptNormalPrivateRoom",
 "AFFECTER_SleptNormalPrivateRoom -": "AFFECTER_SleptNormalPrivateRoom -",
 "AFFECTER_SleptNormalSharedRoom": "AFFECTER_SleptNormalSharedRoom",
 "AFFECTER_SleptNormalSharedRoom -": "AFFECTER_SleptNormalSharedRoom -",
 "AFFECTER_SleptOnBed": "AFFECTER_SleptOnBed",
 "AFFECTER_SleptOnBed -": "AFFECTER_SleptOnBed -",
 "AFFECTER_SleptOnGround": "AFFECTER_SleptOnGround",
 "AFFECTER_SleptOnGround -": "AFFECTER_SleptOnGround -",
 "AFFECTER_SleptPoorPrivateRoom": "AFFECTER_SleptPoorPrivateRoom",
 "AFFECTER_SleptPoorPrivateRoom -": "AFFECTER_SleptPoorPrivateRoom -",
 "AFFECTER_SleptPoorSharedRoom": "AFFECTER_SleptPoorSharedRoom",
 "AFFECTER_SleptPoorSharedRoom -": "AFFECTER_SleptPoorSharedRoom -",
 "AFFECTER_SlimePudding": "AFFECTER_SlimePudding",
 "AFFECTER_SlimePudding -": "AFFECTER_SlimePudding -",
 "AFFECTER_SlotMachine": "AFFECTER_SlotMachine",
 "AFFECTER_SlotMachine -": "AFFECTER_SlotMachine -",
 "AFFECTER_Slow": "AFFECTER_Slow",
 "AFFECTER_Slow -": "AFFECTER_Slow -",
 "AFFECTER_SlowLearner": "AFFECTER_SlowLearner",
 "AFFECTER_SlowLearner -": "AFFECTER_SlowLearner -",
 "AFFECTER_SmashInscription": "AFFECTER_SmashInscription",
 "AFFECTER_SmashInscription -": "AFFECTER_SmashInscription -",
 "AFFECTER_SnakeCatcher": "AFFECTER_SnakeCatcher",
 "AFFECTER_SnakeCatcher -": "AFFECTER_SnakeCatcher -",
 "AFFECTER_SolarBloom": "AFFECTER_SolarBloom",
 "AFFECTER_SolarBloom -": "AFFECTER_SolarBloom -",
 "AFFECTER_SoulChain": "AFFECTER_SoulChain",
 "AFFECTER_SoulChain -": "AFFECTER_SoulChain -",
 "AFFECTER_SpawnAcidInsect": "AFFECTER_SpawnAcidInsect",
 "AFFECTER_SpawnAcidInsect -": "AFFECTER_SpawnAcidInsect -",
 "AFFECTER_SpawnBlueGoblin": "AFFECTER_SpawnBlueGoblin",
 "AFFECTER_SpawnBlueGoblin -": "AFFECTER_SpawnBlueGoblin -",
 "AFFECTER_SpawnEyeball": "AFFECTER_SpawnEyeball",
 "AFFECTER_SpawnEyeball -": "AFFECTER_SpawnEyeball -",
 "AFFECTER_SpawnGlothPup": "AFFECTER_SpawnGlothPup",
 "AFFECTER_SpawnGlothPup -": "AFFECTER_SpawnGlothPup -",
 "AFFECTER_SpawnGreyMonsterRat": "AFFECTER_SpawnGreyMonsterRat",
 "AFFECTER_SpawnGreyMonsterRat -": "AFFECTER_SpawnGreyMonsterRat -",
 "AFFECTER_SpawnGreyRat": "AFFECTER_SpawnGreyRat",
 "AFFECTER_SpawnGreyRat -": "AFFECTER_SpawnGreyRat -",
 "AFFECTER_SpawnMaleGloth": "AFFECTER_SpawnMaleGloth",
 "AFFECTER_SpawnMaleGloth -": "AFFECTER_SpawnMaleGloth -",
 "AFFECTER_SpawnMawmurk": "AFFECTER_SpawnMawmurk",
 "AFFECTER_SpawnMawmurk -": "AFFECTER_SpawnMawmurk -",
 "AFFECTER_SpawnMetalScarab": "AFFECTER_SpawnMetalScarab",
 "AFFECTER_SpawnMetalScarab -": "AFFECTER_SpawnMetalScarab -",
 "AFFECTER_SpearInscription": "AFFECTER_SpearInscription",
 "AFFECTER_SpearInscription -": "AFFECTER_SpearInscription -",
 "AFFECTER_SpellPreheat": "AFFECTER_SpellPreheat",
 "AFFECTER_SpellPreheat -": "AFFECTER_SpellPreheat -",
 "AFFECTER_SpellPreheat10": "AFFECTER_SpellPreheat10",
 "AFFECTER_SpellPreheat10 -": "AFFECTER_SpellPreheat10 -",
 "AFFECTER_SpinyCarapace": "AFFECTER_SpinyCarapace",
 "AFFECTER_SpinyCarapace -": "AFFECTER_SpinyCarapace -",
 "AFFECTER_SporeExplosive": "AFFECTER_SporeExplosive",
 "AFFECTER_SporeExplosive -": "AFFECTER_SporeExplosive -",
 "AFFECTER_SproutingShellInscription": "AFFECTER_SproutingShellInscription",
 "AFFECTER_SproutingShellInscription -": "AFFECTER_SproutingShellInscription -",
 "AFFECTER_Squire": "AFFECTER_Squire",
 "AFFECTER_Squire -": "AFFECTER_Squire -",
 "AFFECTER_StakeInscription": "AFFECTER_StakeInscription",
 "AFFECTER_StakeInscription -": "AFFECTER_StakeInscription -",
 "AFFECTER_Stealth": "AFFECTER_Stealth",
 "AFFECTER_Stealth -": "AFFECTER_Stealth -",
 "AFFECTER_StickyBedstraw": "AFFECTER_StickyBedstraw",
 "AFFECTER_StickyBedstraw -": "AFFECTER_StickyBedstraw -",
 "AFFECTER_Stiffness": "AFFECTER_Stiffness",
 "AFFECTER_Stiffness -": "AFFECTER_Stiffness -",
 "AFFECTER_StoneGolemSoulCount": "AFFECTER_StoneGolemSoulCount",
 "AFFECTER_StoneGolemSoulCount -": "AFFECTER_StoneGolemSoulCount -",
 "AFFECTER_StormInscription": "AFFECTER_StormInscription",
 "AFFECTER_StormInscription -": "AFFECTER_StormInscription -",
 "AFFECTER_StrangeSeedAura": "AFFECTER_StrangeSeedAura",
 "AFFECTER_StrangeSeedAura -": "AFFECTER_StrangeSeedAura -",
 "AFFECTER_StrengthFortify": "AFFECTER_StrengthFortify",
 "AFFECTER_StrengthFortify -": "AFFECTER_StrengthFortify -",
 "AFFECTER_StrengthWeaken": "AFFECTER_StrengthWeaken",
 "AFFECTER_StrengthWeaken -": "AFFECTER_StrengthWeaken -",
 "AFFECTER_Stun": "AFFECTER_Stun",
 "AFFECTER_Stun -": "AFFECTER_Stun -",
 "AFFECTER_StunImmune": "AFFECTER_StunImmune",
 "AFFECTER_StunImmune -": "AFFECTER_StunImmune -",
 "AFFECTER_SummonLadybugCount": "AFFECTER_SummonLadybugCount",
 "AFFECTER_SummonLadybugCount -": "AFFECTER_SummonLadybugCount -",
 "AFFECTER_SummonedCreature": "AFFECTER_SummonedCreature",
 "AFFECTER_SummonedCreature -": "AFFECTER_SummonedCreature -",
 "AFFECTER_SunHeartBloom": "AFFECTER_SunHeartBloom",
 "AFFECTER_SunHeartBloom -": "AFFECTER_SunHeartBloom -",
 "AFFECTER_Sunny": "AFFECTER_Sunny",
 "AFFECTER_Sunny -": "AFFECTER_Sunny -",
 "AFFECTER_SunnyWet": "AFFECTER_SunnyWet",
 "AFFECTER_SunnyWet -": "AFFECTER_SunnyWet -",
 "AFFECTER_Surprised": "AFFECTER_Surprised",
 "AFFECTER_Surprised -": "AFFECTER_Surprised -",
 "AFFECTER_SurvivalInstinct": "AFFECTER_SurvivalInstinct",
 "AFFECTER_SurvivalInstinct -": "AFFECTER_SurvivalInstinct -",
 "AFFECTER_SwallowCorpse": "AFFECTER_SwallowCorpse",
 "AFFECTER_SwallowCorpse -": "AFFECTER_SwallowCorpse -",
 "AFFECTER_SwallowCorpseStack": "AFFECTER_SwallowCorpseStack",
 "AFFECTER_SwallowCorpseStack -": "AFFECTER_SwallowCorpseStack -",
 "AFFECTER_SwampKeeper": "AFFECTER_SwampKeeper",
 "AFFECTER_SwampKeeper -": "AFFECTER_SwampKeeper -",
 "AFFECTER_SwarmingFlea": "AFFECTER_SwarmingFlea",
 "AFFECTER_SwarmingFlea -": "AFFECTER_SwarmingFlea -",
 "AFFECTER_SwarmingFleaEnv": "AFFECTER_SwarmingFleaEnv",
 "AFFECTER_SwarmingFleaEnv -": "AFFECTER_SwarmingFleaEnv -",
 "AFFECTER_SwiftPotion": "AFFECTER_SwiftPotion",
 "AFFECTER_SwiftPotion -": "AFFECTER_SwiftPotion -",
 "AFFECTER_SwordCounter": "AFFECTER_SwordCounter",
 "AFFECTER_SwordCounter -": "AFFECTER_SwordCounter -",
 "AFFECTER_SwordInscription": "AFFECTER_SwordInscription",
 "AFFECTER_SwordInscription -": "AFFECTER_SwordInscription -",
 "AFFECTER_SymbioticInsect": "AFFECTER_SymbioticInsect",
 "AFFECTER_SymbioticInsect -": "AFFECTER_SymbioticInsect -",
 "AFFECTER_SymbioticInsectEffect": "AFFECTER_SymbioticInsectEffect",
 "AFFECTER_SymbioticInsectEffect -": "AFFECTER_SymbioticInsectEffect -",
 "AFFECTER_Tal": "AFFECTER_Tal",
 "AFFECTER_Tal -": "AFFECTER_Tal -",
 "AFFECTER_Task": "AFFECTER_Task",
 "AFFECTER_Task -": "AFFECTER_Task -",
 "AFFECTER_TaskGodMode": "AFFECTER_TaskGodMode",
 "AFFECTER_TaskGodMode -": "AFFECTER_TaskGodMode -",
 "AFFECTER_Taunt": "AFFECTER_Taunt",
 "AFFECTER_Taunt -": "AFFECTER_Taunt -",
 "AFFECTER_TavernRunner": "AFFECTER_TavernRunner",
 "AFFECTER_TavernRunner -": "AFFECTER_TavernRunner -",
 "AFFECTER_TestSuperman": "AFFECTER_TestSuperman",
 "AFFECTER_TestSuperman -": "AFFECTER_TestSuperman -",
 "AFFECTER_TestTestTest": "AFFECTER_TestTestTest",
 "AFFECTER_TestTestTest -": "AFFECTER_TestTestTest -",
 "AFFECTER_TestTrade": "AFFECTER_TestTrade",
 "AFFECTER_TestTrade -": "AFFECTER_TestTrade -",
 "AFFECTER_Thief": "AFFECTER_Thief",
 "AFFECTER_Thief -": "AFFECTER_Thief -",
 "AFFECTER_TidalMark": "AFFECTER_TidalMark",
 "AFFECTER_TidalMark -": "AFFECTER_TidalMark -",
 "AFFECTER_TideInscription": "AFFECTER_TideInscription",
 "AFFECTER_TideInscription -": "AFFECTER_TideInscription -",
 "AFFECTER_Torch": "AFFECTER_Torch",
 "AFFECTER_Torch -": "AFFECTER_Torch -",
 "AFFECTER_TorchLight": "AFFECTER_TorchLight",
 "AFFECTER_TorchLight -": "AFFECTER_TorchLight -",
 "AFFECTER_ToughRawMeat": "AFFECTER_ToughRawMeat",
 "AFFECTER_ToughRawMeat -": "AFFECTER_ToughRawMeat -",
 "AFFECTER_ToughnessFortify": "AFFECTER_ToughnessFortify",
 "AFFECTER_ToughnessFortify -": "AFFECTER_ToughnessFortify -",
 "AFFECTER_ToughnessWeaken": "AFFECTER_ToughnessWeaken",
 "AFFECTER_ToughnessWeaken -": "AFFECTER_ToughnessWeaken -",
 "AFFECTER_Townsfolk": "AFFECTER_Townsfolk",
 "AFFECTER_Townsfolk -": "AFFECTER_Townsfolk -",
 "AFFECTER_TreatmentExpectationLv1": "AFFECTER_TreatmentExpectationLv1",
 "AFFECTER_TreatmentExpectationLv1 -": "AFFECTER_TreatmentExpectationLv1 -",
 "AFFECTER_TreatmentExpectationLv2": "AFFECTER_TreatmentExpectationLv2",
 "AFFECTER_TreatmentExpectationLv2 -": "AFFECTER_TreatmentExpectationLv2 -",
 "AFFECTER_TreatmentExpectationLv3": "AFFECTER_TreatmentExpectationLv3",
 "AFFECTER_TreatmentExpectationLv3 -": "AFFECTER_TreatmentExpectationLv3 -",
 "AFFECTER_TreatmentExpectationLv4": "AFFECTER_TreatmentExpectationLv4",
 "AFFECTER_TreatmentExpectationLv4 -": "AFFECTER_TreatmentExpectationLv4 -",
 "AFFECTER_TreatmentExpectationLv5": "AFFECTER_TreatmentExpectationLv5",
 "AFFECTER_TreatmentExpectationLv5 -": "AFFECTER_TreatmentExpectationLv5 -",
 "AFFECTER_TreeOfLifeAura": "AFFECTER_TreeOfLifeAura",
 "AFFECTER_TreeOfLifeAura -": "AFFECTER_TreeOfLifeAura -",
 "AFFECTER_TreeOfLifeAuraTrait": "AFFECTER_TreeOfLifeAuraTrait",
 "AFFECTER_TreeOfLifeAuraTrait -": "AFFECTER_TreeOfLifeAuraTrait -",
 "AFFECTER_TreeOfLifeHeal": "AFFECTER_TreeOfLifeHeal",
 "AFFECTER_TreeOfLifeHeal -": "AFFECTER_TreeOfLifeHeal -",
 "AFFECTER_Turnip": "AFFECTER_Turnip",
 "AFFECTER_Turnip -": "AFFECTER_Turnip -",
 "AFFECTER_TurnipPorridge": "AFFECTER_TurnipPorridge",
 "AFFECTER_TurnipPorridge -": "AFFECTER_TurnipPorridge -",
 "AFFECTER_TurnipSalad": "AFFECTER_TurnipSalad",
 "AFFECTER_TurnipSalad -": "AFFECTER_TurnipSalad -",
 "AFFECTER_Unawared": "AFFECTER_Unawared",
 "AFFECTER_Unawared -": "AFFECTER_Unawared -",
 "AFFECTER_UndergroundExplorer": "AFFECTER_UndergroundExplorer",
 "AFFECTER_UndergroundExplorer -": "AFFECTER_UndergroundExplorer -",
 "AFFECTER_Undertaker": "AFFECTER_Undertaker",
 "AFFECTER_Undertaker -": "AFFECTER_Undertaker -",
 "AFFECTER_UnhappyGenius": "AFFECTER_UnhappyGenius",
 "AFFECTER_UnhappyGenius -": "AFFECTER_UnhappyGenius -",
 "AFFECTER_VampirePotion": "AFFECTER_VampirePotion",
 "AFFECTER_VampirePotion -": "AFFECTER_VampirePotion -",
 "AFFECTER_VeilSilenceMerchant": "AFFECTER_VeilSilenceMerchant",
 "AFFECTER_VeilSilenceMerchant -": "AFFECTER_VeilSilenceMerchant -",
 "AFFECTER_VeryExhausted": "AFFECTER_VeryExhausted",
 "AFFECTER_VeryExhausted -": "AFFECTER_VeryExhausted -",
 "AFFECTER_VeryHungry": "AFFECTER_VeryHungry",
 "AFFECTER_VeryHungry -": "AFFECTER_VeryHungry -",
 "AFFECTER_Vigorous": "AFFECTER_Vigorous",
 "AFFECTER_Vigorous -": "AFFECTER_Vigorous -",
 "AFFECTER_Vulnerable": "AFFECTER_Vulnerable",
 "AFFECTER_Vulnerable -": "AFFECTER_Vulnerable -",
 "AFFECTER_WaitForAppearFX": "AFFECTER_WaitForAppearFX",
 "AFFECTER_WaitForAppearFX -": "AFFECTER_WaitForAppearFX -",
 "AFFECTER_Wanderer": "AFFECTER_Wanderer",
 "AFFECTER_Wanderer -": "AFFECTER_Wanderer -",
 "AFFECTER_Ward": "AFFECTER_Ward",
 "AFFECTER_Ward -": "AFFECTER_Ward -",
 "AFFECTER_WarriorInscription": "AFFECTER_WarriorInscription",
 "AFFECTER_WarriorInscription -": "AFFECTER_WarriorInscription -",
 "AFFECTER_WaterInscription": "AFFECTER_WaterInscription",
 "AFFECTER_WaterInscription -": "AFFECTER_WaterInscription -",
 "AFFECTER_Weakened": "AFFECTER_Weakened",
 "AFFECTER_Weakened -": "AFFECTER_Weakened -",
 "AFFECTER_WeightPotion": "AFFECTER_WeightPotion",
 "AFFECTER_WeightPotion -": "AFFECTER_WeightPotion -",
 "AFFECTER_WhiteDemon": "AFFECTER_WhiteDemon",
 "AFFECTER_WhiteDemon -": "AFFECTER_WhiteDemon -",
 "AFFECTER_WildHerb": "AFFECTER_WildHerb",
 "AFFECTER_WildHerb -": "AFFECTER_WildHerb -",
 "AFFECTER_WillpowerFortify": "AFFECTER_WillpowerFortify",
 "AFFECTER_WillpowerFortify -": "AFFECTER_WillpowerFortify -",
 "AFFECTER_WillpowerWeaken": "AFFECTER_WillpowerWeaken",
 "AFFECTER_WillpowerWeaken -": "AFFECTER_WillpowerWeaken -",
 "AFFECTER_Withstand": "AFFECTER_Withstand",
 "AFFECTER_Withstand -": "AFFECTER_Withstand -",
 "AFFECTER_WitnessDead": "AFFECTER_WitnessDead",
 "AFFECTER_WitnessDead -": "AFFECTER_WitnessDead -",
 "AFFECTER_WitnessUnpaidRetire": "AFFECTER_WitnessUnpaidRetire",
 "AFFECTER_WitnessUnpaidRetire -": "AFFECTER_WitnessUnpaidRetire -",
 "AFFECTER_XenonCat": "AFFECTER_XenonCat",
 "AFFECTER_XenonCat -": "AFFECTER_XenonCat -",
 "AGENTS.md": "AGENTS.md",
 "ALERT Low Ammo": "ALERT Low Ammo",
 "ALERT No Ammo": "ALERT No Ammo",
 "ALERT_BuildingInteractablePositionBlocked": "ALERT_BuildingInteractablePositionBlocked",
 "ALERT_DeadlyDamage": "ALERT_DeadlyDamage",
 "ALERT_DeadlyHungry": "ALERT_DeadlyHungry",
 "ALERT_EventOccur": "ALERT_EventOccur",
 "ALERT_Exhausted": "ALERT_Exhausted",
 "ALERT_Heavy": "ALERT_Heavy",
 "ALERT_Hungry": "ALERT_Hungry",
 "ALERT_Idle": "ALERT_Idle",
 "ALERT_LowAmmo": "ALERT_LowAmmo",
 "ALERT_LowDurability": "ALERT_LowDurability",
 "ALERT_LowFood": "ALERT_LowFood",
 "ALERT_LowHeadHp": "ALERT_LowHeadHp",
 "ALERT_LowHp": "ALERT_LowHp",
 "ALERT_LowMood": "ALERT_LowMood",
 "ALERT_NoAmmo": "ALERT_NoAmmo",
 "ALERT_NoBodyEquip": "ALERT_NoBodyEquip",
 "ALERT_NoFood": "ALERT_NoFood",
 "ALERT_NoHeadEquip": "ALERT_NoHeadEquip",
 "ALERT_NoResearch": "ALERT_NoResearch",
 "ALERT_NoWeaponEquip": "ALERT_NoWeaponEquip",
 "ALERT_ResearchComplete": "ALERT_ResearchComplete",
 "ALERT_SevereHeadHp": "ALERT_SevereHeadHp",
 "ALERT_SevereHp": "ALERT_SevereHp",
 "ALERT_Stressed": "ALERT_Stressed",
 "ALERT_Tutorial_CameraMove": "ALERT_Tutorial_CameraMove",
 "ALERT_Tutorial_CameraZoom": "ALERT_Tutorial_CameraZoom",
 "ALERT_Tutorial_ConsumptionPolicy": "ALERT_Tutorial_ConsumptionPolicy",
 "ALERT_Tutorial_DeadUnitTreatment": "ALERT_Tutorial_DeadUnitTreatment",
 "ALERT_Tutorial_DungeonPortal": "ALERT_Tutorial_DungeonPortal",
 "ALERT_Tutorial_EnergyStatus": "ALERT_Tutorial_EnergyStatus",
 "ALERT_Tutorial_GameObjective": "ALERT_Tutorial_GameObjective",
 "ALERT_Tutorial_GameSpeed": "ALERT_Tutorial_GameSpeed",
 "ALERT_Tutorial_GoddessTears": "ALERT_Tutorial_GoddessTears",
 "ALERT_Tutorial_Health": "ALERT_Tutorial_Health",
 "ALERT_Tutorial_Hunger": "ALERT_Tutorial_Hunger",
 "ALERT_Tutorial_Inspect": "ALERT_Tutorial_Inspect",
 "ALERT_Tutorial_InventoryItemInteraction": "ALERT_Tutorial_InventoryItemInteraction",
 "ALERT_Tutorial_InventoryManagement": "ALERT_Tutorial_InventoryManagement",
 "ALERT_Tutorial_ItemWeight": "ALERT_Tutorial_ItemWeight",
 "ALERT_Tutorial_LevelUp": "ALERT_Tutorial_LevelUp",
 "ALERT_Tutorial_MoodStatus": "ALERT_Tutorial_MoodStatus",
 "ALERT_Tutorial_MultiSelect": "ALERT_Tutorial_MultiSelect",
 "ALERT_Tutorial_Research": "ALERT_Tutorial_Research",
 "ALERT_Tutorial_RoomType": "ALERT_Tutorial_RoomType",
 "ALERT_Tutorial_SkillReset": "ALERT_Tutorial_SkillReset",
 "ALERT_Tutorial_SkillsAbility": "ALERT_Tutorial_SkillsAbility",
 "ALERT_Tutorial_Storage": "ALERT_Tutorial_Storage",
 "ALERT_Tutorial_StressStatus": "ALERT_Tutorial_StressStatus",
 "ALERT_Tutorial_TaskPriority": "ALERT_Tutorial_TaskPriority",
 "ALERT_Tutorial_Tooltip": "ALERT_Tutorial_Tooltip",
 "ALERT_Tutorial_UnitBehaviorOptions": "ALERT_Tutorial_UnitBehaviorOptions",
 "ALERT_Tutorial_UnitFire": "ALERT_Tutorial_UnitFire",
 "ALERT_VeryExhausted": "ALERT_VeryExhausted",
 "ALERT_VeryHeavy": "ALERT_VeryHeavy",
 "ALERT_VeryHungry": "ALERT_VeryHungry",
 "ALERT_VeryLowMood": "ALERT_VeryLowMood",
 "ALERT_VeryStressed": "ALERT_VeryStressed",
 "APTITUDES & CAPABILITIES": "適性と能力",
 "AVAILABLE BACKGROUND TRAITS (weight)": "取得可能な背景特性 (ウェイト)",
 "AVAILABLE INDIVIDUAL TRAITS (weight)": "取得可能な個別特性 (ウェイト)",
 "Abandoned Farm": "廃農場",
 "Abandoned Hut Chest1": "Abandoned Hut Chest1",
 "Abandoned Infirmary": "廃医務室",
 "Abandoned Mana Device": "打ち捨てられたマナ装置",
 "Abandoned Mine": "廃坑",
 "Abandoned Mine always uses its safe floor - skip is disabled (ShouldForceSafeFloor)": "廃坑は常にセーフフロアを使う。スキップは無効（ShouldForceSafeFloor）",
 "Abandoned Mine forces its safe floor": "廃坑はセーフフロアを強制します",
 "Abandoned Village 1": "廃村 1",
 "Abandoned Village 2": "廃村 2",
 "Abandoned Village 3": "廃村 3",
 "Abandoned Village 4": "廃村 4",
 "Abandoned Village 5": "廃村 5",
 "Aberration Single-Faction Patrol": "アベレーション シングルファクション パトロール",
 "Abilities scale on": "アビリティの依存対象",
 "Abnormal Beast": "異常な獣",
 "About 100, 200, 300, 400, 500, 600, 700 per successive rank": "各ランクにつき順に約 100、200、300、400、500、600、700",
 "About 120 gold (L1) up to about 4,200 gold (L12), plus a small random swing": "約120ゴールド（L1）から約4,200ゴールド（L12）まで、加えてわずかなランダム変動",
 "About 18 minutes": "約18分",
 "About 18 real minutes at 1x speed": "1倍速で現実の約18分",
 "About 2-5 total across the six stats at generation": "生成時に6つのステータス全体でおよそ2～5",
 "About 30% head / 70% body": "頭部約30% / 胴体70%",
 "About 5 tiles from the summoner": "召喚者から約5タイル",
 "Above, the cl...": "上空では雲が...",
 "Absolute": "絶対値",
 "Absolute (can't be removed)": "絶対（除去不可）",
 "Abundant Mana Stones GAMESYSTEM_Environment_{affecterName}": "豊富なマナ石 GAMESYSTEM_Environment_{affecterName}",
 "Abundant Stone GAMESYSTEM_Environment_{affecterName}": "豊富な石 GAMESYSTEM_Environment_{affecterName}",
 "Abundant Timber GAMESYSTEM_Environment_{affecterName}": "豊富な木材 GAMESYSTEM_Environment_{affecterName}",
 "AbundantStone": "AbundantStone",
 "AbundantWood": "AbundantWood",
 "Abyss Boss Treasure Chest (~Floor 10)": "深淵ボス宝箱（~10階）",
 "Abyss Common Boss Portal": "深淵 コモン ボスポータル",
 "Abyss Common Combat Floor1": "深淵 コモン 戦闘フロア1",
 "Abyss Common Combat Floor10": "深淵 コモン 戦闘フロア10",
 "Abyss Common Combat Floor11": "深淵 コモン 戦闘フロア11",
 "Abyss Common Combat Floor12": "深淵 コモン 戦闘フロア12",
 "Abyss Common Combat Floor13": "深淵 コモン 戦闘フロア13",
 "Abyss Common Combat Floor14": "深淵 コモン 戦闘フロア14",
 "Abyss Common Combat Floor15": "深淵 コモン 戦闘フロア15",
 "Abyss Common Combat Floor16": "深淵 コモン 戦闘フロア16",
 "Abyss Common Combat Floor17": "深淵 コモン 戦闘フロア17",
 "Abyss Common Combat Floor18": "深淵 コモン 戦闘フロア18",
 "Abyss Common Combat Floor19": "深淵 コモン 戦闘フロア19",
 "Abyss Common Combat Floor2": "深淵 コモン 戦闘フロア2",
 "Abyss Common Combat Floor20": "深淵 コモン 戦闘フロア20",
 "Abyss Common Combat Floor3": "深淵 コモン 戦闘フロア3",
 "Abyss Common Combat Floor4": "深淵 コモン 戦闘フロア4",
 "Abyss Common Combat Floor5": "深淵 コモン 戦闘フロア5",
 "Abyss Common Combat Floor6": "深淵 コモン 戦闘フロア6",
 "Abyss Common Combat Floor7": "深淵 コモン 戦闘フロア7",
 "Abyss Common Combat Floor8": "深淵 コモン 戦闘フロア8",
 "Abyss Common Combat Floor9": "深淵 コモン 戦闘フロア9",
 "Abyss Common Entry": "深淵 コモン エントリー",
 "Abyss Common Horizontal Corridor 1": "深淵 コモン 横廊下1",
 "Abyss Common Horizontal Corridor 2": "深淵 コモン 横廊下2",
 "Abyss Common Horizontal Corridor 3": "深淵 コモン 横廊下3",
 "Abyss Common Horizontal Corridor Block": "深淵 共通横通路ブロック",
 "Abyss Common Portal": "深淵 コモン ポータル",
 "Abyss Common Treasure Floor R1 Hight": "深淵 共通宝箱 床 R1 高",
 "Abyss Common Treasure Floor R1 Low": "深淵 共通宝箱 床 R1 低",
 "Abyss Common Treasure Floor R2 Hight": "深淵 共通宝箱 床 R2 高",
 "Abyss Common Treasure Floor R2 Low": "深淵 共通宝箱 床 R2 低",
 "Abyss Common Treasure Floor1": "深淵 共通宝物フロア1",
 "Abyss Common Treasure Floor10": "深淵 共通宝物フロア10",
 "Abyss Common Treasure Floor15": "深淵 共通宝箱 床15",
 "Abyss Common Treasure Floor2": "深淵 共通宝物フロア2",
 "Abyss Common Treasure Floor20": "深淵 共通宝箱 床20",
 "Abyss Common Treasure Floor3": "深淵 共通宝物フロア3",
 "Abyss Common Treasure Floor4": "深淵 共通宝物フロア4",
 "Abyss Common Treasure Floor5": "深淵 共通宝物フロア5",
 "Abyss Common Treasure Floor6": "深淵 共通宝物フロア6",
 "Abyss Common Treasure Floor7": "深淵 共通宝物フロア7",
 "Abyss Common Treasure Floor8": "深淵 共通宝物フロア8",
 "Abyss Common Treasure Floor9": "深淵 共通宝物フロア9",
 "Abyss F1": "深淵 F1",
 "Abyss F1-F11": "深淵 F1-F11",
 "Abyss F1-F2": "深淵 F1-F2",
 "Abyss F1-F6": "深淵 F1-F6",
 "Abyss F1-F9": "深淵 F1-F9",
 "Abyss F10": "深淵 F10",
 "Abyss F13": "Abyss F13",
 "Abyss F13-F17": "深淵 F13-F17",
 "Abyss F13-F18": "深淵 F13-F18",
 "Abyss F14-F19": "深淵 F14-F19",
 "Abyss F15": "深淵 F15",
 "Abyss F16": "深淵 F16",
 "Abyss F17": "深淵 F17",
 "Abyss F18": "深淵 F18",
 "Abyss F19": "深淵 F19",
 "Abyss F2": "深淵 F2",
 "Abyss F2-F12": "深淵 F2-F12",
 "Abyss F3": "深淵 F3",
 "Abyss F3-F16": "深淵 F3-F16",
 "Abyss F4": "深淵 F4",
 "Abyss F4-F12": "深淵 F4-F12",
 "Abyss F4-F16": "深淵 F4-F16",
 "Abyss F4-F7": "深淵 F4-F7",
 "Abyss F4-F8": "深淵 F4-F8",
 "Abyss F4-F9": "深淵 F4-F9",
 "Abyss F5": "深淵 F5",
 "Abyss F5-F9": "深淵 F5-F9",
 "Abyss F6": "深淵 F6",
 "Abyss F6-F15": "深淵 F6-F15",
 "Abyss F6-F8": "深淵 F6-F8",
 "Abyss F7-F15": "深淵 F7-F15",
 "Abyss F7-F8": "深淵 F7-F8",
 "Abyss F9": "深淵 F9",
 "Abyss High-Level Treasure Chest": "アビス高レベル宝箱",
 "Abyss Ladybug": "深淵のてんとう虫",
 "Abyss Ladybug - Dungeon Settlers Wiki": "深淵のテントウムシ - ダンジョンセトラーズ Wiki",
 "Abyss Ladybug icon": "深淵のテントウムシのアイコン",
 "Abyss Ladybug variant": "深淵のてんとう虫の亜種",
 "Abyss Low-Level Treasure Chest": "アビス低レベル宝箱",
 "Abyss Weak Acid Insect": "深淵の虚弱な酸性昆虫",
 "Abyss Weak Acid Insect - Dungeon Settlers Wiki": "深淵の虚弱な酸性昆虫 - Dungeon Settlers Wiki",
 "Abyss Weak Acid Insect icon": "深淵の虚弱な酸性昆虫 アイコン",
 "Abyss Weak Acid Insect variant": "深淵の虚弱な酸性昆虫の亜種",
 "Abyss form": "深淵形態",
 "Abyss variant": "深淵バリアント",
 "Abyss variants": "アビスバリエーション",
 "Abyss-corrupted monsters in the Infinite Abyss share the base form's art with an abyssal tint; stats differ.": "無限の深淵にいる深淵に侵食されたモンスターは、基本形態のアートに深淵の色合いを加えたものを共有します。ステータスは異なります。",
 "Abyss-corrupted variant": "深淵に侵食された変異体",
 "Abyss-variant monsters reuse their base form's sprite art, so their animations are identical to the sets above. They are listed here by name only:": "アビスバリエーションのモンスターは基本形態のスプライトアートを流用しているため、アニメーションは上記のセットと同一です。ここでは名前のみを掲載します：",
 "Abyss_Standard": "Abyss_Standard",
 "Access the research window by selecting a <": "<を選択してリサーチウィンドウにアクセスできます。",
 "AccumBaseTimeCondition": "AccumBaseTimeCondition",
 "Acid Bug investigation done, here's your reward": "酸性虫の調査完了、報酬はこちら",
 "Acid Insect Random": "酸性昆虫（ランダム）",
 "Acid Slogel Random": "酸性スロゲル（ランダム）",
 "AcidSlogel": "AcidSlogel",
 "Acquire the Stake support skill tree. Gain {0}": "杭の補助スキルツリーを習得する。サブスキルポイントを{0}獲得する。",
 "Acquire the Stake support skill tree. Gain {0} サブスキルポイント.": "杭の補助スキルツリーを習得する。サブスキルポイントを{0}獲得する。",
 "Acquire the spear skill tree. Gain {0}": "槍スキルツリーを習得します。メインスキルポイントを{0}獲得します。",
 "Acquire the spear skill tree. Gain {0} メインスキルポイントs.": "槍スキルツリーを習得します。メインスキルポイントを{0}獲得します。",
 "Acron Processing Complete": "アクロン加工 完了",
 "Action": "Action",
 "Activate it": "有効にする",
 "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.",
 "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's <color=#ccb": "Activate pick up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked up items are stored in the unit's <color=#ccb",
 "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.",
 "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked-up items are stored in the unit's <color=#ccb": "Activate pick-up mode by clicking the 'Pick Up' button at the bottom right or pressing the C key. Picked-up items are stored in the unit's <color=#ccb",
 "Activates the Developer's Letter event.": "開発者の手紙イベントを発動する。",
 "Active": "アクティブ",
 "Active skills": "アクティブスキル",
 "Active team": "アクティブチーム",
 "Active team name": "アクティブなチーム名",
 "Actively blocking with a shield to reduce incoming damage by about half. Also reduces the equipment durability lost from a hit.": "盾で能動的に防御し、受けるダメージを約半分に軽減します。被弾で失う装備の耐久度も軽減します。",
 "Actives": "アクティブスキル",
 "Add Item": "アイテムを追加",
 "Add a shield in the off-hand": "オフハンドに盾を追加",
 "Add all": "すべて追加",
 "Add an inscription": "刻印を追加",
 "Add an inscription by name, rarity or category...": "刻印を名前、レアリティ、カテゴリで追加...",
 "Add at least one monster to the room.": "部屋に少なくとも1体のモンスターを追加してください。",
 "Add every obtainable": "入手可能なすべての",
 "Add just this unit to one of your teams": "このユニットだけをいずれかのチームに追加",
 "Add mood sources": "気分源を追加",
 "Add more below -": "下でさらに追加 -",
 "Add shield": "盾を追加",
 "Add this monster to the room.": "このモンスターを部屋に追加。",
 "Add to": "追加先",
 "Add to my roster": "自分のロスターに追加",
 "Add to my save": "セーブに追加",
 "Added (38)": "追加 (38)",
 "Added (5)": "追加 (5)",
 "Added ({#})": "追加（{#}）",
 "Added - click to remove": "追加済み - クリックで削除",
 "Additional skill point increase (Granted as a bonus by this amount when advancing to levels 3, 5, 7, 9, 11)": "追加のスキルポイント増加（レベル3、5、7、9、11に上がる際にこの量がボーナスとして付与される）",
 "AdditionalIndividualTraitGrantChance": "AdditionalIndividualTraitGrantChance",
 "AdditionalPricesByInscriptionRarity": "AdditionalPricesByInscriptionRarity",
 "AdditionalPricesByLevel": "AdditionalPricesByLevel",
 "AdditionalSubSkillTreeGrantChance": "AdditionalSubSkillTreeGrantChance",
 "Additive with the rest of the bracket, so the more damage dealt bonus you already have, the smaller the share this 20 represents.": "他のブラケットと加算されるため、すでに与ダメージボーナスを多く持っているほど、この20が占める割合は小さくなります。",
 "Additive, not multiplicative. It shares the bracket with every other damage dealt bonus.": "乗算ではなく加算です。他のすべての与ダメージボーナスと同じブラケットを共有します。",
 "Adds": "加算：",
 "Adds 0.15 percent damage per point of carried Weight to melee physical hits.": "近接物理ヒットに、所持重量1ポイントごとにダメージ0.15パーセントを追加。",
 "Adds 10 percent of your max HP as Magic Attack Power on every hit.": "すべてのヒットで、最大HPの10パーセントを魔法攻撃力として追加。",
 "Adds 10 percent of your max HP as Physical Attack Power on every hit.": "すべてのヒットで、最大HPの10パーセントを物理攻撃力として追加。",
 "Adds a flat +20 percent damage against elite and boss monsters.": "エリートおよびボスモンスターに対し、固定で+20パーセントのダメージを追加。",
 "Adds a flat +25 percent damage to basic attacks and wears the weapon out faster.": "通常攻撃に固定で+25パーセントのダメージを追加し、武器の摩耗を速める。",
 "Adds up to +20 percent damage as the wearer's own HP drops.": "装備者自身のHPが減るほど、最大+20パーセントのダメージを追加。",
 "Adjusts stats according to difficulty.": "難度に応じてステータスを調整します。",
 "Advanced - input my stats": "詳細設定 - 自分のステータスを入力",
 "Advanced ON - my stats override the sheet": "詳細設定オン：自分のステータスがシートを上書きします",
 "Advanced Stone": "上級の石",
 "Advanced Stone Housing Complete": "上級石造住宅 完了",
 "Advanced Stone Housing not completed": "上級の石住居が未完了",
 "Advanced Wooden Housing Complete": "上級木造住宅 完了",
 "Advanced, at-your-own-risk. This article describes the raw files on disk. Always back up a save before touching it - a bad edit can soft-lock a campaign.": "上級者向け、自己責任。この記事はディスク上の生ファイルについて説明する。編集する前に必ずセーブをバックアップすること。誤った編集はキャンペーンをソフトロックさせる可能性がある。",
 "AffectCondition_": "AffectCondition_",
 "Affecter": "アフェクター",
 "AffecterAdded": "AffecterAdded",
 "AffecterPresent": "AffecterPresent",
 "AffecterTable.json": "AffecterTable.json",
 "AffecterTick": "AffecterTick",
 "AffecterTriggeringTickCount": "AffecterTriggeringTickCount",
 "Affecters": "アフェクター",
 "After a brief silence, his pen begins racing across the pag...": "短い沈黙の後、彼のペンはページ全体を…",
 "After a critical hit lands.": "クリティカルヒットが命中した後。",
 "After a hit lands on the wearer.": "装備者にヒットが命中した後。",
 "After briefly review...": "After briefly review...",
 "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut bette...": "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut bette...",
 "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.": "After carrying messages across battlefields and through guarded gates, {0} knew the lay of every road and shortcut better than anyone. They ran through dark nights and driving rain with orders held tight, and the more urgent the message, the faster their feet moved. As the years passed, acting first came to them far more naturally than waiting.",
 "After finding nothing around you, you slowly lift your head and look toward the sky.": "周囲に何も見つからないまま、ゆっくり頭を上げて空を見上げる。",
 "After finding nothing around you, you slowly lift your head...": "After finding nothing around you, you slowly lift your head...",
 "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c...": "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen c...",
 "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen currents moved through the world. They copied spells from old books and tested that belief by holding small embers and cold winds at their fingertips. Yet because they tried to understand everything through reason, they often fell into thought before they found their words.": "After long hours watching candle flames waver and ripples spread across cups of water, {0} came to believe that unseen currents moved through the world. They copied spells from old books and tested that belief by holding small embers and cold winds at their fingertips. Yet because they tried to understand everything through reason, they often fell into thought before they found their words.",
 "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. ...": "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. ...",
 "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. Even in shabby inn rooms, they held their posture, and before strangers, the habit of command still lingered at the end of their words. Yet faced with the fact that no one was obliged to follow them anymore, they often struggled to choose what to say.": "After losing their lands and becoming a wanderer, {0} still kept the bearing of their former life beneath a worn cloak. Even in shabby inn rooms, they held their posture, and before strangers, the habit of command still lingered at the end of their words. Yet faced with the fact that no one was obliged to follow them anymore, they often struggled to choose what to say.",
 "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice. \"Then at last, you can begin the expedition. As you know, those accursed thorny vines are swallowing the continent even as we speak.\" He pauses, then adds in a low voice. \"Expeditions are dispatched across the continent, but few survive in the abandoned lands. Don't let your guard down.\" Having said his piece, the raven beats its wings and takes flight.": "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice. \"Then at last, you can begin the expedition. As you know, those accursed thorny vines are swallowing the continent even as we speak.\" He pauses, then adds in a low voice. \"Expeditions are dispatched across the continent, but few survive in the abandoned lands. Don't let your guard down.\" Having said his piece, the raven beats its wings and takes flight.",
 "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice....": "After receiving the report that construction of the basic settlement is complete, the Inspector speaks in an even voice....",
 "After regaining its strength over a long age,": "長い年月をかけて力を取り戻した後、",
 "After returning": "帰還後",
 "After rummaging around for a while, they eventually catch ...": "After rummaging around for a while, they eventually catch ...",
 "After rummaging around for a while, they eventually catch something suspicious and bring it to you...": "しばらく探った後、最終的に何か怪しいものを捕まえ、あなたに持ってくる...",
 "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish.": "{0}は腐敗した地域内でしばらく奮闘した後、最終的に戻り、大きく奇妙に見える魚を引きずりながらうなっている。",
 "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque looking fish. A sinister purple corruption clings thickly": "{0}は腐敗した地域内でしばらく奮闘した後、最終的に戻り、大きく奇妙に見える魚を引きずりながらうなっている。不気味な紫色の腐敗が厚く付着している",
 "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish.": "{0}は腐敗した地域内でしばらく奮闘した後、最終的に戻り、大きく奇妙に見える魚を引きずりながらうなっている。",
 "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and grotesque-looking fish. A sinister purple corruption clings thickly": "{0}は腐敗した地域内でしばらく奮闘した後、最終的に戻り、大きく奇妙に見える魚を引きずりながらうなっている。不気味な紫色の腐敗が厚く付着している",
 "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts ...": "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts ...",
 "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts and screams from behind stayed in their ears for a long time, and even on quiet roads, they kept looking back. Since that day, they learned to steady their breath before a fight even began.": "After surviving the roar of battle, {0} slipped out of camp one night, leaving their weapon and name behind. The shouts and screams from behind stayed in their ears for a long time, and even on quiet roads, they kept looking back. Since that day, they learned to steady their breath before a fight even began.",
 "After the 2000-gold": "2000ゴールドの",
 "After the basic attack has landed and its damage is known.": "通常攻撃が命中し、そのダメージが確定した後。",
 "After the basic attack has landed, and only when it was a critical hit.": "通常攻撃が命中し、かつそれがクリティカルだった場合のみ。",
 "After the hit has landed and its damage is known.": "ヒットが命中し、そのダメージが確定した後。",
 "After the wearer guards a hit.": "装備者がヒットをガードした後。",
 "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea...": "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They mea...",
 "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They measured the path of the saw with their eyes first, and with every pass of the plane, they watched which way the grain settled. Because of that, even when looking at people, they often thought first of the shape that would need long carving and careful fitting.": "After years of shaping rough timber, {0} remembered each day by the splinters and calluses left in their palms. They measured the path of the saw with their eyes first, and with every pass of the plane, they watched which way the grain settled. Because of that, even when looking at people, they often thought first of the shape that would need long carving and careful fitting.",
 "After {#}": "{#}後",
 "Aftereffect duration granted on mental breakdown": "精神崩壊時に付与される後遺症の持続時間",
 "Against a target carrying the elite or boss tag.": "エリートまたはボスタグを持つ対象に対して。",
 "Against an elite or a boss, multiply the hit by 1.20 before any other bonus dilutes it.": "エリートまたはボスに対し、他のボーナスで薄まる前にヒットを1.20倍にする。",
 "Against an elite or boss": "エリートまたはボスに対して",
 "Aggro & threat": "アグロと脅威",
 "Aggro Correction = [1.3, 1]": "アグロ補正 = [1.3, 1]",
 "Aggro Range": "アグロ範囲",
 "Aggro Range = 8 tiles": "アグロ範囲 = 8タイル",
 "Aggro and threat": "アグロと脅威",
 "Aggro increase correction value by attack type {0} : Melee correction value {1} : Ranged correction value": "攻撃タイプによるアグロ増加の補正値 {0} : 近接の補正値 {1} : 遠隔の補正値",
 "Aggro/threat is scaled by how you hit: melee x": "アグロ/脅威は攻撃方法で倍率がかかります：近接 x",
 "AggroCorrection": "AggroCorrection",
 "AggroRange": "AggroRange",
 "Agility Boost: Positive GAMESYSTEM_Environment_{affecterName}": "敏捷の上昇: プラス GAMESYSTEM_Environment_{affecterName}",
 "Agility Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "敏捷の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}",
 "AgilityFortify": "AgilityFortify",
 "AgilityWeaken": "AgilityWeaken",
 "Agility_": "Agility_",
 "Agi×0.01": "Agi×0.01",
 "Agi×0.05": "Agi×0.05",
 "Agi×0.2": "Agi×0.2",
 "Agi×0.5": "Agi×0.5",
 "Ah, so that's what it was.": "ああ、そういうことだったのか。",
 "Alert": "アラート",
 "Alert Low Ammo Count": "アラート 弾薬不足数",
 "AlertTable - 56 HUD alert definitions (click to expand)": "AlertTable - 56件のHUDアラート定義（クリックで展開）",
 "AlertTable - 57 HUD alert definitions (click to expand)": "AlertTable - 57個のHUDアラート定義（展開するにはクリック）",
 "AlertTable.json": "AlertTable.json",
 "Alert_": "Alert_",
 "Alerts": "アラート",
 "Alerts & Warnings": "アラートと警告",
 "Alerts and Warnings": "アラートと警告",
 "Alerts and Warnings - Dungeon Settlers Wiki": "アラートと警告 - Dungeon Settlers Wiki",
 "Alert에 띄워주는 이벤트 발생": "アラートに表示するイベント発生",
 "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 시간(1440 = 1일)": "Alertに表示されたランダムイベントが有効化された後、消えるまでに必要なゲーム内時間（1440 = 1日）",
 "Alert용, 적정 식량 보유일 수": "Alert用、適正な食料の保有日数",
 "All": "すべて",
 "All 110 quests, grouped by type. Anchors: link any quest as": "種類別にまとめた全110クエスト。アンカー: 任意のクエストを次のようにリンクできます",
 "All 114 quests, grouped by type. Anchors: link any quest as": "すべての114のクエスト、タイプ別にグループ化。 アンカー: クエストを次のようにリンクします",
 "All 31 edible items in build DS_B.0.3.26 - 29 obtainable, 2 gated/unreleased. Hunger is the value restored on eating; Mood is the on-eat mood change and Duration is how long that effect lasts. Click column headers to sort; chips to filter.": "食用アイテム全31種（ビルドDS_B.0.3.26） - 入手可能29種、未実装/ゲート2種。「空腹」は食べたときに回復する値、「気分」は食べたときの気分変化、「持続時間」はその効果が続く長さです。列見出しをクリックで並べ替え、チップで絞り込みできます。",
 "All 372 items in build DS_B.0.3.26 - 241 obtainable, 131 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "ビルドDS_B.0.3.26の全372アイテム - 入手可能241、未開放/未実装131。列見出しをクリックで並べ替え、チップで絞り込み。食料の列: 気分は摂取時の気分変化（アイテムの摂取効果から算出）、消費期限はゲーム内日数での日持ちです。",
 "All 372 items: rarity, type, stats, weight, price, equip effects, ammo, repair.": "全372アイテム：レアリティ、種類、ステータス、重量、価格、装備効果、弾薬、修理。",
 "All 381 items in build DS_B.0.3.40 - 249 obtainable, 132 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "ビルドDS_B.0.3.40のすべての381アイテム-249個入手可能、132個ゲート/未リリース。列ヘッダーをクリックしてソート。チップでフィルタリング。食料列：気分は食時の気分変化（アイテムの摂取効果から解決）、腐敗は賞味期限（ゲーム日数）です。",
 "All 381 items in build DS_B.0.3.44 - 250 obtainable, 131 gated/unreleased. Click column headers to sort; chips to filter. Food columns: Mood is the on-eat mood change (resolved from the item's ingestion effect), Spoils is shelf life in game days.": "DS_B.0.3.44ビルドの全381アイテム。入手可能250、ゲート/未実装131。列見出しをクリックで並べ替え、チップで絞り込み。食品の列:「気分」は摂取時の気分変化(アイテムの摂取効果から算出)、「腐敗」はゲーム内日数での保存期間です。",
 "All 42 unique loading-screen messages (from 42 table rows - duplicates collapsed). Most are gameplay tips; a few are pure world lore about the settlers and races of the Barren Land.": "42個のユニークなロード画面メッセージ（42のテーブル行から、重複は統合）。ほとんどはゲームプレイのヒントで、いくつかは不毛の地の入植者や種族に関する純粋な世界観のロアです。",
 "All Genius": "すべて天才",
 "All Moderate (balanced)": "すべて中程度（バランス型）",
 "All Poor": "すべて貧弱",
 "All Skill Unlock Mode": "全スキルアンロック モード",
 "All Skill Unlock Mode - Dungeon Settlers ウィキ": "All Skill Unlock Mode - Dungeon Settlers ウィキ",
 "All Skill Unlock Mode アイコン": "All Skill Unlock Mode アイコン",
 "All Skills": "全スキル",
 "All Skills - Dungeon Settlers Wiki": "全スキル - Dungeon Settlers Wiki",
 "All bonuses": "すべてのボーナス",
 "All buff/debuff/trait effects: FloatValues, durations, stacking, visibility.": "全バフ/デバフ/特性効果：FloatValues、持続時間、スタック、可視性。",
 "All item drop rates reduced by 50%": "すべてのアイテムドロップ率が50%減少",
 "All of a sudden, you realize that something is watching you.": "突然、何かがあなたを見つめていることに気づきます。",
 "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meani": "突然、何かがあなたを見ていることに気付く。周囲に何も見つからないまま、ゆっくり頭を上げて空を見上げる。上空では雲が奇妙で意味深な形に集まっている",
 "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meaningful shape. It seems almost alive, wearing a peculiar smile as though it possesses intent. \"Is this world filled with suffering... or pleasure?\" Overwhelmed by its presence, you find yourself unable to move. \"Or perhaps... greed?\" Instinctively, you choose your answer.": "All of a sudden, you realize that something is watching you. After finding nothing around you, you slowly lift your head and look toward the sky. Above, the clouds gather into a strange and meaningful shape. It seems almost alive, wearing a peculiar smile as though it possesses intent. \"Is this world filled with suffering... or pleasure?\" Overwhelmed by its presence, you find yourself unable to move. \"Or perhaps... greed?\" Instinctively, you choose your answer.",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.": "遠距離のダーティバトル。スローが適用されるため、無分別に突撃すると集中砲火を浴びやすく、戦術的なダメージ分散が必要です。",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. - Dungeon Settlers ウィキ": "全員遠距離の厄介な戦い。遅延が適用されるため、無思慮に突進すると容易に集中砲火につながり、戦術的なダメージ分散が必要になります。- Dungeon Settlers ウィキ",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. マップ": "全員遠距離の厄介な戦い。遅延が適用されるため、無思慮に突進すると容易に集中砲火につながり、戦術的なダメージ分散が必要になります。マップ",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical...": "全て遠距離のダーティ戦闘。スローが適用されているため、無思慮に突撃すると簡単に集中砲火を受けるため、戦術的tactical...",
 "All research": "すべての研究",
 "All skills with values, by weapon/magic tree": "武器/魔法ツリー別の全スキルと数値",
 "All skills: FloatValues, cooldowns, ranges, summons (CreatureKey).": "全スキル：FloatValues、クールダウン、射程、召喚（CreatureKey）。",
 "All tables combined into one JSON object (convenience download).": "全テーブルを1つのJSONオブジェクトにまとめたもの（便利なダウンロード）。",
 "All trees": "全ツリー",
 "All units/monsters: stats, skills, traits, drops, movement/vision.": "全ユニット/モンスター：ステータス、スキル、特性、ドロップ、移動/視界。",
 "All used up (level": "すべて使用済み (レベル",
 "All {#} edible items in build {#} - {#} obtainable, {#} gated/unreleased. Hunger is the value restored on eating; Mood is the on-eat mood change and Duration is how long that effect lasts. Click column headers to sort; chips to filter.": "食用アイテム全{#}種（ビルド{#}） - 入手可能{#}種、未実装/ゲート{#}種。「空腹」は食べたときに回復する値、「気分」は食べたときの気分変化、「持続時間」はその効果が続く長さです。列見出しをクリックで並べ替え、チップで絞り込みできます。",
 "All {#} soul stones in build {#} - {#} obtainable today, {#} gated, and {#} with a live effect. A soul stone is consumed on use and teaches its monster's signature ability permanently; a character holds only one Soul trait at a time, so a second stone overwrites the first. Type in the box to search names, effects and monsters; click column headers to sort, chips to filter.": "{#} 種の魂石すべて（ビルド {#}）- 現在入手可能 {#} 種、ゲート済み {#} 種、効果が機能するもの {#} 種。魂石は使用すると消費され、そのモンスターの代表的な能力を永続的に習得させます。キャラクターが同時に持てる魂の特性は1つだけなので、2つ目の石は1つ目を上書きします。名前・効果・モンスターを検索するにはボックスに入力し、列見出しをクリックで並べ替え、チップで絞り込みます。",
 "Allow impossible combos": "不可能な組み合わせを許可",
 "Ally": "味方",
 "Ally combat modifiers": "味方戦闘補正",
 "Alpha Acid Slogel Exclusive Room 1": "アルファ酸性スロゲル専用部屋1",
 "Alpha Acid Slogel Exclusive Room 1 - Dungeon Settlers Wiki": "アルファ酸性スロゲル専用部屋1 - Dungeon Settlers Wiki",
 "Alpha Acid Slogel Exclusive Room 1 map": "アルファ酸性スロゲル 専用部屋1 マップ",
 "Alpha Acid Slogel Exclusive Room 1 マップ": "アルファ酸性スロゲル専用部屋1 マップ",
 "Alpha Acid Slogel Fixed": "Alpha Acid Slogel Fixed",
 "Alpha Acid Slogel Random": "アルファ酸性スロゲル（ランダム）",
 "Alpha Acid Slogel Soul Stone (works)": "アルファ酸性スロゲルの魂石（機能する）",
 "Alpha Sandstone Slogel Hunt Complete": "Alpha Sandstone Slogel狩り完了",
 "AlphaAcidSlogel": "AlphaAcidSlogel",
 "AlphaCameraRegionRestrict": "AlphaCameraRegionRestrict",
 "Already at breakdown": "すでに崩壊状態",
 "Already calm": "すでに落ち着いています",
 "Also applies 1 Burning for 5 s (15 flat damage per application, 3/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "さらに5秒間、燃焼を1付与します（1回あたり固定ダメージ15、スタックごとに3/秒）。継続ダメージは固定値で、耐性と上記のティア補正を無視します。",
 "Also applies 2 Bleeding for 10 s (100 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "さらに10秒間、出血を2付与します（1回あたり固定ダメージ100、スタックごとに5/秒）。継続ダメージは固定値で、耐性と上記のティア補正を無視します。",
 "Also applies 3 Bleeding for 6 s (90 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "さらに6秒間、出血を3付与します（1回あたり固定ダメージ90、スタックごとに5/秒）。継続ダメージは固定値で、耐性と上記のティア補正を無視します。",
 "Also change my campaign to this difficulty": "私のキャンペーンもこの難易度に変更する",
 "Also part of scenario starting kits:": "シナリオ開始キットにも含まれる：",
 "Also triggers on use:": "使用時にも発動:",
 "Also:": "また：",
 "Alt pins this tooltip": "Altでこのツールチップを固定",
 "Always": "常時",
 "Always active once learned (a permanent passive, no duration):": "習得後は常時発動 (持続時間のない永続パッシブ):",
 "Ambience": "環境音",
 "Ambience (12)": "環境音（12）",
 "Ambition - Elf": "野心 - エルフ",
 "Ambition - Human": "野心 - 人間",
 "Ambition - Lizardman": "野心 - リザードマン",
 "Ambition - Lycan": "野心 - ライカン",
 "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up the...": "大きな囁きの中で、遠征隊員たちがあなたの元に集まる。その中で、一人が決心したかのように前に出る...",
 "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind.": "ざわめきの中、遠征隊員があなたを見に来る。その中で、一人が決意したかのように前に出る。",
 "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our l": "ざわめきの中、遠征隊員があなたを見に来る。その中で、一人が決意したかのように前に出る。「これ以上はいられない。我々は命をかけ…",
 "Amid loud murmurs, the expedition members come to see you. Among them, one person steps forward as if having made up their mind. \"We can't take this any longer. We're risking our lives, yet the food is terrible and we barely have enough time to rest!\" {0} shouts in an agitated voice. A mixture of exhaustion and anger is written across their face. \"That's right! We can't take this anymore!\" The other members grumble and eagerly agree. Their faces are filled with extreme fatigue and anger. Soon, {0}'s voice, pouring out complaints, grows increasingly heated, raising the tension in the room. Everyone is exhausted, and the situation looks dangerously unstable. At last, when you raise your hand to stop {0}, everyone waits for your response.": "大きな囁きの中で、遠征隊員たちがあなたの元に集まる。その中で、一人が決心したかのように前に出る。「もう我慢できない。俺たちは命がけなのに、食べ物はひどく、ろくに休む時間もない！」{0}は動揺した声で叫ぶ。疲労と怒りの混合物が彼らの顔に刻まれている。「そうだ！もう我慢できない！」他のメンバーは不平を言い、熱心に同意する。彼らの顔は極度の疲労と怒りに満ちている。やがて、{0}の文句が出る声はますます熱くなり、部屋の緊張が高まる。誰もが疲れており、状況は危険なほど不安定に見える。ついに、あなたが{0}を止めるために手を上げると、皆があなたの返答を待つ。",
 "Amid noisy murmuring, the members come looking for you. One of them steps forward as if resolved. \"We can't take it any...": "やかましい騒ぎの中で、隊員たちがあなたを探しに来ます。 その中の一人が決意したかのように前に出ます。 「もうこれ以上は耐えられません...」",
 "Amid the disaster created by its own creation,": "その創造物によって引き起こされた災害の中で、",
 "Amid the disaster created by its own creation,\nthe once-brilliant magical empire ultimately collapsed.": "その創造によって生じた災厄の中、かつての栄光ある魔法帝国は最終的に崩壊した。",
 "Ammo for": "弾薬の対象",
 "Amount": "数量",
 "Amount suffix": "数量の接尾辞",
 "Amounts shown are the Hard baseline.": "表示されている数値はハード基準です。",
 "An Elf archer built on the +2 bow aptitude, with Blitz passives for fast, high-crit volleys from the back line.": "弓適性 +2 に基づいて構築されたエルフ弓兵で、バックラインから高速で高会心の連射を行うブリッツパッシブを備えています。",
 "An alchemist well versed in insects. His identity is shrouded in mystery, much like the enigmatic mask that covers his f...": "昆虫に精通した錬金術師。その正体は謎に包まれており、彼の顔を覆う謎めいた仮面のようです...",
 "An archer belonging to the guild.": "ギルドに属する射手。",
 "An authored combat constant (+10% hit chance and +5% critical chance per unit surrounding a target) that is DEFINED in the game data but not wired into the combat code in this build, so it currently has no effect on anyone. If the developers activate it, it would apply symmetrically (for and against you, since combat resolution is faction-agnostic) from the first surrounding unit.": "手作業で設定された戦闘定数（ターゲットを囲むユニット1体につき命中率+10%、クリティカル確率+5%）で、ゲームデータには定義されていますが、このビルドでは戦闘コードに接続されていないため、現在は誰にも効果がありません。開発者がこれを有効化すれば、囲む最初のユニットから対称的に適用されます（戦闘の解決は陣営を問わないため、あなたに有利にも不利にも）。",
 "An early-stage future region. Only 4 safe-floor staging rooms exist (entry, portal, corridor and a Chain Knight Sentinel safe-floor slot); there are no combat floors, real monsters or loot yet. Lore ties it to the Forgotten Abyss ('In the depths of the abandoned mine lies the Forgotten Abyss').": "初期段階の未来の地域。安全階層の準備部屋が4つ存在するだけです（入口、ポータル、通路、チェインナイト・センティネルの安全階層枠）。戦闘階層、実際のモンスター、ドロップはまだありません。設定上は忘れられた深淵と結び付いています（「廃坑の奥深くに忘れられた深淵が潜んでいる」）。",
 "An enemy with": "合算最大HPが",
 "An enemy-free staging area (floor index -1) generated at the start of an expedition": "遠征開始時に生成される敵のいない待機エリア（フロアインデックス-1）",
 "An enemy-free staging area (floor index -1: entrance, corridor, portal) generated at the start of an expedition, skippable via the Skip Safe Floor option. Per-region rules: Veil of Silence and the Tutorial never get one, Abandoned Mine forces one (skip disabled), and Festering Burrow's is the Giant Stone Golem memorial camp.": "探索開始時に生成される敵のいない準備エリア（フロアインデックス-1：入口、通路、ポータル）で、「安全階をスキップ」オプションでスキップできる。地域ごとのルール：沈黙のヴェールとチュートリアルには生成されず、廃坑では必ず生成され（スキップ無効）、ただれた巣穴のものは巨石ゴーレムの記念キャンプである。",
 "An expedition that has begun to make": "実績を残し始めた遠征隊",
 "An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.": "必要数が 3 と表示されている素材は、簡単では 1、通常では 2、ハード / ベリーハード / 壊滅では 3 を消費します。",
 "An insect squirms inside his hood": "彼のフードの中で虫が蠢く",
 "An insect-research loop: inspect a creature in the field, then report back to Xenon.": "昆虫研究のループです。フィールドで生物を調査し、ゼノンに報告して戻ります。",
 "An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.": "ダンジョン生成器が使用する内部のフロアレイアウトテーマであり、プレイヤーが訪れる遠征リージョンでも、部屋テーブル内のRegionNameでもありません。",
 "An iron-containing ore that can be processed into metal.": "鉄を含む鉱石で、金属に加工できます。",
 "An odd quest-order note": "クエスト順序に関する奇妙なメモ",
 "An officer belonging to the guild.": "ギルドに属する将校。",
 "An officer-grade Sentinel developed by the empire to safeguard its dungeons. Unlike mass-produced units, each Chain Knight was individually crafted, possessing ...": "帝国がダンジョンを保護するために開発した士官級のセンチネル。大量生産ユニットとは異なり、各チェーンナイトは個別に製造されています...",
 "An unseen force drains {0}'s l...": "An unseen force drains {0}'s l...",
 "An upset-looking hunter who is also a merchant - and, at the end of her chain, a recruit. The steps in order:": "苛立った様子の狩人で、商人でもあり、彼女のチェーンの最後には仲間になります。順を追ったステップは次のとおり：",
 "Ancient Forest Bookshelf Random": "古の森の本棚（ランダム）",
 "Ancient Forest Bookshelf Remnant": "古代の森の本棚の残骸",
 "Ancient Forest Bookshelf Remnant - Dungeon Settlers Wiki": "古代の森の本棚の残骸 - Dungeon Settlers Wiki",
 "Ancient Forest Bookshelf Side Remnant": "古代の森の本棚 (側面) の残骸",
 "Ancient Forest Bookshelf Side Remnant - Dungeon Settlers Wiki": "古代の森の本棚（側面）の残骸 - Dungeon Settlers Wiki",
 "And you are": "そしてあなたは",
 "Andorsi": "アンドルシ",
 "Animations": "アニメーション",
 "Animations - Dungeon Settlers Wiki": "アニメーション - Dungeon Settlers Wiki",
 "Annihilation": "殲滅",
 "AnnihilationCover": "AnnihilationCover",
 "Anomaly": "アノマリー",
 "Any critical hit the wearer lands.": "装備者が命中させたクリティカルヒットすべて。",
 "Any hit that is applied to the wearer, from any source.": "発生源を問わず、装備者に適用されたヒットすべて。",
 "Any hit the wearer lands on a target that is not already dead.": "装備者がまだ死んでいない対象に命中させたヒットすべて。",
 "Any positive energy change on the wearer.": "装備者のエネルギーが増加した場合すべて。",
 "Anything that pushes a target under a fifth of its health, including Sinking's own missing-HP burst, sets this up.": "Sinking自身の欠損HPバーストを含め、対象のHPを5分の1未満に押し下げるものはすべてこれを発動させる。",
 "Anything that raises energy regeneration raises the Shell rate in direct proportion.": "エネルギー回復を高めるものは何であれ、殻の生成速度を同じ割合で高める。",
 "Appear %": "出現 %",
 "Appears in rooms": "部屋に出現",
 "Appears on": "出現対象",
 "Appears on recruits from clan rank": "クランランクの勧誘者に出現",
 "Appears when you interact with": "と交流すると出現します",
 "Appears when you interact with {#} (the interaction spawns this statue and monsters).": "{#} と交流すると出現します（交流するとこの像とモンスターが出現）。",
 "Append": "URL に",
 "Appendix: clan name pool": "付録：クラン名プール",
 "Applied and maintained by the per-tick status system": "ティックごとのステータスシステムにより付与・維持される",
 "Applied automatically by a game system.": "ゲームシステムによって自動的に適用されます。",
 "Applied by a campaign event": "キャンペーンイベントによって適用",
 "Applied by lethal conditions": "致死状態によって適用",
 "Applied by specific campaign or dungeon events.": "特定のキャンペーンまたはダンジョンイベントによって適用されます。",
 "Applied by the mood system - reflects the unit's living conditions, tasks and events.": "気分システムによって適用され、ユニットの生活環境、作業、イベントを反映します。",
 "Applied effects": "適用される効果",
 "Applied in the expedition results summary": "遠征結果サマリーで適用",
 "Applied when a companion is lost": "仲間を失ったときに付与",
 "Applied when a unit is released": "ユニットを解放したときに付与",
 "Applied while sitting on furniture": "家具に座っている間に付与",
 "Applies": "適用",
 "Applies 1 Burning =": "燃焼1を付与 =",
 "Applies 2 Burning =": "燃焼を2適用 =",
 "Applies 3 Bleeding =": "出血を3スタック付与 =",
 "Applies an additional 'quality of the structure used for resting' * {0}% to the Wound decrease amount from UnitStatusSystem_RestWoundDecreasePercentage.": "UnitStatusSystem_RestWoundDecreasePercentageによる傷の減少量に、「休息に使う建造物の品質」 * {0}%を追加で適用する。",
 "Applies an additional 'quality of the structure used for resting' * {0}% to the health recovery amount from UnitStatusSystem_NaturalHealthPointRestorePercentage.": "UnitStatusSystem_NaturalHealthPointRestorePercentageによる体力回復量に、「休息に使う建造物の品質」 * {0}%を追加で適用する。",
 "Applies to": "適用対象",
 "Applies to nothing": "適用対象なし",
 "Applies {#} {#} =": "{#} {#}を付与 =",
 "Applies 挑発 to the target for {0} seconds when using single target melee skills.": "単体近接スキルの使用時、対象に{0}秒間挑発を付与する。",
 "Applies 挑発 to the target for {0} seconds when using single-target melee skills.": "単体近接スキルの使用時、対象に{0}秒間挑発を付与する。",
 "Apply worst-case env debuffs": "最悪ケースの環境デバフを適用",
 "Arcane": "秘術",
 "Arcron (M.Atk {#})": "アクロン（魔法攻撃 {#}）",
 "Arcron (P.Atk {#})": "アクロン (物攻 {#})",
 "Arcron Great Sword": "アークロン大剣",
 "Are you sure you want to delete": "削除してもよろしいですか",
 "Are you sure you want to delete save? All": "セーブを削除してもよろしいですか?すべての",
 "Are you sure you want to delete save? All your progress will be deleted!": "セーブを削除してもよろしいですか？すべての進捗が削除されます！",
 "Are you sure you want to go down": "降りてもよろしいですか",
 "Are you sure you want to go down floor?": "本当に下の階に行きたいですか？",
 "Are you sure you want to unlock": "解除してもよろしいですか",
 "Are you sure you want to unlock Research : {0}?": "研究を解除してもよろしいですか：{0}？",
 "Area": "エリア",
 "Area Room": "エリアルーム",
 "Area Type": "エリアタイプ",
 "Area {0} covered by creep from large thornvines": "大きな茨の蔓によるクリープが覆う範囲{0}",
 "Area {0} covered by creep from small thornvines": "小さな茨の蔓によるクリープが覆う範囲{0}",
 "Armor": "防具",
 "Armor - getting hit": "防具 - 被弾",
 "Armor wear": "防具の摩耗",
 "Armor wear = {#} x damage taken, on every worn piece. Guard halves the damage (and the wear); a dodge or miss deals no damage, so it costs nothing.": "防具の摩耗 = {#} × 受けたダメージ、装備中の各部位に適用。ガードはダメージ（と摩耗）を半減する；回避やミスはダメージを与えないため摩耗もない。",
 "Armor wear: getting hit": "防具の摩耗：被弾する",
 "Around her are neatly arranged tanned leather and bones. \"Take what you need. Just pay the right price.\"": "彼女の周りには整然と並んだなめし革と骨がある。\"必要な物を取っていい。ただし正当な代金を払うこと。\"",
 "Arrow for bows:": "弓用の矢：",
 "Arrow x1": "矢 x1",
 "Arrow x5": "矢 x5",
 "Arrow ×1": "矢 ×1",
 "Arrow ×3": "矢 ×3",
 "Arrow ×5": "矢 ×5",
 "Artifact": "アーティファクト",
 "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both strength and patience, and only after striking the same spot dozens of times would the desired shape finally emerge. Yet when faced with things that could not be mended as easily as they wished, they often found themselves at a loss for words.": "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both strength and patience, and only after striking the same spot dozens of times would the desired shape finally emerge. Yet when faced with things that could not be mended as easily as they wished, they often found themselves at a loss for words.",
 "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both...": "As a blacksmith, {0} repaired countless broken tools and worn weapons. Folding and drawing out heated iron demanded both...",
 "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, the...": "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, the...",
 "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, they watched where the weight would travel, and they knew well that one small gap could bring down an old house. But because they were used to measuring and fitting everything, their hands were often slow when faced with sudden change.": "As a carpenter, {0} saw shapes within the grain of wood that had not yet emerged. Even when raising a single pillar, they watched where the weight would travel, and they knew well that one small gap could bring down an old house. But because they were used to measuring and fitting everything, their hands were often slow when faced with sudden change.",
 "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the...": "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, the...",
 "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, they let it rest, and when a wheel spoke came loose, they fixed it by the roadside, carrying the cargo to its destination one way or another. As the years passed, they came to think first of arrival times and remaining distance before the faces of people.": "As a carter, {0} spent their life on the road between markets, inns, checkpoints, and ferries. When the horse tired, they let it rest, and when a wheel spoke came loose, they fixed it by the roadside, carrying the cargo to its destination one way or another. As the years passed, they came to think first of arrival times and remaining distance before the faces of people.",
 "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratchin...": "幼い頃、{0}の周りにはいつも低い囁きが付きまとっていた。理由なく枯れる花と毎晩窓を引っ掻く音は...",
 "As a child, {0} was followed everywhere by low whispers. Flowers that withered without reason and the sound of scratching at windows each night were always blamed on them, and frightened eyes turned away before words could be spoken. As the years passed, they could no longer easily trust even kindness offered to them.": "幼い頃、{0}の周りにはいつも低い囁きが付きまとっていた。理由なく枯れる花と毎晩窓を引っ掻く音は、いつも彼らのせいにされ、恐れた視線が言葉の前に背を向けた。月日が経つにつれ、彼らは差し出された優しさすら簡単には信じられなくなっていた。",
 "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat...": "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneat...",
 "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneath the roots and the faint presence of new shoots growing through the night, calling that power to their fingertips only when nature allowed it. But after entrusting themself to the rhythm of the forest for so long, they were often late to the quick words and promises of people.": "As a druid, {0} lived deep in the forest, listening to the sound of the seasons changing. They felt water flowing beneath the roots and the faint presence of new shoots growing through the night, calling that power to their fingertips only when nature allowed it. But after entrusting themself to the rhythm of the forest for so long, they were often late to the quick words and promises of people.",
 "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti...": "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutti...",
 "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutting a single branch, they watched the shade that would remain, and when fixing a stream of water, they packed the surrounding soil so it would not collapse. But because they were used to shaping things slowly, they often hesitated before sudden change.": "As a gardener, {0} knew that small acts of care could gather over time and change the shape of a forest. Even when cutting a single branch, they watched the shade that would remain, and when fixing a stream of water, they packed the surrounding soil so it would not collapse. But because they were used to shaping things slowly, they often hesitated before sudden change.",
 "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa...": "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of wa...",
 "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of warehouses, trying to catch signs before trouble began rather than after it happened. But after spending so many long nights keeping watch alone, they were often slow to join conversations in brighter places.": "As a night watchman, {0} never ignored a shadow moving in the dark. They searched rain filled alleys and the backs of warehouses, trying to catch signs before trouble began rather than after it happened. But after spending so many long nights keeping watch alone, they were often slow to join conversations in brighter places.",
 "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful...": "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and careful...",
 "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and carefully written letters of introduction carried them through many doors, but they were little help against harsh weather and broken roads. In those moments, they felt for the first time that their own strength was being tested.": "As a noble adventurer, {0} knew well that wealth and name could open the way. Fine horses, sturdy equipment, and carefully written letters of introduction carried them through many doors, but they were little help against harsh weather and broken roads. In those moments, they felt for the first time that their own strength was being tested.",
 "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi...": "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathi...",
 "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathing, and when enemy lights appeared, they checked the way back before moving closer. That helped them avoid many dangers, but it also kept them from ever growing fully close to anyone.": "As a scout, {0} learned to walk without leaving tracks behind. In the dark, they even lowered the sound of their breathing, and when enemy lights appeared, they checked the way back before moving closer. That helped them avoid many dangers, but it also kept them from ever growing fully close to anyone.",
 "As a second lock, the demo binary special-cases region 1: even a cleared Veil of Silence refuses to open Festering Burrow (the unlock loop, the available-region list and the region-request sanitizer all carry hardcoded region-1 exceptions).": "2つ目のロックとして、デモのバイナリは地域1を特別扱いします：沈黙のヴェールをクリアしてもただれた巣穴は開放されません（アンロックループ、利用可能地域リスト、地域リクエストのサニタイザーがいずれも地域1のハードコードされた例外を持っています）。",
 "As a squire sworn to a liege, {0} followed": "主君に仕える従士として、{0}は従った",
 "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether ...": "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether ...",
 "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether the role of squi": "As a squire sworn to a liege, {0} followed like a shadow, becoming a shield that ensured survival through countless battles. Yet within grew a question-whether the role of squi",
 "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: w...": "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: w...",
 "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: would they remain": "As a squire sworn to a liege, {0} followed the knight like a shadow and survived countless battles as their shield. Yet deep within, a question began to grow: would they remain",
 "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps": "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little, but their steps",
 "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little,...": "As an occultist, {0} knew that every secret came with a price. Each time they studied nameless rites and ancient symbols, their mind wore down little by little,...",
 "As th...": "As th...",
 "As the expedi...": "探索…",
 "As the expedition leader dispatched b...": "…から派遣された探索隊長として",
 "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak.": "周囲が一瞬静かになると、あなたは深呼吸して話し始める。",
 "As the surroundings grow quiet for a moment, you take a deep breath and begin to speak. \"I know well how hard you have all fought, and how many hardships we have overcome together. We stand at a crucial crossroads. If we endure this trial, we may yet earn greater rewards and build a better future.\" At your words, the expressions of the expedition members begin to change. Even {0} starts to show hints of understanding and sympathy. \"Resources are scarce at the moment, but this hardship will soon pass. Until then, I ask that you endure a little longer and lend me your strength.\" \"Understood, commander. I can see your sincerity. We'll hold on a little longer.\" Alongside {0}, the other expedition members nod in agreement. Though the situation remains harsh, your heartfelt words rekindle their resolve.": "周囲が一瞬静かになると、あなたは深呼吸して話し始める。「君たちがどれほど懸命に戦ったか、そして我々がどれほど多くの困難を一緒に乗り越えたかをよく知っている。我々は重大な岐路に立たされている。この試練を耐えれば、より大きな報酬を得て、より良い未来を築くかもしれない。」あなたの言葉で、遠征隊員たちの表情は変わり始める。{0}ですら、理解と同情のしるしを見せ始める。「今は資源が不足しているが、この困難はすぐに過ぎるだろう。それまで、もう少し耐えてくれ、そして僕に君たちの力を貸してくれ。」「了解しました、指揮官。君の誠意が感じられます。もう少し持ちこたえます。」{0}と一緒に、他の遠征隊員たちは同意の頷きをする。状況は依然として厳しいが、あなたの心からの言葉が彼らの決意を新たにする。",
 "As the...": "As the...",
 "As though something unseen is fo...": "As though something unseen is fo...",
 "As we face increasingly dangerous enemies, the expedition members' lack of ability has begun to show.": "敵がますます危険になる中、遠征隊員の力不足が見え始めている。",
 "As we face increasingly dangerous enemies, the expedition members' lack of ability has begun to show. More seasoned personnel will be needed for future expeditions. \"With our curr": "敵がますます危険になる中、遠征隊員の力不足が見え始めている。今後の遠征にはより熟練した人材が必要となるだろう。「現在の私たちの……」",
 "As we face increasingly dangerous enemies, the expedition members' lack of ability has begun to show. More seasoned personnel will be needed for future expeditions. \"With our current ...": "敵がますます危険になる中、遠征隊員の力不足が見え始めている。今後の遠征にはより熟練した人材が必要となるだろう。「現在の私たちの状況では……」",
 "As we face increasingly dangerous enemies, the expedition members' lack of ability has begun to show. More seasoned personnel will be needed...": "敵がますます危険になる中、遠征隊員の力不足が見え始めている。より熟練した人材が必要と……",
 "As you": "あなたが",
 "As you accept the request, he nods with a tired expression. \"Don't overdo it. A little investigation is enough.\"": "リクエストを受け入れると、彼は疲れた表情でうなずく。「無理をしないでください。少し調べれば十分です。」",
 "As you approach, Xenon flips through his notebook without any particular reaction, then after a moment, opens his mouth....": "近づくと、ゼノンは特に反応を見せず、ノートをめくる。しばらくして、口を開く...",
 "As you approach, she briefly stops maintaining her equipment and looks toward you.": "あなたが近づくと、彼女は機器の保守を一瞬止めてあなたを見つめる。",
 "As you approach, she briefly stops maintaining her equipment and looks toward you. She no longer mocks you as openly as before, though she still does not seem fully at ease. \"You l": "あなたが近づくと、彼女は機器の保守を一瞬止めてあなたを見つめる。彼女はもはやかつてのようにあなたを公然と馬鹿にすることはないが、それでもまだ完全に落ち着いていないようだ。「あなたは…",
 "As you approach, she pauses the equipment she was tending to and looks at you. Unlike before, she doesn't openly sneer, ...": "あなたが近づくと、彼女は世話をしていた装備を一時停止して、あなたを見ます。以前と異なり、彼女は露骨に嘲笑しません...",
 "As you finish preparing to give a speech about the results of this expedition, everyone gathers around. Their eyes burn ...": "この遠征の成果について演説する準備を終えると、みんなが集まります。 彼らの目は燃えるように輝き...",
 "As you hand over the Hell Leech, Xenon unhesitatingly places it inside his robe. He then raises his lips in a smile. \"A...": "ヘルリーチを手渡すと、ゼノンはためらうことなくそれをローブの中に入れる。彼はその後、唇を上げて微笑む。「A...",
 "As you hand over the investigation records of the magical device, Perion slowly reads through them with tired eyes. \"Hm...": "魔法装置の調査記録を渡すと、Perionは疲れた目でゆっくり読み進めます。\"う...",
 "As you hand over the survey materials, Xenon quickly skims through them. After a moment of silence, he grabs his head wi...": "調査資料を手渡すと、ゼノンはすぐにそれらにざっと目を通す。しばらくの沈黙の後、彼は頭をつかみながらwi...",
 "As you hand over the survey results, Xenon silently opens his notebook and skims through the contents. \"Oh... what a re...": "調査結果を手渡すと、ゼノンは無言でノートを開き、その内容にざっと目を通す。「ああ...なんて素晴らしいre...",
 "As you hand over the survey results, he silently opens his notebook and skims through the contents. After a moment of s...": "調査結果を手渡すと、彼は無言でノートを開き、その内容にざっと目を通す。しばらくの沈黙の後s...",
 "As you invoke the rules and take all the winnings, {0}'s face falls. \"No, this isn't right, Chief! This is an outrage!\"...": "あなたが規則を引き合いに出してすべての賞金を持ち去ると、{0}の顔が落ち込みます。「いいえ、これは正しくありません、リーダー!これは暴力です!」...",
 "As you mention discipline and take all the stakes, {0}'s face falls. \"No, where is such a thing, commander! This is tyr...": "規律を理由にすべての賭け金を没収すると、{0}の顔が曇ります。\"いや、そんなことがどこに、隊長!これは専制...",
 "As you nod, he looks back at the acid insect without any particular interest. He mutters to himself as he watches the a...": "あなたが頷くと、彼は特に興味を示さずに酸バグに視線を戻す。彼は酸バグを見つめながら、独りごちる...",
 "As you relay the results of the hunt, she slowly closes her eyes and soon exhales softly. \"...it's over.\" After lookin...": "狩りの結果を報告すると、彼女はゆっくり目を閉じ、やがて静かに息を吐きます。\"...終わったのだ。\"その後...",
 "As you show evidence of the hunt, her expression hardens. \"That creature isn't something that dies so easily. Don't lie...": "狩りの証拠を見せると、彼女の表情が強張ります。\"その生物はそう簡単には死なないもの。嘘をつくな...",
 "As you sound the expedition horn, the expedition members gather around.": "遠征ホルンを鳴らすと、遠征メンバーが周りに集まります。",
 "As you take the note, he nods with satisfaction. \"Good. This should be enough to verify the hypothesis.\" He looks at t...": "ノートを受け取ると、彼は満足げに頷く。\"良い。これで仮説を検証するのに十分だろう。\" 彼は...",
 "As {0} begins the ritual, the patterns carved into the floor flare crimson.": "{0}が儀式を開始すると、床に彫られたパターンが深紅色に燃え上がります。",
 "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Graaagh!!\" An unseen force drains {0}'s life as though wringing the blood from their body. The fresh blood spilling across the floor gathers at the center of the ritual circle, soaking the mana stones and filling them with an ominous crimson energy.": "{0}が儀式を始めると、床に刻まれた模様が深紅色に燃え上がります。「ぐああああ！！」目に見えない力が{0}の生命を血を搾り取るかのように吸い出します。床に溢れた新しい血が儀式の円の中央に集まり、魔力の石を吸収して不気味な深紅色のエネルギーで満たします。",
 "As {0} begins the ritual, the patterns carved into the floor flare crimson. \"Ngh...!\" As though something unseen is forcibly draining {0}'s life force, {0} clutches their chest and trembles in agony, barely managing to endure. But nothing happens.": "{0}が儀式を始めると、床に刻まれた模様が深紅色に燃え上がります。「うう…！」目に見えない何かが{0}の生命力を無理やり吸い取るかのように、{0}は胸を掴んで苦悶の中で震えながら、かろうじて耐えています。しかし何も起こりません。",
 "As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.": "{0}が生き物の体をいくつか引き裂くと、鋭い悲鳴が空中に響き渡ります。",
 "Ash Of Solace": "安らぎの灰",
 "Ash Of Solace - Dungeon Settlers Wiki": "安らぎの灰 - Dungeon Settlers Wiki",
 "Ash Of Solace icon": "安らぎの灰アイコン",
 "Ash Of Solace range and area shown on a dungeon room": "ダンジョンの部屋に表示された安らぎの灰の射程と範囲",
 "Asks how many hours a day is divided into (day tick = this value * hour tick)": "1日が何時間に分割されるかを指定する（日ティック = この値 * 時ティック）",
 "Asks how many minutes an hour is divided into (minute tick = hour tick / this value)": "1時間が何分に分割されるかを指定する（分ティック = 時ティック / この値）",
 "Assembled 1 of {#} authored layouts - rooms follow the authored graph positions": "{#}個の設計済みレイアウトのうち1つを組み立てました。部屋は設計済みグラフの位置に従います",
 "AssignControlMode_CancelAssign": "AssignControlMode_CancelAssign",
 "AssignControlMode_Construction": "AssignControlMode_Construction",
 "AssignControlMode_Demolition": "AssignControlMode_Demolition",
 "AssignControlMode_GatherResource": "AssignControlMode_GatherResource",
 "AssignControlMode_MultiplePickUpMode": "AssignControlMode_MultiplePickUpMode",
 "At": "なお、",
 "At 120 HP or less, the next damaging hit - even 1 damage, a Bleed tick, or a reflect - kills it outright.": "120HP以下では、次のダメージ一撃（1ダメージ、出血のティック、反射でも）で即死します。",
 "At baseline (no bonus, no malus)": "基準値（ボーナスもマイナスもなし）",
 "At cap": "上限時",
 "At combat start, a barrier worth twice your missing HP for 20 seconds.": "戦闘開始時、欠損HPの2倍分のバリアを20秒間付与。",
 "At each level-up you are shown": "各レベルアップで",
 "At every level-up you pick an inscription from 5 choices -": "レベルアップのたびに5つの選択肢から刻印を1つ選びます。",
 "At midnight (00:00)": "深夜0時（00:00）",
 "At night, vision is reduced by": "夜間、視界は次のぶん減少します：",
 "At normal (1x) speed the clock advances about 60 ticks per real second, which means": "通常（1倍）速度では時計は実時間1秒あたり約60ティック進むため、",
 "At once, you and the...": "At once, you and the...",
 "At the": "また、",
 "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening wor...": "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening wor...",
 "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening worn clothes. Even in places filled with tears and resentment, their hands never faltered, and each time the shovel covered the grave with soil, they quietly listened to those left behind. Perhaps because of that, they found it hard to laugh in lively company.": "At the edge of the village, {0} helped with funerals and grew used to wiping the faces of the dead and straightening worn clothes. Even in places filled with tears and resentment, their hands never faltered, and each time the shovel covered the grave with soil, they quietly listened to those left behind. Perhaps because of that, they found it hard to laugh in lively company.",
 "At the start of combat,": "戦闘開始時に、",
 "At your answer, the entity ripples gently and whispers as though smiling.": "あなたの答えに対して、その存在は優しく波打ち、笑みを浮かべているかのようにささやきます。",
 "At your answer, the entity ripples gently and whispers as though smiling. \"Then... may the wave enfold you.\" In that instant, a transparent current washes over you and the expedition members. It is not a violent force, but a warmth like a gentle embrace sinks deep into your bodies. When you come to your senses, the entity has already vanished.": "あなたの答えに対して、その存在は優しく波打ち、笑みを浮かべているかのようにささやきます。「それでは…波があなたを包み込みますように。」その瞬間、透明な波動があなたと遠征隊員を包み込みます。それは暴力的な力ではなく、優しく抱きしめるような温もりがあなたたちの身体の奥底に沁み込みます。正気に戻る頃には、その存在はすでに消えています。",
 "At your answer, the entity seems to smile with satisfaction.": "あなたの答えに対して、その存在は満足そうに笑っているようです。",
 "At your answer, the entity seems to smile with satisfaction. \"Good... Life must bloom by its own power.\" In that instant, warm life energy envelops you and the expedition members. Gentle warmth seeps into every wound, and you feel your withered vitality slowly returning. When you come to your senses, the entity has already vanished.": "あなたの答えに対して、その存在は満足そうに笑っているようです。「いい…生命は自分自身の力で花開かねばならない。」その瞬間、暖かい生命エネルギーがあなたと遠征隊員を包み込みます。優しい温もりがあなたたちの傷のすべてに沁み込み、萎れた活力が徐々に戻ってくるのを感じます。正気に戻る頃には、その存在はすでに消えています。",
 "At your answer, the entity surges violently and cries out in a voice like roaring flame.": "あなたの答えに対して、その存在は激しく波立ち、炎のような轟音で叫びます。",
 "At your answer, the entity surges violently and cries out in a voice like roaring flame. \"Good... Burn everything!\" In that instant, small flames spring to life across your body and those of the expedition members. Strangely, the fire does not burn your flesh, yet it flickers ceaselessly as though eager to spread to everything nearby. When you come to your senses, the entity has already vanished.": "あなたの答えに対して、その存在は激しく波立ち、炎のような轟音で叫びます。「いい…すべてを焼き尽くせ！」その瞬間、あなたと遠征隊員の身体中に小さな炎が灯ります。奇妙なことに、炎はあなたたちの肉体を焼くことはありませんが、周りのすべてに広がろうとするかのようにちらちらと揺らめいています。正気に戻る頃には、その存在はすでに消えています。",
 "At your answer, the thing claps with delight and cries out.": "At your answer, the thing claps with delight and cries out.",
 "At your answer, the thing claps with delight and cries out. \"Hahaha! Though greed itself knows no end!\" Coins begin raining from the sky, and you and the expedition members scramble frantically to gather them. By the time you regain your senses, it has already vanished.": "At your answer, the thing claps with delight and cries out. \"Hahaha! Though greed itself knows no end!\" Coins begin raining from the sky, and you and the expedition members scramble frantically to gather them. By the time you regain your senses, it has already vanished.",
 "At your answer, the thing cries out in delight.": "At your answer, the thing cries out in delight.",
 "At your answer, the thing cries out in delight. \"Ahhh... then you shall be filled with pleasure!\" At once, you and the expedition members are swept away by a wave of overwhelming ecstasy. By the time you regain your senses, it has already disappeared.": "At your answer, the thing cries out in delight. \"Ahhh... then you shall be filled with pleasure!\" At once, you and the expedition members are swept away by a wave of overwhelming ecstasy. By the time you regain your senses, it has already disappeared.",
 "At your answer, the thing writhes violently before roaring in fury.": "At your answer, the thing writhes violently before roaring in fury.",
 "At your answer, the thing writhes violently before roaring in fury. \"Then suffering shall be your companion!\" In an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart. By the time you regain your senses, it has already vanished.": "At your answer, the thing writhes violently before roaring in fury. \"Then suffering shall be your companion!\" In an instant, unbearable agony crashes over you and the expedition members, as though both body and soul are being torn apart. By the time you regain your senses, it has already vanished.",
 "At your question, her face darkens without a word. You pause for a": "あなたの問いに、彼女は無言で表情を曇らせる。あなたは少しの間、",
 "Atk": "攻撃力",
 "Atk Spd": "攻撃速度",
 "Atk spd": "攻撃速度",
 "AtkSpd": "攻撃速度",
 "Attack": "攻撃",
 "Attack 2": "攻撃 2",
 "Attack power (physical & magic)": "攻撃力（物理・魔法）",
 "Attack skills - hover an icon for its reach and area on a dungeon room": "攻撃スキル - アイコンにカーソルを合わせると、ダンジョン部屋での射程と範囲が表示されます",
 "Attack speed": "攻撃速度",
 "Attack speed increases by {0}%.": "攻撃速度が{0}%増加します。",
 "Attack type (melee vs ranged)": "攻撃タイプ（近接と遠隔）",
 "Attacked": "被攻撃",
 "Attacked (variant)": "被攻撃 (バリエーション)",
 "Attacks": "攻撃",
 "Attacks & patterns": "攻撃とパターン",
 "Attacks the weakest enemy.": "最も弱い敵を攻撃する。",
 "Aura": "オーラ",
 "Authored": "設計済み",
 "Authored but not yet obtainable (future special recruits)": "作成済みだが未入手（将来の特別募集）",
 "Authored constant with no consumer in this build - documented here as a would-be mechanic, not a live one.": "このビルドでは参照先のない記述済み定数。実際に稼働している仕組みではなく、実装予定の仕組みとしてここに記載する。",
 "Auto (until the event)": "自動（イベントまで）",
 "Auto PickUp in Dungeon": "ダンジョンでの自動ピックアップ",
 "Auto Save Interval (Only in Settlement)": "オートセーブ間隔（決済地内のみ）",
 "AutoRepair ×3, ChainIdle ×3, Idle ×3, Chain ×2, ChainGrabHit ×2, ChainGrabStart ×1, Death ×1, EnchantChain ×1, PhantomChain ×1, Phase1Start ×1, Phase1StartSplash ×1, Phase2Start ×1, Phase2StartSplash ×1, Pulse ×1, RattleLoop ×1, SentinelSmite1 ×1, SentinelSmite2 ×1, Start ×1, Warning ×1, WarningThree ×1": "AutoRepair ×3, ChainIdle ×3, Idle ×3, Chain ×2, ChainGrabHit ×2, ChainGrabStart ×1, Death ×1, EnchantChain ×1, PhantomChain ×1, Phase1Start ×1, Phase1StartSplash ×1, Phase2Start ×1, Phase2StartSplash ×1, Pulse ×1, RattleLoop ×1, SentinelSmite1 ×1, SentinelSmite2 ×1, Start ×1, Warning ×1, WarningThree ×1",
 "Automatically uses skills on enemies when": "敵に対して自動的にスキルを使用するタイミング：",
 "Automatically uses skills on enemies when エネルギー is above a certain threshold. Right click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "エネルギーが一定のしきい値を超えると、敵に対してスキルを自動的に使用します。'コマンドパネル'クイックスロット内のスキルを右クリックして、各スキルが自動的に使用されるかどうかを個別に選択します",
 "Automatically uses skills on enemies when エネルギー is above a certain threshold. Right-click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used auto": "エネルギーが一定のしきい値を超えると、敵に対してスキルを自動的に使用します。'コマンドパネル'クイックスロット内のスキルを右クリックして、各スキルが自動的に使用されるかどうかを個別に選択します",
 "Autosave the current character and start a new one": "現在のキャラクターを自動保存して新しいキャラクターを開始する",
 "Autosave this character and start a fresh one. Nothing is lost - switch back any time from the list below or the units bar.": "このキャラクターを自動保存して新しく始めます。何も失われません。下のリストやユニットバーからいつでも戻せます。",
 "Autosaves as you edit (name it first)": "編集中に自動保存されます（先に名前を付けてください）",
 "Auxiliary skill tree": "補助スキルツリー",
 "Availability": "利用可否",
 "Available cap in current build": "現行ビルドでの到達上限",
 "Available localization languages.": "利用可能なローカライズ言語。",
 "Available phases": "利用可能なフェーズ",
 "Average": "平均",
 "Average damage one cast lands on a single target for the caster chosen in 'Cast by', with critical chance folded in. Against a chosen Target it is mitigated by that monster's resistance and shown as a % of its HP (red + skull = lethal). This is the ranking metric.": "『詠唱者』で選んだ使い手が、1回詠唱で単体対象に与える平均ダメージ（クリティカル率込み）。選択した対象に対しては、そのモンスターの耐性で軽減され、HPの割合(%)で表示されます（赤＋ドクロ＝致死）。これがランキング指標です。",
 "Average damage one use of this attack lands on the target set in '{#}' (crit folded in, mitigated by that target's resistances) at the selected Difficulty, and the % of the target's HP it removes. Red + skull = lethal (>=100%), orange >=50%, green <10%. This is the ranking metric.": "選択した難易度で、この攻撃を1回使用したときに『{#}』で設定した対象に与える平均ダメージ（クリティカル込み、対象の耐性で軽減）と、それが対象のHPから奪う割合(%)。赤＋ドクロ＝致死(>=100%)、オレンジ>=50%、緑<10%。これがランキング指標です。",
 "Average mood below -3 sustained -> Growing Discontent event": "平均気分が-3を下回り続ける → 募る不満イベント",
 "Avg basic hit (magic staff)": "平均通常攻撃（魔法の杖）",
 "Avg basic hit (physical)": "平均通常攻撃（物理）",
 "Avg hit": "平均ヒット",
 "Awakened by the sound, you step outside to find {0}...": "その音で目が覚めたあなたは外に出て、{0}...を見つける。",
 "Awareness": "認識度",
 "Awareness value accumulated per minute when a player unit is within sight range (applies only to enemies)": "プレイヤーユニットが視界範囲内にいるときに毎分蓄積される認識値（敵にのみ適用）",
 "Awareness value required before entering combat": "戦闘に入る前に必要な認識値",
 "AwarenessOnMin": "AwarenessOnMin",
 "AwarenessToCombat": "AwarenessToCombat",
 "Awaring": "認識中",
 "Awoooo!! Awoooo!!": "ウーウー!!ウーウー!!",
 "Axe (items, aptitude, no tree)": "斧（アイテム、適性あり、ツリーなし）",
 "Axes": "斧",
 "B.0.3.40 content pass + data corrections": "B.0.3.40コンテンツパス＋データ修正",
 "BAND": "帯",
 "BASEAREAROOM_Default_Big_1": "BASEAREAROOM_Default_Big_1",
 "BASEAREAROOM_Default_Big_2": "BASEAREAROOM_Default_Big_2",
 "BASEAREAROOM_Default_Big_AbandonedClinic": "BASEAREAROOM_Default_Big_AbandonedClinic",
 "BASEAREAROOM_Default_Big_AbandonedFarm": "BASEAREAROOM_Default_Big_AbandonedFarm",
 "BASEAREAROOM_Default_Big_AbandonedVillage_1": "BASEAREAROOM_Default_Big_AbandonedVillage_1",
 "BASEAREAROOM_Default_Big_AbandonedVillage_2": "BASEAREAROOM_Default_Big_AbandonedVillage_2",
 "BASEAREAROOM_Default_Big_AbandonedVillage_3": "BASEAREAROOM_Default_Big_AbandonedVillage_3",
 "BASEAREAROOM_Default_Big_AbandonedVillage_4": "BASEAREAROOM_Default_Big_AbandonedVillage_4",
 "BASEAREAROOM_Default_Big_AbandonedVillage_5": "BASEAREAROOM_Default_Big_AbandonedVillage_5",
 "BASEAREAROOM_Default_Big_BrokenWagon": "BASEAREAROOM_Default_Big_BrokenWagon",
 "BASEAREAROOM_Default_Big_FertileFarmland_1": "BASEAREAROOM_Default_Big_FertileFarmland_1",
 "BASEAREAROOM_Default_Big_FertileFarmland_2": "BASEAREAROOM_Default_Big_FertileFarmland_2",
 "BASEAREAROOM_Default_Big_FertileFarmland_3": "BASEAREAROOM_Default_Big_FertileFarmland_3",
 "BASEAREAROOM_Default_Big_FertileFarmland_4": "BASEAREAROOM_Default_Big_FertileFarmland_4",
 "BASEAREAROOM_Default_Big_FertileFarmland_5": "BASEAREAROOM_Default_Big_FertileFarmland_5",
 "BASEAREAROOM_Default_Big_LastRefuge": "BASEAREAROOM_Default_Big_LastRefuge",
 "BASEAREAROOM_Default_Big_Rock_1": "BASEAREAROOM_Default_Big_Rock_1",
 "BASEAREAROOM_Default_Big_Rock_2": "BASEAREAROOM_Default_Big_Rock_2",
 "BASEAREAROOM_Default_Big_Rock_3": "BASEAREAROOM_Default_Big_Rock_3",
 "BASEAREAROOM_Default_Big_TwistedForest_1": "BASEAREAROOM_Default_Big_TwistedForest_1",
 "BASEAREAROOM_Default_Big_TwistedForest_2": "BASEAREAROOM_Default_Big_TwistedForest_2",
 "BASEAREAROOM_Default_Big_TwistedForest_3": "BASEAREAROOM_Default_Big_TwistedForest_3",
 "BASEAREAROOM_Default_Central_1": "BASEAREAROOM_Default_Central_1",
 "BASEAREAROOM_Default_Central_2": "BASEAREAROOM_Default_Central_2",
 "BASEAREAROOM_Default_FirstFarmArea_1": "BASEAREAROOM_Default_FirstFarmArea_1",
 "BASEAREAROOM_Default_FirstMiniDungeonArea_1": "BASEAREAROOM_Default_FirstMiniDungeonArea_1",
 "BASEAREAROOM_Default_Small_1": "BASEAREAROOM_Default_Small_1",
 "BASEAREAROOM_Default_Small_10": "BASEAREAROOM_Default_Small_10",
 "BASEAREAROOM_Default_Small_11": "BASEAREAROOM_Default_Small_11",
 "BASEAREAROOM_Default_Small_12": "BASEAREAROOM_Default_Small_12",
 "BASEAREAROOM_Default_Small_13": "BASEAREAROOM_Default_Small_13",
 "BASEAREAROOM_Default_Small_14": "BASEAREAROOM_Default_Small_14",
 "BASEAREAROOM_Default_Small_15": "BASEAREAROOM_Default_Small_15",
 "BASEAREAROOM_Default_Small_16": "BASEAREAROOM_Default_Small_16",
 "BASEAREAROOM_Default_Small_17": "BASEAREAROOM_Default_Small_17",
 "BASEAREAROOM_Default_Small_18": "BASEAREAROOM_Default_Small_18",
 "BASEAREAROOM_Default_Small_19": "BASEAREAROOM_Default_Small_19",
 "BASEAREAROOM_Default_Small_2": "BASEAREAROOM_Default_Small_2",
 "BASEAREAROOM_Default_Small_20": "BASEAREAROOM_Default_Small_20",
 "BASEAREAROOM_Default_Small_21": "BASEAREAROOM_Default_Small_21",
 "BASEAREAROOM_Default_Small_22": "BASEAREAROOM_Default_Small_22",
 "BASEAREAROOM_Default_Small_23": "BASEAREAROOM_Default_Small_23",
 "BASEAREAROOM_Default_Small_24": "BASEAREAROOM_Default_Small_24",
 "BASEAREAROOM_Default_Small_25": "BASEAREAROOM_Default_Small_25",
 "BASEAREAROOM_Default_Small_3": "BASEAREAROOM_Default_Small_3",
 "BASEAREAROOM_Default_Small_4": "BASEAREAROOM_Default_Small_4",
 "BASEAREAROOM_Default_Small_5": "BASEAREAROOM_Default_Small_5",
 "BASEAREAROOM_Default_Small_6": "BASEAREAROOM_Default_Small_6",
 "BASEAREAROOM_Default_Small_7": "BASEAREAROOM_Default_Small_7",
 "BASEAREAROOM_Default_Small_8": "BASEAREAROOM_Default_Small_8",
 "BASEAREAROOM_Default_Small_9": "BASEAREAROOM_Default_Small_9",
 "BGMShiftTime": "BGMShiftTime",
 "BUILDINGS": "建物",
 "BUILDING_AccessoriesWorkstation": "BUILDING_AccessoriesWorkstation",
 "BUILDING_AccessoriesWorkstation -": "BUILDING_AccessoriesWorkstation -",
 "BUILDING_AdvancedCookingWorkstation": "BUILDING_AdvancedCookingWorkstation",
 "BUILDING_AdvancedCookingWorkstation -": "BUILDING_AdvancedCookingWorkstation -",
 "BUILDING_AlchemistWorkstation": "BUILDING_AlchemistWorkstation",
 "BUILDING_AlchemistWorkstation -": "BUILDING_AlchemistWorkstation -",
 "BUILDING_AllStorage": "BUILDING_AllStorage",
 "BUILDING_AllStorage -": "BUILDING_AllStorage -",
 "BUILDING_AlphaNearPortalBlock": "BUILDING_AlphaNearPortalBlock",
 "BUILDING_AlphaNearPortalBlock -": "BUILDING_AlphaNearPortalBlock -",
 "BUILDING_AncientForestBookshelf": "BUILDING_AncientForestBookshelf",
 "BUILDING_AncientForestBookshelf -": "BUILDING_AncientForestBookshelf -",
 "BUILDING_AncientForestBookshelfRemnant": "BUILDING_AncientForestBookshelfRemnant",
 "BUILDING_AncientForestBookshelfRemnant -": "BUILDING_AncientForestBookshelfRemnant -",
 "BUILDING_AncientForestBookshelfSide": "BUILDING_AncientForestBookshelfSide",
 "BUILDING_AncientForestBookshelfSide -": "BUILDING_AncientForestBookshelfSide -",
 "BUILDING_AncientForestBookshelfSideRemnant": "BUILDING_AncientForestBookshelfSideRemnant",
 "BUILDING_AncientForestBookshelfSideRemnant -": "BUILDING_AncientForestBookshelfSideRemnant -",
 "BUILDING_AnimalBoneRemains": "BUILDING_AnimalBoneRemains",
 "BUILDING_AnimalBoneRemains -": "BUILDING_AnimalBoneRemains -",
 "BUILDING_Banner": "BUILDING_Banner",
 "BUILDING_Banner -": "BUILDING_Banner -",
 "BUILDING_BannerStand": "BUILDING_BannerStand",
 "BUILDING_BannerStand -": "BUILDING_BannerStand -",
 "BUILDING_BasementStartPack": "BUILDING_BasementStartPack",
 "BUILDING_BasementStartPack -": "BUILDING_BasementStartPack -",
 "BUILDING_BasementTree": "BUILDING_BasementTree",
 "BUILDING_BasementTree -": "BUILDING_BasementTree -",
 "BUILDING_BasicCampsite": "BUILDING_BasicCampsite",
 "BUILDING_BasicCampsite -": "BUILDING_BasicCampsite -",
 "BUILDING_BasicCampsiteDeco1": "BUILDING_BasicCampsiteDeco1",
 "BUILDING_BasicCampsiteDeco1 -": "BUILDING_BasicCampsiteDeco1 -",
 "BUILDING_BasicCampsiteDeco2": "BUILDING_BasicCampsiteDeco2",
 "BUILDING_BasicCampsiteDeco2 -": "BUILDING_BasicCampsiteDeco2 -",
 "BUILDING_BasicWorkstation": "BUILDING_BasicWorkstation",
 "BUILDING_BasicWorkstation -": "BUILDING_BasicWorkstation -",
 "BUILDING_Bed": "BUILDING_Bed",
 "BUILDING_Bed -": "BUILDING_Bed -",
 "BUILDING_BeeHiveTree": "BUILDING_BeeHiveTree",
 "BUILDING_BeeHiveTree -": "BUILDING_BeeHiveTree -",
 "BUILDING_BeeHiveTreeRemnant": "BUILDING_BeeHiveTreeRemnant",
 "BUILDING_BeeHiveTreeRemnant -": "BUILDING_BeeHiveTreeRemnant -",
 "BUILDING_BigDarkThornVine": "BUILDING_BigDarkThornVine",
 "BUILDING_BigDarkThornVine -": "BUILDING_BigDarkThornVine -",
 "BUILDING_BigRock": "BUILDING_BigRock",
 "BUILDING_BigRock -": "BUILDING_BigRock -",
 "BUILDING_BigRockRemnant": "BUILDING_BigRockRemnant",
 "BUILDING_BigRockRemnant -": "BUILDING_BigRockRemnant -",
 "BUILDING_BlackBanner": "BUILDING_BlackBanner",
 "BUILDING_BlackBanner -": "BUILDING_BlackBanner -",
 "BUILDING_BlackBannerStand": "BUILDING_BlackBannerStand",
 "BUILDING_BlackBannerStand -": "BUILDING_BlackBannerStand -",
 "BUILDING_BlackCarpet": "BUILDING_BlackCarpet",
 "BUILDING_BlackCarpet -": "BUILDING_BlackCarpet -",
 "BUILDING_BlockingVine": "BUILDING_BlockingVine",
 "BUILDING_BlockingVine -": "BUILDING_BlockingVine -",
 "BUILDING_BloodTree": "BUILDING_BloodTree",
 "BUILDING_BloodTree -": "BUILDING_BloodTree -",
 "BUILDING_BloodTreeRemnant": "BUILDING_BloodTreeRemnant",
 "BUILDING_BloodTreeRemnant -": "BUILDING_BloodTreeRemnant -",
 "BUILDING_BloodTreeWithFruit": "BUILDING_BloodTreeWithFruit",
 "BUILDING_BloodTreeWithFruit -": "BUILDING_BloodTreeWithFruit -",
 "BUILDING_BloodTreeWithFruitRemnant": "BUILDING_BloodTreeWithFruitRemnant",
 "BUILDING_BloodTreeWithFruitRemnant -": "BUILDING_BloodTreeWithFruitRemnant -",
 "BUILDING_BlueBanner": "BUILDING_BlueBanner",
 "BUILDING_BlueBanner -": "BUILDING_BlueBanner -",
 "BUILDING_BlueBannerStand": "BUILDING_BlueBannerStand",
 "BUILDING_BlueBannerStand -": "BUILDING_BlueBannerStand -",
 "BUILDING_BlueCarpet": "BUILDING_BlueCarpet",
 "BUILDING_BlueCarpet -": "BUILDING_BlueCarpet -",
 "BUILDING_BlueDrunkardMushroom": "BUILDING_BlueDrunkardMushroom",
 "BUILDING_BlueDrunkardMushroom -": "BUILDING_BlueDrunkardMushroom -",
 "BUILDING_BlueberryBush": "BUILDING_BlueberryBush",
 "BUILDING_BlueberryBush -": "BUILDING_BlueberryBush -",
 "BUILDING_BlueberryBushRemnant": "BUILDING_BlueberryBushRemnant",
 "BUILDING_BlueberryBushRemnant -": "BUILDING_BlueberryBushRemnant -",
 "BUILDING_Blueprint": "BUILDING_Blueprint",
 "BUILDING_Blueprint -": "BUILDING_Blueprint -",
 "BUILDING_BonePile1": "BUILDING_BonePile1",
 "BUILDING_BonePile1 -": "BUILDING_BonePile1 -",
 "BUILDING_BonePile2": "BUILDING_BonePile2",
 "BUILDING_BonePile2 -": "BUILDING_BonePile2 -",
 "BUILDING_BoneRemains1": "BUILDING_BoneRemains1",
 "BUILDING_BoneRemains1 -": "BUILDING_BoneRemains1 -",
 "BUILDING_BoneRemains2": "BUILDING_BoneRemains2",
 "BUILDING_BoneRemains2 -": "BUILDING_BoneRemains2 -",
 "BUILDING_Bonfire": "BUILDING_Bonfire",
 "BUILDING_Bonfire -": "BUILDING_Bonfire -",
 "BUILDING_BookPile": "BUILDING_BookPile",
 "BUILDING_BookPile -": "BUILDING_BookPile -",
 "BUILDING_BookPile2": "BUILDING_BookPile2",
 "BUILDING_BookPile2 -": "BUILDING_BookPile2 -",
 "BUILDING_BottomCircleFlower": "BUILDING_BottomCircleFlower",
 "BUILDING_BottomCircleFlower -": "BUILDING_BottomCircleFlower -",
 "BUILDING_BottomRockMiddle": "BUILDING_BottomRockMiddle",
 "BUILDING_BottomRockMiddle -": "BUILDING_BottomRockMiddle -",
 "BUILDING_BottomRockSmall": "BUILDING_BottomRockSmall",
 "BUILDING_BottomRockSmall -": "BUILDING_BottomRockSmall -",
 "BUILDING_BottomStemFlower": "BUILDING_BottomStemFlower",
 "BUILDING_BottomStemFlower -": "BUILDING_BottomStemFlower -",
 "BUILDING_BrokenAncientForestBookshelf1": "BUILDING_BrokenAncientForestBookshelf1",
 "BUILDING_BrokenAncientForestBookshelf1 -": "BUILDING_BrokenAncientForestBookshelf1 -",
 "BUILDING_BrokenAncientForestBookshelf2": "BUILDING_BrokenAncientForestBookshelf2",
 "BUILDING_BrokenAncientForestBookshelf2 -": "BUILDING_BrokenAncientForestBookshelf2 -",
 "BUILDING_BrokenAncientForestBookshelfSide": "BUILDING_BrokenAncientForestBookshelfSide",
 "BUILDING_BrokenAncientForestBookshelfSide -": "BUILDING_BrokenAncientForestBookshelfSide -",
 "BUILDING_BrokenChest": "BUILDING_BrokenChest",
 "BUILDING_BrokenChest -": "BUILDING_BrokenChest -",
 "BUILDING_BrokenTreeTrunk": "BUILDING_BrokenTreeTrunk",
 "BUILDING_BrokenTreeTrunk -": "BUILDING_BrokenTreeTrunk -",
 "BUILDING_BrokenWagon": "BUILDING_BrokenWagon",
 "BUILDING_BrokenWagon -": "BUILDING_BrokenWagon -",
 "BUILDING_BrokenWagonRemnant": "BUILDING_BrokenWagonRemnant",
 "BUILDING_BrokenWagonRemnant -": "BUILDING_BrokenWagonRemnant -",
 "BUILDING_BrokenWheel": "BUILDING_BrokenWheel",
 "BUILDING_BrokenWheel -": "BUILDING_BrokenWheel -",
 "BUILDING_CampFire": "BUILDING_CampFire",
 "BUILDING_CampFire -": "BUILDING_CampFire -",
 "BUILDING_CampFireRemnant": "BUILDING_CampFireRemnant",
 "BUILDING_CampFireRemnant -": "BUILDING_CampFireRemnant -",
 "BUILDING_CandleStand": "BUILDING_CandleStand",
 "BUILDING_CandleStand -": "BUILDING_CandleStand -",
 "BUILDING_CardPlayTable": "BUILDING_CardPlayTable",
 "BUILDING_CardPlayTable -": "BUILDING_CardPlayTable -",
 "BUILDING_CargoBundle1": "BUILDING_CargoBundle1",
 "BUILDING_CargoBundle1 -": "BUILDING_CargoBundle1 -",
 "BUILDING_CargoBundle1Remnant": "BUILDING_CargoBundle1Remnant",
 "BUILDING_CargoBundle1Remnant -": "BUILDING_CargoBundle1Remnant -",
 "BUILDING_CargoBundle2": "BUILDING_CargoBundle2",
 "BUILDING_CargoBundle2 -": "BUILDING_CargoBundle2 -",
 "BUILDING_CargoBundle2Remnant": "BUILDING_CargoBundle2Remnant",
 "BUILDING_CargoBundle2Remnant -": "BUILDING_CargoBundle2Remnant -",
 "BUILDING_CarpenterWorkstation": "BUILDING_CarpenterWorkstation",
 "BUILDING_CarpenterWorkstation -": "BUILDING_CarpenterWorkstation -",
 "BUILDING_CastingWorkbench": "BUILDING_CastingWorkbench",
 "BUILDING_CastingWorkbench -": "BUILDING_CastingWorkbench -",
 "BUILDING_CavernGodnessAncientWall": "BUILDING_CavernGodnessAncientWall",
 "BUILDING_CavernGodnessAncientWall -": "BUILDING_CavernGodnessAncientWall -",
 "BUILDING_CavernGodnessAncientWall2": "BUILDING_CavernGodnessAncientWall2",
 "BUILDING_CavernGodnessAncientWall2 -": "BUILDING_CavernGodnessAncientWall2 -",
 "BUILDING_CavernGodnessAncientWall3": "BUILDING_CavernGodnessAncientWall3",
 "BUILDING_CavernGodnessAncientWall3 -": "BUILDING_CavernGodnessAncientWall3 -",
 "BUILDING_CavernGodnessAncientWall4": "BUILDING_CavernGodnessAncientWall4",
 "BUILDING_CavernGodnessAncientWall4 -": "BUILDING_CavernGodnessAncientWall4 -",
 "BUILDING_CavernGodnessAncientWall5": "BUILDING_CavernGodnessAncientWall5",
 "BUILDING_CavernGodnessAncientWall5 -": "BUILDING_CavernGodnessAncientWall5 -",
 "BUILDING_CavernGodnessAncientWall6": "BUILDING_CavernGodnessAncientWall6",
 "BUILDING_CavernGodnessAncientWall6 -": "BUILDING_CavernGodnessAncientWall6 -",
 "BUILDING_CavernGodnessPillar": "BUILDING_CavernGodnessPillar",
 "BUILDING_CavernGodnessPillar -": "BUILDING_CavernGodnessPillar -",
 "BUILDING_CavernGodnessPillar2": "BUILDING_CavernGodnessPillar2",
 "BUILDING_CavernGodnessPillar2 -": "BUILDING_CavernGodnessPillar2 -",
 "BUILDING_CelestialSphere": "BUILDING_CelestialSphere",
 "BUILDING_CelestialSphere -": "BUILDING_CelestialSphere -",
 "BUILDING_Chair": "BUILDING_Chair",
 "BUILDING_Chair -": "BUILDING_Chair -",
 "BUILDING_ClothBedroll": "BUILDING_ClothBedroll",
 "BUILDING_ClothBedroll -": "BUILDING_ClothBedroll -",
 "BUILDING_ClothRug": "BUILDING_ClothRug",
 "BUILDING_ClothRug -": "BUILDING_ClothRug -",
 "BUILDING_CodexLevel1": "BUILDING_CodexLevel1",
 "BUILDING_CodexLevel1 -": "BUILDING_CodexLevel1 -",
 "BUILDING_CodexLevel1Remnant": "BUILDING_CodexLevel1Remnant",
 "BUILDING_CodexLevel1Remnant -": "BUILDING_CodexLevel1Remnant -",
 "BUILDING_CodexLevel2": "BUILDING_CodexLevel2",
 "BUILDING_CodexLevel2 -": "BUILDING_CodexLevel2 -",
 "BUILDING_CodexLevel2Remnant": "BUILDING_CodexLevel2Remnant",
 "BUILDING_CodexLevel2Remnant -": "BUILDING_CodexLevel2Remnant -",
 "BUILDING_ConsumableStorage": "BUILDING_ConsumableStorage",
 "BUILDING_ConsumableStorage -": "BUILDING_ConsumableStorage -",
 "BUILDING_CookingWorkstation": "BUILDING_CookingWorkstation",
 "BUILDING_CookingWorkstation -": "BUILDING_CookingWorkstation -",
 "BUILDING_DarkThornVine": "BUILDING_DarkThornVine",
 "BUILDING_DarkThornVine -": "BUILDING_DarkThornVine -",
 "BUILDING_DartPlayBoard": "BUILDING_DartPlayBoard",
 "BUILDING_DartPlayBoard -": "BUILDING_DartPlayBoard -",
 "BUILDING_DecorativeAncientBrokentileA": "BUILDING_DecorativeAncientBrokentileA",
 "BUILDING_DecorativeAncientBrokentileA -": "BUILDING_DecorativeAncientBrokentileA -",
 "BUILDING_DecorativeAncientBrokentileB": "BUILDING_DecorativeAncientBrokentileB",
 "BUILDING_DecorativeAncientBrokentileB -": "BUILDING_DecorativeAncientBrokentileB -",
 "BUILDING_DecorativeBlood": "BUILDING_DecorativeBlood",
 "BUILDING_DecorativeBlood -": "BUILDING_DecorativeBlood -",
 "BUILDING_DecorativeBloodyWallBushDown": "BUILDING_DecorativeBloodyWallBushDown",
 "BUILDING_DecorativeBloodyWallBushDown -": "BUILDING_DecorativeBloodyWallBushDown -",
 "BUILDING_DecorativeBloodyWallBushLeft": "BUILDING_DecorativeBloodyWallBushLeft",
 "BUILDING_DecorativeBloodyWallBushLeft -": "BUILDING_DecorativeBloodyWallBushLeft -",
 "BUILDING_DecorativeBloodyWallBushRight": "BUILDING_DecorativeBloodyWallBushRight",
 "BUILDING_DecorativeBloodyWallBushRight -": "BUILDING_DecorativeBloodyWallBushRight -",
 "BUILDING_DecorativeBloodyWallBushUp": "BUILDING_DecorativeBloodyWallBushUp",
 "BUILDING_DecorativeBloodyWallBushUp -": "BUILDING_DecorativeBloodyWallBushUp -",
 "BUILDING_DecorativeBone": "BUILDING_DecorativeBone",
 "BUILDING_DecorativeBone -": "BUILDING_DecorativeBone -",
 "BUILDING_DecorativeBrokenAncientForestBookshelfSideA": "BUILDING_DecorativeBrokenAncientForestBookshelfSideA",
 "BUILDING_DecorativeBrokenAncientForestBookshelfSideA -": "BUILDING_DecorativeBrokenAncientForestBookshelfSideA -",
 "BUILDING_DecorativeBrokenAncientForestBookshelfSideB": "BUILDING_DecorativeBrokenAncientForestBookshelfSideB",
 "BUILDING_DecorativeBrokenAncientForestBookshelfSideB -": "BUILDING_DecorativeBrokenAncientForestBookshelfSideB -",
 "BUILDING_DecorativeBurriedBag": "BUILDING_DecorativeBurriedBag",
 "BUILDING_DecorativeBurriedBag -": "BUILDING_DecorativeBurriedBag -",
 "BUILDING_DecorativeBurriedSewage": "BUILDING_DecorativeBurriedSewage",
 "BUILDING_DecorativeBurriedSewage -": "BUILDING_DecorativeBurriedSewage -",
 "BUILDING_DecorativeBurriedSewageSmall": "BUILDING_DecorativeBurriedSewageSmall",
 "BUILDING_DecorativeBurriedSewageSmall -": "BUILDING_DecorativeBurriedSewageSmall -",
 "BUILDING_DecorativeBurriedSkull1": "BUILDING_DecorativeBurriedSkull1",
 "BUILDING_DecorativeBurriedSkull1 -": "BUILDING_DecorativeBurriedSkull1 -",
 "BUILDING_DecorativeBurriedSkull2": "BUILDING_DecorativeBurriedSkull2",
 "BUILDING_DecorativeBurriedSkull2 -": "BUILDING_DecorativeBurriedSkull2 -",
 "BUILDING_DecorativeBurriedSkull3": "BUILDING_DecorativeBurriedSkull3",
 "BUILDING_DecorativeBurriedSkull3 -": "BUILDING_DecorativeBurriedSkull3 -",
 "BUILDING_DecorativeBurriedSomething": "BUILDING_DecorativeBurriedSomething",
 "BUILDING_DecorativeBurriedSomething -": "BUILDING_DecorativeBurriedSomething -",
 "BUILDING_DecorativeBurrowRock": "BUILDING_DecorativeBurrowRock",
 "BUILDING_DecorativeBurrowRock -": "BUILDING_DecorativeBurrowRock -",
 "BUILDING_DecorativeBush": "BUILDING_DecorativeBush",
 "BUILDING_DecorativeBush -": "BUILDING_DecorativeBush -",
 "BUILDING_DecorativeFlowingBlood": "BUILDING_DecorativeFlowingBlood",
 "BUILDING_DecorativeFlowingBlood -": "BUILDING_DecorativeFlowingBlood -",
 "BUILDING_DecorativeGrass": "BUILDING_DecorativeGrass",
 "BUILDING_DecorativeGrass -": "BUILDING_DecorativeGrass -",
 "BUILDING_DecorativeLargeBlood": "BUILDING_DecorativeLargeBlood",
 "BUILDING_DecorativeLargeBlood -": "BUILDING_DecorativeLargeBlood -",
 "BUILDING_DecorativeMouseHead": "BUILDING_DecorativeMouseHead",
 "BUILDING_DecorativeMouseHead -": "BUILDING_DecorativeMouseHead -",
 "BUILDING_DecorativePipeDown": "BUILDING_DecorativePipeDown",
 "BUILDING_DecorativePipeDown -": "BUILDING_DecorativePipeDown -",
 "BUILDING_DecorativePipeLeft": "BUILDING_DecorativePipeLeft",
 "BUILDING_DecorativePipeLeft -": "BUILDING_DecorativePipeLeft -",
 "BUILDING_DecorativePipeRight": "BUILDING_DecorativePipeRight",
 "BUILDING_DecorativePipeRight -": "BUILDING_DecorativePipeRight -",
 "BUILDING_DecorativePipeUp": "BUILDING_DecorativePipeUp",
 "BUILDING_DecorativePipeUp -": "BUILDING_DecorativePipeUp -",
 "BUILDING_DecorativePipeWall": "BUILDING_DecorativePipeWall",
 "BUILDING_DecorativePipeWall -": "BUILDING_DecorativePipeWall -",
 "BUILDING_DecorativePollutedWaterTile1": "BUILDING_DecorativePollutedWaterTile1",
 "BUILDING_DecorativePollutedWaterTile1 -": "BUILDING_DecorativePollutedWaterTile1 -",
 "BUILDING_DecorativePollutedWaterTile2": "BUILDING_DecorativePollutedWaterTile2",
 "BUILDING_DecorativePollutedWaterTile2 -": "BUILDING_DecorativePollutedWaterTile2 -",
 "BUILDING_DecorativePollutedWaterTile3": "BUILDING_DecorativePollutedWaterTile3",
 "BUILDING_DecorativePollutedWaterTile3 -": "BUILDING_DecorativePollutedWaterTile3 -",
 "BUILDING_DecorativeSewageBig1": "BUILDING_DecorativeSewageBig1",
 "BUILDING_DecorativeSewageBig1 -": "BUILDING_DecorativeSewageBig1 -",
 "BUILDING_DecorativeSewageBig2": "BUILDING_DecorativeSewageBig2",
 "BUILDING_DecorativeSewageBig2 -": "BUILDING_DecorativeSewageBig2 -",
 "BUILDING_DecorativeSewageHuge1": "BUILDING_DecorativeSewageHuge1",
 "BUILDING_DecorativeSewageHuge1 -": "BUILDING_DecorativeSewageHuge1 -",
 "BUILDING_DecorativeSewageHuge2": "BUILDING_DecorativeSewageHuge2",
 "BUILDING_DecorativeSewageHuge2 -": "BUILDING_DecorativeSewageHuge2 -",
 "BUILDING_DecorativeSewageSmall1": "BUILDING_DecorativeSewageSmall1",
 "BUILDING_DecorativeSewageSmall1 -": "BUILDING_DecorativeSewageSmall1 -",
 "BUILDING_DecorativeSewageSmall2": "BUILDING_DecorativeSewageSmall2",
 "BUILDING_DecorativeSewageSmall2 -": "BUILDING_DecorativeSewageSmall2 -",
 "BUILDING_DecorativeSewageSmall3": "BUILDING_DecorativeSewageSmall3",
 "BUILDING_DecorativeSewageSmall3 -": "BUILDING_DecorativeSewageSmall3 -",
 "BUILDING_DecorativeSmallBush": "BUILDING_DecorativeSmallBush",
 "BUILDING_DecorativeSmallBush -": "BUILDING_DecorativeSmallBush -",
 "BUILDING_DecorativeSmallGrass": "BUILDING_DecorativeSmallGrass",
 "BUILDING_DecorativeSmallGrass -": "BUILDING_DecorativeSmallGrass -",
 "BUILDING_DecorativeSmallRoot1": "BUILDING_DecorativeSmallRoot1",
 "BUILDING_DecorativeSmallRoot1 -": "BUILDING_DecorativeSmallRoot1 -",
 "BUILDING_DecorativeSmallRoot2": "BUILDING_DecorativeSmallRoot2",
 "BUILDING_DecorativeSmallRoot2 -": "BUILDING_DecorativeSmallRoot2 -",
 "BUILDING_DecorativeSmallRoot3": "BUILDING_DecorativeSmallRoot3",
 "BUILDING_DecorativeSmallRoot3 -": "BUILDING_DecorativeSmallRoot3 -",
 "BUILDING_DecorativeSmallStalagmite1": "BUILDING_DecorativeSmallStalagmite1",
 "BUILDING_DecorativeSmallStalagmite1 -": "BUILDING_DecorativeSmallStalagmite1 -",
 "BUILDING_DecorativeStalagmite": "BUILDING_DecorativeStalagmite",
 "BUILDING_DecorativeStalagmite -": "BUILDING_DecorativeStalagmite -",
 "BUILDING_DecorativeStalagmite1": "BUILDING_DecorativeStalagmite1",
 "BUILDING_DecorativeStalagmite1 -": "BUILDING_DecorativeStalagmite1 -",
 "BUILDING_DecorativeStalagmiteBig": "BUILDING_DecorativeStalagmiteBig",
 "BUILDING_DecorativeStalagmiteBig -": "BUILDING_DecorativeStalagmiteBig -",
 "BUILDING_DecorativeStalagmiteSmall": "BUILDING_DecorativeStalagmiteSmall",
 "BUILDING_DecorativeStalagmiteSmall -": "BUILDING_DecorativeStalagmiteSmall -",
 "BUILDING_DecorativeStone1": "BUILDING_DecorativeStone1",
 "BUILDING_DecorativeStone1 -": "BUILDING_DecorativeStone1 -",
 "BUILDING_DecorativeStone2": "BUILDING_DecorativeStone2",
 "BUILDING_DecorativeStone2 -": "BUILDING_DecorativeStone2 -",
 "BUILDING_DecorativeStone3": "BUILDING_DecorativeStone3",
 "BUILDING_DecorativeStone3 -": "BUILDING_DecorativeStone3 -",
 "BUILDING_DecorativeStoneBeak": "BUILDING_DecorativeStoneBeak",
 "BUILDING_DecorativeStoneBeak -": "BUILDING_DecorativeStoneBeak -",
 "BUILDING_DecorativeTrash": "BUILDING_DecorativeTrash",
 "BUILDING_DecorativeTrash -": "BUILDING_DecorativeTrash -",
 "BUILDING_DecorativeTrashBurried": "BUILDING_DecorativeTrashBurried",
 "BUILDING_DecorativeTrashBurried -": "BUILDING_DecorativeTrashBurried -",
 "BUILDING_DecorativeWallBloodA": "BUILDING_DecorativeWallBloodA",
 "BUILDING_DecorativeWallBloodA -": "BUILDING_DecorativeWallBloodA -",
 "BUILDING_DecorativeWallBloodB": "BUILDING_DecorativeWallBloodB",
 "BUILDING_DecorativeWallBloodB -": "BUILDING_DecorativeWallBloodB -",
 "BUILDING_DecorativeWallBush": "BUILDING_DecorativeWallBush",
 "BUILDING_DecorativeWallBush -": "BUILDING_DecorativeWallBush -",
 "BUILDING_DecorativeWood'sBlood": "BUILDING_DecorativeWood'sBlood",
 "BUILDING_DecorativeWood'sBlood -": "BUILDING_DecorativeWood'sBlood -",
 "BUILDING_DevricPillar1": "BUILDING_DevricPillar1",
 "BUILDING_DevricPillar1 -": "BUILDING_DevricPillar1 -",
 "BUILDING_DevricPillar2": "BUILDING_DevricPillar2",
 "BUILDING_DevricPillar2 -": "BUILDING_DevricPillar2 -",
 "BUILDING_DevricPillar3": "BUILDING_DevricPillar3",
 "BUILDING_DevricPillar3 -": "BUILDING_DevricPillar3 -",
 "BUILDING_DevricPillar4": "BUILDING_DevricPillar4",
 "BUILDING_DevricPillar4 -": "BUILDING_DevricPillar4 -",
 "BUILDING_DevrikStatue": "BUILDING_DevrikStatue",
 "BUILDING_DevrikStatue -": "BUILDING_DevrikStatue -",
 "BUILDING_DevrikStatue2": "BUILDING_DevrikStatue2",
 "BUILDING_DevrikStatue2 -": "BUILDING_DevrikStatue2 -",
 "BUILDING_DevrikStatue2Remnant": "BUILDING_DevrikStatue2Remnant",
 "BUILDING_DevrikStatue2Remnant -": "BUILDING_DevrikStatue2Remnant -",
 "BUILDING_DevrikStatue3": "BUILDING_DevrikStatue3",
 "BUILDING_DevrikStatue3 -": "BUILDING_DevrikStatue3 -",
 "BUILDING_DevrikStatue3Remnant": "BUILDING_DevrikStatue3Remnant",
 "BUILDING_DevrikStatue3Remnant -": "BUILDING_DevrikStatue3Remnant -",
 "BUILDING_DevrikStatue4": "BUILDING_DevrikStatue4",
 "BUILDING_DevrikStatue4 -": "BUILDING_DevrikStatue4 -",
 "BUILDING_DevrikStatue4Remnant": "BUILDING_DevrikStatue4Remnant",
 "BUILDING_DevrikStatue4Remnant -": "BUILDING_DevrikStatue4Remnant -",
 "BUILDING_DevrikStatueRemnant": "BUILDING_DevrikStatueRemnant",
 "BUILDING_DevrikStatueRemnant -": "BUILDING_DevrikStatueRemnant -",
 "BUILDING_DicePlayTable": "BUILDING_DicePlayTable",
 "BUILDING_DicePlayTable -": "BUILDING_DicePlayTable -",
 "BUILDING_DirtWall": "BUILDING_DirtWall",
 "BUILDING_DirtWall -": "BUILDING_DirtWall -",
 "BUILDING_DirtyCorpses": "BUILDING_DirtyCorpses",
 "BUILDING_DirtyCorpses -": "BUILDING_DirtyCorpses -",
 "BUILDING_DirtyCorpses1": "BUILDING_DirtyCorpses1",
 "BUILDING_DirtyCorpses1 -": "BUILDING_DirtyCorpses1 -",
 "BUILDING_DirtyCorpses1Remnant": "BUILDING_DirtyCorpses1Remnant",
 "BUILDING_DirtyCorpses1Remnant -": "BUILDING_DirtyCorpses1Remnant -",
 "BUILDING_DirtyCorpses2": "BUILDING_DirtyCorpses2",
 "BUILDING_DirtyCorpses2 -": "BUILDING_DirtyCorpses2 -",
 "BUILDING_DirtyCorpses2Remnant": "BUILDING_DirtyCorpses2Remnant",
 "BUILDING_DirtyCorpses2Remnant -": "BUILDING_DirtyCorpses2Remnant -",
 "BUILDING_DirtyCorpsesRemnant": "BUILDING_DirtyCorpsesRemnant",
 "BUILDING_DirtyCorpsesRemnant -": "BUILDING_DirtyCorpsesRemnant -",
 "BUILDING_DiscardedMagicPowerDevice": "BUILDING_DiscardedMagicPowerDevice",
 "BUILDING_DiscardedMagicPowerDevice -": "BUILDING_DiscardedMagicPowerDevice -",
 "BUILDING_DiscardedMagicPowerDeviceRemnant": "BUILDING_DiscardedMagicPowerDeviceRemnant",
 "BUILDING_DiscardedMagicPowerDeviceRemnant -": "BUILDING_DiscardedMagicPowerDeviceRemnant -",
 "BUILDING_DiscardedSpecimen": "BUILDING_DiscardedSpecimen",
 "BUILDING_DiscardedSpecimen -": "BUILDING_DiscardedSpecimen -",
 "BUILDING_DiscardedSpecimenRemnant": "BUILDING_DiscardedSpecimenRemnant",
 "BUILDING_DiscardedSpecimenRemnant -": "BUILDING_DiscardedSpecimenRemnant -",
 "BUILDING_Door": "BUILDING_Door",
 "BUILDING_Door -": "BUILDING_Door -",
 "BUILDING_DryingRack": "BUILDING_DryingRack",
 "BUILDING_DryingRack -": "BUILDING_DryingRack -",
 "BUILDING_DungeonCore": "BUILDING_DungeonCore",
 "BUILDING_DungeonCore -": "BUILDING_DungeonCore -",
 "BUILDING_DungeonCore2": "BUILDING_DungeonCore2",
 "BUILDING_DungeonCore2 -": "BUILDING_DungeonCore2 -",
 "BUILDING_DungeonCore2Remnant": "BUILDING_DungeonCore2Remnant",
 "BUILDING_DungeonCore2Remnant -": "BUILDING_DungeonCore2Remnant -",
 "BUILDING_DungeonCoreRemnant": "BUILDING_DungeonCoreRemnant",
 "BUILDING_DungeonCoreRemnant -": "BUILDING_DungeonCoreRemnant -",
 "BUILDING_DungeonFloorPortal": "BUILDING_DungeonFloorPortal",
 "BUILDING_DungeonFloorPortal -": "BUILDING_DungeonFloorPortal -",
 "BUILDING_DungeonFloorPortal2": "BUILDING_DungeonFloorPortal2",
 "BUILDING_DungeonFloorPortal2 -": "BUILDING_DungeonFloorPortal2 -",
 "BUILDING_DungeonFloorPortalAbyss": "BUILDING_DungeonFloorPortalAbyss",
 "BUILDING_DungeonFloorPortalAbyss -": "BUILDING_DungeonFloorPortalAbyss -",
 "BUILDING_DungeonRepairstand": "BUILDING_DungeonRepairstand",
 "BUILDING_DungeonRepairstand -": "BUILDING_DungeonRepairstand -",
 "BUILDING_DungeonScareCrow": "BUILDING_DungeonScareCrow",
 "BUILDING_DungeonScareCrow -": "BUILDING_DungeonScareCrow -",
 "BUILDING_DungeonScareCrowRemnant": "BUILDING_DungeonScareCrowRemnant",
 "BUILDING_DungeonScareCrowRemnant -": "BUILDING_DungeonScareCrowRemnant -",
 "BUILDING_DungeonSpikeTrap": "BUILDING_DungeonSpikeTrap",
 "BUILDING_DungeonSpikeTrap -": "BUILDING_DungeonSpikeTrap -",
 "BUILDING_DungeonWeaponChest": "BUILDING_DungeonWeaponChest",
 "BUILDING_DungeonWeaponChest -": "BUILDING_DungeonWeaponChest -",
 "BUILDING_DustRoot": "BUILDING_DustRoot",
 "BUILDING_DustRoot -": "BUILDING_DustRoot -",
 "BUILDING_DustRootGrowth0": "BUILDING_DustRootGrowth0",
 "BUILDING_DustRootGrowth0 -": "BUILDING_DustRootGrowth0 -",
 "BUILDING_DustRootGrowth1": "BUILDING_DustRootGrowth1",
 "BUILDING_DustRootGrowth1 -": "BUILDING_DustRootGrowth1 -",
 "BUILDING_DustRootGrowth2": "BUILDING_DustRootGrowth2",
 "BUILDING_DustRootGrowth2 -": "BUILDING_DustRootGrowth2 -",
 "BUILDING_EchoFlower": "BUILDING_EchoFlower",
 "BUILDING_EchoFlower -": "BUILDING_EchoFlower -",
 "BUILDING_EchoFlowerBell": "BUILDING_EchoFlowerBell",
 "BUILDING_EchoFlowerBell -": "BUILDING_EchoFlowerBell -",
 "BUILDING_EchoFlowerBell2": "BUILDING_EchoFlowerBell2",
 "BUILDING_EchoFlowerBell2 -": "BUILDING_EchoFlowerBell2 -",
 "BUILDING_EchoFlowerBell3": "BUILDING_EchoFlowerBell3",
 "BUILDING_EchoFlowerBell3 -": "BUILDING_EchoFlowerBell3 -",
 "BUILDING_EchoFlowerBell4": "BUILDING_EchoFlowerBell4",
 "BUILDING_EchoFlowerBell4 -": "BUILDING_EchoFlowerBell4 -",
 "BUILDING_EchoFlowerCornerStone": "BUILDING_EchoFlowerCornerStone",
 "BUILDING_EchoFlowerCornerStone -": "BUILDING_EchoFlowerCornerStone -",
 "BUILDING_EchoFlowerRemnant": "BUILDING_EchoFlowerRemnant",
 "BUILDING_EchoFlowerRemnant -": "BUILDING_EchoFlowerRemnant -",
 "BUILDING_EchoFlowerRemnantRemnant": "BUILDING_EchoFlowerRemnantRemnant",
 "BUILDING_EchoFlowerRemnantRemnant -": "BUILDING_EchoFlowerRemnantRemnant -",
 "BUILDING_EquipmentStorage": "BUILDING_EquipmentStorage",
 "BUILDING_EquipmentStorage -": "BUILDING_EquipmentStorage -",
 "BUILDING_EquipmentSwordStorage": "BUILDING_EquipmentSwordStorage",
 "BUILDING_EquipmentSwordStorage -": "BUILDING_EquipmentSwordStorage -",
 "BUILDING_EventDeveloperBox": "BUILDING_EventDeveloperBox",
 "BUILDING_EventDeveloperBox -": "BUILDING_EventDeveloperBox -",
 "BUILDING_EventDeveloperBoxRemnant": "BUILDING_EventDeveloperBoxRemnant",
 "BUILDING_EventDeveloperBoxRemnant -": "BUILDING_EventDeveloperBoxRemnant -",
 "BUILDING_EventSupplyBox": "BUILDING_EventSupplyBox",
 "BUILDING_EventSupplyBox -": "BUILDING_EventSupplyBox -",
 "BUILDING_EventSupplyBoxRemnant": "BUILDING_EventSupplyBoxRemnant",
 "BUILDING_EventSupplyBoxRemnant -": "BUILDING_EventSupplyBoxRemnant -",
 "BUILDING_FallenTreeHorizontal": "BUILDING_FallenTreeHorizontal",
 "BUILDING_FallenTreeHorizontal -": "BUILDING_FallenTreeHorizontal -",
 "BUILDING_FallenTreeVertical": "BUILDING_FallenTreeVertical",
 "BUILDING_FallenTreeVertical -": "BUILDING_FallenTreeVertical -",
 "BUILDING_FallenlPillar1": "BUILDING_FallenlPillar1",
 "BUILDING_FallenlPillar1 -": "BUILDING_FallenlPillar1 -",
 "BUILDING_Farm": "BUILDING_Farm",
 "BUILDING_Farm -": "BUILDING_Farm -",
 "BUILDING_Flower": "BUILDING_Flower",
 "BUILDING_Flower -": "BUILDING_Flower -",
 "BUILDING_FlowerBed1": "BUILDING_FlowerBed1",
 "BUILDING_FlowerBed1 -": "BUILDING_FlowerBed1 -",
 "BUILDING_FlowerBed2": "BUILDING_FlowerBed2",
 "BUILDING_FlowerBed2 -": "BUILDING_FlowerBed2 -",
 "BUILDING_FlowerPot": "BUILDING_FlowerPot",
 "BUILDING_FlowerPot -": "BUILDING_FlowerPot -",
 "BUILDING_FlowerRemnant": "BUILDING_FlowerRemnant",
 "BUILDING_FlowerRemnant -": "BUILDING_FlowerRemnant -",
 "BUILDING_FoodStorage": "BUILDING_FoodStorage",
 "BUILDING_FoodStorage -": "BUILDING_FoodStorage -",
 "BUILDING_ForestBush": "BUILDING_ForestBush",
 "BUILDING_ForestBush -": "BUILDING_ForestBush -",
 "BUILDING_ForestBushRemnant": "BUILDING_ForestBushRemnant",
 "BUILDING_ForestBushRemnant -": "BUILDING_ForestBushRemnant -",
 "BUILDING_ForestGodnessAncientWall": "BUILDING_ForestGodnessAncientWall",
 "BUILDING_ForestGodnessAncientWall -": "BUILDING_ForestGodnessAncientWall -",
 "BUILDING_ForestGodnessAncientWall2": "BUILDING_ForestGodnessAncientWall2",
 "BUILDING_ForestGodnessAncientWall2 -": "BUILDING_ForestGodnessAncientWall2 -",
 "BUILDING_ForestGodnessAncientWall3": "BUILDING_ForestGodnessAncientWall3",
 "BUILDING_ForestGodnessAncientWall3 -": "BUILDING_ForestGodnessAncientWall3 -",
 "BUILDING_ForestGodnessAncientWall4": "BUILDING_ForestGodnessAncientWall4",
 "BUILDING_ForestGodnessAncientWall4 -": "BUILDING_ForestGodnessAncientWall4 -",
 "BUILDING_ForestGodnessAncientWall5": "BUILDING_ForestGodnessAncientWall5",
 "BUILDING_ForestGodnessAncientWall5 -": "BUILDING_ForestGodnessAncientWall5 -",
 "BUILDING_ForestGodnessAncientWall6": "BUILDING_ForestGodnessAncientWall6",
 "BUILDING_ForestGodnessAncientWall6 -": "BUILDING_ForestGodnessAncientWall6 -",
 "BUILDING_ForestGodnessPillar": "BUILDING_ForestGodnessPillar",
 "BUILDING_ForestGodnessPillar -": "BUILDING_ForestGodnessPillar -",
 "BUILDING_ForestGodnessPillar2": "BUILDING_ForestGodnessPillar2",
 "BUILDING_ForestGodnessPillar2 -": "BUILDING_ForestGodnessPillar2 -",
 "BUILDING_ForestRoundHill": "BUILDING_ForestRoundHill",
 "BUILDING_ForestRoundHill -": "BUILDING_ForestRoundHill -",
 "BUILDING_ForestWeed": "BUILDING_ForestWeed",
 "BUILDING_ForestWeed -": "BUILDING_ForestWeed -",
 "BUILDING_GiantStoneGolemDead": "BUILDING_GiantStoneGolemDead",
 "BUILDING_GiantStoneGolemDead -": "BUILDING_GiantStoneGolemDead -",
 "BUILDING_Glacier": "BUILDING_Glacier",
 "BUILDING_Glacier -": "BUILDING_Glacier -",
 "BUILDING_GlacierDown": "BUILDING_GlacierDown",
 "BUILDING_GlacierDown -": "BUILDING_GlacierDown -",
 "BUILDING_GlacierLeft": "BUILDING_GlacierLeft",
 "BUILDING_GlacierLeft -": "BUILDING_GlacierLeft -",
 "BUILDING_GlacierRight": "BUILDING_GlacierRight",
 "BUILDING_GlacierRight -": "BUILDING_GlacierRight -",
 "BUILDING_GlacierUp": "BUILDING_GlacierUp",
 "BUILDING_GlacierUp -": "BUILDING_GlacierUp -",
 "BUILDING_GoblinCampfire1": "BUILDING_GoblinCampfire1",
 "BUILDING_GoblinCampfire1 -": "BUILDING_GoblinCampfire1 -",
 "BUILDING_GoblinCampfire2": "BUILDING_GoblinCampfire2",
 "BUILDING_GoblinCampfire2 -": "BUILDING_GoblinCampfire2 -",
 "BUILDING_GoblinCorpse1": "BUILDING_GoblinCorpse1",
 "BUILDING_GoblinCorpse1 -": "BUILDING_GoblinCorpse1 -",
 "BUILDING_GoblinCorpse2": "BUILDING_GoblinCorpse2",
 "BUILDING_GoblinCorpse2 -": "BUILDING_GoblinCorpse2 -",
 "BUILDING_GoblinTent1": "BUILDING_GoblinTent1",
 "BUILDING_GoblinTent1 -": "BUILDING_GoblinTent1 -",
 "BUILDING_GoblinTent1side": "BUILDING_GoblinTent1side",
 "BUILDING_GoblinTent1side -": "BUILDING_GoblinTent1side -",
 "BUILDING_GoblinTent2": "BUILDING_GoblinTent2",
 "BUILDING_GoblinTent2 -": "BUILDING_GoblinTent2 -",
 "BUILDING_GoblinTent2side": "BUILDING_GoblinTent2side",
 "BUILDING_GoblinTent2side -": "BUILDING_GoblinTent2side -",
 "BUILDING_GoblinTorchStand": "BUILDING_GoblinTorchStand",
 "BUILDING_GoblinTorchStand -": "BUILDING_GoblinTorchStand -",
 "BUILDING_GodnessStatue": "BUILDING_GodnessStatue",
 "BUILDING_GodnessStatue -": "BUILDING_GodnessStatue -",
 "BUILDING_GodnessStatue2": "BUILDING_GodnessStatue2",
 "BUILDING_GodnessStatue2 -": "BUILDING_GodnessStatue2 -",
 "BUILDING_GodnessStatue2Remnant": "BUILDING_GodnessStatue2Remnant",
 "BUILDING_GodnessStatue2Remnant -": "BUILDING_GodnessStatue2Remnant -",
 "BUILDING_GodnessStatueRemnant": "BUILDING_GodnessStatueRemnant",
 "BUILDING_GodnessStatueRemnant -": "BUILDING_GodnessStatueRemnant -",
 "BUILDING_Grave": "BUILDING_Grave",
 "BUILDING_Grave -": "BUILDING_Grave -",
 "BUILDING_GraveUsed": "BUILDING_GraveUsed",
 "BUILDING_GraveUsed -": "BUILDING_GraveUsed -",
 "BUILDING_GreatGuardianStone": "BUILDING_GreatGuardianStone",
 "BUILDING_GreatGuardianStone -": "BUILDING_GreatGuardianStone -",
 "BUILDING_GuardCaptainTent": "BUILDING_GuardCaptainTent",
 "BUILDING_GuardCaptainTent -": "BUILDING_GuardCaptainTent -",
 "BUILDING_GuildBanner": "BUILDING_GuildBanner",
 "BUILDING_GuildBanner -": "BUILDING_GuildBanner -",
 "BUILDING_GuildBanner1": "BUILDING_GuildBanner1",
 "BUILDING_GuildBanner1 -": "BUILDING_GuildBanner1 -",
 "BUILDING_GuildBanner2": "BUILDING_GuildBanner2",
 "BUILDING_GuildBanner2 -": "BUILDING_GuildBanner2 -",
 "BUILDING_GuildCookingHearth": "BUILDING_GuildCookingHearth",
 "BUILDING_GuildCookingHearth -": "BUILDING_GuildCookingHearth -",
 "BUILDING_GuildMerchantDesk": "BUILDING_GuildMerchantDesk",
 "BUILDING_GuildMerchantDesk -": "BUILDING_GuildMerchantDesk -",
 "BUILDING_GuildTent1": "BUILDING_GuildTent1",
 "BUILDING_GuildTent1 -": "BUILDING_GuildTent1 -",
 "BUILDING_GuildTent2": "BUILDING_GuildTent2",
 "BUILDING_GuildTent2 -": "BUILDING_GuildTent2 -",
 "BUILDING_GuildTent3": "BUILDING_GuildTent3",
 "BUILDING_GuildTent3 -": "BUILDING_GuildTent3 -",
 "BUILDING_HideRug": "BUILDING_HideRug",
 "BUILDING_HideRug -": "BUILDING_HideRug -",
 "BUILDING_HunterWorkstation": "BUILDING_HunterWorkstation",
 "BUILDING_HunterWorkstation -": "BUILDING_HunterWorkstation -",
 "BUILDING_HuntersHideRack": "BUILDING_HuntersHideRack",
 "BUILDING_HuntersHideRack -": "BUILDING_HuntersHideRack -",
 "BUILDING_InstrumentPanel": "BUILDING_InstrumentPanel",
 "BUILDING_InstrumentPanel -": "BUILDING_InstrumentPanel -",
 "BUILDING_IronVein": "BUILDING_IronVein",
 "BUILDING_IronVein -": "BUILDING_IronVein -",
 "BUILDING_JunkHeap1": "BUILDING_JunkHeap1",
 "BUILDING_JunkHeap1 -": "BUILDING_JunkHeap1 -",
 "BUILDING_JunkHeap1Remnant": "BUILDING_JunkHeap1Remnant",
 "BUILDING_JunkHeap1Remnant -": "BUILDING_JunkHeap1Remnant -",
 "BUILDING_JunkHeap2": "BUILDING_JunkHeap2",
 "BUILDING_JunkHeap2 -": "BUILDING_JunkHeap2 -",
 "BUILDING_JunkHeap2Remnant": "BUILDING_JunkHeap2Remnant",
 "BUILDING_JunkHeap2Remnant -": "BUILDING_JunkHeap2Remnant -",
 "BUILDING_JunkHeap3": "BUILDING_JunkHeap3",
 "BUILDING_JunkHeap3 -": "BUILDING_JunkHeap3 -",
 "BUILDING_JunkHeap3Remnant": "BUILDING_JunkHeap3Remnant",
 "BUILDING_JunkHeap3Remnant -": "BUILDING_JunkHeap3Remnant -",
 "BUILDING_Kiln": "BUILDING_Kiln",
 "BUILDING_Kiln -": "BUILDING_Kiln -",
 "BUILDING_LanternStand": "BUILDING_LanternStand",
 "BUILDING_LanternStand -": "BUILDING_LanternStand -",
 "BUILDING_LargeBlueCrystalRemnant": "BUILDING_LargeBlueCrystalRemnant",
 "BUILDING_LargeBlueCrystalRemnant -": "BUILDING_LargeBlueCrystalRemnant -",
 "BUILDING_LargeCopperNode": "BUILDING_LargeCopperNode",
 "BUILDING_LargeCopperNode -": "BUILDING_LargeCopperNode -",
 "BUILDING_LargeCopperNodeRemnant": "BUILDING_LargeCopperNodeRemnant",
 "BUILDING_LargeCopperNodeRemnant -": "BUILDING_LargeCopperNodeRemnant -",
 "BUILDING_LargeDirtRock": "BUILDING_LargeDirtRock",
 "BUILDING_LargeDirtRock -": "BUILDING_LargeDirtRock -",
 "BUILDING_LargeDirtRockRemnant": "BUILDING_LargeDirtRockRemnant",
 "BUILDING_LargeDirtRockRemnant -": "BUILDING_LargeDirtRockRemnant -",
 "BUILDING_LargeDustRoot": "BUILDING_LargeDustRoot",
 "BUILDING_LargeDustRoot -": "BUILDING_LargeDustRoot -",
 "BUILDING_LargeDustRootRemnant": "BUILDING_LargeDustRootRemnant",
 "BUILDING_LargeDustRootRemnant -": "BUILDING_LargeDustRootRemnant -",
 "BUILDING_LargeGreenCrystalRemnant": "BUILDING_LargeGreenCrystalRemnant",
 "BUILDING_LargeGreenCrystalRemnant -": "BUILDING_LargeGreenCrystalRemnant -",
 "BUILDING_LargeRedCrystalRemnant": "BUILDING_LargeRedCrystalRemnant",
 "BUILDING_LargeRedCrystalRemnant -": "BUILDING_LargeRedCrystalRemnant -",
 "BUILDING_LargeSilverVeinRemnant": "BUILDING_LargeSilverVeinRemnant",
 "BUILDING_LargeSilverVeinRemnant -": "BUILDING_LargeSilverVeinRemnant -",
 "BUILDING_LargeTwistedTree": "BUILDING_LargeTwistedTree",
 "BUILDING_LargeTwistedTree -": "BUILDING_LargeTwistedTree -",
 "BUILDING_LargeTwistedTreeRemnant": "BUILDING_LargeTwistedTreeRemnant",
 "BUILDING_LargeTwistedTreeRemnant -": "BUILDING_LargeTwistedTreeRemnant -",
 "BUILDING_LeatherWorkstation": "BUILDING_LeatherWorkstation",
 "BUILDING_LeatherWorkstation -": "BUILDING_LeatherWorkstation -",
 "BUILDING_LesserGuardianStone": "BUILDING_LesserGuardianStone",
 "BUILDING_LesserGuardianStone -": "BUILDING_LesserGuardianStone -",
 "BUILDING_LogBench": "BUILDING_LogBench",
 "BUILDING_LogBench -": "BUILDING_LogBench -",
 "BUILDING_LogBenchside": "BUILDING_LogBenchside",
 "BUILDING_LogBenchside -": "BUILDING_LogBenchside -",
 "BUILDING_LogDoor": "BUILDING_LogDoor",
 "BUILDING_LogDoor -": "BUILDING_LogDoor -",
 "BUILDING_LogFloor": "BUILDING_LogFloor",
 "BUILDING_LogFloor -": "BUILDING_LogFloor -",
 "BUILDING_LogOnStoneHorizontal": "BUILDING_LogOnStoneHorizontal",
 "BUILDING_LogOnStoneHorizontal -": "BUILDING_LogOnStoneHorizontal -",
 "BUILDING_LogOnStoneVertical": "BUILDING_LogOnStoneVertical",
 "BUILDING_LogOnStoneVertical -": "BUILDING_LogOnStoneVertical -",
 "BUILDING_LogWall": "BUILDING_LogWall",
 "BUILDING_LogWall -": "BUILDING_LogWall -",
 "BUILDING_LumaTree": "BUILDING_LumaTree",
 "BUILDING_LumaTree -": "BUILDING_LumaTree -",
 "BUILDING_LumaTreeRemnant": "BUILDING_LumaTreeRemnant",
 "BUILDING_LumaTreeRemnant -": "BUILDING_LumaTreeRemnant -",
 "BUILDING_LumberDoor": "BUILDING_LumberDoor",
 "BUILDING_LumberDoor -": "BUILDING_LumberDoor -",
 "BUILDING_LumberWall": "BUILDING_LumberWall",
 "BUILDING_LumberWall -": "BUILDING_LumberWall -",
 "BUILDING_LuxuriousTreasureChest": "BUILDING_LuxuriousTreasureChest",
 "BUILDING_LuxuriousTreasureChest -": "BUILDING_LuxuriousTreasureChest -",
 "BUILDING_LuxuriousTreasureChestRemnant": "BUILDING_LuxuriousTreasureChestRemnant",
 "BUILDING_LuxuriousTreasureChestRemnant -": "BUILDING_LuxuriousTreasureChestRemnant -",
 "BUILDING_MagicScrapPile1": "BUILDING_MagicScrapPile1",
 "BUILDING_MagicScrapPile1 -": "BUILDING_MagicScrapPile1 -",
 "BUILDING_MagicScrapPile1Remnant": "BUILDING_MagicScrapPile1Remnant",
 "BUILDING_MagicScrapPile1Remnant -": "BUILDING_MagicScrapPile1Remnant -",
 "BUILDING_MagicScrapPile2": "BUILDING_MagicScrapPile2",
 "BUILDING_MagicScrapPile2 -": "BUILDING_MagicScrapPile2 -",
 "BUILDING_MagicScrapPile2Remnant": "BUILDING_MagicScrapPile2Remnant",
 "BUILDING_MagicScrapPile2Remnant -": "BUILDING_MagicScrapPile2Remnant -",
 "BUILDING_MagicScrapPile3": "BUILDING_MagicScrapPile3",
 "BUILDING_MagicScrapPile3 -": "BUILDING_MagicScrapPile3 -",
 "BUILDING_MagicScrapPile3Remnant": "BUILDING_MagicScrapPile3Remnant",
 "BUILDING_MagicScrapPile3Remnant -": "BUILDING_MagicScrapPile3Remnant -",
 "BUILDING_ManaController": "BUILDING_ManaController",
 "BUILDING_ManaController -": "BUILDING_ManaController -",
 "BUILDING_ManaGeneratorInfiniteSmall": "BUILDING_ManaGeneratorInfiniteSmall",
 "BUILDING_ManaGeneratorInfiniteSmall -": "BUILDING_ManaGeneratorInfiniteSmall -",
 "BUILDING_ManaGeneratorSmall": "BUILDING_ManaGeneratorSmall",
 "BUILDING_ManaGeneratorSmall -": "BUILDING_ManaGeneratorSmall -",
 "BUILDING_ManaPipeHorizontal": "BUILDING_ManaPipeHorizontal",
 "BUILDING_ManaPipeHorizontal -": "BUILDING_ManaPipeHorizontal -",
 "BUILDING_ManaPipeVertical": "BUILDING_ManaPipeVertical",
 "BUILDING_ManaPipeVertical -": "BUILDING_ManaPipeVertical -",
 "BUILDING_ManaReceiver": "BUILDING_ManaReceiver",
 "BUILDING_ManaReceiver -": "BUILDING_ManaReceiver -",
 "BUILDING_ManaTransister": "BUILDING_ManaTransister",
 "BUILDING_ManaTransister -": "BUILDING_ManaTransister -",
 "BUILDING_Mandrake": "BUILDING_Mandrake",
 "BUILDING_Mandrake -": "BUILDING_Mandrake -",
 "BUILDING_MandrakeRemnant": "BUILDING_MandrakeRemnant",
 "BUILDING_MandrakeRemnant -": "BUILDING_MandrakeRemnant -",
 "BUILDING_MasonWorkstation": "BUILDING_MasonWorkstation",
 "BUILDING_MasonWorkstation -": "BUILDING_MasonWorkstation -",
 "BUILDING_MeatGrub1": "BUILDING_MeatGrub1",
 "BUILDING_MeatGrub1 -": "BUILDING_MeatGrub1 -",
 "BUILDING_MeatGrub1Remnant": "BUILDING_MeatGrub1Remnant",
 "BUILDING_MeatGrub1Remnant -": "BUILDING_MeatGrub1Remnant -",
 "BUILDING_MeatGrub2": "BUILDING_MeatGrub2",
 "BUILDING_MeatGrub2 -": "BUILDING_MeatGrub2 -",
 "BUILDING_MeatGrub2Remnant": "BUILDING_MeatGrub2Remnant",
 "BUILDING_MeatGrub2Remnant -": "BUILDING_MeatGrub2Remnant -",
 "BUILDING_MediumBlueCrystal": "BUILDING_MediumBlueCrystal",
 "BUILDING_MediumBlueCrystal -": "BUILDING_MediumBlueCrystal -",
 "BUILDING_MediumBlueCrystalRemnant": "BUILDING_MediumBlueCrystalRemnant",
 "BUILDING_MediumBlueCrystalRemnant -": "BUILDING_MediumBlueCrystalRemnant -",
 "BUILDING_MediumCopperNode": "BUILDING_MediumCopperNode",
 "BUILDING_MediumCopperNode -": "BUILDING_MediumCopperNode -",
 "BUILDING_MediumCopperNodeRemnant": "BUILDING_MediumCopperNodeRemnant",
 "BUILDING_MediumCopperNodeRemnant -": "BUILDING_MediumCopperNodeRemnant -",
 "BUILDING_MediumDirtRock": "BUILDING_MediumDirtRock",
 "BUILDING_MediumDirtRock -": "BUILDING_MediumDirtRock -",
 "BUILDING_MediumDirtRockRemnant": "BUILDING_MediumDirtRockRemnant",
 "BUILDING_MediumDirtRockRemnant -": "BUILDING_MediumDirtRockRemnant -",
 "BUILDING_MediumGreenCrystal": "BUILDING_MediumGreenCrystal",
 "BUILDING_MediumGreenCrystal -": "BUILDING_MediumGreenCrystal -",
 "BUILDING_MediumGreenCrystalRemnant": "BUILDING_MediumGreenCrystalRemnant",
 "BUILDING_MediumGreenCrystalRemnant -": "BUILDING_MediumGreenCrystalRemnant -",
 "BUILDING_MediumRedCrystal": "BUILDING_MediumRedCrystal",
 "BUILDING_MediumRedCrystal -": "BUILDING_MediumRedCrystal -",
 "BUILDING_MediumRedCrystalRemnant": "BUILDING_MediumRedCrystalRemnant",
 "BUILDING_MediumRedCrystalRemnant -": "BUILDING_MediumRedCrystalRemnant -",
 "BUILDING_MediumSilverVein": "BUILDING_MediumSilverVein",
 "BUILDING_MediumSilverVein -": "BUILDING_MediumSilverVein -",
 "BUILDING_MediumSilverVeinRemnant": "BUILDING_MediumSilverVeinRemnant",
 "BUILDING_MediumSilverVeinRemnant -": "BUILDING_MediumSilverVeinRemnant -",
 "BUILDING_ModestTreasureChest": "BUILDING_ModestTreasureChest",
 "BUILDING_ModestTreasureChest -": "BUILDING_ModestTreasureChest -",
 "BUILDING_ModestTreasureChestRemnant": "BUILDING_ModestTreasureChestRemnant",
 "BUILDING_ModestTreasureChestRemnant -": "BUILDING_ModestTreasureChestRemnant -",
 "BUILDING_MucusSprayer": "BUILDING_MucusSprayer",
 "BUILDING_MucusSprayer -": "BUILDING_MucusSprayer -",
 "BUILDING_Mushroom": "BUILDING_Mushroom",
 "BUILDING_Mushroom -": "BUILDING_Mushroom -",
 "BUILDING_Mushroom2": "BUILDING_Mushroom2",
 "BUILDING_Mushroom2 -": "BUILDING_Mushroom2 -",
 "BUILDING_Mushroom3": "BUILDING_Mushroom3",
 "BUILDING_Mushroom3 -": "BUILDING_Mushroom3 -",
 "BUILDING_MushroomRemnant": "BUILDING_MushroomRemnant",
 "BUILDING_MushroomRemnant -": "BUILDING_MushroomRemnant -",
 "BUILDING_MysticStudyProps": "BUILDING_MysticStudyProps",
 "BUILDING_MysticStudyProps -": "BUILDING_MysticStudyProps -",
 "BUILDING_NamelessGraveDugUp": "BUILDING_NamelessGraveDugUp",
 "BUILDING_NamelessGraveDugUp -": "BUILDING_NamelessGraveDugUp -",
 "BUILDING_NamelessGraveNormal": "BUILDING_NamelessGraveNormal",
 "BUILDING_NamelessGraveNormal -": "BUILDING_NamelessGraveNormal -",
 "BUILDING_NewbieTreasureChest": "BUILDING_NewbieTreasureChest",
 "BUILDING_NewbieTreasureChest -": "BUILDING_NewbieTreasureChest -",
 "BUILDING_NewbieTreasureChestRemnant": "BUILDING_NewbieTreasureChestRemnant",
 "BUILDING_NewbieTreasureChestRemnant -": "BUILDING_NewbieTreasureChestRemnant -",
 "BUILDING_Oats": "BUILDING_Oats",
 "BUILDING_Oats -": "BUILDING_Oats -",
 "BUILDING_OatsGrowth0": "BUILDING_OatsGrowth0",
 "BUILDING_OatsGrowth0 -": "BUILDING_OatsGrowth0 -",
 "BUILDING_OatsGrowth1": "BUILDING_OatsGrowth1",
 "BUILDING_OatsGrowth1 -": "BUILDING_OatsGrowth1 -",
 "BUILDING_OatsGrowth2": "BUILDING_OatsGrowth2",
 "BUILDING_OatsGrowth2 -": "BUILDING_OatsGrowth2 -",
 "BUILDING_OperatingTable": "BUILDING_OperatingTable",
 "BUILDING_OperatingTable -": "BUILDING_OperatingTable -",
 "BUILDING_PortalLevel1": "BUILDING_PortalLevel1",
 "BUILDING_PortalLevel1 -": "BUILDING_PortalLevel1 -",
 "BUILDING_PotPile": "BUILDING_PotPile",
 "BUILDING_PotPile -": "BUILDING_PotPile -",
 "BUILDING_PottedPlant": "BUILDING_PottedPlant",
 "BUILDING_PottedPlant -": "BUILDING_PottedPlant -",
 "BUILDING_PotteryFoodStorage": "BUILDING_PotteryFoodStorage",
 "BUILDING_PotteryFoodStorage -": "BUILDING_PotteryFoodStorage -",
 "BUILDING_ProjectilesStorage": "BUILDING_ProjectilesStorage",
 "BUILDING_ProjectilesStorage -": "BUILDING_ProjectilesStorage -",
 "BUILDING_PulsatingRock": "BUILDING_PulsatingRock",
 "BUILDING_PulsatingRock -": "BUILDING_PulsatingRock -",
 "BUILDING_R1AbyssBossTreasureChest": "BUILDING_R1AbyssBossTreasureChest",
 "BUILDING_R1AbyssBossTreasureChest -": "BUILDING_R1AbyssBossTreasureChest -",
 "BUILDING_R1AbyssBossTreasureChestRemnant": "BUILDING_R1AbyssBossTreasureChestRemnant",
 "BUILDING_R1AbyssBossTreasureChestRemnant -": "BUILDING_R1AbyssBossTreasureChestRemnant -",
 "BUILDING_R1AbyssEliteTreasureChest": "BUILDING_R1AbyssEliteTreasureChest",
 "BUILDING_R1AbyssEliteTreasureChest -": "BUILDING_R1AbyssEliteTreasureChest -",
 "BUILDING_R1AbyssEliteTreasureChestRemnant": "BUILDING_R1AbyssEliteTreasureChestRemnant",
 "BUILDING_R1AbyssEliteTreasureChestRemnant -": "BUILDING_R1AbyssEliteTreasureChestRemnant -",
 "BUILDING_R1AbyssHighTreasureChest": "BUILDING_R1AbyssHighTreasureChest",
 "BUILDING_R1AbyssHighTreasureChest -": "BUILDING_R1AbyssHighTreasureChest -",
 "BUILDING_R1AbyssHighTreasureChestRemnant": "BUILDING_R1AbyssHighTreasureChestRemnant",
 "BUILDING_R1AbyssHighTreasureChestRemnant -": "BUILDING_R1AbyssHighTreasureChestRemnant -",
 "BUILDING_R1AbyssLowTreasureChest": "BUILDING_R1AbyssLowTreasureChest",
 "BUILDING_R1AbyssLowTreasureChest -": "BUILDING_R1AbyssLowTreasureChest -",
 "BUILDING_R1AbyssLowTreasureChestRemnant": "BUILDING_R1AbyssLowTreasureChestRemnant",
 "BUILDING_R1AbyssLowTreasureChestRemnant -": "BUILDING_R1AbyssLowTreasureChestRemnant -",
 "BUILDING_R2AbyssBossTreasureChest": "BUILDING_R2AbyssBossTreasureChest",
 "BUILDING_R2AbyssBossTreasureChest -": "BUILDING_R2AbyssBossTreasureChest -",
 "BUILDING_R2AbyssBossTreasureChestRemnant": "BUILDING_R2AbyssBossTreasureChestRemnant",
 "BUILDING_R2AbyssBossTreasureChestRemnant -": "BUILDING_R2AbyssBossTreasureChestRemnant -",
 "BUILDING_R2AbyssEliteTreasureChest": "BUILDING_R2AbyssEliteTreasureChest",
 "BUILDING_R2AbyssEliteTreasureChest -": "BUILDING_R2AbyssEliteTreasureChest -",
 "BUILDING_R2AbyssEliteTreasureChestRemnant": "BUILDING_R2AbyssEliteTreasureChestRemnant",
 "BUILDING_R2AbyssEliteTreasureChestRemnant -": "BUILDING_R2AbyssEliteTreasureChestRemnant -",
 "BUILDING_R2AbyssHighTreasureChest": "BUILDING_R2AbyssHighTreasureChest",
 "BUILDING_R2AbyssHighTreasureChest -": "BUILDING_R2AbyssHighTreasureChest -",
 "BUILDING_R2AbyssHighTreasureChestRemnant": "BUILDING_R2AbyssHighTreasureChestRemnant",
 "BUILDING_R2AbyssHighTreasureChestRemnant -": "BUILDING_R2AbyssHighTreasureChestRemnant -",
 "BUILDING_R2AbyssLowTreasureChest": "BUILDING_R2AbyssLowTreasureChest",
 "BUILDING_R2AbyssLowTreasureChest -": "BUILDING_R2AbyssLowTreasureChest -",
 "BUILDING_R2AbyssLowTreasureChestRemnant": "BUILDING_R2AbyssLowTreasureChestRemnant",
 "BUILDING_R2AbyssLowTreasureChestRemnant -": "BUILDING_R2AbyssLowTreasureChestRemnant -",
 "BUILDING_R2LuxuriousTreasureChest": "BUILDING_R2LuxuriousTreasureChest",
 "BUILDING_R2LuxuriousTreasureChest -": "BUILDING_R2LuxuriousTreasureChest -",
 "BUILDING_R2LuxuriousTreasureChestRemnant": "BUILDING_R2LuxuriousTreasureChestRemnant",
 "BUILDING_R2LuxuriousTreasureChestRemnant -": "BUILDING_R2LuxuriousTreasureChestRemnant -",
 "BUILDING_R2ModestTreasureChest": "BUILDING_R2ModestTreasureChest",
 "BUILDING_R2ModestTreasureChest -": "BUILDING_R2ModestTreasureChest -",
 "BUILDING_R2ModestTreasureChestRemnant": "BUILDING_R2ModestTreasureChestRemnant",
 "BUILDING_R2ModestTreasureChestRemnant -": "BUILDING_R2ModestTreasureChestRemnant -",
 "BUILDING_R2SturdyTreasureChest": "BUILDING_R2SturdyTreasureChest",
 "BUILDING_R2SturdyTreasureChest -": "BUILDING_R2SturdyTreasureChest -",
 "BUILDING_R2SturdyTreasureChestRemnant": "BUILDING_R2SturdyTreasureChestRemnant",
 "BUILDING_R2SturdyTreasureChestRemnant -": "BUILDING_R2SturdyTreasureChestRemnant -",
 "BUILDING_R2WoodenCrate": "BUILDING_R2WoodenCrate",
 "BUILDING_R2WoodenCrate -": "BUILDING_R2WoodenCrate -",
 "BUILDING_R2WoodenCrateRemnant": "BUILDING_R2WoodenCrateRemnant",
 "BUILDING_R2WoodenCrateRemnant -": "BUILDING_R2WoodenCrateRemnant -",
 "BUILDING_RagsAndWastes": "BUILDING_RagsAndWastes",
 "BUILDING_RagsAndWastes -": "BUILDING_RagsAndWastes -",
 "BUILDING_RedCarpetA": "BUILDING_RedCarpetA",
 "BUILDING_RedCarpetA -": "BUILDING_RedCarpetA -",
 "BUILDING_RedCarpetB": "BUILDING_RedCarpetB",
 "BUILDING_RedCarpetB -": "BUILDING_RedCarpetB -",
 "BUILDING_RemoveFloor": "BUILDING_RemoveFloor",
 "BUILDING_RemoveFloor -": "BUILDING_RemoveFloor -",
 "BUILDING_Repairstand": "BUILDING_Repairstand",
 "BUILDING_Repairstand -": "BUILDING_Repairstand -",
 "BUILDING_ResearchPapers": "BUILDING_ResearchPapers",
 "BUILDING_ResearchPapers -": "BUILDING_ResearchPapers -",
 "BUILDING_ResearchPapers2": "BUILDING_ResearchPapers2",
 "BUILDING_ResearchPapers2 -": "BUILDING_ResearchPapers2 -",
 "BUILDING_ResearchStation": "BUILDING_ResearchStation",
 "BUILDING_ResearchStation -": "BUILDING_ResearchStation -",
 "BUILDING_ResourceStorage": "BUILDING_ResourceStorage",
 "BUILDING_ResourceStorage -": "BUILDING_ResourceStorage -",
 "BUILDING_Rock": "BUILDING_Rock",
 "BUILDING_Rock -": "BUILDING_Rock -",
 "BUILDING_RockRemnant": "BUILDING_RockRemnant",
 "BUILDING_RockRemnant -": "BUILDING_RockRemnant -",
 "BUILDING_RockWall": "BUILDING_RockWall",
 "BUILDING_RockWall -": "BUILDING_RockWall -",
 "BUILDING_ScareCrow": "BUILDING_ScareCrow",
 "BUILDING_ScareCrow -": "BUILDING_ScareCrow -",
 "BUILDING_ScareCrow - hit-receive animation": "BUILDING_ScareCrow - hit-receive animation",
 "BUILDING_ScareCrowRemnant": "BUILDING_ScareCrowRemnant",
 "BUILDING_ScareCrowRemnant -": "BUILDING_ScareCrowRemnant -",
 "BUILDING_ScholarDesk": "BUILDING_ScholarDesk",
 "BUILDING_ScholarDesk -": "BUILDING_ScholarDesk -",
 "BUILDING_Screen": "BUILDING_Screen",
 "BUILDING_Screen -": "BUILDING_Screen -",
 "BUILDING_ScribeObelisk": "BUILDING_ScribeObelisk",
 "BUILDING_ScribeObelisk -": "BUILDING_ScribeObelisk -",
 "BUILDING_ShabbySkullTotem1": "BUILDING_ShabbySkullTotem1",
 "BUILDING_ShabbySkullTotem1 -": "BUILDING_ShabbySkullTotem1 -",
 "BUILDING_ShabbySkullTotem2": "BUILDING_ShabbySkullTotem2",
 "BUILDING_ShabbySkullTotem2 -": "BUILDING_ShabbySkullTotem2 -",
 "BUILDING_ShabbySkullTotem3": "BUILDING_ShabbySkullTotem3",
 "BUILDING_ShabbySkullTotem3 -": "BUILDING_ShabbySkullTotem3 -",
 "BUILDING_SlimePoop": "BUILDING_SlimePoop",
 "BUILDING_SlimePoop -": "BUILDING_SlimePoop -",
 "BUILDING_SlotMachine": "BUILDING_SlotMachine",
 "BUILDING_SlotMachine -": "BUILDING_SlotMachine -",
 "BUILDING_SlotMachineRemnant": "BUILDING_SlotMachineRemnant",
 "BUILDING_SlotMachineRemnant -": "BUILDING_SlotMachineRemnant -",
 "BUILDING_SmallBlueCrystal": "BUILDING_SmallBlueCrystal",
 "BUILDING_SmallBlueCrystal -": "BUILDING_SmallBlueCrystal -",
 "BUILDING_SmallBlueCrystalRemnant": "BUILDING_SmallBlueCrystalRemnant",
 "BUILDING_SmallBlueCrystalRemnant -": "BUILDING_SmallBlueCrystalRemnant -",
 "BUILDING_SmallCopperNode": "BUILDING_SmallCopperNode",
 "BUILDING_SmallCopperNode -": "BUILDING_SmallCopperNode -",
 "BUILDING_SmallCopperNodeRemnant": "BUILDING_SmallCopperNodeRemnant",
 "BUILDING_SmallCopperNodeRemnant -": "BUILDING_SmallCopperNodeRemnant -",
 "BUILDING_SmallDarkThornVine": "BUILDING_SmallDarkThornVine",
 "BUILDING_SmallDarkThornVine -": "BUILDING_SmallDarkThornVine -",
 "BUILDING_SmallDirtRock": "BUILDING_SmallDirtRock",
 "BUILDING_SmallDirtRock -": "BUILDING_SmallDirtRock -",
 "BUILDING_SmallDirtRockRemnant": "BUILDING_SmallDirtRockRemnant",
 "BUILDING_SmallDirtRockRemnant -": "BUILDING_SmallDirtRockRemnant -",
 "BUILDING_SmallDustRoot": "BUILDING_SmallDustRoot",
 "BUILDING_SmallDustRoot -": "BUILDING_SmallDustRoot -",
 "BUILDING_SmallDustRootRemnant": "BUILDING_SmallDustRootRemnant",
 "BUILDING_SmallDustRootRemnant -": "BUILDING_SmallDustRootRemnant -",
 "BUILDING_SmallGreenCrystal": "BUILDING_SmallGreenCrystal",
 "BUILDING_SmallGreenCrystal -": "BUILDING_SmallGreenCrystal -",
 "BUILDING_SmallGreenCrystalRemnant": "BUILDING_SmallGreenCrystalRemnant",
 "BUILDING_SmallGreenCrystalRemnant -": "BUILDING_SmallGreenCrystalRemnant -",
 "BUILDING_SmallRedCrystal": "BUILDING_SmallRedCrystal",
 "BUILDING_SmallRedCrystal -": "BUILDING_SmallRedCrystal -",
 "BUILDING_SmallRedCrystalRemnant": "BUILDING_SmallRedCrystalRemnant",
 "BUILDING_SmallRedCrystalRemnant -": "BUILDING_SmallRedCrystalRemnant -",
 "BUILDING_SmallSilverVein": "BUILDING_SmallSilverVein",
 "BUILDING_SmallSilverVein -": "BUILDING_SmallSilverVein -",
 "BUILDING_SmallSilverVeinRemnant": "BUILDING_SmallSilverVeinRemnant",
 "BUILDING_SmallSilverVeinRemnant -": "BUILDING_SmallSilverVeinRemnant -",
 "BUILDING_SmallTwistedTree": "BUILDING_SmallTwistedTree",
 "BUILDING_SmallTwistedTree -": "BUILDING_SmallTwistedTree -",
 "BUILDING_SmallTwistedTreeRemnant": "BUILDING_SmallTwistedTreeRemnant",
 "BUILDING_SmallTwistedTreeRemnant -": "BUILDING_SmallTwistedTreeRemnant -",
 "BUILDING_SolarBloom": "BUILDING_SolarBloom",
 "BUILDING_SolarBloom -": "BUILDING_SolarBloom -",
 "BUILDING_SpecimenLarge": "BUILDING_SpecimenLarge",
 "BUILDING_SpecimenLarge -": "BUILDING_SpecimenLarge -",
 "BUILDING_SpecimenMedium": "BUILDING_SpecimenMedium",
 "BUILDING_SpecimenMedium -": "BUILDING_SpecimenMedium -",
 "BUILDING_SpecimenSmall": "BUILDING_SpecimenSmall",
 "BUILDING_SpecimenSmall -": "BUILDING_SpecimenSmall -",
 "BUILDING_StaffWorkstation": "BUILDING_StaffWorkstation",
 "BUILDING_StaffWorkstation -": "BUILDING_StaffWorkstation -",
 "BUILDING_StoneBed": "BUILDING_StoneBed",
 "BUILDING_StoneBed -": "BUILDING_StoneBed -",
 "BUILDING_StoneChair": "BUILDING_StoneChair",
 "BUILDING_StoneChair -": "BUILDING_StoneChair -",
 "BUILDING_StoneCloset": "BUILDING_StoneCloset",
 "BUILDING_StoneCloset -": "BUILDING_StoneCloset -",
 "BUILDING_StoneConsumableStorage": "BUILDING_StoneConsumableStorage",
 "BUILDING_StoneConsumableStorage -": "BUILDING_StoneConsumableStorage -",
 "BUILDING_StoneDecoration": "BUILDING_StoneDecoration",
 "BUILDING_StoneDecoration -": "BUILDING_StoneDecoration -",
 "BUILDING_StoneDiningChair": "BUILDING_StoneDiningChair",
 "BUILDING_StoneDiningChair -": "BUILDING_StoneDiningChair -",
 "BUILDING_StoneDoor": "BUILDING_StoneDoor",
 "BUILDING_StoneDoor -": "BUILDING_StoneDoor -",
 "BUILDING_StoneEquipmentStorage": "BUILDING_StoneEquipmentStorage",
 "BUILDING_StoneEquipmentStorage -": "BUILDING_StoneEquipmentStorage -",
 "BUILDING_StoneFireplace": "BUILDING_StoneFireplace",
 "BUILDING_StoneFireplace -": "BUILDING_StoneFireplace -",
 "BUILDING_StoneFloor": "BUILDING_StoneFloor",
 "BUILDING_StoneFloor -": "BUILDING_StoneFloor -",
 "BUILDING_StoneFloor2": "BUILDING_StoneFloor2",
 "BUILDING_StoneFloor2 -": "BUILDING_StoneFloor2 -",
 "BUILDING_StoneLargeTable": "BUILDING_StoneLargeTable",
 "BUILDING_StoneLargeTable -": "BUILDING_StoneLargeTable -",
 "BUILDING_StoneLongChair": "BUILDING_StoneLongChair",
 "BUILDING_StoneLongChair -": "BUILDING_StoneLongChair -",
 "BUILDING_StonePile": "BUILDING_StonePile",
 "BUILDING_StonePile -": "BUILDING_StonePile -",
 "BUILDING_StonePillar": "BUILDING_StonePillar",
 "BUILDING_StonePillar -": "BUILDING_StonePillar -",
 "BUILDING_StoneProjectileStorage": "BUILDING_StoneProjectileStorage",
 "BUILDING_StoneProjectileStorage -": "BUILDING_StoneProjectileStorage -",
 "BUILDING_StoneResourceStorage": "BUILDING_StoneResourceStorage",
 "BUILDING_StoneResourceStorage -": "BUILDING_StoneResourceStorage -",
 "BUILDING_StoneRoundTable": "BUILDING_StoneRoundTable",
 "BUILDING_StoneRoundTable -": "BUILDING_StoneRoundTable -",
 "BUILDING_StoneSideTable": "BUILDING_StoneSideTable",
 "BUILDING_StoneSideTable -": "BUILDING_StoneSideTable -",
 "BUILDING_StoneTable": "BUILDING_StoneTable",
 "BUILDING_StoneTable -": "BUILDING_StoneTable -",
 "BUILDING_StoneWall": "BUILDING_StoneWall",
 "BUILDING_StoneWall -": "BUILDING_StoneWall -",
 "BUILDING_Storage": "BUILDING_Storage",
 "BUILDING_Storage -": "BUILDING_Storage -",
 "BUILDING_StrangeNiche": "BUILDING_StrangeNiche",
 "BUILDING_StrangeNiche -": "BUILDING_StrangeNiche -",
 "BUILDING_StrangeNicheRemnant": "BUILDING_StrangeNicheRemnant",
 "BUILDING_StrangeNicheRemnant -": "BUILDING_StrangeNicheRemnant -",
 "BUILDING_StrangeSeed": "BUILDING_StrangeSeed",
 "BUILDING_StrangeSeed -": "BUILDING_StrangeSeed -",
 "BUILDING_StrawDoor": "BUILDING_StrawDoor",
 "BUILDING_StrawDoor -": "BUILDING_StrawDoor -",
 "BUILDING_StrawPile": "BUILDING_StrawPile",
 "BUILDING_StrawPile -": "BUILDING_StrawPile -",
 "BUILDING_StrawWall": "BUILDING_StrawWall",
 "BUILDING_StrawWall -": "BUILDING_StrawWall -",
 "BUILDING_SturdyTreasureChest": "BUILDING_SturdyTreasureChest",
 "BUILDING_SturdyTreasureChest -": "BUILDING_SturdyTreasureChest -",
 "BUILDING_SturdyTreasureChestRemnant": "BUILDING_SturdyTreasureChestRemnant",
 "BUILDING_SturdyTreasureChestRemnant -": "BUILDING_SturdyTreasureChestRemnant -",
 "BUILDING_SunHeartBloom": "BUILDING_SunHeartBloom",
 "BUILDING_SunHeartBloom -": "BUILDING_SunHeartBloom -",
 "BUILDING_SupportWagonDownfall": "BUILDING_SupportWagonDownfall",
 "BUILDING_SupportWagonDownfall -": "BUILDING_SupportWagonDownfall -",
 "BUILDING_SupportWagonDownfallRemnant": "BUILDING_SupportWagonDownfallRemnant",
 "BUILDING_SupportWagonDownfallRemnant -": "BUILDING_SupportWagonDownfallRemnant -",
 "BUILDING_SupportWagonEasy": "BUILDING_SupportWagonEasy",
 "BUILDING_SupportWagonEasy -": "BUILDING_SupportWagonEasy -",
 "BUILDING_SupportWagonEasyRemnant": "BUILDING_SupportWagonEasyRemnant",
 "BUILDING_SupportWagonEasyRemnant -": "BUILDING_SupportWagonEasyRemnant -",
 "BUILDING_SupportWagonHard": "BUILDING_SupportWagonHard",
 "BUILDING_SupportWagonHard -": "BUILDING_SupportWagonHard -",
 "BUILDING_SupportWagonHardRemnant": "BUILDING_SupportWagonHardRemnant",
 "BUILDING_SupportWagonHardRemnant -": "BUILDING_SupportWagonHardRemnant -",
 "BUILDING_SupportWagonNormal": "BUILDING_SupportWagonNormal",
 "BUILDING_SupportWagonNormal -": "BUILDING_SupportWagonNormal -",
 "BUILDING_SupportWagonNormalRemnant": "BUILDING_SupportWagonNormalRemnant",
 "BUILDING_SupportWagonNormalRemnant -": "BUILDING_SupportWagonNormalRemnant -",
 "BUILDING_SupportWagonVeryHard": "BUILDING_SupportWagonVeryHard",
 "BUILDING_SupportWagonVeryHard -": "BUILDING_SupportWagonVeryHard -",
 "BUILDING_SupportWagonVeryHardRemnant": "BUILDING_SupportWagonVeryHardRemnant",
 "BUILDING_SupportWagonVeryHardRemnant -": "BUILDING_SupportWagonVeryHardRemnant -",
 "BUILDING_SuspiciousScarecrow": "BUILDING_SuspiciousScarecrow",
 "BUILDING_SuspiciousScarecrow -": "BUILDING_SuspiciousScarecrow -",
 "BUILDING_Table": "BUILDING_Table",
 "BUILDING_Table -": "BUILDING_Table -",
 "BUILDING_TestTradeBox": "BUILDING_TestTradeBox",
 "BUILDING_TestTradeBox -": "BUILDING_TestTradeBox -",
 "BUILDING_TorchStand": "BUILDING_TorchStand",
 "BUILDING_TorchStand -": "BUILDING_TorchStand -",
 "BUILDING_TransparentWall": "BUILDING_TransparentWall",
 "BUILDING_TransparentWall -": "BUILDING_TransparentWall -",
 "BUILDING_TransparentWall90": "BUILDING_TransparentWall90",
 "BUILDING_TransparentWall90 -": "BUILDING_TransparentWall90 -",
 "BUILDING_TreeOfLife": "BUILDING_TreeOfLife",
 "BUILDING_TreeOfLife -": "BUILDING_TreeOfLife -",
 "BUILDING_TreeOfLifeRemnant": "BUILDING_TreeOfLifeRemnant",
 "BUILDING_TreeOfLifeRemnant -": "BUILDING_TreeOfLifeRemnant -",
 "BUILDING_Turnip": "BUILDING_Turnip",
 "BUILDING_Turnip -": "BUILDING_Turnip -",
 "BUILDING_TurnipRemnant": "BUILDING_TurnipRemnant",
 "BUILDING_TurnipRemnant -": "BUILDING_TurnipRemnant -",
 "BUILDING_Tutorial1Chest": "BUILDING_Tutorial1Chest",
 "BUILDING_Tutorial1Chest -": "BUILDING_Tutorial1Chest -",
 "BUILDING_Tutorial1ChestRemnant": "BUILDING_Tutorial1ChestRemnant",
 "BUILDING_Tutorial1ChestRemnant -": "BUILDING_Tutorial1ChestRemnant -",
 "BUILDING_TwistedBush": "BUILDING_TwistedBush",
 "BUILDING_TwistedBush -": "BUILDING_TwistedBush -",
 "BUILDING_UsefulMagicScrapPile": "BUILDING_UsefulMagicScrapPile",
 "BUILDING_UsefulMagicScrapPile -": "BUILDING_UsefulMagicScrapPile -",
 "BUILDING_WagonScraps1": "BUILDING_WagonScraps1",
 "BUILDING_WagonScraps1 -": "BUILDING_WagonScraps1 -",
 "BUILDING_WagonScraps2": "BUILDING_WagonScraps2",
 "BUILDING_WagonScraps2 -": "BUILDING_WagonScraps2 -",
 "BUILDING_Wall": "BUILDING_Wall",
 "BUILDING_Wall -": "BUILDING_Wall -",
 "BUILDING_WaterDecoForest": "BUILDING_WaterDecoForest",
 "BUILDING_WaterDecoForest -": "BUILDING_WaterDecoForest -",
 "BUILDING_WaterDecoShared": "BUILDING_WaterDecoShared",
 "BUILDING_WaterDecoShared -": "BUILDING_WaterDecoShared -",
 "BUILDING_WhiteBanner": "BUILDING_WhiteBanner",
 "BUILDING_WhiteBanner -": "BUILDING_WhiteBanner -",
 "BUILDING_WhiteBannerStand": "BUILDING_WhiteBannerStand",
 "BUILDING_WhiteBannerStand -": "BUILDING_WhiteBannerStand -",
 "BUILDING_WhiteCarpet": "BUILDING_WhiteCarpet",
 "BUILDING_WhiteCarpet -": "BUILDING_WhiteCarpet -",
 "BUILDING_WildHerb": "BUILDING_WildHerb",
 "BUILDING_WildHerb -": "BUILDING_WildHerb -",
 "BUILDING_WildHerbRemnant": "BUILDING_WildHerbRemnant",
 "BUILDING_WildHerbRemnant -": "BUILDING_WildHerbRemnant -",
 "BUILDING_WildOats": "BUILDING_WildOats",
 "BUILDING_WildOats -": "BUILDING_WildOats -",
 "BUILDING_WildOatsRemnant": "BUILDING_WildOatsRemnant",
 "BUILDING_WildOatsRemnant -": "BUILDING_WildOatsRemnant -",
 "BUILDING_WoodBarrel": "BUILDING_WoodBarrel",
 "BUILDING_WoodBarrel -": "BUILDING_WoodBarrel -",
 "BUILDING_WoodBarricade": "BUILDING_WoodBarricade",
 "BUILDING_WoodBarricade -": "BUILDING_WoodBarricade -",
 "BUILDING_WoodBed": "BUILDING_WoodBed",
 "BUILDING_WoodBed -": "BUILDING_WoodBed -",
 "BUILDING_WoodBookShelf1": "BUILDING_WoodBookShelf1",
 "BUILDING_WoodBookShelf1 -": "BUILDING_WoodBookShelf1 -",
 "BUILDING_WoodBookShelf2": "BUILDING_WoodBookShelf2",
 "BUILDING_WoodBookShelf2 -": "BUILDING_WoodBookShelf2 -",
 "BUILDING_WoodChair": "BUILDING_WoodChair",
 "BUILDING_WoodChair -": "BUILDING_WoodChair -",
 "BUILDING_WoodCloset": "BUILDING_WoodCloset",
 "BUILDING_WoodCloset -": "BUILDING_WoodCloset -",
 "BUILDING_WoodDiningChair": "BUILDING_WoodDiningChair",
 "BUILDING_WoodDiningChair -": "BUILDING_WoodDiningChair -",
 "BUILDING_WoodFence": "BUILDING_WoodFence",
 "BUILDING_WoodFence -": "BUILDING_WoodFence -",
 "BUILDING_WoodFloor": "BUILDING_WoodFloor",
 "BUILDING_WoodFloor -": "BUILDING_WoodFloor -",
 "BUILDING_WoodFloor2": "BUILDING_WoodFloor2",
 "BUILDING_WoodFloor2 -": "BUILDING_WoodFloor2 -",
 "BUILDING_WoodFloor3": "BUILDING_WoodFloor3",
 "BUILDING_WoodFloor3 -": "BUILDING_WoodFloor3 -",
 "BUILDING_WoodGodnessStatue": "BUILDING_WoodGodnessStatue",
 "BUILDING_WoodGodnessStatue -": "BUILDING_WoodGodnessStatue -",
 "BUILDING_WoodLargeTable": "BUILDING_WoodLargeTable",
 "BUILDING_WoodLargeTable -": "BUILDING_WoodLargeTable -",
 "BUILDING_WoodLongChair": "BUILDING_WoodLongChair",
 "BUILDING_WoodLongChair -": "BUILDING_WoodLongChair -",
 "BUILDING_WoodPile": "BUILDING_WoodPile",
 "BUILDING_WoodPile -": "BUILDING_WoodPile -",
 "BUILDING_WoodPillar": "BUILDING_WoodPillar",
 "BUILDING_WoodPillar -": "BUILDING_WoodPillar -",
 "BUILDING_WoodSideTable": "BUILDING_WoodSideTable",
 "BUILDING_WoodSideTable -": "BUILDING_WoodSideTable -",
 "BUILDING_WoodTable": "BUILDING_WoodTable",
 "BUILDING_WoodTable -": "BUILDING_WoodTable -",
 "BUILDING_WoodWallShelf": "BUILDING_WoodWallShelf",
 "BUILDING_WoodWallShelf -": "BUILDING_WoodWallShelf -",
 "BUILDING_WoodenCabinet": "BUILDING_WoodenCabinet",
 "BUILDING_WoodenCabinet -": "BUILDING_WoodenCabinet -",
 "BUILDING_WoodenCageAcidBug": "BUILDING_WoodenCageAcidBug",
 "BUILDING_WoodenCageAcidBug -": "BUILDING_WoodenCageAcidBug -",
 "BUILDING_WoodenCageAcidBugRemnant": "BUILDING_WoodenCageAcidBugRemnant",
 "BUILDING_WoodenCageAcidBugRemnant -": "BUILDING_WoodenCageAcidBugRemnant -",
 "BUILDING_WoodenCageBroken": "BUILDING_WoodenCageBroken",
 "BUILDING_WoodenCageBroken -": "BUILDING_WoodenCageBroken -",
 "BUILDING_WoodenCageDeadGreyRat": "BUILDING_WoodenCageDeadGreyRat",
 "BUILDING_WoodenCageDeadGreyRat -": "BUILDING_WoodenCageDeadGreyRat -",
 "BUILDING_WoodenCageEmpty": "BUILDING_WoodenCageEmpty",
 "BUILDING_WoodenCageEmpty -": "BUILDING_WoodenCageEmpty -",
 "BUILDING_WoodenCageGlothHatchling": "BUILDING_WoodenCageGlothHatchling",
 "BUILDING_WoodenCageGlothHatchling -": "BUILDING_WoodenCageGlothHatchling -",
 "BUILDING_WoodenCageGlothHatchlingRemnant": "BUILDING_WoodenCageGlothHatchlingRemnant",
 "BUILDING_WoodenCageGlothHatchlingRemnant -": "BUILDING_WoodenCageGlothHatchlingRemnant -",
 "BUILDING_WoodenCageGreyMonsterRat": "BUILDING_WoodenCageGreyMonsterRat",
 "BUILDING_WoodenCageGreyMonsterRat -": "BUILDING_WoodenCageGreyMonsterRat -",
 "BUILDING_WoodenCageGreyMonsterRatRemnant": "BUILDING_WoodenCageGreyMonsterRatRemnant",
 "BUILDING_WoodenCageGreyMonsterRatRemnant -": "BUILDING_WoodenCageGreyMonsterRatRemnant -",
 "BUILDING_WoodenCageGreyRat": "BUILDING_WoodenCageGreyRat",
 "BUILDING_WoodenCageGreyRat -": "BUILDING_WoodenCageGreyRat -",
 "BUILDING_WoodenCageGreyRatRemnant": "BUILDING_WoodenCageGreyRatRemnant",
 "BUILDING_WoodenCageGreyRatRemnant -": "BUILDING_WoodenCageGreyRatRemnant -",
 "BUILDING_WoodenCageIroncarapaceBug": "BUILDING_WoodenCageIroncarapaceBug",
 "BUILDING_WoodenCageIroncarapaceBug -": "BUILDING_WoodenCageIroncarapaceBug -",
 "BUILDING_WoodenCageIroncarapaceBugRemnant": "BUILDING_WoodenCageIroncarapaceBugRemnant",
 "BUILDING_WoodenCageIroncarapaceBugRemnant -": "BUILDING_WoodenCageIroncarapaceBugRemnant -",
 "BUILDING_WoodenCageMaleGloth": "BUILDING_WoodenCageMaleGloth",
 "BUILDING_WoodenCageMaleGloth -": "BUILDING_WoodenCageMaleGloth -",
 "BUILDING_WoodenCageMaleGlothRemnant": "BUILDING_WoodenCageMaleGlothRemnant",
 "BUILDING_WoodenCageMaleGlothRemnant -": "BUILDING_WoodenCageMaleGlothRemnant -",
 "BUILDING_WoodenCageMurmok": "BUILDING_WoodenCageMurmok",
 "BUILDING_WoodenCageMurmok -": "BUILDING_WoodenCageMurmok -",
 "BUILDING_WoodenCageMurmokRemnant": "BUILDING_WoodenCageMurmokRemnant",
 "BUILDING_WoodenCageMurmokRemnant -": "BUILDING_WoodenCageMurmokRemnant -",
 "BUILDING_WoodenCrate": "BUILDING_WoodenCrate",
 "BUILDING_WoodenCrate -": "BUILDING_WoodenCrate -",
 "BUILDING_WoodenCratePile": "BUILDING_WoodenCratePile",
 "BUILDING_WoodenCratePile -": "BUILDING_WoodenCratePile -",
 "BUILDING_WoodenCrateRemnant": "BUILDING_WoodenCrateRemnant",
 "BUILDING_WoodenCrateRemnant -": "BUILDING_WoodenCrateRemnant -",
 "BUILDING_WoodenLargeCabinet": "BUILDING_WoodenLargeCabinet",
 "BUILDING_WoodenLargeCabinet -": "BUILDING_WoodenLargeCabinet -",
 "BUILDING_WoodenRoundChair": "BUILDING_WoodenRoundChair",
 "BUILDING_WoodenRoundChair -": "BUILDING_WoodenRoundChair -",
 "BUILDING_WoodenRoundTable": "BUILDING_WoodenRoundTable",
 "BUILDING_WoodenRoundTable -": "BUILDING_WoodenRoundTable -",
 "BUILDING_XenonCat": "BUILDING_XenonCat",
 "BUILDING_XenonCat -": "BUILDING_XenonCat -",
 "BUILDING_YellowBanner": "BUILDING_YellowBanner",
 "BUILDING_YellowBanner -": "BUILDING_YellowBanner -",
 "BUILDING_YellowBannerStand": "BUILDING_YellowBannerStand",
 "BUILDING_YellowBannerStand -": "BUILDING_YellowBannerStand -",
 "BUILDING_YellowCarpet": "BUILDING_YellowCarpet",
 "BUILDING_YellowCarpet -": "BUILDING_YellowCarpet -",
 "Baby Gloth 3 + Mud Slogel 1": "グロスの幼獣3 + 泥スロゲル1",
 "Baby Gloth 4 + Mud Slogel 2": "グロスの幼獣 4 + 泥スロゲル 2",
 "Baby Gloth 5": "Baby Gloth 5",
 "Background / Trait": "背景／特性",
 "Background Music (40)": "BGM（40）",
 "Background pool": "背景プール",
 "BackgroundTraitMaxClanRank": "BackgroundTraitMaxClanRank",
 "Backgrounds": "背景",
 "Backgrounds (1)": "背景 (1)",
 "Backgrounds (12)": "背景 (12)",
 "Backgrounds (15)": "背景 (15)",
 "Backgrounds (17)": "背景 (17)",
 "Backgrounds (18)": "背景 (18)",
 "Backgrounds (2)": "背景 (2)",
 "Backgrounds (23)": "背景 (23)",
 "Backgrounds (3)": "背景 (3)",
 "Backgrounds (4)": "背景 (4)",
 "Backgrounds (5)": "背景 (5)",
 "Backgrounds (6)": "背景 (6)",
 "Backgrounds (8)": "背景 (8)",
 "Backgrounds ({#})": "背景 ({#})",
 "Backgrounds - Dungeon Settlers Wiki": "背景 - Dungeon Settlers Wiki",
 "Backgrounds decide skill-tree access.": "背景がスキルツリーへのアクセスを決定します。",
 "Backgrounds page: filter by main tree, sub tree and recruitment rank, plus a sortable": "背景ページ: メインツリー、サブツリー、募集ランクでフィルタリング、ソート可能な",
 "Backgrounds page: filter by main tree, sub tree and recruitment rank, plus a sortable **Recruitment rank** column showing which clan rank each background unlocks at.": "背景ページ：メインツリー、サブツリー、募集ランク でフィルタリング、および各背景がどのクランランクでロック解除されるかを示す並べ替え可能な**募集ランク**列。",
 "Balance Test Lv1": "バランステスト Lv1",
 "Balance Test Lv2": "バランステスト Lv2",
 "Balance Test Lv3": "バランステスト Lv3",
 "Balance Test Lv4": "バランステスト Lv4",
 "BalanceTestLv1": "BalanceTestLv1",
 "BalanceTestLv2": "BalanceTestLv2",
 "BalanceTestLv3": "BalanceTestLv3",
 "BalanceTestLv4": "BalanceTestLv4",
 "Balanced offense and defense, but there's a spec-level challenge from the Decay Rat and Pale Mammoth. Better to quickly cut down the spore insects.": "攻防のバランスが取れていますが、腐敗ラットと蒼白いマンモスからのスペックレベルの課題があります。孢子昆虫をすぐに削減する方が良いです。",
 "Balanced offense and defense, but there's a spec-level challenge from the Decay Rat and Pale Mammoth. Better to quickly cut down the spore insects. - Dungeon Settlers ウィキ": "攻撃と防御のバランスが取れているが、腐敗ラットと蒼白マンモスからスペックレベルのチャレンジがある。胞子昆虫を素早く切り落とした方が良い。- Dungeon Settlers ウィキ",
 "Bald": "ハゲ",
 "Band": "帯域",
 "Bar full - remove one to swap.": "バーが満杯です。入れ替えるには1つ外してください。",
 "Baron Blood Tear (vampire baron boss)": "血涙男爵（吸血鬼男爵ボス）",
 "Barrier = (your max HP - your current HP) x 200 x 0.01, truncated toward zero, so twice your missing HP. Nothing happens unless that is at least 1.": "バリア=(最大HP - 現在HP)×200×0.01を0方向に切り捨てた値、つまり欠損HPの2倍。これが1未満なら何も発生しない。",
 "Barrier amplifiers": "バリア強化",
 "Barrier does NOT protect equipment": "バリアは装備を保護しません",
 "Barrier granted": "バリア付与",
 "Barrier points granted for 20 seconds.": "バリアポイントを20秒間付与。",
 "Base %": "基本 %",
 "Base Areas": "拠点エリア",
 "Base Areas - Dungeon Settlers Wiki": "拠点エリア - Dungeon Settlers Wiki",
 "Base Building": "拠点建設",
 "Base Campsite Bedrolls": "基本野営地 寝袋",
 "Base Campsite Bedrolls - Dungeon Settlers Wiki": "拠点野営地の寝袋 - Dungeon Settlers Wiki",
 "Base Campsite Bedrolls icon": "拠点野営地の寝袋アイコン",
 "Base Campsite Bedrolls range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ寝袋の射程と範囲",
 "Base Campsite Camp Fire": "基本野営地 焚き火",
 "Base Campsite Camp Fire - Dungeon Settlers Wiki": "拠点野営地の焚き火 - Dungeon Settlers Wiki",
 "Base Campsite Camp Fire icon": "拠点野営地の焚き火アイコン",
 "Base Campsite Camp Fire range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ焚き火の射程と範囲",
 "Base Campsite Deco1": "基本野営地 装飾1",
 "Base Campsite Deco1 - Dungeon Settlers Wiki": "拠点野営地のDeco1 - Dungeon Settlers Wiki",
 "Base Campsite Deco1 icon": "Base Campsite Deco1 アイコン",
 "Base Campsite Deco1 range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ装飾1の射程と範囲",
 "Base Campsite Deco2": "基本野営地 装飾2",
 "Base Campsite Deco2 - Dungeon Settlers Wiki": "Base Campsite Deco2 - Dungeon Settlers Wiki",
 "Base Campsite Deco2 icon": "Base Campsite Deco2 アイコン",
 "Base Campsite Deco2 range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ装飾2の射程と範囲",
 "Base Campsite Lesser Guardian Stone": "基本野営地 下級守護石碑",
 "Base Campsite Lesser Guardian Stone - Dungeon Settlers Wiki": "拠点野営地の下級守護石碑 - Dungeon Settlers Wiki",
 "Base Campsite Lesser Guardian Stone icon": "拠点野営地の下級守護石碑アイコン",
 "Base Campsite Lesser Guardian Stone range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ下級守護石碑の射程と範囲",
 "Base Campsite Repairstand": "基本野営地 修理台",
 "Base Campsite Repairstand - Dungeon Settlers Wiki": "拠点野営地の修理台 - Dungeon Settlers Wiki",
 "Base Campsite Repairstand icon": "拠点野営地の修理台アイコン",
 "Base Campsite Repairstand range and area shown on a dungeon room": "ダンジョンの部屋に表示されたベースキャンプ修理台の射程と範囲",
 "Base Construction": "基地建設",
 "Base critical chance": "基本クリティカル確率",
 "Base form": "基本形態",
 "Base is the flat starting value before any major stat. Blank = that major does not affect that stat. The six non-combat capabilities (mining, research, cooking...) each scale +0.05 per one major and are left out here.": "基礎値は、主要ステータスが加わる前の固定の初期値です。空欄はその主要ステータスがそのステータスに影響しないことを示します。6つの非戦闘能力(採掘、研究、料理...)はそれぞれ主要ステータス1あたり+0.05でスケールしますが、ここでは省略しています。",
 "Base map": "ベースマップ",
 "Base probability of producing a 'Fine Work' when 100% is the max.": "100%を最大としたときに「良作」を生み出す基本確率。",
 "Base probability of producing a 'Masterpiece' when 100% is the max.": "100%を最大としたときに「傑作」を生み出す基本確率。",
 "Base recruit weight": "基本募集ウェイト",
 "Base skill point increase": "基本のスキルポイント増加",
 "Base value of {0} ticks consumed per unit of sleep. If a unit actually sleeps the whole time, this is performed multiple times. Each time one unit passes, it's shown on screen as a Stamina recovery.": "睡眠1単位あたりに消費される基本値{0}ティック。ユニットが実際に全時間眠る場合、これは複数回実行される。1単位が経過するたびに、画面上にスタミナ回復として表示される。",
 "Base, crafting and research": "拠点・制作・研究",
 "Base-camp area definitions (unlock costs, bounds).": "拠点エリア定義（解放コスト、範囲）。",
 "BaseAreaMaxRadius": "BaseAreaMaxRadius",
 "BaseAreaTable.json": "BaseAreaTable.json",
 "BaseAutoSaveTimeIntervalHour": "BaseAutoSaveTimeIntervalHour",
 "BaseImplementRange": "BaseImplementRange",
 "BaseRandomBird": "BaseRandomBird",
 "BaseRandomCorruption": "BaseRandomCorruption",
 "BaseRandomFoodRation": "BaseRandomFoodRation",
 "BaseRandomGambler": "BaseRandomGambler",
 "BaseRandomGazeMoon": "BaseRandomGazeMoon",
 "BaseRandomRecruit": "BaseRandomRecruit",
 "Basement": "地下",
 "Basic": "通常",
 "Basic Alchemy Complete": "基礎錬金術 完了",
 "Basic Alchemy not completed": "基本錬金術未完了",
 "Basic Attack 1.2": "基本攻撃 1.2",
 "Basic Attack 1.3": "基本攻撃 1.3",
 "Basic Attack 2": "基本攻撃 2",
 "Basic Attack 2.1": "基本攻撃 2.1",
 "Basic Attack 2.2": "基本攻撃 2.2",
 "Basic Attack 2.3": "基本攻撃 2.3",
 "Basic Attack 3": "基本攻撃 3",
 "Basic Cooking Complete": "基礎料理 完了",
 "Basic Cooking not completed": "基本料理未完了",
 "Basic Craft Complete": "基本クラフト 完了",
 "Basic Crafting not completed": "基礎製作が未完了",
 "Basic DPS": "基本 DPS",
 "Basic Dagger Attack": "基本短剣攻撃",
 "Basic Farming Complete": "基礎農業 完了",
 "Basic Farming not completed": "基本農業未完了",
 "Basic Monster Cooking Complete": "基本モンスター料理 完了",
 "Basic Monster Cooking not completed": "基本モンスター料理未完了",
 "Basic Spear Attack": "基本槍攻撃",
 "Basic Spear Attack - Dungeon Settlers Wiki": "基本槍攻撃 - Dungeon Settlers Wiki",
 "Basic Spear Attack icon": "基本槍攻撃アイコン",
 "Basic Spear Attack range and area shown on a dungeon room": "ダンジョンの部屋に表示された基本槍攻撃の射程と範囲",
 "Basic Supply is on by default": "基本補給はデフォルトでオン",
 "Basic Template": "基本テンプレート",
 "Basic attack": "基本攻撃",
 "Basic attack (": "基本攻撃（",
 "Basic attack (100%": "通常攻撃（100%",
 "Basic attack damage without the inscription": "刻印なしの通常攻撃ダメージ",
 "Basic attack skill": "通常攻撃スキル",
 "Basic attack:": "通常攻撃：",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1.4s).": "通常攻撃：スキルのクールタイムがないため、再使用はモンスターの攻撃間隔（1 / 攻撃速度 = 1.4秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2.5s).": "通常攻撃：スキルクールダウンがないため、再使用間隔はモンスターの攻撃間隔（1 / 攻撃速度 = 2.5秒）になります。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2s).": "通常攻撃：スキルのクールタイムがないため、再使用はモンスターの攻撃間隔（1 / 攻撃速度 = 2秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 3.3s).": "基本攻撃：スキルのクールダウンがないため、再使用間隔はモンスターの攻撃間隔（1÷攻撃速度＝3.3秒）になります。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 5s).": "通常攻撃: スキルのクールダウンがないため、再使用間隔はモンスターの攻撃間隔 (1 / 攻撃速度 = 5秒) になります。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = {#}s).": "通常攻撃: スキルのクールダウンがないため、その再使用間隔はモンスターの攻撃間隔（1 / 攻撃速度 = {#}秒）になります。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.5s).": "通常攻撃：スキルのクールタイムがないため、再使用は武器の攻撃間隔（1 / 攻撃速度 = 1.5秒）。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.6s).": "通常攻撃：スキルのクールタイムがないため、再使用は武器の攻撃間隔（1 / 攻撃速度 = 1.6秒）。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.7s).": "通常攻撃：スキルのクールダウンがないため、再使用は武器の攻撃間隔（1 / 攻撃速度 = 1.7秒）になります。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = {#}s).": "通常攻撃：スキルクールダウンがないため、再使用間隔は武器の攻撃間隔になります (1 / 攻撃速度 = {#}秒)。",
 "Basic attacks add a second magic hit worth 10 percent of the damage they dealt.": "通常攻撃は、与えたダメージの10パーセント分の魔法ヒットを追加で発生させる。",
 "Basic attacks deal 100% Magic Attack as magic damage and apply 2 Burning stacks for 10 seconds. (Buff duration: the skill row says 5s, a data slot says 20s - in-game verification pending.)": "通常攻撃が魔法攻撃100%の魔法ダメージを与え、燃焼スタックを2つ10秒間付与します。（バフ持続時間：スキル行では5秒、データ枠では20秒となっており、ゲーム内での確認は保留中です。）",
 "Basic attacks landed": "命中した通常攻撃",
 "Basic attacks only, and only on a critical result.": "通常攻撃のみ、かつクリティカル判定の場合のみ。",
 "Basic attacks only, and only when the hit was actually applied (not a miss, not an immune result).": "通常攻撃のみ、かつヒットが実際に適用された場合のみ(ミスや無効判定は除く)。",
 "Basic attacks only.": "通常攻撃のみ。",
 "Basic attacks only. It fires on normal, critical and guarded hits alike: the gate is that the hit was applied, which excludes only misses and immune results.": "通常攻撃のみ。通常ヒット・クリティカル・ガードのいずれでも発動する。条件はヒットが適用されたことのみで、除外されるのはミスと無効判定のみ。",
 "Basic attacks only. There is no melee check, no damage type check and no touch tag: any skill flagged as a basic attack qualifies.": "通常攻撃のみ。近接判定もダメージタイプ判定もタッチタグ判定もない。通常攻撃としてフラグが付いたスキルであれば何でも対象になる。",
 "Basic attacks splash 30 percent of the damage dealt onto up to 8 tiles around the target.": "通常攻撃は、与えたダメージの30パーセントを対象周囲最大8マスに飛び散らせる。",
 "BasicHowl ×2, ChallengerAttack ×2, ElderAttack ×2, ElderRoaring ×2, FemaleRoaring ×2, MaleAttack ×2, Scared ×2, Spit ×2, ChallengerRoaring ×1, ElderBreath ×1, MaleRoaring ×1, PupBorn ×1": "BasicHowl ×2, ChallengerAttack ×2, ElderAttack ×2, ElderRoaring ×2, FemaleRoaring ×2, MaleAttack ×2, Scared ×2, Spit ×2, ChallengerRoaring ×1, ElderBreath ×1, MaleRoaring ×1, PupBorn ×1",
 "BasicMonster": "BasicMonster",
 "BasicMonsterAttack": "BasicMonsterAttack",
 "BasicStats": "BasicStats",
 "Basic_": "Basic_",
 "Battle Stomp + Guard Barrier": "バトルストンプ + ガードバリア",
 "Battle Stomp hits all nearby enemies with Disturbance and Dizziness. Both are debuffs, and each application on each enemy is a Guard Barrier trigger, so stomping into a crowd banks a wall of Barrier in one cast while blunting the pack's accuracy. It is a burst, not an engine: the 30s cooldown means you cannot keep it up, so it pairs well as the opener in front of a per-tick source like Fire Cloak, or on a Blunt frontliner who just wants a big periodic shield and some crowd control.": "バトルストンプは周囲の全ての敵に妨害とめまいを与えます。どちらもデバフで、各敵への付与ごとにガードバリアのトリガーとなるため、群衆に踏み込めば1回のキャストでバリアの壁を蓄えつつ、集団の命中率を鈍らせます。これはエンジンではなくバーストです。30秒のクールタイムのため維持はできず、炎の外套のようなティックごとのソースの前の先制手として、あるいは大きな周期的シールドと少しの群衆制御を求める鈍器の前衛に組み合わせると相性が良いです。",
 "Battle kit": "戦闘キット",
 "Battle kits": "戦闘キット",
 "Battle kits: a generated unit has no backpack - it arrives empty-handed.": "戦闘キット:生成されたユニットにはバックパックがなく、何も持たずに到着する。",
 "Battle kits: this build has no carry inscription to grant - the squad is packed but not reinforced.": "戦闘キット:このビルドには付与できる携行刻印がない。部隊は荷物を積んでいるが補強はされていない。",
 "Battlemage exception": "戦闘メイジの例外",
 "Beast": "獣",
 "Beast Faction": "獣族派閥",
 "Beast Single-Faction Patrol": "ビースト シングルファクション パトロール",
 "BeastForestEnv": "BeastForestEnv",
 "Because it is read off the damage that landed, anything that raised that damage raises this too.": "これは命中したダメージから読み取られるため、そのダメージを上げるものは何であれこれも上げる。",
 "Because it multiplies against the skill coefficient, it is worth far more on a high-coefficient skill than on a plain basic attack.": "これはスキル係数に対して乗算されるため、単純な通常攻撃より高係数のスキルの方がはるかに価値が高い。",
 "Because percent bonuses apply": "割合ボーナスは",
 "Because the reflected hit is typeless, resistance-stacking enemies take it in full.": "反射されたヒットは無属性のため、耐性を積んだ敵も全力で受ける。",
 "Become Fire into Summon (stat lock-in)": "火になる → 召喚（ステータス固定）",
 "Become Fire stacks Magic Attack Power on yourself; a summon copies your inflated Magic Attack Power at the instant it is cast and keeps it after the buff fades.": "火になるは自分に魔法攻撃力をスタックします。召喚物は、召喚された瞬間に増幅された魔法攻撃力をコピーし、バフが消えた後もそれを保持します。",
 "BedMoodCooltime": "BedMoodCooltime",
 "Bedrooms whe...": "遠征隊員が滞……",
 "Bedrooms where expedition members can st": "遠征隊員が滞在で……",
 "Bee Hive Tree Remnant": "蜂の巣の木の残骸",
 "Bee Hive Tree Remnant - Dungeon Settlers Wiki": "蜂の巣の木の残骸 - Dungeon Settlers Wiki",
 "Bee Hive Tree1": "蜂の巣の木1",
 "Bee Random": "ミツバチ（ランダム）",
 "Before a room counts as a given type, the game checks two quality gates (in-game tooltip wording; N is the per-room threshold):": "ルームが特定のタイプとして数えられる前に、ゲームは2つの品質条件をチェックします（ゲーム内ツールチップの表現。Nはルームごとのしきい値です）。",
 "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and in the brief silence when the wind stopped, borrowing the forest's strength only when it was needed. As the years passed, they came to listen more deeply to the trembling of leaves than to the words of people.": "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and in the brief silence when the wind stopped, borrowing the forest's strength only when it was needed. As the years passed, they came to listen more deeply to the trembling of leaves than to the words of people.",
 "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and...": "Before calling on nature, {0} first waited for its will. They read unseen signs in the moment birds rose all at once and...",
 "Before long, after searching through the...": "やがて、...を探索した後、",
 "Before long, the uncanny drums and...": "やがて、不気味なドラムと...",
 "Before the hit is calculated for the counter, and when the counter effect is applied for the payout.": "カウンター用のヒット計算前、そしてペイアウト用のカウンター効果適用時。",
 "Before the hit is calculated for the damage half, and after it lands for the durability drain.": "ダメージ半減の計算前、耐久値の消耗は命中後。",
 "Before the hit is calculated, in the phase where effects adjust the attacker's stats.": "ヒットが計算される前、攻撃者のステータスを効果が調整する段階で。",
 "Before the target's resistance.": "対象の耐性が適用される前。",
 "Begger": "物乞い",
 "Beginner Guide: Your First Days": "初心者ガイド：最初の数日",
 "Beginner Guide: Your First Days - Dungeon Settlers Wiki": "初心者ガイド：最初の数日 - Dungeon Settlers Wiki",
 "Behaviors": "行動",
 "Behaviour": "挙動",
 "Behaviour & phase triggers": "挙動とフェーズトリガー",
 "Behaviour Options": "挙動オプション",
 "Behaviour against a target that took 0 damage from an immune result was not verified.": "無効判定で0ダメージを受けた対象に対する挙動は検証されていない。",
 "BehaviourOption_AutoAttack": "BehaviourOption_AutoAttack",
 "BehaviourOption_RestFirst": "BehaviourOption_RestFirst",
 "BehaviourOption_WaitForOrder": "BehaviourOption_WaitForOrder",
 "Benchmark monster": "ベンチマークモンスター",
 "Berserker sub-tree (2 orphan nodes)": "狂戦士サブツリー（孤立ノード2つ）",
 "Beyond normal candidate rolls, a handful of characters are tied to quests and events - one is recruitable today, the rest are authored in the game files but switched off. See also": "通常の候補者抽選とは別に、一部のキャラクターはクエストやイベントに結び付いています。1名は現在募集可能で、残りはゲームファイル内に作成されていますが無効化されています。次も参照：",
 "Beyond the craftable metals (Copper is the top released smithing tier, alongside the special dungeon metal Arcron), three higher metal tiers exist in the item data with **no way to obtain them**. **Iron** is the most complete: full weapon, armor, staff and ammo entries with names and even raw materials (Iron Ore/Ingot/Stick), but there are no recipes, drops or shops for the gear. **Bronze** and **Tin** are partial sets (armor, helmet, shield, mace, axe, spear, bow, arrow and staffs) that are largely unnamed placeholders with no crafting path. The intended future ladder runs Tin -> Bronze -> Copper -> Iron alongside Silver/Crystal/Arcron. A gated **Gold** jewelry tier also exists (Gold Ore/Ingot with unnamed Gold rings and necklaces).": "作成可能な金属（銅が実装済みの鍛冶ティアの最上位で、特殊なダンジョン金属アクロンと並びます）を超えて、アイテムデータには**入手手段のない**より上位の金属ティアが3つ存在します。**鉄**が最も完成度が高く、名前付きの武器・防具・杖・弾薬の項目、さらには原材料（鉄鉱石/鉄インゴット/鉄の棒）まで揃っていますが、その装備のレシピ・ドロップ・店はありません。**青銅**と**錫**は部分的なセット（鎧、兜、盾、メイス、斧、槍、弓、矢、杖）で、大半が名前のないプレースホルダーであり、作成経路もありません。意図された将来のはしごは、銀/クリスタル/アクロンと並んで 錫 -> 青銅 -> 銅 -> 鉄 と進みます。未開放の**金**の宝飾ティアも存在します（金鉱石/金インゴットと、名前のない金の指輪・ネックレス）。",
 "Beyond the gated data rows, the shipped": "未開放のデータ行を超えて、出荷された",
 "Beyond the two playable regions (Veil of Silence and Festering Burrow), the expedition map reserves four region slots that are empty placeholders with no dungeon, monsters or loot: **Abandoned Mine**, **Forgotten Abyss**, **Dead Swamp** and **Tower of Apocalypse**. Datamined text also hints at a future **Elf-themed region/recruitment expansion** (an 'Elven Homeland' environment and elf merchant) and an Empire-ruins relic cluster.": "プレイ可能な2つの地域（沈黙のヴェールとただれた巣穴）を超えて、探索マップにはダンジョン・モンスター・戦利品のない空のプレースホルダーである地域スロットが4つ予約されています。**廃坑**、**忘れられた深淵**、**死の沼**、**黙示録の塔**です。データマイニングされたテキストは、将来の**エルフをテーマにした地域/勧誘拡張**（「エルフの故郷」の環境とエルフの商人）と、帝国の遺跡のレリック群も示唆しています。",
 "Big": "大",
 "Big Rock Remnant": "大きな岩の残骸",
 "Big Rock Remnant - Dungeon Settlers Wiki": "大きな岩の残骸 - Dungeon Settlers Wiki",
 "BigDarkThornRadius": "BigDarkThornRadius",
 "BigDarkThornRatio": "BigDarkThornRatio",
 "Biggest trap": "最大の落とし穴",
 "Binding value": "バインド値",
 "Biography": "経歴",
 "Black": "黒",
 "Black Banner": "黒い旗",
 "Black Banner Stand": "黒い旗スタンド",
 "Black Banner Stand - Dungeon Settlers ウィキ": "Black Banner Stand - Dungeon Settlers ウィキ",
 "Black Serum": "黒い血清",
 "Black Serum - Dungeon Settlers Wiki": "黒い血清 - Dungeon Settlers Wiki",
 "Black Serum icon": "黒い血清アイコン",
 "Black Serum range and area shown on a dungeon room": "ダンジョンの部屋に表示された黒い血清の射程と範囲",
 "BlackYellow": "BlackYellow",
 "Blade Spirit is the only energy-restoring passive in the game (+1 energy per melee physical crit). Feed it guaranteed crits with Exposed Flaw and your attacks pay for themselves.": "刃の精霊はゲーム内で唯一のエネルギー回復パッシブです（近接物理クリティカルごとにエネルギー+1）。弱点露呈で確定クリティカルを供給すれば、攻撃が自分でコストを賄います。",
 "Blade Spirit is the single source of energy regeneration in Dungeon Settlers: +1 energy each time you land a melee physical critical hit. On its own it depends on your crit chance; paired with Flow Seeker's Exposed Flaw (which makes every remaining hit on the target a guaranteed crit) it fires on every hit. So a melee unit with both Warrior passives attacks at effectively no net energy cost while critting for 1.5x, and - since Exposed Flaw is a debuff - also re-arming Guard Barrier if it has it. Both are passive and cheap to slot, which is why this is the backbone of every strong melee build rather than a niche gimmick.": "刃の精霊は Dungeon Settlers における唯一のエネルギー回復源です。近接物理クリティカルを与えるたびにエネルギー+1。単体ではクリティカル確率に依存しますが、フローシーカーの弱点露呈（対象への残りの攻撃を全て確定クリティカルにする）と組み合わせると、あらゆる攻撃で発動します。したがって両方の戦士パッシブを持つ近接ユニットは、実質的にエネルギーの正味コストなしで攻撃し、1.5倍でクリティカルを出し、さらに弱点露呈はデバフなので、ガードバリアを持っていればそれも再展開します。どちらもパッシブで枠に入れるのが安価であり、これがニッチなギミックではなく、あらゆる強力な近接ビルドの背骨である理由です。",
 "Blazing Echo + Ignition into Incinerate / Explosion": "灼熱の残響 + 点火 → 焼却 / 爆発",
 "Blazing Echo seeds 2 Burning on the target and bounces up to 8 more times to nearby enemies, so one cast burns up to nine targets; Fireproof doubles every stack applied. Ignition then adds 8% damage per Burning stack to every hit you land on a burning target, so the burn you spread quietly multiplies all your damage. Finally you cash the stacks in: Incinerate deals 300% Magic Attack Power plus stacks x30% and resets them, and Explosion deals 200% Magic Attack Power to a pack plus a flat stacks x10 each (it can hit allies, so mind your own line). This is a ranged damage package - it does not want or need shields, which is why it lives on a backline mage rather than a Guard Barrier frontliner.": "灼熱の残響は対象に燃焼2を付与し、近くの敵へさらに最大8回跳ねるため、1回の詠唱で最大9体を燃やす。耐火は付与されるすべてのスタックを2倍にする。次に点火が、燃焼中の対象へのあらゆる命中に燃焼スタックごとに+8%ダメージを加えるため、広げた燃焼が静かに全ダメージを倍加させる。最後にスタックを回収する：焼却は魔法攻撃力300%にスタック×30%を加えてリセットし、爆発は群れに魔法攻撃力200%に加えて固定でスタック×10ずつを与える（味方にも当たり得るので自軍の隊列に注意）。これは遠隔ダメージ構成であり、シールドを必要とも欲しともしない。だからこそガードバリアの前衛ではなく後衛メイジに載る。",
 "Bleeding (physical)": "出血（物理）",
 "Bleeding (physical) and Burning (magic) are flat-per-second stacking DoTs. Poison is handled separately: it is defense-ignoring typeless damage worth 1% of Max HP every 10 seconds and cannot stack (confirmed from the game code - the Poison tick timer counts to 10 before firing). See the Combat Formulas and Capped Effects pages.": "出血（物理）と燃焼（魔法）は毎秒固定値でスタックするDoT。毒は別処理で、防御を無視する無属性ダメージであり、10秒ごとに最大HPの1%分与え、スタックできない（ゲームコードで確認済み。毒のティックタイマーは発動前に10までカウントする）。戦闘計算式および効果上限のページを参照。",
 "Bleeding and Burning are": "出血と燃焼は",
 "Bleeding and Burning deal a": "出血と燃焼は",
 "Bleeding and Burning per second and total over a duration - flat per stack, never scales with attack power. Poison is non-stacking with an unconfirmed tick rate, so it is documented rather than calculated.": "出血と燃焼の毎秒および一定時間の合計。スタックごとに固定で、攻撃力では変化しません。毒は非スタックでティックレートが未確認のため、計算ではなく記載にとどめています。",
 "Bleeding at its 99-stack cap = 99 × 5 =": "出血は99スタック上限で = 99 × 5 =",
 "Bleeding caps at 99 stacks, Burning at 50. Poison is separate: it cannot stack at all, so it is always a single instance of 1% Max HP.": "出血は99スタック、燃焼は50スタックが上限です。毒は別枠で、まったくスタックできないため、常に最大HPの1%の単一インスタンスです。",
 "Bleeding stacks applied": "付与された出血スタック",
 "Bleeding stacks applied, before the target's stack ceiling.": "付与された出血スタック(対象のスタック上限適用前)。",
 "Bleeding, Burning, Poison": "出血、燃焼、毒",
 "BleedingImmune": "BleedingImmune",
 "Bless": "祝福",
 "Bless Magic": "魔法の祝福",
 "Bless Magic +10%": "魔法の祝福 +10%",
 "Bless Phys": "物理の祝福",
 "Bless Phys +10%": "物理の祝福 +10%",
 "Blessings": "祝福",
 "Blind discovery": "手探りの発見",
 "Blind discovery is on.": "ブラインド発見がオンです。",
 "Blocks head and body damage, spending stacks equal to the damage blocked.": "頭部と胴体のダメージを防ぎ、防いだダメージに等しいスタックを消費します。",
 "Blood Rain": "血の雨",
 "Blood Soaked Fruit": "血に染まった果実",
 "Blood Soaked Fruit - Dungeon Settlers Wiki": "血染めの果実 - Dungeon Settlers Wiki",
 "Blood Soaked Fruit icon": "血染めの果実アイコン",
 "Blood Soaked Fruit range and area shown on a dungeon room": "ダンジョンの部屋に表示された血染めの果実の射程と範囲",
 "Blood Tear": "血涙",
 "Blood Tree Random": "血の樹（ランダム）",
 "Blood Tree Remnant": "血の樹の残骸",
 "Blood Tree Remnant - Dungeon Settlers Wiki": "血の樹の残骸 - Dungeon Settlers Wiki",
 "Blood Tree With Fruit Fixed": "実付きの血の樹 固定",
 "Blood Tree With Fruit Random": "実付き血の樹（ランダム）",
 "Blood Tree With Fruit Remnant": "実のついた血の樹の残骸",
 "Blood Tree With Fruit Remnant - Dungeon Settlers Wiki": "実のなった血の樹の残骸 - Dungeon Settlers Wiki",
 "Blood Wood Spear": "ブラッドウッド槍",
 "Blood type": "血液タイプ",
 "BloodWood (M.Atk {#})": "ブラッドウッド（魔法攻撃 {#}）",
 "BloodWood (P.Atk {#})": "ブラッドウッド (物攻 {#})",
 "Bloodwood": "ブラッドウッド",
 "Bloody Crescent": "血の三日月",
 "Bloody Crescent - Dungeon Settlers Wiki": "血の三日月 - Dungeon Settlers Wiki",
 "Bloody Crescent icon": "血の三日月 アイコン",
 "Blue": "青",
 "Blue Banner": "青い旗",
 "Blue Banner Stand": "青い旗スタンド",
 "Blue Banner Stand - Dungeon Settlers ウィキ": "Blue Banner Stand - Dungeon Settlers ウィキ",
 "Blue Berry": "ブルーベリー",
 "Blue Berry - Dungeon Settlers Wiki": "ブルーベリー - Dungeon Settlers Wiki",
 "Blue Berry Random": "ブルーベリー（ランダム）",
 "Blue Berry icon": "ブルーベリーアイコン",
 "Blue Berry range and area shown on a dungeon room": "ダンジョンの部屋に表示されたブルーベリーの射程と範囲",
 "Blue Crystal": "青い結晶",
 "Blue Goblin Bracelet": "青いゴブリンブレスレット",
 "Blue Goblin Bracelet - Dungeon Settlers ウィキ": "青ゴブリン ブレスレット - Dungeon Settlers ウィキ",
 "Blue Goblin Bracelet アイコン": "青ゴブリン ブレスレット アイコン",
 "Blue Goblin Fixed": "青ゴブリン 固定",
 "Blue Goblin Necklace": "青いゴブリンネックレス",
 "Blue Goblin Necklace - Dungeon Settlers ウィキ": "Blue Goblin Necklace - Dungeon Settlers ウィキ",
 "Blue Goblin Necklace アイコン": "Blue Goblin Necklace アイコン",
 "Blue Goblin Random": "青いゴブリン ランダム",
 "Blue Stone Golem Random": "青石ゴーレム（ランダム）",
 "Blue_Small": "Blue_Small",
 "Blueberry Bush Remnant": "ブルーベリーの茂みの残骸",
 "Blueberry Bush Remnant - Dungeon Settlers Wiki": "ブルーベリーの茂みの残骸 - Dungeon Settlers Wiki",
 "Blueprint (1)": "設計図 (1)",
 "Blunt tree (Battle Stomp)": "鈍器ツリー（バトルストンプ）",
 "Blunt weapons": "鈍器",
 "Blunt weapons excel in breaking through defenses with powerful strikes.": "鈍器は強力な一撃で防御を打ち破ることに優れます。",
 "Body": "体",
 "Body Armor": "体防具",
 "Body Equipment Not Worn": "胴体装備未着用",
 "Body HP": "胴体HP",
 "BodyArmorRatio": "BodyArmorRatio",
 "BodyPartHealth_": "BodyPartHealth_",
 "BodyPartInjury_": "BodyPartInjury_",
 "Bondage": "Bondage",
 "Bone (M.Atk {#})": "骨（魔法攻撃 {#}）",
 "Bone (P.Atk {#})": "骨 (物攻 {#})",
 "Bone Processing 1": "骨処理1",
 "Bone Processing 1 Complete": "骨加工 1 完了",
 "Bone Processing 1 not completed": "骨加工1未完了",
 "Bone Processing 2": "骨処理2",
 "Bone Processing 2 Complete": "骨加工 2 完了",
 "Bone Processing 2 not completed": "骨加工2未完了",
 "Bone Remains1": "骨の残骸1",
 "Bone Remains1 - Dungeon Settlers Wiki": "骨の残骸1 - Dungeon Settlers Wiki",
 "Bone Remains2": "骨の残骸2",
 "Bone Remains2 - Dungeon Settlers Wiki": "骨の残骸2 - Dungeon Settlers Wiki",
 "Bonfire Complete": "焚き火 完了",
 "Bonus = (your missing HP / your max HP) x 20, added as percentage points of Damage Dealt Bonus. Strictly linear, and the ratio itself bounds it at 20.": "ボーナス=(欠損HP÷最大HP)×20を、与ダメージボーナスのパーセンテージポイントとして加算。厳密に線形で、その比率自体が20を上限とする。",
 "Bonus = carried Weight x 15 x 0.01, which is 0.15 percentage points of Damage Dealt Bonus per point of Weight.": "ボーナス=所持重量×15×0.01、つまり重量1ポイントごとに与ダメージボーナス0.15パーセンテージポイント。",
 "BonusCriticalRate": "BonusCriticalRate",
 "BonusHitRate": "BonusHitRate",
 "BonusSkillPointIncrease": "BonusSkillPointIncrease",
 "Bonuses": "ボーナス",
 "Book Pile": "本の山",
 "Book Pile - Dungeon Settlers Wiki": "本の山 - Dungeon Settlers Wiki",
 "Book Pile2": "本の山2",
 "Book Pile2 - Dungeon Settlers Wiki": "本の山2 - Dungeon Settlers Wiki",
 "Bored": "退屈",
 "Boss": "ボス",
 "Boss Guide": "ボスガイド",
 "Boss Guide - Dungeon Settlers Wiki": "ボスガイド - Dungeon Settlers Wiki",
 "Boss Portal": "ボスポータル",
 "Boss Portal - Dungeon Settlers Wiki": "ボスポータル - Dungeon Settlers Wiki",
 "Boss Portal map": "ボスポータルマップ",
 "Boss Room": "ボス部屋",
 "Boss Room - Dungeon Settlers Wiki": "ボス部屋 - Dungeon Settlers Wiki",
 "Boss Room Demo": "ボス部屋デモ",
 "Boss Room Demo - Dungeon Settlers Wiki": "ボス部屋デモ - Dungeon Settlers Wiki",
 "Boss Room Demo map": "ボス部屋 デモ マップ",
 "Boss Room Demo マップ": "ボス部屋 デモ マップ",
 "Boss Room map": "ボス部屋 マップ",
 "Boss Start": "ボス開始",
 "Boss Start - Dungeon Settlers Wiki": "ボス開始 - Dungeon Settlers Wiki",
 "Boss Start map": "ボススタートマップ",
 "Boss Vertical Corridor 1": "ボス縦通路1",
 "Boss Vertical Corridor 1 - Dungeon Settlers Wiki": "ボス縦通路1 - Dungeon Settlers Wiki",
 "Boss Vertical Corridor 1 map": "ボス縦通路1マップ",
 "Boss Vertical Corridor 1 マップ": "ボス縦通路1 マップ",
 "Boss fight": "ボス戦",
 "Boss monsters are exempt.": "ボスモンスターは対象外です。",
 "Boss names, art, locations, attacks and drops are hidden and shown as \"Boss 1\", \"Boss 2\" and so on. Reveal a boss's identity, or any single section, with the button on it - revealing one thing never reveals the rest.": "ボスの名前、アート、場所、攻撃、ドロップは非表示にされ、「ボス1」「ボス2」などと表示されます。ボタンでボスの正体や任意の単一セクションを表示できます。1つを表示しても他は表示されません。",
 "Boss room": "ボス部屋",
 "Boss room requirement": "ボス部屋の要件",
 "Boss trait effects and thresholds read from the game's AffecterTable / TraitTable. A": "ボスの特性効果としきい値は、ゲームのAffecterTable / TraitTableから読み取っています。",
 "Bosses": "ボス",
 "Both regions are hard-excluded in code, so expeditions there always start on floor 1 regardless of the toggle.": "両地域ともコードで完全に除外されているため、そこでの遠征はトグルに関係なく常にフロア1から始まります。",
 "Bounty: Elite Monster GAMESYSTEM_Environment_{affecterName}": "懸賞: エリートモンスター GAMESYSTEM_Environment_{affecterName}",
 "Bows allow for safe": "弓は安全な",
 "Bows allow for safe long-range attacks on enemies.": "弓は敵への安全な遠距離攻撃を可能にします。",
 "Brawler 3": "喧嘩屋 3",
 "Breakdown": "崩壊",
 "Bribe": "賄賂",
 "Bring a full squad of level-2+ units with crafted gear (Bone or Carapace tier is comfortable), a shield-user to guard, and healing items. Killing it ends the story - but note it does": "クラフト装備（骨または甲殻ティアが安心）を備えたレベル2以上のユニットのフル部隊、ガード役の盾使い、回復アイテムを持って行きましょう。討伐でストーリーは終わりますが、次の地域を",
 "Bring me a Hell Leech": "地獄のヒルを持ってきて",
 "Broken Cart": "壊れた荷車",
 "Broken Wagon Remnant": "壊れた荷馬車の残骸",
 "Broken Wagon Remnant - Dungeon Settlers Wiki": "壊れた荷馬車の残骸 - Dungeon Settlers Wiki",
 "Broken Wheel": "壊れた車輪",
 "Broken Wheel - Dungeon Settlers Wiki": "壊れた車輪 - Dungeon Settlers Wiki",
 "Bronze (M.Atk {#})": "青銅（魔法攻撃 {#}）",
 "Bronze (P.Atk {#})": "青銅 (物攻 {#})",
 "Bronze (partial gear set)": "青銅（部分的な装備セット）",
 "Bronze Dagger": "青銅の短剣",
 "Bronze Dagger - Dungeon Settlers Wiki": "青銅の短剣 - Dungeon Settlers Wiki",
 "Bronze Dagger icon": "青銅の短剣アイコン",
 "Bronze Great Sword": "青銅の大剣",
 "Bronze Great Sword - Dungeon Settlers Wiki": "青銅の大剣 - Dungeon Settlers Wiki",
 "Bronze Great Sword icon": "青銅の大剣アイコン",
 "Bronze Ingot": "青銅インゴット",
 "Bronze Sword": "青銅の剣",
 "Bronze Sword - Dungeon Settlers Wiki": "青銅の剣 - Dungeon Settlers Wiki",
 "Bronze Sword icon": "青銅の剣アイコン",
 "Brown": "茶色",
 "Browse": "閲覧",
 "Bubble": "バブル",
 "Bubbleling base": "バブルリングの基本値",
 "Bubbletoad": "バブルトード",
 "Bubbletoad base": "バブルトードの基本値",
 "Bubbling economy:": "バブリング経済:",
 "Bubblings die readily (they explode on death for damage plus an ally Barrier). Ebb and Flow (Tide) grants cooldown reduction whenever a unit or structure you summoned is destroyed, so a summoner who churns through Bubblings keeps their cooldowns short and can keep the board full; Extra Bubble adds a 4%-per-skill chance of a free extra Bubbling. It is tempo, not raw power - situational, and it competes with the Become Fire lock-in for your Water tree slots - but it keeps the explode-on-death Barriers flowing to your line.": "バブリングは簡単に死にます（死亡時に爆発してダメージと味方へのバリアを与えます）。潮の満ち引き（潮汐）は、召喚したユニットや構造物が破壊されるたびにクールタイム短縮を付与するため、バブリングを次々と使い回す召喚師はクールタイムを短く保ち、盤面を埋め続けられます。エクストラバブルはスキルごとに4%の確率で無料の追加バブリングを加えます。これは生の火力ではなくテンポで、状況依存であり、水ツリーの枠を火になるの固定と取り合いますが、死亡時爆発のバリアを自軍に流し続けます。",
 "Bubblings explode on death, which grants you cooldown reduction (Ebb and Flow), which lets you resummon sooner - a self-feeding tempo loop.": "バブリングは死亡時に爆発し、それがクールタイム短縮（潮の満ち引き）を付与し、より早く再召喚できるようにします。自己増殖するテンポループです。",
 "Bubblings; Water Dive": "バブリングを、ウォーターダイブは",
 "Budget - Early game": "バジェット - 早期ゲーム",
 "Budget Recruit": "バジェット新兵",
 "Buff": "バフ",
 "Buff stack caps": "バフのスタック上限",
 "Buff window taken from the description, not the unreliable Duration column.": "バフの持続時間は信頼できないDuration列ではなく、説明文から取得。",
 "Buff:": "バフ:",
 "Buffs & debuffs (1)": "バフとデバフ (1)",
 "Buffs & debuffs (10)": "バフとデバフ (10)",
 "Buffs & debuffs (11)": "バフ・デバフ (11)",
 "Buffs & debuffs (114)": "バフ・デバフ (114)",
 "Buffs & debuffs (12)": "バフ・デバフ (12)",
 "Buffs & debuffs (13)": "バフ・デバフ (13)",
 "Buffs & debuffs (15)": "バフ・デバフ (15)",
 "Buffs & debuffs (2)": "バフ・デバフ (2)",
 "Buffs & debuffs (3)": "バフ・デバフ (3)",
 "Buffs & debuffs (4)": "バフとデバフ (4)",
 "Buffs & debuffs (5)": "バフ・デバフ（5）",
 "Buffs & debuffs (7)": "バフ・デバフ (7)",
 "Buffs & debuffs (8)": "バフ・デバフ (8)",
 "Buffs & debuffs ({#})": "バフとデバフ ({#})",
 "Bug (site)": "バグ (サイト)",
 "Build": "ビルド",
 "Build 23725069": "ビルド 23725069",
 "Build Easy": "建設 簡単",
 "Build Hard": "建設 ハード",
 "Build Normal": "建設 通常",
 "Build Renew Easy": "Build Renew Easy",
 "Build Renew Hard": "ビルドリニュー ハード",
 "Build Renew Normal": "ビルドリニュー 通常",
 "Build a Basic Workstation": "基本作業台を建てる",
 "Build it yourself from the construction menu": "建設メニューから自分で建設する",
 "Build it yourself from the construction menu (costs": "建設メニューから自分で建設する（コスト",
 "Build it yourself from the construction menu -": "建設メニューから自分で建設する -",
 "Build my save file": "セーブファイルを作成",
 "Build structures for various special purposes, such as level-up.": "様々な特殊な目的のための建造物を建設します。例えば、レベルアップなど。",
 "Build the Trading Hall": "交易所を建てる",
 "BuildMaxLevel": "BuildMaxLevel",
 "BuildMaxRegion": "BuildMaxRegion",
 "BuildRenew": "BuildRenew",
 "Building": "建物",
 "Building attachable": "建物に取り付け可能",
 "Building max level": "建物の最大レベル",
 "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map.": "拠点を築き遠征に備えるには大量の資源が必要です。資源はマップ上にある「採集可能な構造物」から集められます。",
 "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from 'Gatherable Structures' found on the map. ## Click the <c": "拠点を築き遠征に備えるには大量の資源が必要です。資源はマップ上にある「採集可能な構造物」から集められます。 ## <c をクリック",
 "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map.": "拠点を築き遠征に備えるには大量の資源が必要です。資源はマップ上にある採集可能な構造物から集められます。",
 "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map. ## Click the <col": "拠点を築き遠征に備えるには大量の資源が必要です。資源はマップ上にある採集可能な構造物から集められます。 ## <col をクリック",
 "Building your save file...": "セーブファイルを作成しています……",
 "Building's interaction area is blocked": "建物の操作エリアが塞がれている",
 "BuildingSpawn": "BuildingSpawn",
 "BuildingTable.json": "BuildingTable.json",
 "Buildings": "建物",
 "Buildings & props": "建物と設置物",
 "Buildings (default trait):": "建物（デフォルト特性）:",
 "Buildings - Dungeon Settlers Wiki": "建物 - Dungeon Settlers Wiki",
 "Buildings / Props": "建物 / 小道具",
 "Buildings: no": "建物: なし",
 "Buildings: yes": "建物：あり",
 "Burn DoT:": "燃焼DoT：",
 "Burn engine": "燃焼エンジン",
 "Burn is assumed FLAT (3/stack/s) and magic-resisted - the exact method body is not in the dump.": "燃焼は固定値（3/スタック/秒）で魔法耐性の対象と仮定します。正確な処理内容はダンプに含まれていません。",
 "BurnImmune": "BurnImmune",
 "Burning (magic)": "燃焼（魔法）",
 "Burning and Bleeding are flat damage over time - they ignore resistance and the tier scaling above.": "バーニングと出血は継続ダメージで、耐性と上記のティアスケーリングを無視します。",
 "Burning stacks applied": "付与された燃焼スタック",
 "Burning stacks applied, before the target's stack ceiling.": "付与された燃焼スタック(対象のスタック上限適用前)。",
 "Burrow Monster Cooking Complete": "巣穴モンスター料理 完了",
 "Burrow Monster Cooking incomplete": "トンネルモンスター料理未完了",
 "Burrow Monster Cooking not completed": "巣穴モンスター料理が未完了",
 "Burst sub-tree (Fireproof + Fire Battle Mage)": "バーストサブツリー（耐火 + 火の戦闘メイジ）",
 "Burst sub-tree (Flame of Life, optional)": "バーストサブツリー（命の炎、任意）",
 "Burst sub-tree (Ignition; Fireproof to double stacks)": "バーストサブツリー（点火；耐火でスタック2倍）",
 "But...": "しかし...",
 "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 2 | Devastation 2": "管理難度別 | 簡単 1 | 通常 1 | 難しい 2 | 非常に難しい 2 | 壊滅 2",
 "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 3 | Devastation 3": "運営難易度別 | 簡単 1 | 通常 1 | ハード 2 | ベリーハード 3 | 壊滅 3",
 "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 3 | Devastation 3": "管理難度別 | 簡単 1 | 通常 2 | 難しい 3 | 非常に難しい 3 | 壊滅 3",
 "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 4 | Devastation 5": "運営難易度別 | 簡単 1 | 通常 2 | ハード 3 | ベリーハード 4 | 壊滅 5",
 "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 4 | Devastation 4": "管理難度別 | 簡単 1 | 通常 3 | 難しい 4 | 非常に難しい 4 | 壊滅 4",
 "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 5 | Devastation 7": "管理難易度別 | 簡単 1 | 通常 3 | ハード 4 | ベリーハード 5 | 壊滅 7",
 "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 30 | Devastation 30": "管理難度別 | 簡単 10 | 通常 20 | 難しい 30 | 非常に難しい 30 | 壊滅 30",
 "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 40 | Devastation 50": "管理難易度別 | 簡単 10 | 通常 20 | ハード 30 | ベリーハード 40 | 壊滅 50",
 "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 3300 | Devastation 3300": "管理難易度別 | 簡単 1122 | 通常 2211 | ハード 3300 | ベリーハード 3300 | 破滅難易度 3300",
 "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 4389 | Devastation 5478": "管理難易度別 | 簡単 1122 | 通常 2211 | ハード 3300 | ベリーハード 4389 | 壊滅 5478",
 "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 400 | Devastation 400": "管理難度別 | 簡単 136 | 通常 268 | 難しい 400 | 非常に難しい 400 | 壊滅 400",
 "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 532 | Devastation 664": "管理難易度別 | 簡単 136 | 通常 268 | ハード 400 | ベリーハード 532 | 壊滅 664",
 "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 4000 | Devastation 4000": "管理難易度別 | 簡単 1360 | 通常 2680 | ハード 4000 | ベリーハード 4000 | 破滅難易度 4000",
 "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 5320 | Devastation 6640": "管理難易度別 | 簡単 1360 | 通常 2680 | ハード 4000 | ベリーハード 5320 | 壊滅 6640",
 "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 5 | Devastation 5": "管理難度別 | 簡単 2 | 通常 3 | 難しい 5 | 非常に難しい 5 | 壊滅 5",
 "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 7 | Devastation 8": "管理難易度別 | 簡単 2 | 通常 3 | ハード 5 | ベリーハード 7 | 壊滅 8",
 "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 6 | Devastation 6": "管理難度別 | 簡単 2 | 通常 4 | 難しい 6 | 非常に難しい 6 | 壊滅 6",
 "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 8 | Devastation 10": "運営難易度別 | 簡単 2 | 通常 4 | ハード 6 | ベリーハード 8 | 壊滅 10",
 "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 11 | Devastation 13": "管理難易度別 | 簡単 3 | 通常 5 | ハード 8 | ベリーハード 11 | 壊滅 13",
 "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 8 | Devastation 8": "管理難度別 | 簡単 3 | 通常 5 | 難しい 8 | 非常に難しい 8 | 壊滅 8",
 "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 10 | Devastation 10": "管理難度別 | 簡単 3 | 通常 7 | 難しい 10 | 非常に難しい 10 | 壊滅 10",
 "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 13 | Devastation 17": "経営難易度別 | 簡単 3 | 通常 7 | ハード 10 | ベリーハード 13 | 壊滅 17",
 "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 100 | Devastation 100": "管理難度別 | 簡単 34 | 通常 67 | 難しい 100 | 非常に難しい 100 | 壊滅 100",
 "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 133 | Devastation 166": "管理難易度別 | 簡単 34 | 通常 67 | ハード 100 | ベリーハード 133 | 壊滅 166",
 "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1000 | Devastation 1000": "管理難度別 | 簡単 340 | 通常 670 | 難しい 1000 | 非常に難しい 1000 | 壊滅 1000",
 "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1330 | Devastation 1660": "管理難易度別 | 簡単 340 | 通常 670 | ハード 1000 | ベリーハード 1330 | 壊滅 1660",
 "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 12 | Devastation 12": "管理難度別 | 簡単 4 | 通常 8 | 難しい 12 | 非常に難しい 12 | 壊滅 12",
 "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 16 | Devastation 20": "管理難易度別 | 簡単 4 | 通常 8 | ハード 12 | ベリーハード 16 | 壊滅 20",
 "By Management difficulty | Easy 5 | Normal 10 | Hard 15 | Very Hard 15 | Devastation 15": "管理難易度別 | 簡単 5 | 通常 10 | ハード 15 | ベリーハード 15 | 壊滅 15",
 "By Management difficulty | Easy 5 | Normal 10 | Hard 15 | Very Hard 20 | Devastation 25": "管理難易度別 | 簡単 5 | 通常 10 | ハード 15 | ベリーハード 20 | 壊滅 25",
 "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 16 | Devastation 16": "管理難度別 | 簡単 5 | 通常 11 | 難しい 16 | 非常に難しい 16 | 壊滅 16",
 "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 21 | Devastation 27": "管理難易度別 | 簡単 5 | 通常 11 | ハード 16 | ベリーハード 21 | 壊滅 27",
 "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 14 | Devastation 14": "管理難度別 | 簡単 5 | 通常 9 | 難しい 14 | 非常に難しい 14 | 壊滅 14",
 "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 19 | Devastation 23": "管理難易度別 | 簡単 5 | 通常 9 | ハード 14 | ベリーハード 19 | 壊滅 23",
 "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 20 | Devastation 20": "管理難度別 | 簡単 7 | 通常 13 | 難しい 20 | 非常に難しい 20 | 壊滅 20",
 "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 27 | Devastation 33": "管理難易度別 | 簡単 7 | 通常 13 | ハード 20 | ベリーハード 27 | 壊滅 33",
 "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 24 | Devastation 24": "管理難易度別 | 簡単 8 | 通常 16 | ハード 24 | ベリーハード 24 | 壊滅 24",
 "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 32 | Devastation 40": "管理難易度別 | 簡単 8 | 通常 16 | ハード 24 | ベリーハード 32 | 壊滅 40",
 "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 2500 | Devastation 2500": "管理難度別 | 簡単 850 | 通常 1675 | 難しい 2500 | 非常に難しい 2500 | 壊滅 2500",
 "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 3325 | Devastation 4150": "管理難易度別 | 簡単 850 | 通常 1675 | ハード 2500 | ベリーハード 3325 | 壊滅 4150",
 "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not un...": "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not un...",
 "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not understand, and so": "By asking endless questions, {0} sought to probe the world, doubting what others took for granted and setting out in search of answers. Yet the world did not understand, and so",
 "By default, {0} is consumed every tick when mana is insufficient": "デフォルトでは、マナが不足しているときティックごとに{0}が消費される",
 "CADIDATEPRESET_Andorsi": "CADIDATEPRESET_Andorsi",
 "CADIDATEPRESET_BRankBluntLv1": "CADIDATEPRESET_BRankBluntLv1",
 "CADIDATEPRESET_BRankBluntLv2": "CADIDATEPRESET_BRankBluntLv2",
 "CADIDATEPRESET_BRankBluntLv3": "CADIDATEPRESET_BRankBluntLv3",
 "CADIDATEPRESET_BRankBluntLv4": "CADIDATEPRESET_BRankBluntLv4",
 "CADIDATEPRESET_BRankBluntLv5": "CADIDATEPRESET_BRankBluntLv5",
 "CADIDATEPRESET_BRankBowLv1": "CADIDATEPRESET_BRankBowLv1",
 "CADIDATEPRESET_BRankBowLv2": "CADIDATEPRESET_BRankBowLv2",
 "CADIDATEPRESET_BRankBowLv3": "CADIDATEPRESET_BRankBowLv3",
 "CADIDATEPRESET_BRankBowLv4": "CADIDATEPRESET_BRankBowLv4",
 "CADIDATEPRESET_BRankBowLv5": "CADIDATEPRESET_BRankBowLv5",
 "CADIDATEPRESET_BRankFireLv5": "CADIDATEPRESET_BRankFireLv5",
 "CADIDATEPRESET_BRankGreatSwordLv3": "CADIDATEPRESET_BRankGreatSwordLv3",
 "CADIDATEPRESET_BRankGreatSwordLv5": "CADIDATEPRESET_BRankGreatSwordLv5",
 "CADIDATEPRESET_BRankSwordLv1": "CADIDATEPRESET_BRankSwordLv1",
 "CADIDATEPRESET_BRankSwordLv2": "CADIDATEPRESET_BRankSwordLv2",
 "CADIDATEPRESET_BRankSwordLv3": "CADIDATEPRESET_BRankSwordLv3",
 "CADIDATEPRESET_BRankSwordLv4": "CADIDATEPRESET_BRankSwordLv4",
 "CADIDATEPRESET_BRankSwordLv5": "CADIDATEPRESET_BRankSwordLv5",
 "CADIDATEPRESET_BasicArcher": "CADIDATEPRESET_BasicArcher",
 "CADIDATEPRESET_BasicLizardmanWarrior": "CADIDATEPRESET_BasicLizardmanWarrior",
 "CADIDATEPRESET_BasicWarrior": "CADIDATEPRESET_BasicWarrior",
 "CADIDATEPRESET_BuildArcher": "CADIDATEPRESET_BuildArcher",
 "CADIDATEPRESET_BuildArcherTutoSkip": "CADIDATEPRESET_BuildArcherTutoSkip",
 "CADIDATEPRESET_BuildLizardman": "CADIDATEPRESET_BuildLizardman",
 "CADIDATEPRESET_BuildWarrior": "CADIDATEPRESET_BuildWarrior",
 "CADIDATEPRESET_Elf1": "CADIDATEPRESET_Elf1",
 "CADIDATEPRESET_Elf2": "CADIDATEPRESET_Elf2",
 "CADIDATEPRESET_Elf3": "CADIDATEPRESET_Elf3",
 "CADIDATEPRESET_Elf4": "CADIDATEPRESET_Elf4",
 "CADIDATEPRESET_Endrossi": "CADIDATEPRESET_Endrossi",
 "CADIDATEPRESET_Perion": "CADIDATEPRESET_Perion",
 "CADIDATEPRESET_TestArcher": "CADIDATEPRESET_TestArcher",
 "CADIDATEPRESET_TestCrafting": "CADIDATEPRESET_TestCrafting",
 "CADIDATEPRESET_TestTank": "CADIDATEPRESET_TestTank",
 "CADIDATEPRESET_TestWarrior": "CADIDATEPRESET_TestWarrior",
 "CAMPAIGNSTARTING_BalanceTestLv1": "CAMPAIGNSTARTING_BalanceTestLv1",
 "CAMPAIGNSTARTING_BalanceTestLv2": "CAMPAIGNSTARTING_BalanceTestLv2",
 "CAMPAIGNSTARTING_BalanceTestLv3": "CAMPAIGNSTARTING_BalanceTestLv3",
 "CAMPAIGNSTARTING_BalanceTestLv4": "CAMPAIGNSTARTING_BalanceTestLv4",
 "CAMPAIGNSTARTING_BuildEasy": "CAMPAIGNSTARTING_BuildEasy",
 "CAMPAIGNSTARTING_BuildHard": "CAMPAIGNSTARTING_BuildHard",
 "CAMPAIGNSTARTING_BuildNormal": "CAMPAIGNSTARTING_BuildNormal",
 "CAMPAIGNSTARTING_BuildRenewEasy": "CAMPAIGNSTARTING_BuildRenewEasy",
 "CAMPAIGNSTARTING_BuildRenewHard": "CAMPAIGNSTARTING_BuildRenewHard",
 "CAMPAIGNSTARTING_BuildRenewNormal": "CAMPAIGNSTARTING_BuildRenewNormal",
 "CAMPAIGNSTARTING_CrawlingDoomDownfall": "CAMPAIGNSTARTING_CrawlingDoomDownfall",
 "CAMPAIGNSTARTING_CrawlingDoomDownfallTuto": "CAMPAIGNSTARTING_CrawlingDoomDownfallTuto",
 "CAMPAIGNSTARTING_CrawlingDoomEasy": "CAMPAIGNSTARTING_CrawlingDoomEasy",
 "CAMPAIGNSTARTING_CrawlingDoomEasyTuto": "CAMPAIGNSTARTING_CrawlingDoomEasyTuto",
 "CAMPAIGNSTARTING_CrawlingDoomHard": "CAMPAIGNSTARTING_CrawlingDoomHard",
 "CAMPAIGNSTARTING_CrawlingDoomHardTuto": "CAMPAIGNSTARTING_CrawlingDoomHardTuto",
 "CAMPAIGNSTARTING_CrawlingDoomNormal": "CAMPAIGNSTARTING_CrawlingDoomNormal",
 "CAMPAIGNSTARTING_CrawlingDoomNormalTuto": "CAMPAIGNSTARTING_CrawlingDoomNormalTuto",
 "CAMPAIGNSTARTING_CrawlingDoomVeryHard": "CAMPAIGNSTARTING_CrawlingDoomVeryHard",
 "CAMPAIGNSTARTING_CrawlingDoomVeryHardTuto": "CAMPAIGNSTARTING_CrawlingDoomVeryHardTuto",
 "CAMPAIGNSTARTING_EstablishDownfall": "CAMPAIGNSTARTING_EstablishDownfall",
 "CAMPAIGNSTARTING_EstablishEasy": "CAMPAIGNSTARTING_EstablishEasy",
 "CAMPAIGNSTARTING_EstablishHard": "CAMPAIGNSTARTING_EstablishHard",
 "CAMPAIGNSTARTING_EstablishNormal": "CAMPAIGNSTARTING_EstablishNormal",
 "CAMPAIGNSTARTING_EstablishVeryHard": "CAMPAIGNSTARTING_EstablishVeryHard",
 "CAMPAIGNSTARTING_SandboxEasy": "CAMPAIGNSTARTING_SandboxEasy",
 "CAMPAIGNSTARTING_SandboxHard": "CAMPAIGNSTARTING_SandboxHard",
 "CAMPAIGNSTARTING_SandboxNormal": "CAMPAIGNSTARTING_SandboxNormal",
 "CAMPAIGNSTARTING_TempTutoSkip": "CAMPAIGNSTARTING_TempTutoSkip",
 "CAMPAIGNSTARTING_TestSetting": "CAMPAIGNSTARTING_TestSetting",
 "CKS": "CKS",
 "CLANRANK_1": "CLANRANK_1",
 "CLANRANK_2": "CLANRANK_2",
 "CLANRANK_3": "CLANRANK_3",
 "CLANRANK_4": "CLANRANK_4",
 "CLANRANK_5": "CLANRANK_5",
 "CLANRANK_6": "CLANRANK_6",
 "CLANRANK_7": "CLANRANK_7",
 "Cadence": "間隔",
 "Calculation order matters.": "計算順序が重要です。",
 "Calculators": "計算機",
 "Calculators - Dungeon Settlers Wiki": "計算機 - Dungeon Settlers Wiki",
 "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing...": "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a sing...",
 "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a single failure was remembered for a long time. Because of that, even as they moved ahead faster than others, they could not easily shake the fear of falling behind.": "Called a prodigy, {0} always stood beneath greater expectations. Small achievements were taken for granted, while a single failure was remembered for a long time. Because of that, even as they moved ahead faster than others, they could not easily shake the fear of falling behind.",
 "Camera": "カメラ",
 "Camera movement input, 10 or more times": "カメラ移動入力を10回以上",
 "Camera wheel input, 2 or more times": "カメラホイール入力を2回以上",
 "CameraMaxZoomSize": "CameraMaxZoomSize",
 "CameraMinZoomSize": "CameraMinZoomSize",
 "CameraMoveSpeed": "CameraMoveSpeed",
 "CameraZoomInOutSpeed": "CameraZoomInOutSpeed",
 "Camp Fire Remnant": "たき火の跡",
 "Camp Fire Remnant - Dungeon Settlers Wiki": "焚き火の残骸 - Dungeon Settlers Wiki",
 "Campaign": "キャンペーン",
 "Campaign floor": "キャンペーンフロア",
 "Campaign options": "キャンペーンオプション",
 "Campaign start time": "キャンペーン開始時刻",
 "Campaign starting setups": "キャンペーン開始構成",
 "Campaign starting setups per scenario × difficulty: units, items, map buildings.": "シナリオ×難易度ごとのキャンペーン開始構成：ユニット、アイテム、マップ建物。",
 "CampaignStartHour": "CampaignStartHour",
 "CampaignStarting": "キャンペーン開始中",
 "CampaignStartingTable.json": "CampaignStartingTable.json",
 "Campaign_": "Campaign_",
 "Campsite Complete": "野営地 完了",
 "Can be obtained through": "以下を通じて取得できます：",
 "Can be used to acquire active skills.": "アクティブスキルを習得するために使用できます。",
 "Can be used to acquire active skills. Can be obtained through レベルアップ.": "アクティブスキルを習得するために使用できます。レベルアップで取得できます。",
 "Can be used to acquire passive skills.": "パッシブスキルを習得するために使用できます。",
 "Can be used to acquire passive skills. Can be obtained through レベルアップ.": "パッシブスキルを習得するために使用できます。レベルアップで取得できます。",
 "Can target over walls": "壁越しに対象指定可能",
 "Can't trade because there is no merchant room": "商人の部屋がないため取引できない",
 "Candidate refresh": "候補者更新",
 "Candidate talent sum": "候補の才能合計",
 "CandidatePreset": "候補プリセット",
 "CandidatePresetTable.json": "CandidatePresetTable.json",
 "CandidateRefreshInterval": "CandidateRefreshInterval",
 "Candidates": "候補",
 "Candidates already carrying": "すでに持っている候補者は",
 "Candidates per refresh": "更新ごとの候補数",
 "Cannot be worn with a bow or any staff": "弓やいずれの杖とも併用できない",
 "Cannot complete the trade. The target inventory": "取引を完了できません。対象のインベントリ",
 "Cannot complete the trade. The target inventory does not have enough space.": "取引を完了できません。ターゲットのインベントリに十分なスペースがありません。",
 "Cannot dismiss expedition members who are currently working.": "現在作業中の遠征メンバーを解雇することはできません。",
 "Cannot display difficulty information.": "難易度情報を表示できません。",
 "Cannot stack": "スタック不可",
 "Cannot stack (single instance)": "スタック不可（単一インスタンス）",
 "Cap": "上限",
 "Cap reached": "上限到達",
 "Capability": "能力",
 "Capable expedition members deserve proper treatment. We should at least provide them with Normal Private Rooms so they can rest comfortably after returning from dangerous expeditions. <color=#a690": "有能な遠征隊員には相応の待遇が必要だ。危険な遠征から戻ってきた際に快適に休めるよう、少なくとも普通の個室を用意すべきだろう。<color=#a690",
 "Capable expedition members deserve proper treatment. We should at least provide them with Normal Private Rooms so they can rest comfortably after returning from dangerous expeditions. <color=#a69085...": "有能な遠征隊員には相応の待遇が必要だ。危険な遠征から戻ってきた際に快適に休めるよう、少なくとも普通の個室を用意すべきだろう。<color=#a69085...",
 "Capable expedition members deserve proper treatment. We should at least provide them with Normal Private Rooms so they can rest comfortably...": "有能な遠征隊員には相応の待遇が必要だ。危険な遠征から戻ってきた際に快適に休めるよう、少なくとも普通の個室を用意すべきだろう……",
 "Capacity": "収容数",
 "Capital Punishment": "極刑",
 "Capital Punishment (execute)": "死刑（処刑）",
 "Capital Punishment calculator": "死刑計算機",
 "Capital Punishment executes non-boss enemies at or below 20% of their combined HP. It fires on any damage instance, so even chip damage triggers it once the target is low enough.": "死刑は合算HPの20%以下のボス以外の敵を処刑します。あらゆるダメージで発動するため、対象が十分に低ければ削りダメージでも発動します。",
 "Capital Punishment, Inscription of Perfection, Inscription of the Storm": "死刑、完璧の刻印、嵐の刻印",
 "Capped Effects": "上限のある効果",
 "Capped Effects & Bonuses": "上限のある効果とボーナス",
 "Capped Effects & Bonuses - Dungeon Settlers Wiki": "上限のある効果とボーナス - Dungeon Settlers Wiki",
 "Capped at {#} stacks (you entered {#}).": "{#}スタックで上限（{#}を入力しました）。",
 "Carapace": "甲殻",
 "Carapace (M.Atk {#})": "甲羅（魔法攻撃 {#}）",
 "Carapace (P.Atk {#})": "甲殻 (物攻 {#})",
 "Carapace Processing 1": "甲殻処理1",
 "Carapace Processing 2": "甲殻処理2",
 "Carapace Processing 2 Complete": "甲羅加工 2 完了",
 "Carapace Processing 2 not completed": "甲殻加工2未完了",
 "Carapace Processing Complete": "甲羅加工 完了",
 "Carapace Processing not completed": "甲殻加工未完了",
 "Cargo Bundle1 Remnant": "貨物の包み1の残骸",
 "Cargo Bundle1 Remnant - Dungeon Settlers Wiki": "貨物の束1の残骸 - Dungeon Settlers Wiki",
 "Cargo Bundle2 Remnant": "貨物の包み2の残骸",
 "Cargo Bundle2 Remnant - Dungeon Settlers Wiki": "貨物の束2の残骸 - Dungeon Settlers Wiki",
 "Carnal Guilt (Mood -2) from carnivore food; no penalty for vegetarian-only": "肉食から肉欲の罪悪感（気分-2）。菜食のみならペナルティなし",
 "Carnivore by nature.": "生来の肉食。",
 "Carnivore by nature. [Plant Rage] is a mood penalty Lizardmen take from eating vegetables, though they ignore the penalty for a meat-only diet.": "生来の肉食。[植物への怒り]はリザードマンが野菜を食べた際に受ける気分ペナルティだが、肉のみの食事についてはそのペナルティを無視する。",
 "Carnivore by nature: Lizardmen gain the": "生まれつきの肉食：リザードマンは次を獲得します：",
 "Carnivore by nature: Lizardmen gain the [Plant Rage] mood penalty from eating vegetables, but ignore the penalty for a meat-only diet.": "生まれつきの肉食: リザードマンは野菜を食べると[植物の怒り]のムードペナルティを得ますが、肉のみの食事ではペナルティを無視します。",
 "Carried weight": "所持重量",
 "Cast by": "発動者",
 "Cat: Decoration (22)": "分類：装飾 (22)",
 "Cat: Decoration (30)": "Cat: Decoration (30)",
 "Cat: Defence (1)": "分類：防御 (1)",
 "Cat: Defence (3)": "Cat: Defence (3)",
 "Cat: Farming (1)": "分類：農業 (1)",
 "Cat: Farming (2)": "Cat: Farming (2)",
 "Cat: Furniture (24)": "Cat: Furniture (24)",
 "Cat: Furniture (28)": "分類：家具 (28)",
 "Cat: Housing (17)": "分類：住宅 (17)",
 "Cat: Housing (20)": "Cat: Housing (20)",
 "Cat: None (401)": "分類：なし (401)",
 "Cat: None (418)": "Cat: None (418)",
 "Cat: Recreation (3)": "猫：娯楽(3)",
 "Cat: Special (3)": "分類：特殊 (3)",
 "Cat: Special (6)": "Cat: Special (6)",
 "Cat: Storage (10)": "分類：収納 (10)",
 "Cat: Storage (13)": "Cat: Storage (13)",
 "Cat: Workbench (15)": "Cat: Workbench (15)",
 "Cat: Workbench (16)": "分類：作業台 (16)",
 "Categories": "カテゴリ",
 "Categories:": "カテゴリー:",
 "Category": "カテゴリ",
 "Cause": "原因",
 "Caution": "注意",
 "Caution : Some expedition members are located outside the portal area!": "注意: 一部の遠征メンバーはポータルエリアの外に位置しています。",
 "Caution : Some expedition members are located outside the portal area! Are you sure you want to go down floor?": "注意: 一部の遠征メンバーはポータルエリアの外に位置しています。フロアを下りたいと思いますか？",
 "Caution: Some expedition members are outside the portal area!": "注意: 一部の遠征メンバーはポータルエリアの外に位置しています。",
 "Caution: Some expedition members are outside the portal area! Are you sure you want to go down to the next floor?": "注意: 一部の遠征メンバーはポータルエリアの外に位置しています。次のフロアに下りたいと思いますか？",
 "Cavern Godness Ancient Wall": "洞窟の女神の古代の壁",
 "Cavern Godness Ancient Wall - Dungeon Settlers Wiki": "洞窟の女神の古代の壁 - Dungeon Settlers Wiki",
 "Cavern Godness Ancient Wall2": "洞窟の女神の古代の壁2",
 "Cavern Godness Ancient Wall2 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁2 - Dungeon Settlers Wiki",
 "Cavern Godness Ancient Wall3": "洞窟の女神の古代の壁3",
 "Cavern Godness Ancient Wall3 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁3 - Dungeon Settlers Wiki",
 "Cavern Godness Ancient Wall4": "洞窟の女神の古代の壁4",
 "Cavern Godness Ancient Wall4 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁4 - Dungeon Settlers Wiki",
 "Cavern Godness Ancient Wall5": "洞窟の女神の古代の壁5",
 "Cavern Godness Ancient Wall5 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁5 - Dungeon Settlers Wiki",
 "Cavern Godness Ancient Wall6": "洞窟の女神の古代の壁6",
 "Cavern Godness Ancient Wall6 - Dungeon Settlers Wiki": "洞窟の女神の古代の壁6 - Dungeon Settlers Wiki",
 "Cavern Godness Pillar": "洞窟の女神の柱",
 "Cavern Godness Pillar - Dungeon Settlers Wiki": "洞窟の女神の柱 - Dungeon Settlers Wiki",
 "Cavern Godness Pillar2": "洞窟の女神の柱2",
 "Cavern Godness Pillar2 - Dungeon Settlers Wiki": "洞窟の女神の柱2 - Dungeon Settlers Wiki",
 "Cavern_LittleFlesh": "Cavern_LittleFlesh",
 "Cavern_Mine": "Cavern_Mine",
 "Cavern_Poison": "洞窟_毒",
 "Cavern_Standard": "Cavern_Standard",
 "Central": "中央",
 "Chain Grap": "鎖掴み",
 "Chain Grap 2": "鎖掴み 2",
 "Chain Knight": "チェーンナイト",
 "Chain Knight Sentinel Fixed": "Chain Knight Sentinel Fixed",
 "Chain Knight Sentinel Random": "チェインナイト・センティネル（ランダム）",
 "Chain Knight Sentinel Soul Stone (effect defined, no source yet)": "チェーンナイト・センチネルの魂石(効果は定義済み、入手源はまだない)",
 "Chain Slash + Flow Seeker + Blade Spirit": "連続斬撃 + フローシーカー + 刃の精霊",
 "Chain Slash strikes a single target four times for 100% Physical Attack Power each, costing 3 energy (12s cooldown). It is itself a single-target melee skill, so it triggers Flow Seeker's Exposed Flaw, which makes all four of its hits guaranteed crits. Blade Spirit then refunds 1 energy per crit = 4 energy back for a 3-energy spend. Chain Slash is therefore energy-positive: it funds itself and your other skills, crits for the full 1.5x every time, and re-arms Guard Barrier through the Exposed Flaw. This is the canonical melee energy engine.": "連続斬撃は単体を4回、それぞれ物理攻撃力の100%で攻撃し、3エネルギーを消費します（12秒クールタイム）。それ自体が単体近接スキルなので、フローシーカーの弱点露呈を発動させ、4回の攻撃全てを確定クリティカルにします。刃の精霊はクリティカルごとにエネルギー1を還元 = 3エネルギー消費に対して4エネルギーが戻ります。したがって連続斬撃はエネルギープラスです。自身と他のスキルの資金を賄い、毎回きっちり1.5倍でクリティカルを出し、弱点露呈を通じてガードバリアを再展開します。これが定番の近接エネルギーエンジンです。",
 "Chain Slash's four hits all crit under Exposed Flaw, so Blade Spirit refunds 4 energy against its 3-energy cost - a net-positive attack you can spam.": "連続斬撃の4回の攻撃は弱点露呈のもとで全てクリティカルになるため、刃の精霊は3エネルギーのコストに対して4エネルギーを還元します。連発できる正味プラスの攻撃です。",
 "ChainKnight": "ChainKnight",
 "ChainKnight returns stronger. Need to set up via stat variation, not just combination.": "チェーンナイトがより強く戻ってきます。組み合わせだけではなく、ステータス変動でセットアップする必要があります。",
 "ChainKnight returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers ウィキ": "ChainKnightはより強く戻ってくる。組み合わせだけでなく、ステータス変動で設定が必要。- Dungeon Settlers ウィキ",
 "Challenger Gloth 3": "チャレンジャー・グロス3",
 "Challenger Gloth 3 + Female Gloth 1": "チャレンジャー・グロス 3 + メスのグロス 1",
 "Challenger Gloth Random": "チャレンジャー・グロス（ランダム）",
 "Challenger Glott3 + Mud Slogel2 = 32": "Challenger Glott3 + Mud Slogel2 = 32",
 "Challenger Glott4 + Female Glott1 + Mud Slogel2 = 48": "Challenger Glott4 + メス Glott1 + Mud Slogel2 = 48",
 "Challenger Glott4 + Female Glott2 = 48": "Challenger Glott4 + メス Glott2 = 48",
 "Challenger Glott4 = 32": "Challenger Glott4 = 32",
 "ChallengerGloth": "ChallengerGloth",
 "Chance": "確率",
 "Chance per floor": "階層ごとの確率",
 "Chance per slot": "スロットごとの確率",
 "Chance that at least one room of that type is rolled on the floor. Hover a cell where a floor can hold more than one for its average count. Sort a floor column to see what that floor most likely holds.": "そのフロアでその種類の部屋が少なくとも1つ抽選される確率。フロアが複数保持できるセルにカーソルを合わせると平均数が表示されます。フロア列で並べ替えると、そのフロアが最も高い確率で保持する内容が分かります。",
 "Chance the node appears on the floor (its room is rolled and the node fills its slot). Click a node for what it yields, or see the": "そのノードがフロアに出現する確率（該当する部屋が抽選され、ノードがスロットを埋める）。ノードをクリックすると産出物が表示されます。または",
 "Chance the specific template appears on this floor: p = weight / type total, then averaged over layouts as 1 - (1 - p)^(rooms of that type).": "特定のテンプレートがこの階に出現する確率: p = 重み / タイプ合計、その後レイアウト全体で1 - (1 - p)^(そのタイプの部屋数)として平均化されます。",
 "Change Phase": "フェーズ変化",
 "Change Phase 2": "フェーズ変化 2",
 "ChangeDeltaThreshold": "ChangeDeltaThreshold",
 "Changelog": "変更履歴",
 "Changes": "変更点",
 "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of": "{0}秒間の基本攻撃を{2}回の{1}%ダメージに変更",
 "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of 物理攻撃力 as physical damage to the target.": "基本攻撃を{0}秒間変更して、ターゲットに物理攻撃力の{1}%の{2}インスタンスの物理ダメージを与えます。",
 "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of 物理攻撃力 as physical damage to the target. While this skill is active, each basic attac": "基本攻撃を{0}秒間変更して、ターゲットに物理攻撃力の{1}%の{2}インスタンスの物理ダメージを与えます。このスキルがアクティブな間、各基本攻撃",
 "Character": "キャラクター",
 "Character & Team Builder": "キャラクター＆チームビルダー",
 "Character & Team Builder - Dungeon Settlers Wiki": "キャラクター＆チームビルダー - Dungeon Settlers Wiki",
 "Character Builder": "キャラクタービルダー",
 "Character background/individual traits.": "キャラクターの経歴/個別特性。",
 "Character backgrounds & individual traits": "キャラクターの経歴と個別特性",
 "Character name": "キャラクター名",
 "Charge": "チャージ",
 "Charge End": "突進終了",
 "Charge Start": "チャージ開始",
 "ChattedDurationMin": "ChattedDurationMin",
 "CheckIntervalSec": "CheckIntervalSec",
 "Chest": "宝箱",
 "Chests & containers": "宝箱とコンテナ",
 "Choice": "選択",
 "Choice E0201": "Choice E0201",
 "Choice E1000": "Choice E1000",
 "Choice F0100 - desc": "選択肢 F0100 - 説明",
 "Choice F13000 - desc": "選択肢 F13000 - 説明",
 "Choice F14000 - desc": "選択肢 F14000 - 説明",
 "Choice F14001 - desc": "選択肢 F14001 - 説明",
 "Choice F14100 - desc": "選択肢 F14100 - 説明",
 "Choice F14110 - desc": "選択肢 F14110 - 説明",
 "Choice F15000 - desc": "選択肢 F15000 - 説明",
 "Choice F15001 - desc": "選択肢 F15001 - 説明",
 "Choice F15100 - desc": "選択肢 F15100 - 説明",
 "Choice F15101 - desc": "選択肢 F15101 - 説明",
 "Choice F15110 - desc": "選択肢 F15110 - 説明",
 "Choice F25000": "Choice F25000",
 "Choice F26000": "Choice F26000",
 "Choice F27000": "Choice F27000",
 "Choice F27000 - desc": "選択肢 F27000 - 説明",
 "Choice F27001": "Choice F27001",
 "Choice F27001 - desc": "選択肢 F27001 - 説明",
 "Choice F27100": "Choice F27100",
 "Choice F27100 - desc": "選択肢 F27100 - 説明",
 "Choice F27110": "Choice F27110",
 "Choice F27110 - desc": "選択肢 F27110 - 説明",
 "Choice F28000": "Choice F28000",
 "Choice F28000 - desc": "選択肢 F28000 - 説明",
 "Choice F28001": "Choice F28001",
 "Choice F28001 - desc": "選択肢 F28001 - 説明",
 "Choice F28100": "Choice F28100",
 "Choice F28100 - desc": "Choice F28100 - 説明",
 "Choice F28110": "Choice F28110",
 "Choice F28110 - desc": "Choice F28110 - 説明",
 "Choice F29000": "Choice F29000",
 "Choice F29000 - desc": "選択肢 F29000 - 説明",
 "Choice F29001": "Choice F29001",
 "Choice F29001 - desc": "選択肢 F29001 - 説明",
 "Choice F29100": "Choice F29100",
 "Choice F29100 - desc": "選択肢 F29100 - 説明",
 "Choice F29110": "Choice F29110",
 "Choice F29110 - desc": "選択肢 F29110 - 説明",
 "Choice F30000": "Choice F30000",
 "Choice F30000 - desc": "選択肢 F30000 - 説明",
 "Choice F30001": "Choice F30001",
 "Choice F30001 - desc": "Choice F30001 - 説明",
 "Choice F30100": "Choice F30100",
 "Choice F30100 - desc": "Choice F30100 - 説明",
 "Choice F30110": "Choice F30110",
 "Choice F30110 - desc": "Choice F30110 - 説明",
 "Choice F31000": "Choice F31000",
 "Choice F31000 - desc": "選択肢 F31000 - 説明",
 "Choice F32000": "Choice F32000",
 "Choice F32000 - desc": "Choice F32000 - 説明",
 "Choice F33000": "Choice F33000",
 "Choice F33000 - desc": "選択肢 F33000 - 説明",
 "Choice F34000": "Choice F34000",
 "Choice F34000 - desc": "選択肢 F34000 - 説明",
 "Choice F34001": "Choice F34001",
 "Choice F34001 - desc": "選択肢 F34001 - 説明",
 "Choice F34100": "Choice F34100",
 "Choice F34100 - desc": "選択肢 F34100 - 説明",
 "Choice F34110": "Choice F34110",
 "Choice F34110 - desc": "選択肢 F34110 - 説明",
 "Choice F34120": "Choice F34120",
 "Choice F34120 - desc": "選択肢 F34120 - 説明",
 "Choice F35000": "Choice F35000",
 "Choice F35000 - desc": "選択肢 F35000 - 説明",
 "Choice F36000": "Choice F36000",
 "Choice F36000 - desc": "Choice F36000 - 説明",
 "Choice F37000": "Choice F37000",
 "Choice F37000 - desc": "Choice F37000 - 説明",
 "Choice F38000": "Choice F38000",
 "Choice F38000 - desc": "Choice F38000 - 説明",
 "Choice F39000": "Choice F39000",
 "Choice F39000 - desc": "Choice F39000 - 説明",
 "Choice F39001": "Choice F39001",
 "Choice F39001 - desc": "Choice F39001 - 説明",
 "Choice F39100": "Choice F39100",
 "Choice F39100 - desc": "Choice F39100 - 説明",
 "Choice F39110": "Choice F39110",
 "Choice F39110 - desc": "Choice F39110 - 説明",
 "Choice F39120": "Choice F39120",
 "Choice F39120 - desc": "Choice F39120 - 説明",
 "Choice F40000": "Choice F40000",
 "Choice F40000 - desc": "Choice F40000 - 説明",
 "Choice F41000": "Choice F41000",
 "Choice F41000 - desc": "Choice F41000 - 説明",
 "Choice F42000": "Choice F42000",
 "Choice F43000": "Choice F43000",
 "Choice F44000": "Choice F44000",
 "Choice F45000": "Choice F45000",
 "Choice F45000 - desc": "Choice F45000 - 説明",
 "Choice F45001": "Choice F45001",
 "Choice F45001 - desc": "Choice F45001 - 説明",
 "Choice F45100": "Choice F45100",
 "Choice F45100 - desc": "Choice F45100 - 説明",
 "Choice F45110": "Choice F45110",
 "Choice F45110 - desc": "Choice F45110 - 説明",
 "Choice F46000": "Choice F46000",
 "Choice F46000 - desc": "Choice F46000 - 説明",
 "Choice F46001": "Choice F46001",
 "Choice F46001 - desc": "Choice F46001 - 説明",
 "Choice F46002": "Choice F46002",
 "Choice F46002 - desc": "Choice F46002 - 説明",
 "Choice F46100": "Choice F46100",
 "Choice F46100 - desc": "Choice F46100 - 説明",
 "Choice F46101": "Choice F46101",
 "Choice F46101 - desc": "Choice F46101 - 説明",
 "Choice F46102": "Choice F46102",
 "Choice F46102 - desc": "Choice F46102 - 説明",
 "Choice F46200": "Choice F46200",
 "Choice F46200 - desc": "Choice F46200 - 説明",
 "Choice F46201": "Choice F46201",
 "Choice F46201 - desc": "Choice F46201 - 説明",
 "Choice F46202": "Choice F46202",
 "Choice F46202 - desc": "Choice F46202 - 説明",
 "Choice F46300": "Choice F46300",
 "Choice F46300 - desc": "Choice F46300 - 説明",
 "Choice F46301": "Choice F46301",
 "Choice F46301 - desc": "Choice F46301 - 説明",
 "Choice F46302": "Choice F46302",
 "Choice F46302 - desc": "Choice F46302 - 説明",
 "Choice F46400": "Choice F46400",
 "Choice F46400 - desc": "Choice F46400 - 説明",
 "Choice F46401": "Choice F46401",
 "Choice F46401 - desc": "Choice F46401 - 説明",
 "Choice F46402": "Choice F46402",
 "Choice F46402 - desc": "Choice F46402 - 説明",
 "Choice F46500": "Choice F46500",
 "Choice F46500 - desc": "Choice F46500 - 説明",
 "Choice F46501": "Choice F46501",
 "Choice F46501 - desc": "Choice F46501 - 説明",
 "Choice F46502": "Choice F46502",
 "Choice F46502 - desc": "Choice F46502 - 説明",
 "Choice F46600": "Choice F46600",
 "Choice F46600 - desc": "Choice F46600 - 説明",
 "Choice F46601": "Choice F46601",
 "Choice F46601 - desc": "Choice F46601 - 説明",
 "Choice F46602": "Choice F46602",
 "Choice F46602 - desc": "Choice F46602 - 説明",
 "Choice F46700": "Choice F46700",
 "Choice F46700 - desc": "Choice F46700 - 説明",
 "Choice F47000": "Choice F47000",
 "Choice F47000 - desc": "Choice F47000 - 説明",
 "Choice F48000": "Choice F48000",
 "Choice F48000 - desc": "Choice F48000 - 説明",
 "Choice F49000": "Choice F49000",
 "Choice F49000 - desc": "Choice F49000 - 説明",
 "Choice F49001": "Choice F49001",
 "Choice F49001 - desc": "Choice F49001 - 説明",
 "Choice F49110": "Choice F49110",
 "Choice F49110 - desc": "Choice F49110 - 説明",
 "Choice F7000": "Choice F7000",
 "Choice N10000": "Choice N10000",
 "Choice N10000 - desc": "選択肢 N10000 - 説明",
 "Choice N11000": "Choice N11000",
 "Choice N12000": "Choice N12000",
 "Choice N12000 - desc": "選択肢 N12000 - 説明",
 "Choice N12001": "Choice N12001",
 "Choice N12001 - desc": "選択肢 N12001 - 説明",
 "Choice N12100": "Choice N12100",
 "Choice N13000": "Choice N13000",
 "Choice N13000 - desc": "選択肢 N13000 - 説明",
 "Choice N14001": "Choice N14001",
 "Choice N14001 - desc": "選択肢 N14001 - 説明",
 "Choice N14200": "Choice N14200",
 "Choice N16100": "Choice N16100",
 "Choice N17100": "Choice N17100",
 "Choice N18100": "Choice N18100",
 "Choice N2000": "Choice N2000",
 "Choice N2000 - desc": "選択肢 N2000 - 説明",
 "Choice N2001": "Choice N2001",
 "Choice N2001 - desc": "選択肢 N2001 - 説明",
 "Choice N2100": "Choice N2100",
 "Choice N21000": "Choice N21000",
 "Choice N21000 - desc": "選択肢 N21000 - 説明",
 "Choice N22000": "Choice N22000",
 "Choice N22000 - desc": "選択肢 N22000 - 説明",
 "Choice N24001": "Choice N24001",
 "Choice N25000 - desc": "Choice N25000 - 説明",
 "Choice N26000 - desc": "Choice N26000 - 説明",
 "Choice N26001 - desc": "Choice N26001 - 説明",
 "Choice N27000": "Choice N27000",
 "Choice N27000 - desc": "Choice N27000 - 説明",
 "Choice N27001": "Choice N27001",
 "Choice N27001 - desc": "Choice N27001 - 説明",
 "Choice N27100": "Choice N27100",
 "Choice N27100 - desc": "Choice N27100 - 説明",
 "Choice N27101": "Choice N27101",
 "Choice N27101 - desc": "Choice N27101 - 説明",
 "Choice N27200": "Choice N27200",
 "Choice N27200 - desc": "Choice N27200 - 説明",
 "Choice N28000": "Choice N28000",
 "Choice N28000 - desc": "Choice N28000 - 説明",
 "Choice N3000": "Choice N3000",
 "Choice N3000 - desc": "選択肢 N3000 - 説明",
 "Choice N3001": "Choice N3001",
 "Choice N3001 - desc": "選択肢 N3001 - 説明",
 "Choice N3100": "Choice N3100",
 "Choice N4000": "Choice N4000",
 "Choice N4000 - desc": "選択肢 N4000 - 説明",
 "Choice N4001": "Choice N4001",
 "Choice N4001 - desc": "選択肢 N4001 - 説明",
 "Choice N5000": "Choice N5000",
 "Choice N5000 - desc": "選択肢 N5000 - 説明",
 "Choice N5001": "Choice N5001",
 "Choice N5001 - desc": "選択肢 N5001 - 説明",
 "Choice N6000": "Choice N6000",
 "Choice N7000": "Choice N7000",
 "Choice N7000 - desc": "選択肢 N7000 - 説明",
 "Choice N8000": "Choice N8000",
 "Choice N8000 - desc": "選択肢 N8000 - 説明",
 "Choice N9000": "Choice N9000",
 "Choice N9000 - desc": "選択肢 N9000 - 説明",
 "Choice R10000": "Choice R10000",
 "Choice R10000 - desc": "Choice R10000 - 説明",
 "Choice R10001": "Choice R10001",
 "Choice R10001 - desc": "Choice R10001 - 説明",
 "Choice R10002": "Choice R10002",
 "Choice R10002 - desc": "Choice R10002 - 説明",
 "Choice R1001 - desc": "選択肢 R1001 - 説明",
 "Choice R10100": "Choice R10100",
 "Choice R10100 - desc": "Choice R10100 - 説明",
 "Choice R10110": "Choice R10110",
 "Choice R10110 - desc": "Choice R10110 - 説明",
 "Choice R11000": "Choice R11000",
 "Choice R11000 - desc": "Choice R11000 - 説明",
 "Choice R11001": "Choice R11001",
 "Choice R11001 - desc": "選択肢 R11001 - 説明",
 "Choice R11002": "Choice R11002",
 "Choice R11002 - desc": "選択肢 R11002 - 説明",
 "Choice R12000": "Choice R12000",
 "Choice R12000 - desc": "選択肢 R12000 - 説明",
 "Choice R12001": "Choice R12001",
 "Choice R12001 - desc": "選択肢 R12001 - 説明",
 "Choice R12002": "Choice R12002",
 "Choice R12002 - desc": "選択肢 R12002 - 説明",
 "Choice R12100": "Choice R12100",
 "Choice R12100 - desc": "選択肢 R12100 - 説明",
 "Choice R12110": "Choice R12110",
 "Choice R12110 - desc": "選択肢 R12110 - 説明",
 "Choice R12120": "Choice R12120",
 "Choice R12120 - desc": "選択肢 R12120 - 説明",
 "Choice R13000": "Choice R13000",
 "Choice R13000 - desc": "選択肢 R13000 - 説明",
 "Choice R13001": "Choice R13001",
 "Choice R13001 - desc": "選択肢 R13001 - 説明",
 "Choice R13100": "Choice R13100",
 "Choice R13200": "Choice R13200",
 "Choice R13200 - desc": "選択肢 R13200 - 説明",
 "Choice R13201": "Choice R13201",
 "Choice R13201 - desc": "選択肢 R13201 - 説明",
 "Choice R13210": "Choice R13210",
 "Choice R13210 - desc": "選択肢 R13210 - 説明",
 "Choice R13220": "Choice R13220",
 "Choice R13220 - desc": "選択肢 R13220 - 説明",
 "Choice R14000": "Choice R14000",
 "Choice R14000 - desc": "選択肢 R14000 - 説明",
 "Choice R14001": "Choice R14001",
 "Choice R14001 - desc": "選択肢 R14001 - 説明",
 "Choice R14002": "Choice R14002",
 "Choice R14002 - desc": "選択肢 R14002 - 説明",
 "Choice R14130": "Choice R14130",
 "Choice R14200": "Choice R14200",
 "Choice R14200 - desc": "選択肢 R14200 - 説明",
 "Choice R14201": "Choice R14201",
 "Choice R14201 - desc": "選択肢 R14201 - 説明",
 "Choice R14202": "Choice R14202",
 "Choice R14202 - desc": "選択肢 R14202 - 説明",
 "Choice R14210": "Choice R14210",
 "Choice R14210 - desc": "選択肢 R14210 - 説明",
 "Choice R14211": "Choice R14211",
 "Choice R14211 - desc": "選択肢 R14211 - 説明",
 "Choice R14212": "Choice R14212",
 "Choice R14212 - desc": "選択肢 R14212 - 説明",
 "Choice R14220": "Choice R14220",
 "Choice R14220 - desc": "選択肢 R14220 - 説明",
 "Choice R14221": "Choice R14221",
 "Choice R14221 - desc": "選択肢 R14221 - 説明",
 "Choice R14222": "Choice R14222",
 "Choice R14222 - desc": "選択肢 R14222 - 説明",
 "Choice R14230": "Choice R14230",
 "Choice R14230 - desc": "選択肢 R14230 - 説明",
 "Choice R14300": "Choice R14300",
 "Choice R14300 - desc": "選択肢 R14300 - 説明",
 "Choice R15000": "Choice R15000",
 "Choice R15000 - desc": "選択肢 R15000 - 説明",
 "Choice R15001": "Choice R15001",
 "Choice R15001 - desc": "選択肢 R15001 - 説明",
 "Choice R15100": "Choice R15100",
 "Choice R15200": "Choice R15200",
 "Choice R15200 - desc": "選択肢 R15200 - 説明",
 "Choice R15201": "Choice R15201",
 "Choice R15201 - desc": "選択肢 R15201 - 説明",
 "Choice R15210": "Choice R15210",
 "Choice R15210 - desc": "選択肢 R15210 - 説明",
 "Choice R15211": "Choice R15211",
 "Choice R15211 - desc": "選択肢 R15211 - 説明",
 "Choice R15220": "Choice R15220",
 "Choice R15220 - desc": "選択肢 R15220 - 説明",
 "Choice R15221": "Choice R15221",
 "Choice R15221 - desc": "選択肢 R15221 - 説明",
 "Choice R15230": "Choice R15230",
 "Choice R15230 - desc": "選択肢 R15230 - 説明",
 "Choice R16000": "Choice R16000",
 "Choice R16000 - desc": "選択肢 R16000 - 説明",
 "Choice R16001": "Choice R16001",
 "Choice R16001 - desc": "選択肢 R16001 - 説明",
 "Choice R16002": "Choice R16002",
 "Choice R16002 - desc": "選択肢 R16002 - 説明",
 "Choice R16100": "Choice R16100",
 "Choice R16100 - desc": "選択肢 R16100 - 説明",
 "Choice R16110": "Choice R16110",
 "Choice R16110 - desc": "選択肢 R16110 - 説明",
 "Choice R16120": "Choice R16120",
 "Choice R16120 - desc": "選択肢 R16120 - 説明",
 "Choice R17000": "Choice R17000",
 "Choice R17000 - desc": "選択肢 R17000 - 説明",
 "Choice R17001": "Choice R17001",
 "Choice R17001 - desc": "選択肢 R17001 - 説明",
 "Choice R17002": "Choice R17002",
 "Choice R17002 - desc": "選択肢 R17002 - 説明",
 "Choice R17100": "Choice R17100",
 "Choice R17100 - desc": "選択肢 R17100 - 説明",
 "Choice R17110": "Choice R17110",
 "Choice R17110 - desc": "選択肢 R17110 - 説明",
 "Choice R18000": "Choice R18000",
 "Choice R18000 - desc": "選択肢 R18000 - 説明",
 "Choice R18001": "Choice R18001",
 "Choice R18001 - desc": "選択肢 R18001 - 説明",
 "Choice R18002": "Choice R18002",
 "Choice R18002 - desc": "選択肢 R18002 - 説明",
 "Choice R18100": "Choice R18100",
 "Choice R18100 - desc": "選択肢 R18100 - 説明",
 "Choice R18110": "Choice R18110",
 "Choice R18110 - desc": "選択肢 R18110 - 説明",
 "Choice R19000": "Choice R19000",
 "Choice R19000 - desc": "選択肢 R19000 - 説明",
 "Choice R19001": "Choice R19001",
 "Choice R19001 - desc": "選択肢 R19001 - 説明",
 "Choice R19002": "Choice R19002",
 "Choice R19002 - desc": "選択肢 R19002 - 説明",
 "Choice R19100": "Choice R19100",
 "Choice R19120": "Choice R19120",
 "Choice R19200": "Choice R19200",
 "Choice R19200 - desc": "選択肢 R19200 - 説明",
 "Choice R19201": "Choice R19201",
 "Choice R19201 - desc": "選択肢 R19201 - 説明",
 "Choice R19202": "Choice R19202",
 "Choice R19202 - desc": "選択肢 R19202 - 説明",
 "Choice R19211": "Choice R19211",
 "Choice R19211 - desc": "選択肢 R19211 - 説明",
 "Choice R19300": "Choice R19300",
 "Choice R19300 - desc": "選択肢 R19300 - 説明",
 "Choice R5000": "Choice R5000",
 "Choice R5000 - desc": "選択肢 R5000 - 説明",
 "Choice R5001": "Choice R5001",
 "Choice R5001 - desc": "選択肢 R5001 - 説明",
 "Choice R5002": "Choice R5002",
 "Choice R5002 - desc": "選択肢 R5002 - 説明",
 "Choice R5100": "Choice R5100",
 "Choice R5100 - desc": "選択肢 R5100 - 説明",
 "Choice R5110": "Choice R5110",
 "Choice R5110 - desc": "選択肢 R5110 - 説明",
 "Choice R6000": "Choice R6000",
 "Choice R6000 - desc": "選択肢 R6000 - 説明",
 "Choice R6001": "Choice R6001",
 "Choice R6001 - desc": "選択肢 R6001 - 説明",
 "Choice R6002": "Choice R6002",
 "Choice R6002 - desc": "選択肢 R6002 - 説明",
 "Choice R6100": "Choice R6100",
 "Choice R6100 - desc": "Choice R6100 - 説明",
 "Choice R6110": "Choice R6110",
 "Choice R6110 - desc": "Choice R6110 - 説明",
 "Choice R7000": "Choice R7000",
 "Choice R7000 - desc": "選択肢 R7000 - 説明",
 "Choice R7001": "Choice R7001",
 "Choice R7001 - desc": "選択肢 R7001 - 説明",
 "Choice R7002": "Choice R7002",
 "Choice R7002 - desc": "選択肢 R7002 - 説明",
 "Choice R7100": "Choice R7100",
 "Choice R7100 - desc": "選択肢 R7100 - 説明",
 "Choice R7110": "Choice R7110",
 "Choice R7110 - desc": "選択肢 R7110 - 説明",
 "Choice R7120": "Choice R7120",
 "Choice R7120 - desc": "選択肢 R7120 - 説明",
 "Choice R8000": "Choice R8000",
 "Choice R8000 - desc": "選択肢 R8000 - 説明",
 "Choice R8001": "Choice R8001",
 "Choice R8001 - desc": "選択肢 R8001 - 説明",
 "Choice R8002": "Choice R8002",
 "Choice R8002 - desc": "Choice R8002 - 説明",
 "Choice R8100": "Choice R8100",
 "Choice R8200": "Choice R8200",
 "Choice R8200 - desc": "選択肢 R8200 - 説明",
 "Choice R8201": "Choice R8201",
 "Choice R8201 - desc": "選択肢 R8201 - 説明",
 "Choice R8210": "Choice R8210",
 "Choice R8210 - desc": "選択肢 R8210 - 説明",
 "Choice R8220": "Choice R8220",
 "Choice R8220 - desc": "選択肢 R8220 - 説明",
 "Choice R9000": "Choice R9000",
 "Choice R9000 - desc": "Choice R9000 - 説明",
 "Choice R9001": "Choice R9001",
 "Choice R9001 - desc": "Choice R9001 - 説明",
 "Choice R9100": "Choice R9100",
 "Choice R9100 - desc": "Choice R9100 - 説明",
 "Choice R9110": "Choice R9110",
 "Choice R9110 - desc": "Choice R9110 - 説明",
 "ChoiceD0000": "ChoiceD0000",
 "ChoiceD0100": "ChoiceD0100",
 "ChoiceDR0000": "ChoiceDR0000",
 "ChoiceE0000": "ChoiceE0000",
 "ChoiceE0001": "ChoiceE0001",
 "ChoiceE0100": "ChoiceE0100",
 "ChoiceE0102": "ChoiceE0102",
 "ChoiceE0200": "ChoiceE0200",
 "ChoiceE0201": "ChoiceE0201",
 "ChoiceE1000": "ChoiceE1000",
 "ChoiceF0000": "ChoiceF0000",
 "ChoiceF0100": "ChoiceF0100",
 "ChoiceF1000": "ChoiceF1000",
 "ChoiceF10000": "ChoiceF10000",
 "ChoiceF11000": "ChoiceF11000",
 "ChoiceF12000": "ChoiceF12000",
 "ChoiceF13000": "ChoiceF13000",
 "ChoiceF14000": "ChoiceF14000",
 "ChoiceF14001": "ChoiceF14001",
 "ChoiceF14100": "ChoiceF14100",
 "ChoiceF14110": "ChoiceF14110",
 "ChoiceF15000": "ChoiceF15000",
 "ChoiceF15001": "ChoiceF15001",
 "ChoiceF15100": "ChoiceF15100",
 "ChoiceF15101": "ChoiceF15101",
 "ChoiceF15110": "ChoiceF15110",
 "ChoiceF16000": "ChoiceF16000",
 "ChoiceF16001": "ChoiceF16001",
 "ChoiceF17000": "ChoiceF17000",
 "ChoiceF18000": "ChoiceF18000",
 "ChoiceF19000": "ChoiceF19000",
 "ChoiceF2000": "ChoiceF2000",
 "ChoiceF20000": "ChoiceF20000",
 "ChoiceF21000": "ChoiceF21000",
 "ChoiceF22000": "ChoiceF22000",
 "ChoiceF23000": "ChoiceF23000",
 "ChoiceF24000": "ChoiceF24000",
 "ChoiceF25000": "ChoiceF25000",
 "ChoiceF26000": "ChoiceF26000",
 "ChoiceF27000": "ChoiceF27000",
 "ChoiceF27001": "ChoiceF27001",
 "ChoiceF27100": "ChoiceF27100",
 "ChoiceF27110": "ChoiceF27110",
 "ChoiceF28000": "ChoiceF28000",
 "ChoiceF28001": "ChoiceF28001",
 "ChoiceF28100": "ChoiceF28100",
 "ChoiceF28110": "ChoiceF28110",
 "ChoiceF29000": "ChoiceF29000",
 "ChoiceF29001": "ChoiceF29001",
 "ChoiceF29100": "ChoiceF29100",
 "ChoiceF29110": "ChoiceF29110",
 "ChoiceF3000": "ChoiceF3000",
 "ChoiceF30000": "ChoiceF30000",
 "ChoiceF30001": "ChoiceF30001",
 "ChoiceF30100": "ChoiceF30100",
 "ChoiceF30110": "ChoiceF30110",
 "ChoiceF31000": "ChoiceF31000",
 "ChoiceF32000": "ChoiceF32000",
 "ChoiceF33000": "ChoiceF33000",
 "ChoiceF34000": "ChoiceF34000",
 "ChoiceF34001": "ChoiceF34001",
 "ChoiceF34100": "ChoiceF34100",
 "ChoiceF34110": "ChoiceF34110",
 "ChoiceF34120": "ChoiceF34120",
 "ChoiceF35000": "ChoiceF35000",
 "ChoiceF36000": "ChoiceF36000",
 "ChoiceF37000": "ChoiceF37000",
 "ChoiceF38000": "ChoiceF38000",
 "ChoiceF39000": "ChoiceF39000",
 "ChoiceF39001": "ChoiceF39001",
 "ChoiceF39100": "ChoiceF39100",
 "ChoiceF39110": "ChoiceF39110",
 "ChoiceF39120": "ChoiceF39120",
 "ChoiceF4000": "ChoiceF4000",
 "ChoiceF40000": "ChoiceF40000",
 "ChoiceF41000": "ChoiceF41000",
 "ChoiceF42000": "ChoiceF42000",
 "ChoiceF43000": "ChoiceF43000",
 "ChoiceF44000": "ChoiceF44000",
 "ChoiceF45000": "ChoiceF45000",
 "ChoiceF45001": "ChoiceF45001",
 "ChoiceF45100": "ChoiceF45100",
 "ChoiceF45110": "ChoiceF45110",
 "ChoiceF46000": "ChoiceF46000",
 "ChoiceF46001": "ChoiceF46001",
 "ChoiceF46002": "ChoiceF46002",
 "ChoiceF46100": "ChoiceF46100",
 "ChoiceF46101": "ChoiceF46101",
 "ChoiceF46102": "ChoiceF46102",
 "ChoiceF46200": "ChoiceF46200",
 "ChoiceF46201": "ChoiceF46201",
 "ChoiceF46202": "ChoiceF46202",
 "ChoiceF46300": "ChoiceF46300",
 "ChoiceF46301": "ChoiceF46301",
 "ChoiceF46302": "ChoiceF46302",
 "ChoiceF46400": "ChoiceF46400",
 "ChoiceF46401": "ChoiceF46401",
 "ChoiceF46402": "ChoiceF46402",
 "ChoiceF46500": "ChoiceF46500",
 "ChoiceF46501": "ChoiceF46501",
 "ChoiceF46502": "ChoiceF46502",
 "ChoiceF46600": "ChoiceF46600",
 "ChoiceF46601": "ChoiceF46601",
 "ChoiceF46602": "ChoiceF46602",
 "ChoiceF46700": "ChoiceF46700",
 "ChoiceF47000": "ChoiceF47000",
 "ChoiceF48000": "ChoiceF48000",
 "ChoiceF49000": "ChoiceF49000",
 "ChoiceF49001": "ChoiceF49001",
 "ChoiceF49110": "ChoiceF49110",
 "ChoiceF5000": "ChoiceF5000",
 "ChoiceF6000": "ChoiceF6000",
 "ChoiceF7000": "ChoiceF7000",
 "ChoiceF8000": "ChoiceF8000",
 "ChoiceF9000": "ChoiceF9000",
 "ChoiceF9001": "ChoiceF9001",
 "ChoiceF9110": "ChoiceF9110",
 "ChoiceN0000": "ChoiceN0000",
 "ChoiceN0001": "ChoiceN0001",
 "ChoiceN1000": "ChoiceN1000",
 "ChoiceN10000": "ChoiceN10000",
 "ChoiceN1001": "ChoiceN1001",
 "ChoiceN11000": "ChoiceN11000",
 "ChoiceN12000": "ChoiceN12000",
 "ChoiceN12001": "ChoiceN12001",
 "ChoiceN12100": "ChoiceN12100",
 "ChoiceN13000": "ChoiceN13000",
 "ChoiceN14000": "ChoiceN14000",
 "ChoiceN14001": "ChoiceN14001",
 "ChoiceN14002": "ChoiceN14002",
 "ChoiceN14110": "ChoiceN14110",
 "ChoiceN14111": "ChoiceN14111",
 "ChoiceN14200": "ChoiceN14200",
 "ChoiceN15000": "ChoiceN15000",
 "ChoiceN16000": "ChoiceN16000",
 "ChoiceN16001": "ChoiceN16001",
 "ChoiceN16100": "ChoiceN16100",
 "ChoiceN17000": "ChoiceN17000",
 "ChoiceN17001": "ChoiceN17001",
 "ChoiceN17100": "ChoiceN17100",
 "ChoiceN18000": "ChoiceN18000",
 "ChoiceN18001": "ChoiceN18001",
 "ChoiceN18100": "ChoiceN18100",
 "ChoiceN19000": "ChoiceN19000",
 "ChoiceN2000": "ChoiceN2000",
 "ChoiceN20000": "ChoiceN20000",
 "ChoiceN2001": "ChoiceN2001",
 "ChoiceN2100": "ChoiceN2100",
 "ChoiceN21000": "ChoiceN21000",
 "ChoiceN22000": "ChoiceN22000",
 "ChoiceN23000": "ChoiceN23000",
 "ChoiceN23001": "ChoiceN23001",
 "ChoiceN24000": "ChoiceN24000",
 "ChoiceN24001": "ChoiceN24001",
 "ChoiceN25000": "ChoiceN25000",
 "ChoiceN26000": "ChoiceN26000",
 "ChoiceN26001": "ChoiceN26001",
 "ChoiceN27000": "ChoiceN27000",
 "ChoiceN27001": "ChoiceN27001",
 "ChoiceN27100": "ChoiceN27100",
 "ChoiceN27101": "ChoiceN27101",
 "ChoiceN27200": "ChoiceN27200",
 "ChoiceN28000": "ChoiceN28000",
 "ChoiceN3000": "ChoiceN3000",
 "ChoiceN3001": "ChoiceN3001",
 "ChoiceN3100": "ChoiceN3100",
 "ChoiceN4000": "ChoiceN4000",
 "ChoiceN4001": "ChoiceN4001",
 "ChoiceN4100": "ChoiceN4100",
 "ChoiceN5000": "ChoiceN5000",
 "ChoiceN5001": "ChoiceN5001",
 "ChoiceN5100": "ChoiceN5100",
 "ChoiceN6000": "ChoiceN6000",
 "ChoiceN7000": "ChoiceN7000",
 "ChoiceN8000": "ChoiceN8000",
 "ChoiceN9000": "ChoiceN9000",
 "ChoiceR0000": "ChoiceR0000",
 "ChoiceR0100": "ChoiceR0100",
 "ChoiceR0200": "ChoiceR0200",
 "ChoiceR1000": "ChoiceR1000",
 "ChoiceR10000": "ChoiceR10000",
 "ChoiceR10001": "ChoiceR10001",
 "ChoiceR10002": "ChoiceR10002",
 "ChoiceR1001": "ChoiceR1001",
 "ChoiceR1002": "ChoiceR1002",
 "ChoiceR10100": "ChoiceR10100",
 "ChoiceR10110": "ChoiceR10110",
 "ChoiceR1100": "ChoiceR1100",
 "ChoiceR11000": "ChoiceR11000",
 "ChoiceR11001": "ChoiceR11001",
 "ChoiceR11002": "ChoiceR11002",
 "ChoiceR1110": "ChoiceR1110",
 "ChoiceR1120": "ChoiceR1120",
 "ChoiceR12000": "ChoiceR12000",
 "ChoiceR12001": "ChoiceR12001",
 "ChoiceR12002": "ChoiceR12002",
 "ChoiceR12100": "ChoiceR12100",
 "ChoiceR12110": "ChoiceR12110",
 "ChoiceR12120": "ChoiceR12120",
 "ChoiceR13000": "ChoiceR13000",
 "ChoiceR13001": "ChoiceR13001",
 "ChoiceR13100": "ChoiceR13100",
 "ChoiceR13200": "ChoiceR13200",
 "ChoiceR13201": "ChoiceR13201",
 "ChoiceR13210": "ChoiceR13210",
 "ChoiceR13220": "ChoiceR13220",
 "ChoiceR14000": "ChoiceR14000",
 "ChoiceR14001": "ChoiceR14001",
 "ChoiceR14002": "ChoiceR14002",
 "ChoiceR14130": "ChoiceR14130",
 "ChoiceR14200": "ChoiceR14200",
 "ChoiceR14201": "ChoiceR14201",
 "ChoiceR14202": "ChoiceR14202",
 "ChoiceR14210": "ChoiceR14210",
 "ChoiceR14211": "ChoiceR14211",
 "ChoiceR14212": "ChoiceR14212",
 "ChoiceR14220": "ChoiceR14220",
 "ChoiceR14221": "ChoiceR14221",
 "ChoiceR14222": "ChoiceR14222",
 "ChoiceR14230": "ChoiceR14230",
 "ChoiceR14300": "ChoiceR14300",
 "ChoiceR15000": "ChoiceR15000",
 "ChoiceR15001": "ChoiceR15001",
 "ChoiceR15100": "ChoiceR15100",
 "ChoiceR15200": "ChoiceR15200",
 "ChoiceR15201": "ChoiceR15201",
 "ChoiceR15210": "ChoiceR15210",
 "ChoiceR15211": "ChoiceR15211",
 "ChoiceR15220": "ChoiceR15220",
 "ChoiceR15221": "ChoiceR15221",
 "ChoiceR15230": "ChoiceR15230",
 "ChoiceR16000": "ChoiceR16000",
 "ChoiceR16001": "ChoiceR16001",
 "ChoiceR16002": "ChoiceR16002",
 "ChoiceR16100": "ChoiceR16100",
 "ChoiceR16110": "ChoiceR16110",
 "ChoiceR16120": "ChoiceR16120",
 "ChoiceR17000": "ChoiceR17000",
 "ChoiceR17001": "ChoiceR17001",
 "ChoiceR17002": "ChoiceR17002",
 "ChoiceR17100": "ChoiceR17100",
 "ChoiceR17110": "ChoiceR17110",
 "ChoiceR18000": "ChoiceR18000",
 "ChoiceR18001": "ChoiceR18001",
 "ChoiceR18002": "ChoiceR18002",
 "ChoiceR18100": "ChoiceR18100",
 "ChoiceR18110": "ChoiceR18110",
 "ChoiceR19000": "ChoiceR19000",
 "ChoiceR19001": "ChoiceR19001",
 "ChoiceR19002": "ChoiceR19002",
 "ChoiceR19100": "ChoiceR19100",
 "ChoiceR19120": "ChoiceR19120",
 "ChoiceR19200": "ChoiceR19200",
 "ChoiceR19201": "ChoiceR19201",
 "ChoiceR19202": "ChoiceR19202",
 "ChoiceR19211": "ChoiceR19211",
 "ChoiceR19300": "ChoiceR19300",
 "ChoiceR2000": "ChoiceR2000",
 "ChoiceR2001": "ChoiceR2001",
 "ChoiceR2002": "ChoiceR2002",
 "ChoiceR2100": "ChoiceR2100",
 "ChoiceR2110": "ChoiceR2110",
 "ChoiceR3000": "ChoiceR3000",
 "ChoiceR3001": "ChoiceR3001",
 "ChoiceR3100": "ChoiceR3100",
 "ChoiceR4000": "ChoiceR4000",
 "ChoiceR4001": "ChoiceR4001",
 "ChoiceR4100": "ChoiceR4100",
 "ChoiceR4110": "ChoiceR4110",
 "ChoiceR4120": "ChoiceR4120",
 "ChoiceR5000": "ChoiceR5000",
 "ChoiceR5001": "ChoiceR5001",
 "ChoiceR5002": "ChoiceR5002",
 "ChoiceR5100": "ChoiceR5100",
 "ChoiceR5110": "ChoiceR5110",
 "ChoiceR6000": "ChoiceR6000",
 "ChoiceR6001": "ChoiceR6001",
 "ChoiceR6002": "ChoiceR6002",
 "ChoiceR6100": "ChoiceR6100",
 "ChoiceR6110": "ChoiceR6110",
 "ChoiceR7000": "ChoiceR7000",
 "ChoiceR7001": "ChoiceR7001",
 "ChoiceR7002": "ChoiceR7002",
 "ChoiceR7100": "ChoiceR7100",
 "ChoiceR7110": "ChoiceR7110",
 "ChoiceR7120": "ChoiceR7120",
 "ChoiceR8000": "ChoiceR8000",
 "ChoiceR8001": "ChoiceR8001",
 "ChoiceR8002": "ChoiceR8002",
 "ChoiceR8100": "ChoiceR8100",
 "ChoiceR8200": "ChoiceR8200",
 "ChoiceR8201": "ChoiceR8201",
 "ChoiceR8210": "ChoiceR8210",
 "ChoiceR8220": "ChoiceR8220",
 "ChoiceR9000": "ChoiceR9000",
 "ChoiceR9001": "ChoiceR9001",
 "ChoiceR9100": "ChoiceR9100",
 "ChoiceR9110": "ChoiceR9110",
 "ChoiceT0000": "ChoiceT0000",
 "ChoiceT0100": "ChoiceT0100",
 "ChoiceT1000": "ChoiceT1000",
 "ChoiceT10000": "ChoiceT10000",
 "ChoiceT11000": "ChoiceT11000",
 "ChoiceT12000": "ChoiceT12000",
 "ChoiceT13000": "ChoiceT13000",
 "ChoiceT14000": "ChoiceT14000",
 "ChoiceT15000": "ChoiceT15000",
 "ChoiceT16000": "ChoiceT16000",
 "ChoiceT2000": "ChoiceT2000",
 "ChoiceT3000": "ChoiceT3000",
 "ChoiceT3002": "ChoiceT3002",
 "ChoiceT4000": "ChoiceT4000",
 "ChoiceT4001": "ChoiceT4001",
 "ChoiceT5000": "ChoiceT5000",
 "ChoiceT5001": "ChoiceT5001",
 "ChoiceT5002": "ChoiceT5002",
 "ChoiceT6000": "ChoiceT6000",
 "ChoiceT6001": "ChoiceT6001",
 "ChoiceT7000": "ChoiceT7000",
 "ChoiceT8000": "ChoiceT8000",
 "ChoiceT9000": "ChoiceT9000",
 "ChoiceT9100": "ChoiceT9100",
 "Choices per level-up": "レベルアップごとの選択肢",
 "Choose a Dungeon Settlers save file": "Dungeon Settlersのセーブファイルを選択",
 "Choose management difficulty separately": "管理難易度を個別に選択",
 "Choose your save file first.": "まずセーブファイルを選択してください。",
 "Chosen - click to remove.": "選択済み - クリックで削除。",
 "Circle r5": "円形 r5",
 "Circle, radius 3": "円形、半径3",
 "Circle, radius 5": "円形、半径5",
 "Claim Reward": "報酬を獲得",
 "Clan Rank": "クランランク",
 "Clan Rank - Dungeon Settlers Wiki": "クランランク - Dungeon Settlers Wiki",
 "Clan Ranks": "クランランク",
 "Clan Ranks - Dungeon Settlers Wiki": "クランランク - Dungeon Settlers Wiki",
 "Clan decisions/policies with effects.": "効果付きのクラン決定/方針。",
 "Clan gold": "クランゴールド",
 "Clan name, gold, population, recruit candidates, region map state, safe-floor skip toggle": "クラン名、ゴールド、人口、募集候補、地域マップの状態、安全フロアスキップの切り替え",
 "Clan rank": "クランランク",
 "Clan rank guide": "クランランクガイド",
 "Clan ranks": "クラン階級",
 "Clan ranks: rank-up CP, population, recruit level & race weights.": "クラン階級：ランクアップCP、人口、勧誘レベル、種族の重み。",
 "ClanRank": "ClanRank",
 "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0": "ClanRankAbove_Common && !HasItem_DeputyCaptainsInsignia_1 && NoDeputyCaptain && CurrentMap_Base && EventFinished_Fixed32 && Cooldown_Fixed36_0",
 "ClanRankTable.json": "ClanRankTable.json",
 "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320": "ClanRank_Common && CurrentMap_Base && HasContributionAbove_80 && Cooldown_Random8_4320",
 "Class": "クラス",
 "Clear condition": "クリア条件",
 "Clear filters": "フィルターをクリア",
 "Clear overrides / back to computed": "上書きをクリア／計算値に戻す",
 "Clear target": "対象をクリア",
 "Clear {#}": "{#}をクリア",
 "ClearDungeon1": "ClearDungeon1",
 "ClearDungeon2": "ClearDungeon2",
 "Clearing Rooms/map grids to {} causes an infinite load": "Rooms/mapグリッドを{}にクリアすると無限ロードを引き起こす",
 "Click to enlarge": "クリックで拡大",
 "Click to view.": "クリックして表示。",
 "Click to view. Right-click to dismiss.": "クリックして表示。右クリックして閉じます。",
 "Clip kinds": "クリップの種類",
 "Clips": "クリップ",
 "Close the game first.": "先にゲームを終了してください。",
 "Closed the full translation backlog introduced by this game build: 513 new source strings translated, then the knock-on wave across Korean, French and Japanese. All four languages report zero untranslated segments.": "このゲームビルドで導入された翻訳バックログを完全に解決しました：513個の新しいソース文字列を翻訳し、その後、朝鮮語、フランス語、日本語全体に波及しました。すべての4つの言語が未翻訳セグメントなしのレポートを報告しました。",
 "Code truth": "コードから読み取った真実",
 "Codex": "コデックス",
 "Codex - Dungeon Settlers Wiki": "書 - Dungeon Settlers Wiki",
 "Codex Level1 Remnant": "写本レベル1の残骸",
 "Codex Level1 Remnant - Dungeon Settlers Wiki": "書物Lv1の残骸 - Dungeon Settlers Wiki",
 "Codex Level2 Remnant": "写本レベル2の残骸",
 "Codex Level2 Remnant - Dungeon Settlers Wiki": "書物Lv2の残骸 - Dungeon Settlers Wiki",
 "Codex icon": "書 アイコン",
 "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat": "一次ステータスが最終ステータスに変換される比率の係数値",
 "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Nature": "一次ステータスが最終ステータスに変換される比率の係数値 NOTE: 自然に変更する必要がある",
 "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Water": "一次ステータスが最終ステータスに変換される比率の係数値 NOTE: 水に変更する必要がある",
 "Coins begin ra...": "Coins begin ra...",
 "Collect Hell Leeches": "ヘルリーチを集める",
 "Collect Hell Leeches - Interact with Xenon": "ヘルリーチを集める - ゼノンと交流する",
 "Combat Difficulty: {3}": "戦闘難易度：{3}",
 "Combat Estimates": "戦闘推定値",
 "Combat Formulas": "戦闘計算式",
 "Combat Formulas - Dungeon Settlers Wiki": "戦闘の計算式 - Dungeon Settlers Wiki",
 "Combat Start": "戦闘開始",
 "Combat and skills": "戦闘とスキル",
 "Combat awareness state (spotted / unaware / surprised)": "戦闘認識状態（発見 / 未認識 / 奇襲）",
 "Combat axis": "戦闘の軸",
 "Combat balance": "戦闘バランス",
 "Combat buffs": "戦闘バフ",
 "Combat conditions": "戦闘条件",
 "Combat difficulty": "戦闘難易度",
 "Combat difficulty (whole roster)": "戦闘難易度（全ロスター）",
 "Combat difficulty for your whole roster": "全ロスターの戦闘難易度",
 "Combat difficulty is applied to every monster as a hidden affecter (": "戦闘難易度は隠しアフェクターとしてすべてのモンスターに適用される（",
 "Combat difficulty: {#} (set it in the top bar; it scales the monster lines and the benchmark HP on Very Hard and Devastation).": "戦闘難易度: {#} (トップバーで設定; ベリーハードと破壊的上で怪物ラインとベンチマーク HP をスケーリングします)。",
 "Combat guide": "戦闘ガイド",
 "Combat pattern": "戦闘パターン",
 "Combat start.": "戦闘開始。",
 "Combat stats": "戦闘ステータス",
 "Combat status system: applied while the triggering condition holds": "戦闘状態システム: 発動条件が満たされている間、適用されます",
 "Combat: Elements & Weapons": "戦闘：属性と武器",
 "Combat: Elements & Weapons - Dungeon Settlers Wiki": "戦闘：属性と武器 - Dungeon Settlers Wiki",
 "Combat: applied when taking damage": "戦闘：被ダメージ時に適用",
 "Combat: elements & weapons": "戦闘: 属性と武器",
 "CombatRange": "CombatRange",
 "Combat_": "Combat_",
 "Combos that look like synergies but are not, once you check the data - kept here so they do not get re-suggested.": "データを確認するとシナジーに見えて実はそうではない組み合わせ。再提案されないようここに記載。",
 "Coming home": "帰還",
 "Commands": "指示する",
 "Commands your": "配下に指示する",
 "Common +200, Uncommon +400, Rare +800, Legendary +2,000 gold": "コモン +200、アンコモン +400、レア +800、レジェンダリー +2,000 ゴールド",
 "Common 80.7%, Uncommon 17%, Rare 2%, Legendary 0.3%": "コモン80.7%、アンコモン17%、レア2%、レジェンダリー0.3%",
 "Common 807, Uncommon 170, Rare 20, Legendary 3": "コモン807、アンコモン170、レア20、レジェンダリー3",
 "Common Combat Floor1": "コモン戦闘 フロア1",
 "Common Combat Floor1 - Dungeon Settlers ウィキ": "コモン戦闘階1 - Dungeon Settlers ウィキ",
 "Common Combat Floor1 マップ": "Common Combat Floor1 マップ",
 "Common Combat Floor10": "コモン戦闘 フロア10",
 "Common Combat Floor10 - Dungeon Settlers ウィキ": "コモン戦闘階10 - Dungeon Settlers ウィキ",
 "Common Combat Floor10 マップ": "Common Combat Floor10 マップ",
 "Common Combat Floor11": "コモン戦闘 フロア11",
 "Common Combat Floor11 - Dungeon Settlers ウィキ": "コモン戦闘階11 - Dungeon Settlers ウィキ",
 "Common Combat Floor12": "コモン戦闘 フロア12",
 "Common Combat Floor12 - Dungeon Settlers ウィキ": "コモン戦闘階12 - Dungeon Settlers ウィキ",
 "Common Combat Floor13": "コモン戦闘 フロア13",
 "Common Combat Floor13 - Dungeon Settlers ウィキ": "コモン戦闘階13 - Dungeon Settlers ウィキ",
 "Common Combat Floor14": "コモン戦闘 フロア14",
 "Common Combat Floor14 - Dungeon Settlers ウィキ": "コモン戦闘階14 - Dungeon Settlers ウィキ",
 "Common Combat Floor15": "コモン戦闘 フロア15",
 "Common Combat Floor15 - Dungeon Settlers ウィキ": "コモン戦闘階15 - Dungeon Settlers ウィキ",
 "Common Combat Floor16": "コモン戦闘 フロア16",
 "Common Combat Floor16 - Dungeon Settlers ウィキ": "コモン戦闘階16 - Dungeon Settlers ウィキ",
 "Common Combat Floor17": "コモン戦闘 フロア17",
 "Common Combat Floor17 - Dungeon Settlers ウィキ": "コモン戦闘階17 - Dungeon Settlers ウィキ",
 "Common Combat Floor18": "コモン戦闘 フロア18",
 "Common Combat Floor18 - Dungeon Settlers ウィキ": "コモン戦闘階18 - Dungeon Settlers ウィキ",
 "Common Combat Floor19": "コモン戦闘 フロア19",
 "Common Combat Floor19 - Dungeon Settlers ウィキ": "コモン戦闘階19 - Dungeon Settlers ウィキ",
 "Common Combat Floor2": "コモン戦闘 フロア2",
 "Common Combat Floor2 - Dungeon Settlers ウィキ": "コモン戦闘階2 - Dungeon Settlers ウィキ",
 "Common Combat Floor2 マップ": "Common Combat Floor2 マップ",
 "Common Combat Floor20": "コモン戦闘 フロア20",
 "Common Combat Floor20 - Dungeon Settlers ウィキ": "コモン戦闘階20 - Dungeon Settlers ウィキ",
 "Common Combat Floor3": "コモン戦闘 フロア3",
 "Common Combat Floor3 - Dungeon Settlers ウィキ": "コモン戦闘階3 - Dungeon Settlers ウィキ",
 "Common Combat Floor3 マップ": "Common Combat Floor3 マップ",
 "Common Combat Floor4": "コモン戦闘 フロア4",
 "Common Combat Floor4 - Dungeon Settlers ウィキ": "コモン戦闘階4 - Dungeon Settlers ウィキ",
 "Common Combat Floor4 マップ": "Common Combat Floor4 マップ",
 "Common Combat Floor5": "コモン戦闘 フロア5",
 "Common Combat Floor5 - Dungeon Settlers ウィキ": "コモン戦闘階5 - Dungeon Settlers ウィキ",
 "Common Combat Floor5 マップ": "Common Combat Floor5 マップ",
 "Common Combat Floor6": "コモン戦闘 フロア6",
 "Common Combat Floor6 - Dungeon Settlers ウィキ": "コモン戦闘階6 - Dungeon Settlers ウィキ",
 "Common Combat Floor6 マップ": "Common Combat Floor6 マップ",
 "Common Combat Floor7": "コモン戦闘 フロア7",
 "Common Combat Floor7 - Dungeon Settlers ウィキ": "コモン戦闘階7 - Dungeon Settlers ウィキ",
 "Common Combat Floor7 マップ": "Common Combat Floor7 マップ",
 "Common Combat Floor8": "コモン戦闘 フロア8",
 "Common Combat Floor8 - Dungeon Settlers ウィキ": "コモン戦闘階8 - Dungeon Settlers ウィキ",
 "Common Combat Floor8 マップ": "Common Combat Floor8 マップ",
 "Common Combat Floor9": "コモン戦闘 フロア9",
 "Common Combat Floor9 - Dungeon Settlers ウィキ": "コモン戦闘階9 - Dungeon Settlers ウィキ",
 "Common Combat Floor9 マップ": "Common Combat Floor9 マップ",
 "Common Event": "コモンイベント",
 "Common Event - Dungeon Settlers Wiki": "共通イベント - Dungeon Settlers Wiki",
 "Common Event Abandoned Campsite": "共通イベント 廃キャンプ地",
 "Common Event Abandoned Campsite - Dungeon Settlers Wiki": "共通イベント 放棄された野営地 - Dungeon Settlers Wiki",
 "Common Event Abandoned Campsite map": "共通イベント 廃キャンプ地 マップ",
 "Common Event Abandoned Campsite マップ": "共通イベント 廃野営地 マップ",
 "Common Event Abandoned Room 1": "共通イベント 廃部屋 1",
 "Common Event Abandoned Room 1 - Dungeon Settlers Wiki": "共通イベント 廃棄された部屋1 - Dungeon Settlers Wiki",
 "Common Event Abandoned Room 1 map": "共通イベント 廃部屋1 マップ",
 "Common Event Abandoned Room 1 マップ": "共通イベント 廃部屋1 マップ",
 "Common Event Abandoned Room 2": "共通イベント 放棄された部屋2",
 "Common Event Abandoned Room 2 - Dungeon Settlers Wiki": "共通イベント 廃部屋2 - Dungeon Settlers Wiki",
 "Common Event Abandoned Room 2 map": "共通イベント 廃棄された部屋2 マップ",
 "Common Event Abandoned Room 2 マップ": "共通イベント 廃部屋2 マップ",
 "Common Event Ancient Library": "共通イベント 古代図書館",
 "Common Event Ancient Library - Dungeon Settlers Wiki": "共通イベント 古代図書館 - Dungeon Settlers Wiki",
 "Common Event Ancient Library map": "共通イベント 古代図書館 マップ",
 "Common Event Ancient Library マップ": "共通イベント 古代図書館 マップ",
 "Common Event Blood Tree Room": "共通イベント 血の樹の部屋",
 "Common Event Blood Tree Room - Dungeon Settlers Wiki": "共通イベント 血の樹の部屋 - Dungeon Settlers Wiki",
 "Common Event Blood Tree Room map": "共通イベント 血の樹の部屋 マップ",
 "Common Event Blood Tree Room マップ": "共通イベント 血の樹の部屋 マップ",
 "Common Event Codex Room Stage 1": "共通イベント コーデックスの部屋 ステージ1",
 "Common Event Codex Room Stage 1 - Dungeon Settlers Wiki": "共通イベント 書の部屋 ステージ1 - Dungeon Settlers Wiki",
 "Common Event Codex Room Stage 1 map": "共通イベント 書物の部屋 段階1 マップ",
 "Common Event Codex Room Stage 1 マップ": "共通イベント 書物の部屋 ステージ1 マップ",
 "Common Event Codex Room Stage 2": "共通イベント コーデックスの部屋 ステージ2",
 "Common Event Codex Room Stage 2 - Dungeon Settlers Wiki": "共通イベント 書の部屋 ステージ2 - Dungeon Settlers Wiki",
 "Common Event Codex Room Stage 2 map": "共通イベント 書物の部屋 段階2 マップ",
 "Common Event Codex Room Stage 2 マップ": "共通イベント 書物の部屋 ステージ2 マップ",
 "Common Event Devrik Worship Site": "通常イベント デヴリク崇拝の地",
 "Common Event Devrik Worship Site - Dungeon Settlers Wiki": "共通イベント デヴリク信仰所 - Dungeon Settlers Wiki",
 "Common Event Devrik Worship Site map": "共通イベント デヴリク礼拝所 マップ",
 "Common Event Devrik Worship Site マップ": "共通イベント デヴリク崇拝地 マップ",
 "Common Event DirtyCorpses": "一般的なイベント 汚れた死体",
 "Common Event DirtyCorpses - Dungeon Settlers ウィキ": "コモンイベント 汚い死体 - Dungeon Settlers ウィキ",
 "Common Event Discarded Magic Device": "通常イベント 廃棄された魔法装置",
 "Common Event Discarded Magic Device - Dungeon Settlers Wiki": "共通イベント 捨てられた魔法装置 - Dungeon Settlers Wiki",
 "Common Event Discarded Magic Device map": "共通イベント 廃棄された魔法装置 マップ",
 "Common Event Discarded Magic Device マップ": "共通イベント 廃棄された魔法装置 マップ",
 "Common Event Discarded Specimen": "一般的な出来事 放棄された標本",
 "Common Event Discarded Specimen - Dungeon Settlers ウィキ": "共通イベント 廃棄標本 - ダンジョン・セトラーズ ウィキ",
 "Common Event DiscardedSpecimen": "一般的なイベント 廃棄された標本",
 "Common Event DiscardedSpecimen - Dungeon Settlers ウィキ": "コモンイベント 廃棄サンプル - Dungeon Settlers ウィキ",
 "Common Event Flower": "共通イベント 花",
 "Common Event Flower - Dungeon Settlers Wiki": "共通イベント 花 - Dungeon Settlers Wiki",
 "Common Event Flower map": "共通イベント 花 マップ",
 "Common Event Flower マップ": "共通イベント 花 マップ",
 "Common Event Goblin Settlement Stage 1": "共通イベント ゴブリン集落 ステージ1",
 "Common Event Goblin Settlement Stage 1 - Dungeon Settlers Wiki": "共通イベント ゴブリン集落 ステージ1 - Dungeon Settlers Wiki",
 "Common Event Goblin Settlement Stage 1 map": "共通イベント ゴブリンの集落 段階1 マップ",
 "Common Event Goblin Settlement Stage 1 マップ": "共通イベント ゴブリン集落 ステージ1 マップ",
 "Common Event Goblin Settlement Stage 2": "通常イベント ゴブリンの集落 ステージ2",
 "Common Event Goblin Settlement Stage 2 - Dungeon Settlers Wiki": "共通イベント ゴブリン集落 ステージ2 - Dungeon Settlers Wiki",
 "Common Event Goblin Settlement Stage 2 map": "共通イベント ゴブリンの集落 段階2 マップ",
 "Common Event Goblin Settlement Stage 2 マップ": "共通イベント ゴブリン集落 ステージ2 マップ",
 "Common Event Hub": "Common Event Hub",
 "Common Event Hub - Dungeon Settlers Wiki": "共通イベントハブ - Dungeon Settlers Wiki",
 "Common Event Hub - Dungeon Settlers ウィキ": "共通イベント ハブ - Dungeon Settlers ウィキ",
 "Common Event Hub map": "共通イベント ハブ マップ",
 "Common Event Hub マップ": "共通イベント ハブ マップ",
 "Common Event Junk Trash Pile 1": "共通イベント がらくたゴミの山1",
 "Common Event Junk Trash Pile 1 - Dungeon Settlers Wiki": "共通イベント がらくたの山1 - Dungeon Settlers Wiki",
 "Common Event Junk Trash Pile 1 map": "共通イベント がらくたの山1 マップ",
 "Common Event Junk Trash Pile 1 マップ": "共通イベント がらくたゴミの山1 マップ",
 "Common Event Junk Trash Pile 2": "共通イベント がらくたゴミの山2",
 "Common Event Junk Trash Pile 2 - Dungeon Settlers Wiki": "共通イベント がらくたの山2 - Dungeon Settlers Wiki",
 "Common Event Junk Trash Pile 2 map": "共通イベント がらくたの山2 マップ",
 "Common Event Junk Trash Pile 2 マップ": "共通イベント がらくたゴミの山2 マップ",
 "Common Event Junk Trash Pile 3": "共通イベント がらくたゴミの山3",
 "Common Event Junk Trash Pile 3 - Dungeon Settlers Wiki": "共通イベント がらくたの山3 - Dungeon Settlers Wiki",
 "Common Event Junk Trash Pile 3 map": "共通イベント がらくたの山3 マップ",
 "Common Event Junk Trash Pile 3 マップ": "共通イベント がらくたゴミの山3 マップ",
 "Common Event Lab Rat Breeding Pen": "共通イベント 実験用ネズミの繁殖檻",
 "Common Event Lab Rat Breeding Pen - Dungeon Settlers Wiki": "共通イベント 実験ネズミ繁殖場 - Dungeon Settlers Wiki",
 "Common Event Lab Rat Breeding Pen map": "共通イベント 実験ネズミ飼育場 マップ",
 "Common Event Lab Rat Breeding Pen マップ": "共通イベント 実験ネズミ繁殖檻 マップ",
 "Common Event Mandrake": "共通イベント マンドレイク",
 "Common Event Mandrake - Dungeon Settlers Wiki": "共通イベント マンドレイク - Dungeon Settlers Wiki",
 "Common Event Mandrake map": "共通イベント マンドレイク マップ",
 "Common Event Mandrake マップ": "共通イベント マンドレイク マップ",
 "Common Event Meat Worm Room 1": "共通イベント ミートワームの部屋1",
 "Common Event Meat Worm Room 1 - Dungeon Settlers Wiki": "共通イベント 肉ワームの部屋1 - Dungeon Settlers Wiki",
 "Common Event Meat Worm Room 1 map": "共通イベント ミートワームの部屋1 マップ",
 "Common Event Meat Worm Room 1 マップ": "共通イベント 肉ワームの部屋1 マップ",
 "Common Event Meat Worm Room 2": "共通イベント ミートワームの部屋2",
 "Common Event Meat Worm Room 2 - Dungeon Settlers Wiki": "共通イベント 肉ワームの部屋2 - Dungeon Settlers Wiki",
 "Common Event Meat Worm Room 2 map": "共通イベント ミートワームの部屋2 マップ",
 "Common Event Meat Worm Room 2 マップ": "共通イベント 肉ワームの部屋2 マップ",
 "Common Event Odd Gap": "一般的な出来事 奇妙な隙間",
 "Common Event Odd Gap - Dungeon Settlers ウィキ": "共通イベント 奇妙な隙間 - ダンジョン・セトラーズ ウィキ",
 "Common Event StrangeNiche": "一般的なイベント 奇妙なニッチ",
 "Common Event StrangeNiche - Dungeon Settlers ウィキ": "コモンイベント 奇妙なニッチ - Dungeon Settlers ウィキ",
 "Common Event Temporary Shelter": "共通イベント 一時避難所",
 "Common Event Temporary Shelter - Dungeon Settlers Wiki": "共通イベント 仮設シェルター - Dungeon Settlers Wiki",
 "Common Event Temporary Shelter map": "共通イベント 仮設シェルター マップ",
 "Common Event Temporary Shelter マップ": "共通イベント 仮設シェルター マップ",
 "Common Event Tree of Life": "共通イベント 生命の樹",
 "Common Event Tree of Life - Dungeon Settlers Wiki": "共通イベント 生命の木 - Dungeon Settlers Wiki",
 "Common Event Tree of Life map": "共通イベント 生命の木 マップ",
 "Common Event Tree of Life マップ": "共通イベント 生命の樹 マップ",
 "Common Event map": "共通イベントマップ",
 "Common Horizontal Corridor": "共通横通路",
 "Common Horizontal Corridor (Dead End)": "共通横通路（行き止まり）",
 "Common Horizontal Corridor (Dead End) - Dungeon Settlers Wiki": "共通横通路（行き止まり） - Dungeon Settlers Wiki",
 "Common Horizontal Corridor (Dead End) map": "共通 横通路（行き止まり） マップ",
 "Common Horizontal Corridor (Dead End) マップ": "共通横通路（行き止まり） マップ",
 "Common Horizontal Corridor - Dungeon Settlers Wiki": "共通横通路 - Dungeon Settlers Wiki",
 "Common Horizontal Corridor 1": "共通横通路1",
 "Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "共通 横通路 1 - Dungeon Settlers Wiki",
 "Common Horizontal Corridor 1 map": "通常の横向き通路1マップ",
 "Common Horizontal Corridor 1 マップ": "共通横通路1 マップ",
 "Common Horizontal Corridor 2": "共通横通路 2",
 "Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "共通横通路2 - Dungeon Settlers Wiki",
 "Common Horizontal Corridor 2 / For Boss": "共通横通路2 / ボス用",
 "Common Horizontal Corridor 2 / For Boss - Dungeon Settlers Wiki": "共通横通路2 / ボス用 - Dungeon Settlers Wiki",
 "Common Horizontal Corridor 2 / For Boss map": "共通 横通路2 / ボス用 マップ",
 "Common Horizontal Corridor 2 / For Boss マップ": "共通横通路2 / ボス用 マップ",
 "Common Horizontal Corridor 2 map": "Common Horizontal Corridor 2 map",
 "Common Horizontal Corridor 2 マップ": "共通横通路2 マップ",
 "Common Horizontal Corridor 3": "共通横通路 3",
 "Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "共通横通路3 - Dungeon Settlers Wiki",
 "Common Horizontal Corridor 3 map": "共通 水平回廊 3 マップ",
 "Common Horizontal Corridor 3 マップ": "共通横通路3 マップ",
 "Common Horizontal Corridor map": "共通 水平回廊 マップ",
 "Common Horizontal Corridor マップ": "共通横通路 マップ",
 "Common HorizontalCorridor 1": "Common HorizontalCorridor 1",
 "Common HorizontalCorridor 2": "Common HorizontalCorridor 2",
 "Common HorizontalCorridor 3": "Common HorizontalCorridor 3",
 "Common Magic Trash Pile": "コモン 魔法ゴミの山",
 "Common Magic Trash Pile - Dungeon Settlers Wiki": "共通 魔法のがらくたの山 - Dungeon Settlers Wiki",
 "Common Magic Trash Pile map": "共通 魔法のがらくたの山 マップ",
 "Common Magic Trash Pile マップ": "共通 魔法ゴミの山 マップ",
 "Common Mood": "共通の気分",
 "Common Portal": "通常ポータル",
 "Common Portal - Dungeon Settlers Wiki": "共通ポータル - Dungeon Settlers Wiki",
 "Common Portal map": "共通ポータルマップ",
 "Common Power1": "Common Power1",
 "Common Power10": "Common Power10",
 "Common Power11": "Common Power11",
 "Common Power13": "Common Power13",
 "Common Power15": "Common Power15",
 "Common Power2": "Common Power2",
 "Common Power3": "Common Power3",
 "Common Power4": "Common Power4",
 "Common Power5": "Common Power5",
 "Common Power6": "Common Power6",
 "Common Power7": "Common Power7",
 "Common Power8": "Common Power8",
 "Common Power9": "Common Power9",
 "Common Start": "通常開始",
 "Common Start - Dungeon Settlers Wiki": "共通スタート - Dungeon Settlers Wiki",
 "Common Start map": "共通スタートマップ",
 "Common Vertical Corridor": "共通縦通路",
 "Common Vertical Corridor - Dungeon Settlers Wiki": "共通縦通路 - Dungeon Settlers Wiki",
 "Common Vertical Corridor 1": "共通縦通路1",
 "Common Vertical Corridor 1 - Dungeon Settlers Wiki": "共通 縦通路 1 - Dungeon Settlers Wiki",
 "Common Vertical Corridor 1 map": "通常の縦向き通路1マップ",
 "Common Vertical Corridor 1 マップ": "共通縦通路1 マップ",
 "Common Vertical Corridor 2": "共通縦通路 2",
 "Common Vertical Corridor 2 - Dungeon Settlers Wiki": "共通縦通路2 - Dungeon Settlers Wiki",
 "Common Vertical Corridor 2 map": "共通 垂直回廊 2 マップ",
 "Common Vertical Corridor 2 マップ": "共通縦通路2 マップ",
 "Common Vertical Corridor 3": "共通縦通路3",
 "Common Vertical Corridor 3 - Dungeon Settlers Wiki": "共通 縦の通路3 - Dungeon Settlers Wiki",
 "Common Vertical Corridor 3 map": "共通 縦通路3 マップ",
 "Common Vertical Corridor 3 マップ": "共通縦通路3 マップ",
 "Common Vertical Corridor map": "共通 縦通路マップ",
 "Common Vertical Corridor マップ": "共通縦通路 マップ",
 "Common horizontal corridor 1_ 7 spaces": "一般的な横廊下 1_ 7 マス",
 "Common horizontal corridor 1_ 7 spaces - Dungeon Settlers ウィキ": "一般的な横廊下1_7スペース - Dungeon Settlers ウィキ",
 "Common horizontal corridor 1_ 7 spaces マップ": "一般的な横廊下1_7スペース マップ",
 "Common horizontal corridor 2 / for boss_11 spaces": "一般的な横廊下 2 / ボス用 11 マス",
 "Common horizontal corridor 2 / for boss_11 spaces - Dungeon Settlers ウィキ": "一般的な横廊下2/ボス_11スペース - Dungeon Settlers ウィキ",
 "Common horizontal corridor 2 / for boss_11 spaces マップ": "一般的な横廊下2/ボス_11スペース マップ",
 "Common horizontal corridor 3_2 spaces": "一般的な横廊下 3_2 マス",
 "Common horizontal corridor 3_2 spaces - Dungeon Settlers ウィキ": "一般的な横廊下3_2スペース - Dungeon Settlers ウィキ",
 "Common inscription:": "コモン刻印：",
 "Common power drops": "一般的なパワードロップ",
 "CommonMood": "CommonMood",
 "Communication begins, and you": "通信が始まり、あなたは",
 "Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes.": "会話が始まり、あなたは巨大ネズミの切断された頭を、乱暴にカラスの目の前へ差し出した。",
 "Communication begins, and you roughly present the severed head of the enormous rat before the raven's eyes. \"So, you really managed to kill the beast. I can't say I expected much..": "会話が始まり、あなたは巨大ネズミの切断された頭を、乱暴にカラスの目の前へ差し出した。「なるほど、本当にあの獣を仕留めたのか。大した期待はしていなかったが…",
 "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes.": "会話が始まり、あなたは巨大ネズミの切断された頭を、カラスの目の前へ突きつけた。",
 "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes. \"So you really did kill it. I can't say I expected much...\" The raven": "会話が始まり、あなたは巨大ネズミの切断された頭を、カラスの目の前へ突きつけた。「なるほど、本当にあの獣を仕留めたのか。大した期待はしていなかったが…」カラスが",
 "Community definitions plus the game's official concept texts (": "コミュニティによる定義に加え、ゲーム公式のコンセプト文（",
 "Compare any of your characters against this enemy - pick one, or keep the build you are editing.": "自分のキャラクターをこの敵と比較します。1体選ぶか、編集中のビルドのままにします。",
 "Compare versions": "バージョン比較",
 "Complete condition": "達成条件",
 "Completed, active and pending quests": "完了、進行中、保留中のクエスト",
 "Completing it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. Only the region's clear boss (or the demo's auto-clear) flips the": "これを完了するとシナリオのストーリーは終わるが、沈黙のベールはクリアされず、ただれた巣穴も解放されない。地域のクリアボス（またはデモの自動クリア）だけが、次のフラグを切り替える：",
 "Condition": "条件",
 "Conditions gating NPC spawns.": "NPCの出現を制限する条件。",
 "Conditions:": "条件：",
 "ConeExceptMe, radius 1": "ConeExceptMe, 半径1",
 "Congratulations on clearing Alpha Demo!": "アルファデモクリアおめでとうございます！",
 "ConsciousnessRecoveryCondition_": "ConsciousnessRecoveryCondition_",
 "Consequence": "結果",
 "Constitution feeds Max Health and physical resistances; Willpower feeds Max Energy and status resistances; Intelligence feeds Magic Attack Power and magic resistances; Agility feeds movement speed, attack speed and dodge; Perception feeds critical and hit chance.": "耐久力は最大HPと物理耐性に、意志力は最大エネルギーと状態異常耐性に、知力は魔法攻撃力と魔法耐性に、敏捷は移動速度・攻撃速度・回避に、認知はクリティカルと命中率に寄与します。",
 "ConstitutionPerModifier_{1}": "ConstitutionPerModifier_{1}",
 "Constitution_": "Constitution_",
 "Construction Material Requirement": "建築素材の要件",
 "Construction Special": "建設特殊",
 "Construction Special - desc": "建設特別 - 説明",
 "Construction cost": "建設コスト",
 "Construction costs, gathering, crafting stations, housing": "建設コスト、採集、クラフト設備、住居",
 "Construction material amounts": "建築資材量",
 "Construction material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "建設素材要求量の乗数（小数は四捨五入され、1未満に下がった場合は1に補正される）",
 "Construction workload": "建設作業量",
 "Construction workload * {0} = Workload for performing the demolition task": "建設作業量 * {0} = 解体タスクを実行するための作業量",
 "ConstructionCapability": "ConstructionCapability",
 "ConstructionCycleTick": "ConstructionCycleTick",
 "ConstructionMaterialAmountFactorByDifficulty": "ConstructionMaterialAmountFactorByDifficulty",
 "Construction_RotateLeft": "Construction_RotateLeft",
 "Construction_RotateRight": "Construction_RotateRight",
 "Consumes": "消費",
 "Consumes the nearest Bubbling 1 to grant": "最も近い泡立つ1を消費して付与",
 "Consuming a summoned Bubbling costs extra energy, so the true damage per energy is lower than this face value.": "召喚したバブリングを消費すると追加のエネルギーがかかるため、実際のエネルギーあたりダメージはこの表示値より低くなります。",
 "Contact (optional, if you want a reply)": "連絡先 (任意、返信が必要な場合)",
 "Container": "コンテナ",
 "Contains:": "含まれる:",
 "Contents": "内容",
 "Continue anyway?": "それでも続けますか？",
 "Continue to check?": "確認を続けますか？",
 "Contribution": "貢献度",
 "Contribution Point (CP)": "貢献ポイント (CP)",
 "Contribution to rank up": "ランクアップに必要な貢献度",
 "Control Modes": "操作モード",
 "Controls": "操作",
 "Controls - Dungeon Settlers Wiki": "操作 - Dungeon Settlers Wiki",
 "Con×0.05": "Con×0.05",
 "Con×0.3": "Con×0.3",
 "Con×9": "Con×9",
 "Cooked dishes also carry a": "調理された料理も次を持つ：",
 "Cooking Complete": "調理完了",
 "Cooking here": "ここで料理する",
 "Cooking incomplete": "調理未完了",
 "CookingCapability": "CookingCapability",
 "Cooldown": "クールタイム",
 "Cooldown time": "クールタイム",
 "Copied to clipboard.": "クリップボードにコピーしました。",
 "Copper": "銅",
 "Copper (M.Atk {#})": "銅（魔法攻撃 {#}）",
 "Copper (P.Atk {#})": "銅 (物攻 {#})",
 "Copy as text": "テキストとしてコピー",
 "Copy build link": "ビルドリンクをコピー",
 "Copy every shared unit into a new team in your roster. This is one of the only actions here that saves anything.": "共有されたすべてのユニットを名簿の新しいチームにコピーします。ここで実際に保存される数少ない操作の1つです。",
 "Copy just this character into your roster - pick which team it joins. The rest of the shared party is left alone.": "このキャラクターだけを自分のロスターにコピーします。どのチームに加えるか選べます。共有パーティーの残りには影響しません。",
 "Copy path": "パスをコピー",
 "Copy team link": "チームリンクをコピー",
 "Core": "コア",
 "Core Room Spawn Group": "コアルームスポーングループ",
 "Corners beat distance.": "角は距離に勝る。",
 "Corrected an upstream naming error: the game's English text names the": "上流の名前付けエラーを修正しました: ゲームの英語テキストで名前が付けられた",
 "Corrected an upstream naming error: the game's English text names the **Pioneering Spirit** trait \"Leadership\", which made every Leadership description read \"New allies acquire Leadership\". Korean, French and Japanese were already correct.": "上流の命名エラーを修正しました：ゲームの英語テキストは**Pioneering Spirit**特性に\"Leadership\"という名前を付けています。これにより、すべてのLeadershipの説明が\"New allies acquire Leadership\"と読むようになりました。朝鮮語、フランス語、日本語はすでに正しくなっていました。",
 "Corrections & myths": "訂正と誤解",
 "Corridor": "通路",
 "Corridors": "通路",
 "Cost by difficulty": "難易度別コスト",
 "Cost each": "1個あたりのコスト",
 "Cost to refresh recruitment": "募集を更新する際にかかる費用",
 "Cost:": "コスト:",
 "Could not lay this floor out - try another seed.": "この階を配置できませんでした。別のシードを試してください。",
 "Could not read that file.": "そのファイルを読み込めませんでした。",
 "Could not send - use \"Copy as text\" and share it manually.": "送信できませんでした。「テキストとしてコピー」を使って手動で共有してください。",
 "Count hits-until-break for a weapon or armor piece given the damage taken, guard and any loss reduction, and the durability you will need to mend back. The wear model is on the": "受けるダメージ、ガード、損耗軽減を踏まえて武器や防具が壊れるまでの被弾回数と、修理で戻す必要のある耐久度を算出します。摩耗モデルは",
 "CountDownfall": "CountDownfall",
 "CountEasy": "CountEasy",
 "CountHard": "CountHard",
 "CountNormal": "CountNormal",
 "CountVeryHard": "CountVeryHard",
 "Counts toward housing rooms:": "住宅部屋としてカウント：",
 "Craft at": "制作場所",
 "CraftMaxTask": "CraftMaxTask",
 "Craftable": "作成可能",
 "Crafted equipment can roll a higher quality: base chance": "製作した装備はより高い品質になることがあります：基本確率",
 "Crafting (16)": "制作 (16)",
 "Crafting Ingredient Requirement": "素材の要件",
 "Crafting Materials": "クラフト材料",
 "Crafting and building labour, output counts, sell prices and unlock gates stay fixed.": "クラフトと建築の労力、産出数、売却価格、解放条件は固定されたままです。",
 "Crafting here": "ここで製作中",
 "Crafting here (1 recipes)": "ここで制作 (1 レシピ)",
 "Crafting here (10 recipes)": "ここでクラフト（10レシピ）",
 "Crafting here (11 recipes)": "ここでクラフト（11レシピ）",
 "Crafting here (15 recipes)": "ここでクラフト（15レシピ）",
 "Crafting here (18 recipes)": "ここでクラフト（18レシピ）",
 "Crafting here (19 recipes)": "ここでクラフト（19レシピ）",
 "Crafting here (2 recipes)": "ここでクラフト（2レシピ）",
 "Crafting here (20 recipes)": "ここでクラフト（20レシピ）",
 "Crafting here (21 recipes)": "ここでクラフト（21レシピ）",
 "Crafting here (23 recipes)": "Crafting here (23 recipes)",
 "Crafting here (3 recipes)": "ここで制作 (3 レシピ)",
 "Crafting here (30 recipes)": "ここでクラフト（30レシピ）",
 "Crafting here (5 recipes)": "ここでクラフト（5レシピ）",
 "Crafting ingredient": "クラフト素材",
 "Crafting ingredient amounts": "クラフト素材量",
 "Crafting material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "制作素材要求量の乗数（小数は四捨五入され、1未満に下がった場合は1に補正される）",
 "Crafting recipes by workstation": "作業台別のクラフトレシピ",
 "Crafting recipes: output, ingredients, workstations, workload.": "クラフトレシピ：成果物、材料、作業台、作業量。",
 "Crafting work amount increases by {0} every tick": "制作の作業量はティックごとに{0}増加する",
 "CraftingCapability": "CraftingCapability",
 "CraftingCondition": "CraftingCondition",
 "CraftingDefault": "CraftingDefault",
 "CraftingFabric": "CraftingFabric",
 "CraftingFood": "CraftingFood",
 "CraftingIngredientAmountFactorByDifficulty": "CraftingIngredientAmountFactorByDifficulty",
 "CraftingMetal": "CraftingMetal",
 "CraftingWood": "CraftingWood",
 "Crafting_": "Crafting_",
 "Crafting_Textile_6 && Crafting_ClothArmor_1 && Crafting_WoodArrow_2": "Crafting_Textile_6 && Crafting_ClothArmor_1 && Crafting_WoodArrow_2",
 "Crawling Doom Devastation": "這い寄る破滅 壊滅",
 "Crawling Doom Devastation Tuto": "這い寄る破滅 壊滅 チュートリアル",
 "Crawling Doom Easy": "Crawling Doom Easy",
 "Crawling Doom Easy Tuto": "這い寄る破滅 簡単 チュートリアル",
 "Crawling Doom Hard": "這い寄る破滅 ハード",
 "Crawling Doom Hard Tuto": "這い寄る破滅 ハード チュートリアル",
 "Crawling Doom Normal": "這い寄る破滅 通常",
 "Crawling Doom Normal Tuto": "這い寄る破滅 通常 チュートリアル",
 "Crawling Doom Tuto 1": "這い寄る破滅チュートリアル1",
 "Crawling Doom Tuto 1 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 1 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 1 icon": "這い寄る破滅 チュートリアル 1 アイコン",
 "Crawling Doom Tuto 10": "這い寄る破滅チュートリアル10",
 "Crawling Doom Tuto 10 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 10 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 10 icon": "這い寄る破滅 チュートリアル 10 アイコン",
 "Crawling Doom Tuto 12": "這い寄る破滅チュートリアル12",
 "Crawling Doom Tuto 12 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 12 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 12 icon": "這い寄る破滅 チュートリアル 12 アイコン",
 "Crawling Doom Tuto 13": "這い寄る破滅チュートリアル13",
 "Crawling Doom Tuto 13 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 13 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 13 icon": "這い寄る破滅 チュートリアル 13 アイコン",
 "Crawling Doom Tuto 14": "這い寄る破滅チュートリアル14",
 "Crawling Doom Tuto 14 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 14 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 14 icon": "這い寄る破滅 チュートリアル 14 アイコン",
 "Crawling Doom Tuto 15": "這い寄る破滅チュートリアル15",
 "Crawling Doom Tuto 15 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 15 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 15 icon": "這い寄る破滅 チュートリアル 15 アイコン",
 "Crawling Doom Tuto 16": "這い寄る破滅チュートリアル16",
 "Crawling Doom Tuto 16 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 16 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 16 icon": "這い寄る破滅 チュートリアル 16 アイコン",
 "Crawling Doom Tuto 2": "這い寄る破滅チュートリアル2",
 "Crawling Doom Tuto 2 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 2 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 2 icon": "這い寄る破滅 チュートリアル 2 アイコン",
 "Crawling Doom Tuto 3": "這い寄る破滅チュートリアル3",
 "Crawling Doom Tuto 3 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 3 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 3 icon": "這い寄る破滅 チュートリアル 3 アイコン",
 "Crawling Doom Tuto 4": "這い寄る破滅チュートリアル4",
 "Crawling Doom Tuto 4 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 4 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 4 icon": "這い寄る破滅 チュートリアル 4 アイコン",
 "Crawling Doom Tuto 5": "這い寄る破滅チュートリアル5",
 "Crawling Doom Tuto 5 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 5 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 5 icon": "這い寄る破滅 チュートリアル 5 アイコン",
 "Crawling Doom Tuto 6": "這い寄る破滅チュートリアル6",
 "Crawling Doom Tuto 6 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 6 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 6 icon": "這い寄る破滅 チュートリアル 6 アイコン",
 "Crawling Doom Tuto 7": "這い寄る破滅チュートリアル7",
 "Crawling Doom Tuto 7 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 7 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 7 icon": "這い寄る破滅 チュートリアル 7 アイコン",
 "Crawling Doom Tuto 8": "這い寄る破滅チュートリアル8",
 "Crawling Doom Tuto 8 - Dungeon Settlers Wiki": "這い寄る破滅 チュートリアル 8 - Dungeon Settlers Wiki",
 "Crawling Doom Tuto 8 icon": "這い寄る破滅 チュートリアル 8 アイコン",
 "Crawling Doom Very Hard": "這い寄る破滅 ベリーハード",
 "Crawling Doom Very Hard Tuto": "這い寄る破滅 ベリーハード チュートリアル",
 "CrawlingDoom": "CrawlingDoom",
 "CrawlingDoomTuto0": "CrawlingDoomTuto0",
 "CrawlingDoomTuto1": "CrawlingDoomTuto1",
 "CrawlingDoomTuto10": "CrawlingDoomTuto10",
 "CrawlingDoomTuto11": "CrawlingDoomTuto11",
 "CrawlingDoomTuto12": "CrawlingDoomTuto12",
 "CrawlingDoomTuto13": "CrawlingDoomTuto13",
 "CrawlingDoomTuto14": "CrawlingDoomTuto14",
 "CrawlingDoomTuto15": "CrawlingDoomTuto15",
 "CrawlingDoomTuto16": "CrawlingDoomTuto16",
 "CrawlingDoomTuto2": "CrawlingDoomTuto2",
 "CrawlingDoomTuto3": "CrawlingDoomTuto3",
 "CrawlingDoomTuto4": "CrawlingDoomTuto4",
 "CrawlingDoomTuto5": "CrawlingDoomTuto5",
 "CrawlingDoomTuto6": "CrawlingDoomTuto6",
 "CrawlingDoomTuto7": "CrawlingDoomTuto7",
 "CrawlingDoomTuto8": "CrawlingDoomTuto8",
 "CrawlingDoomTuto9": "CrawlingDoomTuto9",
 "Crit %": "クリティカル%",
 "Crit Bonus": "クリティカルボーナス",
 "Crit Dmg": "クリティカルダメージ",
 "Crit basic attack splash": "会心通常攻撃の範囲拡散",
 "Crit chance": "クリティカル率",
 "Crit rate": "クリティカル率",
 "Crit%": "クリティカル%",
 "Critical Chance, Dodge, Guard chance and Life Steal": "クリティカル確率、回避、ガード確率、ライフスティール",
 "Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration": "クリティカル確率、命中率／回避率／ガード確率、ライフスティール、体力回復",
 "Critical Damage": "クリティカルダメージ",
 "Critical basic attacks": "クリティカル通常攻撃",
 "Critical basic attacks apply 5 stacks of Bleeding for 10 seconds.": "クリティカル通常攻撃は10秒間、出血5スタックを付与する。",
 "Critical basic attacks apply 5 stacks of Burning for 10 seconds.": "クリティカル通常攻撃は10秒間、燃焼5スタックを付与する。",
 "Critical basic attacks hit everything within 2 tiles for 30 percent of physical attack power.": "クリティカル通常攻撃は、2マス以内のすべてに物理攻撃力の30パーセント分のダメージを与える。",
 "Critical chance": "クリティカル確率",
 "Critical chance (flat)": "クリティカル確率（固定値）",
 "Critical chance drives the whole effect, so it scales with anything that raises it.": "クリティカル率がこの効果全体を左右するため、それを上げるものすべてと相性がよい。",
 "Critical chance is what drives the whole thing, so it pairs with anything that raises it.": "クリティカル率がこの効果全体を左右するため、それを上げるものすべてと組み合わさる。",
 "Critical damage amplification coefficient": "クリティカルダメージの増幅係数",
 "Critical damage bonus": "クリティカルダメージボーナス",
 "Critical damage bonus (flat)": "クリティカルダメージボーナス（固定値）",
 "Critical hit": "クリティカルヒット",
 "Critical hits landed": "決めた会心数",
 "Critical hits pay 10 gold each up to 2000 gold, then grant +10 critical chance.": "クリティカルヒットは1回につき10ゴールドを支払い、最大2000ゴールドまで。その後はクリティカル率+10を付与する。",
 "CriticalDamageModifier": "CriticalDamageModifier",
 "CriticalOnlyInCombat": "CriticalOnlyInCombat",
 "Critically low head health": "頭部体力が危機的に低い",
 "Critically low health": "体力が危機的に低い",
 "Critically low hunger": "空腹度が危機的に低い",
 "Critically low stamina": "スタミナが危機的に低い",
 "Crits needed to cap = 2000 ÷ 10 =": "上限到達に必要な会心数 = 2000 ÷ 10 =",
 "Crits to reach the cap": "上限到達までの会心数",
 "Crops are planted from seed items at a farm building, accumulate growth progress through 3 ranks, and are harvested by gathering the grown crop building. Harvesting earlier stages yields less.": "作物は農業建物で種アイテムから植えられ、3段階のランクで成長し、育った作物の建物を収穫することで得られます。早い段階で収穫すると得られる量は少なくなります。",
 "Crops, growth stages, yields": "作物、成長段階、収穫量",
 "Crops: seed item, growth stage workloads, linked crop buildings.": "作物：種アイテム、成長段階の作業量、関連する作物建物。",
 "Crossbow (aptitude + tree name only, no items)": "クロスボウ（適性 + ツリー名のみ、アイテムなし）",
 "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary.": "破壊されたゴーレムの残骸を調べるため地面にしゃがむと、疲れた様子でゆっくりあなたの方に向き直る。",
 "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary. \"It has been many years since the Magic Empire fell. Much of what": "破壊されたゴーレムの残骸を調べるため地面にしゃがむと、疲れた様子でゆっくりあなたの方に向き直る。「魔法帝国が滅びてからずいぶん経つ。",
 "Crow Fixed": "Crow Fixed",
 "Crow Fixed2": "カラス（固定）2",
 "Crude though ...": "Crude though ...",
 "Crystal Turtle 1 + Mud Slogel 3": "クリスタルタートル 1 + 泥スロゲル 3",
 "Crystal Turtle Random1": "クリスタルタートル（ランダム）1",
 "Crystal Turtle Random2": "クリスタルタートル ランダム2",
 "Crystal jewelry": "クリスタルの装飾品",
 "Crystal jewelry affixes": "結晶装飾品のアフィックス",
 "CunningGetaway": "CunningGetaway",
 "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.26).": "ゲームデータとリバースエンジニアリングのメモから抽出した、厳選ゲームプレイガイド（DS_B.0.3.26）。",
 "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.40).": "ゲームデータとリバースエンジニアリングのメモから抽出した、厳選ゲームプレイガイド（DS_B.0.3.40）。",
 "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.3.44).": "ゲームデータとリバースエンジニアリングのメモから厳選されたゲームプレイガイド(DS_B.0.3.44)。",
 "Curated knowledge distilled from research notes.": "研究ノートから抽出して整理した知識。",
 "Current character": "現在のキャラクター",
 "Current last floor of the Abyss": "深淵の現在の最終階",
 "Current mood (-30 to +30)": "現在の気分（-30〜+30）",
 "CurrentMap_Base && !QuestFinish_Main0 && !RunningQuest_Main0 && ScenarioType_CrawlingDoom": "CurrentMap_Base && !QuestFinish_Main0 && !RunningQuest_Main0 && ScenarioType_CrawlingDoom",
 "CurrentMap_Base && !QuestFinish_Main100 && !RunningQuest_Main100 && ScenarioType_Establish": "CurrentMap_Base && !QuestFinish_Main100 && !RunningQuest_Main100 && ScenarioType_Establish",
 "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320": "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed33_4320",
 "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed38_4320": "CurrentMap_Base && ExpeditionStalled_3 && Cooldown_Fixed38_4320",
 "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320": "CurrentMap_Base && HasGoldAbove_200 && Cooldown_Random7_4320",
 "CurrentMap_Base && HasPopulation && Cooldown_Random3_4320": "CurrentMap_Base && HasPopulation && Cooldown_Random3_4320",
 "CurrentMap_Base && HasPopulation && Cooldown_Random9_4320": "CurrentMap_Base && HasPopulation && Cooldown_Random9_4320",
 "CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0": "CurrentMap_Base && HasRoomTypeAmountAbove_MerchantRoom_1 && Cooldown_Npc23_0",
 "CurrentMap_Base && HasRoomTypeAmountUnder_MerchantRoom_1 && Cooldown_Npc25_0": "CurrentMap_Base && HasRoomTypeAmountUnder_MerchantRoom_1 && Cooldown_Npc25_0",
 "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320": "CurrentMap_Base && IsDaytime_false && BaseWeather_Sunny && Cooldown_Random5_4320",
 "CurrentMap_Base &&HasBuildingAbove_ResearchStation_1 &&NotResearching &&HasRemainResearch": "CurrentMap_Base &&HasBuildingAbove_ResearchStation_1 &&NotResearching &&HasRemainResearch",
 "CurrentMap_Base &&IsIdling": "CurrentMap_Base &&IsIdling",
 "CurrentMap_Dungeon && CurrentRegion_VeilSilence && BuildingDurabilityRatioUnder_DungeonScareCrow_30 && (!HasRemnantInMap_DungeonScareCrow_1)": "CurrentMap_Dungeon && CurrentRegion_VeilSilence && BuildingDurabilityRatioUnder_DungeonScareCrow_30 && (!HasRemnantInMap_DungeonScareCrow_1)",
 "CurrentMap_Dungeon && EmptyEquipment_Body": "CurrentMap_Dungeon && EmptyEquipment_Body",
 "CurrentMap_Dungeon && EmptyEquipment_Head": "CurrentMap_Dungeon && EmptyEquipment_Head",
 "CurrentMap_Dungeon && EmptyEquipment_Primary": "CurrentMap_Dungeon && EmptyEquipment_Primary",
 "CurrentRegion_FesteringBurrow && !QuestFinish_DiscardedDivice && !RunningQuest_DiscardedDivice && Cooldown_Npc12_0": "CurrentRegion_FesteringBurrow && !QuestFinish_DiscardedDivice && !RunningQuest_DiscardedDivice && Cooldown_Npc12_0",
 "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random16_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random16_4320",
 "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random17_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random17_4320",
 "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random18_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random18_4320",
 "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random19_4320": "CurrentRegion_FesteringBurrow && CurrentMap_Dungeon && Cooldown_Random19_4320",
 "CurrentRegion_FesteringBurrow && QuestFinish_InteractPerion && !QuestFinish_DiscardedSpecimen && Cooldown_Npc27_0": "CurrentRegion_FesteringBurrow && QuestFinish_InteractPerion && !QuestFinish_DiscardedSpecimen && Cooldown_Npc27_0",
 "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect2 && !QuestFinish_ResearchInsect3 && !RunningQuest_ResearchInsect3 && Cooldown_Npc4_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect2 && !QuestFinish_ResearchInsect3 && !RunningQuest_ResearchInsect3 && Cooldown_Npc4_0",
 "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && Cooldown_Npc5_0",
 "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0": "CurrentRegion_FesteringBurrow && QuestFinish_ResearchInsect3 && !QuestFinish_ResearchInsect4 && !RunningQuest_ResearchInsect4 && QuestFinish_InteractXenon3 && Cooldown_Npc5_0",
 "CurrentRegion_VeilSilence && !QuestFinish_HuntAlphaAcidSlogel && !RunningQuest_HuntAlphaAcidSlogel && QuestFinish_InteractEndrossi2 && Cooldown_Npc18_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntAlphaAcidSlogel && !RunningQuest_HuntAlphaAcidSlogel && QuestFinish_InteractEndrossi2 && Cooldown_Npc18_0",
 "CurrentRegion_VeilSilence && !QuestFinish_HuntMawmurk && !RunningQuest_HuntMawmurk && Cooldown_Npc16_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntMawmurk && !RunningQuest_HuntMawmurk && Cooldown_Npc16_0",
 "CurrentRegion_VeilSilence && !QuestFinish_HuntWhiteMawmurk && !RunningQuest_HuntWhiteMawmurk && QuestFinish_InteractEndrossi && Cooldown_Npc17_0": "CurrentRegion_VeilSilence && !QuestFinish_HuntWhiteMawmurk && !RunningQuest_HuntWhiteMawmurk && QuestFinish_InteractEndrossi && Cooldown_Npc17_0",
 "CurrentRegion_VeilSilence && !QuestFinish_ResearchInsect && !RunningQuest_ResearchInsect && Cooldown_Npc2_0": "CurrentRegion_VeilSilence && !QuestFinish_ResearchInsect && !RunningQuest_ResearchInsect && Cooldown_Npc2_0",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random10_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random10_4320",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random11_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random11_4320",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random12_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random12_4320",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random13_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random13_4320",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random14_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random14_4320",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random15_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random15_4320",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random5_4320",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random6_4320",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random7_4320",
 "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320": "CurrentRegion_VeilSilence && CurrentMap_Dungeon && Cooldown_Random8_4320",
 "CurrentRegion_VeilSilence && QuestFinish_InteractXenon && !QuestFinish_ResearchInsect2 && !RunningQuest_ResearchInsect2 && Cooldown_Npc3_0": "CurrentRegion_VeilSilence && QuestFinish_InteractXenon && !QuestFinish_ResearchInsect2 && !RunningQuest_ResearchInsect2 && Cooldown_Npc3_0",
 "Currently selected": "現在選択中",
 "Curse Of Fate": "運命の呪い",
 "Curse Of Fate - Dungeon Settlers Wiki": "運命の呪い - Dungeon Settlers Wiki",
 "Curse Of Fate icon": "運命の呪い アイコン",
 "Custom %": "カスタム%",
 "Custom base HP": "カスタム基礎HP",
 "Custom base Magic Attack": "カスタム基礎魔法攻撃力",
 "Custom base stats": "カスタム基礎ステータス",
 "Custom fight": "カスタム戦闘",
 "Custom reflect %": "カスタム反射%",
 "CustomEvent": "CustomEvent",
 "D1-D4 mood debuffs, one step per in-game day (1,440-min term)": "D1～D4の気分デバフ、ゲーム内1日ごとに1段階（1,440分周期）",
 "DEAD": "死亡",
 "DIES": "死亡",
 "DIES at {#}": "{#}で死亡",
 "DO-NOT list": "やってはいけないことリスト",
 "DPE": "DPE",
 "DPE (damage per energy)": "DPE（エネルギーあたりダメージ）",
 "DPM": "DPM",
 "DPS": "毎秒ダメージ",
 "DPS (rotation)": "DPS（ローテーション）",
 "DPS Check": "DPSチェック",
 "DROP_AbandonedHutChest1": "DROP_AbandonedHutChest1",
 "DROP_AcidSlogelRandom": "DROP_AcidSlogelRandom",
 "DROP_AncientForestBookshelfRandom": "DROP_AncientForestBookshelfRandom",
 "DROP_BasementTreeFixed (empty)": "DROP_BasementTreeFixed (empty)",
 "DROP_BasicTemplate": "DROP_BasicTemplate",
 "DROP_BeeHiveTree1": "DROP_BeeHiveTree1",
 "DROP_BigRockFixed (empty)": "DROP_BigRockFixed (empty)",
 "DROP_BloodTreeRandom": "DROP_BloodTreeRandom",
 "DROP_BloodTreeWithFruitFixed": "DROP_BloodTreeWithFruitFixed",
 "DROP_BloodTreeWithFruitRandom": "DROP_BloodTreeWithFruitRandom",
 "DROP_BlueBerryRandom": "DROP_BlueBerryRandom",
 "DROP_BlueGoblinFixed": "DROP_BlueGoblinFixed",
 "DROP_BlueGoblinRandom": "DROP_BlueGoblinRandom",
 "DROP_BonePile": "DROP_BonePile",
 "DROP_CrowFixed": "DROP_CrowFixed",
 "DROP_CrowFixed2": "DROP_CrowFixed2",
 "DROP_DeveloperBoxFixed": "DROP_DeveloperBoxFixed",
 "DROP_DeveloperBoxRandom": "DROP_DeveloperBoxRandom",
 "DROP_Devrik": "DROP_Devrik",
 "DROP_DirtWallFixed": "DROP_DirtWallFixed",
 "DROP_DirtyCorpses": "DROP_DirtyCorpses",
 "DROP_DirtyCorpses2": "DROP_DirtyCorpses2",
 "DROP_DownfallSupportWagonAdditionalCogWeelFixed": "DROP_DownfallSupportWagonAdditionalCogWeelFixed",
 "DROP_DownfallSupportWagonBerryFixed": "DROP_DownfallSupportWagonBerryFixed",
 "DROP_DownfallSupportWagonGrassFixed": "DROP_DownfallSupportWagonGrassFixed",
 "DROP_DownfallSupportWagonHardtackFixed": "DROP_DownfallSupportWagonHardtackFixed",
 "DROP_DownfallSupportWagonOintmentFixed": "DROP_DownfallSupportWagonOintmentFixed",
 "DROP_DownfallSupportWagonTechBookFixed": "DROP_DownfallSupportWagonTechBookFixed",
 "DROP_DownfallSupportWagonWoodFixed": "DROP_DownfallSupportWagonWoodFixed",
 "DROP_DustRootFixed": "DROP_DustRootFixed",
 "DROP_DustRootGrowth2Fixed": "DROP_DustRootGrowth2Fixed",
 "DROP_DustRootGrowth2Random": "DROP_DustRootGrowth2Random",
 "DROP_DustRootRandom": "DROP_DustRootRandom",
 "DROP_EasySupportWagonBerryFixed": "DROP_EasySupportWagonBerryFixed",
 "DROP_EasySupportWagonGrassFixed": "DROP_EasySupportWagonGrassFixed",
 "DROP_EasySupportWagonHardtackFixed": "DROP_EasySupportWagonHardtackFixed",
 "DROP_EasySupportWagonOintmentFixed": "DROP_EasySupportWagonOintmentFixed",
 "DROP_EasySupportWagonTechBookFixed": "DROP_EasySupportWagonTechBookFixed",
 "DROP_EasySupportWagonWoodFixed": "DROP_EasySupportWagonWoodFixed",
 "DROP_EchoFlowerFixed": "DROP_EchoFlowerFixed",
 "DROP_EventSupplyBoxFixed1": "DROP_EventSupplyBoxFixed1",
 "DROP_EventSupplyBoxFixed2": "DROP_EventSupplyBoxFixed2",
 "DROP_EventSupplyBoxFixed3": "DROP_EventSupplyBoxFixed3",
 "DROP_EventSupplyBoxFixed4": "DROP_EventSupplyBoxFixed4",
 "DROP_EventSupplyBoxFixed5": "DROP_EventSupplyBoxFixed5",
 "DROP_EyeBallFixed": "DROP_EyeBallFixed",
 "DROP_EyeBallRandom": "DROP_EyeBallRandom",
 "DROP_FlowerRandom": "DROP_FlowerRandom",
 "DROP_ForestBushRandom": "DROP_ForestBushRandom",
 "DROP_GoblinChiefShamanRandom": "DROP_GoblinChiefShamanRandom",
 "DROP_GoblinTent1": "DROP_GoblinTent1",
 "DROP_GoblinTent2": "DROP_GoblinTent2",
 "DROP_HardSupportWagonBerryFixed": "DROP_HardSupportWagonBerryFixed",
 "DROP_HardSupportWagonGrassFixed": "DROP_HardSupportWagonGrassFixed",
 "DROP_HardSupportWagonHardtackFixed": "DROP_HardSupportWagonHardtackFixed",
 "DROP_HardSupportWagonOintmentFixed": "DROP_HardSupportWagonOintmentFixed",
 "DROP_HardSupportWagonTechBookFixed": "DROP_HardSupportWagonTechBookFixed",
 "DROP_HardSupportWagonWoodFixed": "DROP_HardSupportWagonWoodFixed",
 "DROP_IronVeinFixed": "DROP_IronVeinFixed",
 "DROP_JunkHeap1": "DROP_JunkHeap1",
 "DROP_JunkHeap10": "DROP_JunkHeap10",
 "DROP_JunkHeap11": "DROP_JunkHeap11",
 "DROP_JunkHeap12": "DROP_JunkHeap12",
 "DROP_JunkHeap13": "DROP_JunkHeap13",
 "DROP_JunkHeap14": "DROP_JunkHeap14",
 "DROP_JunkHeap15": "DROP_JunkHeap15",
 "DROP_JunkHeap16": "DROP_JunkHeap16",
 "DROP_JunkHeap17": "DROP_JunkHeap17",
 "DROP_JunkHeap18": "DROP_JunkHeap18",
 "DROP_JunkHeap19": "DROP_JunkHeap19",
 "DROP_JunkHeap2": "DROP_JunkHeap2",
 "DROP_JunkHeap20": "DROP_JunkHeap20",
 "DROP_JunkHeap3": "DROP_JunkHeap3",
 "DROP_JunkHeap4": "DROP_JunkHeap4",
 "DROP_JunkHeap5": "DROP_JunkHeap5",
 "DROP_JunkHeap6": "DROP_JunkHeap6",
 "DROP_JunkHeap7": "DROP_JunkHeap7",
 "DROP_JunkHeap8": "DROP_JunkHeap8",
 "DROP_JunkHeap9": "DROP_JunkHeap9",
 "DROP_LargeCopperNodeRandom": "DROP_LargeCopperNodeRandom",
 "DROP_LargeDirtRockFixed": "DROP_LargeDirtRockFixed",
 "DROP_LargeDirtRockRandom": "DROP_LargeDirtRockRandom",
 "DROP_LargeDustRootFixed": "DROP_LargeDustRootFixed",
 "DROP_LargeDustRootRandom": "DROP_LargeDustRootRandom",
 "DROP_LargeTwistedTreeFixed": "DROP_LargeTwistedTreeFixed",
 "DROP_LumaTreeFixed": "DROP_LumaTreeFixed",
 "DROP_LumaTreeRandom": "DROP_LumaTreeRandom",
 "DROP_MagicScrapPile1": "DROP_MagicScrapPile1",
 "DROP_MagicScrapPile2": "DROP_MagicScrapPile2",
 "DROP_MagicScrapPile3": "DROP_MagicScrapPile3",
 "DROP_MandrakeFixed": "DROP_MandrakeFixed",
 "DROP_MeatGrub": "DROP_MeatGrub",
 "DROP_MeatGrub2": "DROP_MeatGrub2",
 "DROP_MediumBlueCrystalRandom": "DROP_MediumBlueCrystalRandom",
 "DROP_MediumCopperNodeRandom": "DROP_MediumCopperNodeRandom",
 "DROP_MediumDirtRockFixed": "DROP_MediumDirtRockFixed",
 "DROP_MediumDirtRockRandom": "DROP_MediumDirtRockRandom",
 "DROP_MediumGreenCrystalRandom": "DROP_MediumGreenCrystalRandom",
 "DROP_MediumRedCrystalRandom": "DROP_MediumRedCrystalRandom",
 "DROP_MediumSilverVeinRandom": "DROP_MediumSilverVeinRandom",
 "DROP_MushroomRandom": "DROP_MushroomRandom",
 "DROP_NormalSupportWagonBerryFixed": "DROP_NormalSupportWagonBerryFixed",
 "DROP_NormalSupportWagonGrassFixed": "DROP_NormalSupportWagonGrassFixed",
 "DROP_NormalSupportWagonHardtackFixed": "DROP_NormalSupportWagonHardtackFixed",
 "DROP_NormalSupportWagonOintmentFixed": "DROP_NormalSupportWagonOintmentFixed",
 "DROP_NormalSupportWagonTechBookFixed": "DROP_NormalSupportWagonTechBookFixed",
 "DROP_NormalSupportWagonWoodFixed": "DROP_NormalSupportWagonWoodFixed",
 "DROP_OatsGrowth2Random": "DROP_OatsGrowth2Random",
 "DROP_OatsRandom": "DROP_OatsRandom",
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 "DROP_R1AbyssTreasureBossChestRandom2": "DROP_R1AbyssTreasureBossChestRandom2",
 "DROP_R1AbyssTreasureEliteChestRandom1": "DROP_R1AbyssTreasureEliteChestRandom1",
 "DROP_R1AbyssTreasureEliteChestRandom2": "DROP_R1AbyssTreasureEliteChestRandom2",
 "DROP_R1AbyssTreasureHighChestRandom1": "DROP_R1AbyssTreasureHighChestRandom1",
 "DROP_R1AbyssTreasureHighChestRandom2": "DROP_R1AbyssTreasureHighChestRandom2",
 "DROP_R1AbyssTreasureLowChestRandom1": "DROP_R1AbyssTreasureLowChestRandom1",
 "DROP_R1AbyssTreasureLowChestRandom2": "DROP_R1AbyssTreasureLowChestRandom2",
 "DROP_R1CodexFixed": "DROP_R1CodexFixed",
 "DROP_R1DungeonCoreFixed": "DROP_R1DungeonCoreFixed",
 "DROP_R1DungeonCoreFixed2": "DROP_R1DungeonCoreFixed2",
 "DROP_R1DungeonCoreRandom1": "DROP_R1DungeonCoreRandom1",
 "DROP_R1LuxuriousTreasureChestRandom": "DROP_R1LuxuriousTreasureChestRandom",
 "DROP_R1LuxuriousTreasureChestRandom2": "DROP_R1LuxuriousTreasureChestRandom2",
 "DROP_R1ModestTreasureChestRandom": "DROP_R1ModestTreasureChestRandom",
 "DROP_R1ModestTreasureChestRandom2": "DROP_R1ModestTreasureChestRandom2",
 "DROP_R1NewbieTreasureChestRandom": "DROP_R1NewbieTreasureChestRandom",
 "DROP_R1NewbieTreasureChestRandom2": "DROP_R1NewbieTreasureChestRandom2",
 "DROP_R1SturdyTreasureChestRandom": "DROP_R1SturdyTreasureChestRandom",
 "DROP_R1SturdyTreasureChestRandom2": "DROP_R1SturdyTreasureChestRandom2",
 "DROP_R1WoodenCrateRandom": "DROP_R1WoodenCrateRandom",
 "DROP_R1WoodenCrateRandom2": "DROP_R1WoodenCrateRandom2",
 "DROP_R2AbyssTreasureBossChestRandom1": "DROP_R2AbyssTreasureBossChestRandom1",
 "DROP_R2AbyssTreasureBossChestRandom2": "DROP_R2AbyssTreasureBossChestRandom2",
 "DROP_R2AbyssTreasureEliteChestRandom1": "DROP_R2AbyssTreasureEliteChestRandom1",
 "DROP_R2AbyssTreasureEliteChestRandom2": "DROP_R2AbyssTreasureEliteChestRandom2",
 "DROP_R2AbyssTreasureHighChestRandom1": "DROP_R2AbyssTreasureHighChestRandom1",
 "DROP_R2AbyssTreasureHighChestRandom2": "DROP_R2AbyssTreasureHighChestRandom2",
 "DROP_R2AbyssTreasureLowChestRandom1": "DROP_R2AbyssTreasureLowChestRandom1",
 "DROP_R2AbyssTreasureLowChestRandom2": "DROP_R2AbyssTreasureLowChestRandom2",
 "DROP_R2DungeonCoreFixed": "DROP_R2DungeonCoreFixed",
 "DROP_R2DungeonCoreFixed2": "DROP_R2DungeonCoreFixed2",
 "DROP_R2DungeonCoreRandom1": "DROP_R2DungeonCoreRandom1",
 "DROP_R2LuxuriousTreasureChestRandom": "DROP_R2LuxuriousTreasureChestRandom",
 "DROP_R2LuxuriousTreasureChestRandom2": "DROP_R2LuxuriousTreasureChestRandom2",
 "DROP_R2ModestTreasureChestRandom": "DROP_R2ModestTreasureChestRandom",
 "DROP_R2ModestTreasureChestRandom2": "DROP_R2ModestTreasureChestRandom2",
 "DROP_R2SturdyTreasureChestRandom": "DROP_R2SturdyTreasureChestRandom",
 "DROP_R2SturdyTreasureChestRandom2": "DROP_R2SturdyTreasureChestRandom2",
 "DROP_R2WoodenCrateRandom": "DROP_R2WoodenCrateRandom",
 "DROP_R2WoodenCrateRandom2": "DROP_R2WoodenCrateRandom2",
 "DROP_RagsAndWastesFixed": "DROP_RagsAndWastesFixed",
 "DROP_RagsAndWastesRandom": "DROP_RagsAndWastesRandom",
 "DROP_RockWallFixed": "DROP_RockWallFixed",
 "DROP_ShabbySkullTotem": "DROP_ShabbySkullTotem",
 "DROP_SmallBlueCrystalRandom": "DROP_SmallBlueCrystalRandom",
 "DROP_SmallCopperNodeRandom": "DROP_SmallCopperNodeRandom",
 "DROP_SmallDirtRockFixed": "DROP_SmallDirtRockFixed",
 "DROP_SmallDirtRockRandom": "DROP_SmallDirtRockRandom",
 "DROP_SmallDustRootFixed": "DROP_SmallDustRootFixed",
 "DROP_SmallDustRootRandom": "DROP_SmallDustRootRandom",
 "DROP_SmallGreenCrystalRandom": "DROP_SmallGreenCrystalRandom",
 "DROP_SmallRedCrystalRandom": "DROP_SmallRedCrystalRandom",
 "DROP_SmallSilverVeinRandom": "DROP_SmallSilverVeinRandom",
 "DROP_SmallTwistedTreeFixed": "DROP_SmallTwistedTreeFixed",
 "DROP_TadpoleEvolveRandom": "DROP_TadpoleEvolveRandom",
 "DROP_TreeOfLifeFixed": "DROP_TreeOfLifeFixed",
 "DROP_TurnipRandom": "DROP_TurnipRandom",
 "DROP_TutorialChestAidKitFixed": "DROP_TutorialChestAidKitFixed",
 "DROP_TutorialChestOintmentFixed": "DROP_TutorialChestOintmentFixed",
 "DROP_TutorialWoodClubFixed": "DROP_TutorialWoodClubFixed",
 "DROP_TwistedBushFixed": "DROP_TwistedBushFixed",
 "DROP_UsefulMagicScrapPileRandom1": "DROP_UsefulMagicScrapPileRandom1",
 "DROP_UsefulMagicScrapPileRandom2": "DROP_UsefulMagicScrapPileRandom2",
 "DROP_VeryHardSupportWagonBerryFixed": "DROP_VeryHardSupportWagonBerryFixed",
 "DROP_VeryHardSupportWagonGrassFixed": "DROP_VeryHardSupportWagonGrassFixed",
 "DROP_VeryHardSupportWagonHardtackFixed": "DROP_VeryHardSupportWagonHardtackFixed",
 "DROP_VeryHardSupportWagonOintmentFixed": "DROP_VeryHardSupportWagonOintmentFixed",
 "DROP_VeryHardSupportWagonTechBookFixed": "DROP_VeryHardSupportWagonTechBookFixed",
 "DROP_VeryHardSupportWagonWoodFixed": "DROP_VeryHardSupportWagonWoodFixed",
 "DROP_WagonCogWheel": "DROP_WagonCogWheel",
 "DROP_WagonFixed": "DROP_WagonFixed",
 "DROP_WildHerbRandom": "DROP_WildHerbRandom",
 "DROP_WildOatsRandom": "DROP_WildOatsRandom",
 "DS_B.0.3.21": "DS_B.0.3.21",
 "DS_B.0.3.26": "DS_B.0.3.26",
 "DS_B.0.3.26 - build 23739108": "DS_B.0.3.26 - build 23739108",
 "DS_B.0.3.40": "DS_B.0.3.40",
 "DS_B.0.3.40 - build 24354931": "DS_B.0.3.40 - build 24354931",
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 "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel -": "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel -",
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 "DUNGEONROOM_AbandonedMine_SafeFloor_Entry": "DUNGEONROOM_AbandonedMine_SafeFloor_Entry",
 "DUNGEONROOM_AbandonedMine_SafeFloor_Entry -": "DUNGEONROOM_AbandonedMine_SafeFloor_Entry -",
 "DUNGEONROOM_AbandonedMine_SafeFloor_Portal": "DUNGEONROOM_AbandonedMine_SafeFloor_Portal",
 "DUNGEONROOM_AbandonedMine_SafeFloor_Portal -": "DUNGEONROOM_AbandonedMine_SafeFloor_Portal -",
 "DUNGEONROOM_Abyss_Common_BossPortal": "DUNGEONROOM_Abyss_Common_BossPortal",
 "DUNGEONROOM_Abyss_Common_BossPortal -": "DUNGEONROOM_Abyss_Common_BossPortal -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor1": "DUNGEONROOM_Abyss_Common_Combat_Floor1",
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 "DUNGEONROOM_Abyss_Common_Combat_Floor10 -": "DUNGEONROOM_Abyss_Common_Combat_Floor10 -",
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 "DUNGEONROOM_Abyss_Common_Combat_Floor11 -": "DUNGEONROOM_Abyss_Common_Combat_Floor11 -",
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 "DUNGEONROOM_Abyss_Common_Combat_Floor12 -": "DUNGEONROOM_Abyss_Common_Combat_Floor12 -",
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 "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -",
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 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1",
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 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle5 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle6 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle7 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small3 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small4 -",
 "DUNGEONROOM_FesteringBurrow_Common_Core1": "DUNGEONROOM_FesteringBurrow_Common_Core1",
 "DUNGEONROOM_FesteringBurrow_Common_Core1 -": "DUNGEONROOM_FesteringBurrow_Common_Core1 -",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious1 -",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Luxurious2 -",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Modest1 -",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy1 -",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2",
 "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2 -": "DUNGEONROOM_FesteringBurrow_Common_EliteTreasure_Sturdy2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1": "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1",
 "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1 -": "DUNGEONROOM_FesteringBurrow_Common_Elite_ElderGloth1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1": "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1",
 "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1 -": "DUNGEONROOM_FesteringBurrow_Common_Elite_Middle1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Entry": "DUNGEONROOM_FesteringBurrow_Common_Entry",
 "DUNGEONROOM_FesteringBurrow_Common_Entry -": "DUNGEONROOM_FesteringBurrow_Common_Entry -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite",
 "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite -": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedCampsite -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1",
 "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1 -": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedRoom1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2": "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2",
 "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2 -": "DUNGEONROOM_FesteringBurrow_Common_Event_CodexLevel2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite": "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite",
 "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite -": "DUNGEONROOM_FesteringBurrow_Common_Event_DevricWorshipSite -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses": "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses",
 "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses -": "DUNGEONROOM_FesteringBurrow_Common_Event_DirtyCorpses -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice",
 "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice -": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedMagicPowerDevice -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen",
 "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen -": "DUNGEONROOM_FesteringBurrow_Common_Event_DiscardedSpecimen -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1",
 "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1 -": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2",
 "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2 -": "DUNGEONROOM_FesteringBurrow_Common_Event_GoblinVillageStage2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1",
 "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1 -": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2",
 "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2 -": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3",
 "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3 -": "DUNGEONROOM_FesteringBurrow_Common_Event_JunkHeap3 -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile": "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile",
 "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile -": "DUNGEONROOM_FesteringBurrow_Common_Event_MagicScrapPile -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1",
 "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1 -": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2",
 "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2 -": "DUNGEONROOM_FesteringBurrow_Common_Event_MeatGrub2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant": "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant",
 "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant -": "DUNGEONROOM_FesteringBurrow_Common_Event_Merchant -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche": "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche",
 "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche -": "DUNGEONROOM_FesteringBurrow_Common_Event_StrangeNiche -",
 "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon": "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon",
 "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon -": "DUNGEONROOM_FesteringBurrow_Common_Event_Xenon -",
 "DUNGEONROOM_FesteringBurrow_Common_Goddess": "DUNGEONROOM_FesteringBurrow_Common_Goddess",
 "DUNGEONROOM_FesteringBurrow_Common_Goddess -": "DUNGEONROOM_FesteringBurrow_Common_Goddess -",
 "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1",
 "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1 -": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle1 -",
 "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2",
 "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2 -": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle2 -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1 -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_1-1F -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2 -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_2-1F -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3 -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_3-1F -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_4 -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_5 -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_6 -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7 -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7 -",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F",
 "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F -": "DUNGEONROOM_FesteringBurrow_Common_HorizontalCorridor_7-1F -",
 "DUNGEONROOM_FesteringBurrow_Common_Portal": "DUNGEONROOM_FesteringBurrow_Common_Portal",
 "DUNGEONROOM_FesteringBurrow_Common_Portal -": "DUNGEONROOM_FesteringBurrow_Common_Portal -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper": "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper -": "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRock3 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom -": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom -",
 "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1",
 "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1 -": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Luxurious1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1",
 "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1 -": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Modest1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1",
 "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1 -": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2",
 "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2 -": "DUNGEONROOM_FesteringBurrow_Common_Treasure_Sturdy2 -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1 -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_1-1F -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2 -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_2-1F -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3 -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_3-1F -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_4 -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_5 -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_6 -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7 -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7 -",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F",
 "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F -": "DUNGEONROOM_FesteringBurrow_Common_VerticalCorridor_7-1F -",
 "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1": "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1",
 "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1 -": "DUNGEONROOM_FesteringBurrow_SafeFloor_Corridor_1 -",
 "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry": "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry",
 "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry -": "DUNGEONROOM_FesteringBurrow_SafeFloor_Entry -",
 "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem",
 "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem -": "DUNGEONROOM_FesteringBurrow_SafeFloor_GiantStoneGolem -",
 "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal": "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal",
 "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal -": "DUNGEONROOM_FesteringBurrow_SafeFloor_Portal -",
 "DUNGEONROOM_Tutorial_1": "DUNGEONROOM_Tutorial_1",
 "DUNGEONROOM_Tutorial_1 -": "DUNGEONROOM_Tutorial_1 -",
 "DUNGEONROOM_Tutorial_2": "DUNGEONROOM_Tutorial_2",
 "DUNGEONROOM_Tutorial_2 -": "DUNGEONROOM_Tutorial_2 -",
 "DUNGEONROOM_Tutorial_3": "DUNGEONROOM_Tutorial_3",
 "DUNGEONROOM_Tutorial_3 -": "DUNGEONROOM_Tutorial_3 -",
 "DUNGEONROOM_Tutorial_Common_Entry": "DUNGEONROOM_Tutorial_Common_Entry",
 "DUNGEONROOM_Tutorial_Common_Entry -": "DUNGEONROOM_Tutorial_Common_Entry -",
 "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1",
 "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1 -": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_1 -",
 "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2",
 "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2 -": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_2 -",
 "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3",
 "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3 -": "DUNGEONROOM_Tutorial_Common_HorizontalCorridor_3 -",
 "DUNGEONROOM_Tutorial_Common_Portal": "DUNGEONROOM_Tutorial_Common_Portal",
 "DUNGEONROOM_Tutorial_Common_Portal -": "DUNGEONROOM_Tutorial_Common_Portal -",
 "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1",
 "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1 -": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_1 -",
 "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2",
 "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2 -": "DUNGEONROOM_Tutorial_Common_VerticalCorridor_2 -",
 "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem",
 "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem -": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem -",
 "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem needs phase 5 -> never generates in the stock demo": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolemはフェーズ5を必要とする → 標準のデモでは決して生成されない",
 "DUNGEONROOM_VeilSilence_Common_BossCorridor_1": "DUNGEONROOM_VeilSilence_Common_BossCorridor_1",
 "DUNGEONROOM_VeilSilence_Common_BossCorridor_1 -": "DUNGEONROOM_VeilSilence_Common_BossCorridor_1 -",
 "DUNGEONROOM_VeilSilence_Common_BossEntry": "DUNGEONROOM_VeilSilence_Common_BossEntry",
 "DUNGEONROOM_VeilSilence_Common_BossEntry -": "DUNGEONROOM_VeilSilence_Common_BossEntry -",
 "DUNGEONROOM_VeilSilence_Common_BossPortal": "DUNGEONROOM_VeilSilence_Common_BossPortal",
 "DUNGEONROOM_VeilSilence_Common_BossPortal -": "DUNGEONROOM_VeilSilence_Common_BossPortal -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle1": "DUNGEONROOM_VeilSilence_Common_Combat_Middle1",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle1 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle1 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle10": "DUNGEONROOM_VeilSilence_Common_Combat_Middle10",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle10 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle10 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle11": "DUNGEONROOM_VeilSilence_Common_Combat_Middle11",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle11 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle11 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle12": "DUNGEONROOM_VeilSilence_Common_Combat_Middle12",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle12 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle12 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle13": "DUNGEONROOM_VeilSilence_Common_Combat_Middle13",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle13 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle13 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle2": "DUNGEONROOM_VeilSilence_Common_Combat_Middle2",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle2 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle2 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle3": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle3 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle3_3f -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle4": "DUNGEONROOM_VeilSilence_Common_Combat_Middle4",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle4 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle4 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle5": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle5 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle5_3f -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle6": "DUNGEONROOM_VeilSilence_Common_Combat_Middle6",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle6 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle6 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle7": "DUNGEONROOM_VeilSilence_Common_Combat_Middle7",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle7 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle7 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle8": "DUNGEONROOM_VeilSilence_Common_Combat_Middle8",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle8 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle8 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle9": "DUNGEONROOM_VeilSilence_Common_Combat_Middle9",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle9 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle9 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree1 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree2 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree3 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTree4 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall1 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall2 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall3 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall4 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall5 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6",
 "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6 -": "DUNGEONROOM_VeilSilence_Common_Combat_NonTreeSmall6 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small1": "DUNGEONROOM_VeilSilence_Common_Combat_Small1",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small1 -": "DUNGEONROOM_VeilSilence_Common_Combat_Small1 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Small1_3f -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small2": "DUNGEONROOM_VeilSilence_Common_Combat_Small2",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small2 -": "DUNGEONROOM_VeilSilence_Common_Combat_Small2 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Small2_3f -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small3": "DUNGEONROOM_VeilSilence_Common_Combat_Small3",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small3 -": "DUNGEONROOM_VeilSilence_Common_Combat_Small3 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f": "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f",
 "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f -": "DUNGEONROOM_VeilSilence_Common_Combat_Small3_3f -",
 "DUNGEONROOM_VeilSilence_Common_Core1": "DUNGEONROOM_VeilSilence_Common_Core1",
 "DUNGEONROOM_VeilSilence_Common_Core1 -": "DUNGEONROOM_VeilSilence_Common_Core1 -",
 "DUNGEONROOM_VeilSilence_Common_Core2": "DUNGEONROOM_VeilSilence_Common_Core2",
 "DUNGEONROOM_VeilSilence_Common_Core2 -": "DUNGEONROOM_VeilSilence_Common_Core2 -",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious1 -",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Luxurious2 -",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Modest1 -",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy1 -",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2",
 "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2 -": "DUNGEONROOM_VeilSilence_Common_EliteTreasure_Sturdy2 -",
 "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1": "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1",
 "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1 -": "DUNGEONROOM_VeilSilence_Common_Elite_AlphaAcidSlogel1 -",
 "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1",
 "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat1 -",
 "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2",
 "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat2 -",
 "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3",
 "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat3 -",
 "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4",
 "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4 -": "DUNGEONROOM_VeilSilence_Common_Elite_RedMonsterRat4 -",
 "DUNGEONROOM_VeilSilence_Common_Entry": "DUNGEONROOM_VeilSilence_Common_Entry",
 "DUNGEONROOM_VeilSilence_Common_Entry -": "DUNGEONROOM_VeilSilence_Common_Entry -",
 "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite",
 "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite -": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedCampsite -",
 "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1",
 "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1 -": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom1 -",
 "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2",
 "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2 -": "DUNGEONROOM_VeilSilence_Common_Event_AbandonedRoom2 -",
 "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1",
 "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1 -": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary1 -",
 "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2",
 "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2 -": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary2 -",
 "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3",
 "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3 -": "DUNGEONROOM_VeilSilence_Common_Event_AncientLibrary3 -",
 "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree": "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree",
 "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree -": "DUNGEONROOM_VeilSilence_Common_Event_BeeHiveTree -",
 "DUNGEONROOM_VeilSilence_Common_Event_BloodTree": "DUNGEONROOM_VeilSilence_Common_Event_BloodTree",
 "DUNGEONROOM_VeilSilence_Common_Event_BloodTree -": "DUNGEONROOM_VeilSilence_Common_Event_BloodTree -",
 "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1": "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1",
 "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1 -": "DUNGEONROOM_VeilSilence_Common_Event_CodexLevel1 -",
 "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower": "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower",
 "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower -": "DUNGEONROOM_VeilSilence_Common_Event_EchoFlower -",
 "DUNGEONROOM_VeilSilence_Common_Event_Endrossi": "DUNGEONROOM_VeilSilence_Common_Event_Endrossi",
 "DUNGEONROOM_VeilSilence_Common_Event_Endrossi -": "DUNGEONROOM_VeilSilence_Common_Event_Endrossi -",
 "DUNGEONROOM_VeilSilence_Common_Event_Flower": "DUNGEONROOM_VeilSilence_Common_Event_Flower",
 "DUNGEONROOM_VeilSilence_Common_Event_Flower -": "DUNGEONROOM_VeilSilence_Common_Event_Flower -",
 "DUNGEONROOM_VeilSilence_Common_Event_Herb": "DUNGEONROOM_VeilSilence_Common_Event_Herb",
 "DUNGEONROOM_VeilSilence_Common_Event_Herb -": "DUNGEONROOM_VeilSilence_Common_Event_Herb -",
 "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake": "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake",
 "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake -": "DUNGEONROOM_VeilSilence_Common_Event_HiddenMandrake -",
 "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter": "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter",
 "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter -": "DUNGEONROOM_VeilSilence_Common_Event_LabRatBreedingCenter -",
 "DUNGEONROOM_VeilSilence_Common_Event_Mandrake": "DUNGEONROOM_VeilSilence_Common_Event_Mandrake",
 "DUNGEONROOM_VeilSilence_Common_Event_Mandrake -": "DUNGEONROOM_VeilSilence_Common_Event_Mandrake -",
 "DUNGEONROOM_VeilSilence_Common_Event_Merchant": "DUNGEONROOM_VeilSilence_Common_Event_Merchant",
 "DUNGEONROOM_VeilSilence_Common_Event_Merchant -": "DUNGEONROOM_VeilSilence_Common_Event_Merchant -",
 "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow": "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow",
 "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow -": "DUNGEONROOM_VeilSilence_Common_Event_ScareCrow -",
 "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest": "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest",
 "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest -": "DUNGEONROOM_VeilSilence_Common_Event_TemporalRest -",
 "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife": "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife",
 "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife -": "DUNGEONROOM_VeilSilence_Common_Event_TreeOfLife -",
 "DUNGEONROOM_VeilSilence_Common_Event_Xenon": "DUNGEONROOM_VeilSilence_Common_Event_Xenon",
 "DUNGEONROOM_VeilSilence_Common_Event_Xenon -": "DUNGEONROOM_VeilSilence_Common_Event_Xenon -",
 "DUNGEONROOM_VeilSilence_Common_Goddess": "DUNGEONROOM_VeilSilence_Common_Goddess",
 "DUNGEONROOM_VeilSilence_Common_Goddess -": "DUNGEONROOM_VeilSilence_Common_Goddess -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle1 -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2 -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle2_3f -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3 -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle3_3f -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4 -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle4_3f -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle5 -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6 -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6 -",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f",
 "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f -": "DUNGEONROOM_VeilSilence_Common_HardCombat_Middle6_3f -",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1 -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1 -",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_1_3f -",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2 -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2 -",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_2_3f -",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3 -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3 -",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f",
 "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f -": "DUNGEONROOM_VeilSilence_Common_HorizontalCorridor_3_3f -",
 "DUNGEONROOM_VeilSilence_Common_Portal": "DUNGEONROOM_VeilSilence_Common_Portal",
 "DUNGEONROOM_VeilSilence_Common_Portal -": "DUNGEONROOM_VeilSilence_Common_Portal -",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueBerry2 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalFake2 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1",
 "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_BlueCrystalSmall1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1",
 "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1 -": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2",
 "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2 -": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalFake2 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1",
 "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_GreenCrystalSmall1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_Herb1": "DUNGEONROOM_VeilSilence_Common_Resource_Herb1",
 "DUNGEONROOM_VeilSilence_Common_Resource_Herb1 -": "DUNGEONROOM_VeilSilence_Common_Resource_Herb1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_Herb2": "DUNGEONROOM_VeilSilence_Common_Resource_Herb2",
 "DUNGEONROOM_VeilSilence_Common_Resource_Herb2 -": "DUNGEONROOM_VeilSilence_Common_Resource_Herb2 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_Oat": "DUNGEONROOM_VeilSilence_Common_Resource_Oat",
 "DUNGEONROOM_VeilSilence_Common_Resource_Oat -": "DUNGEONROOM_VeilSilence_Common_Resource_Oat -",
 "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1",
 "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1 -": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2",
 "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2 -": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalFake2 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1",
 "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_RedCrystalSmall1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1",
 "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_SilverSmall1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1": "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1",
 "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1 -": "DUNGEONROOM_VeilSilence_Common_Resource_TreeMiddle1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1": "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1",
 "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1 -": "DUNGEONROOM_VeilSilence_Common_Resource_TreeSmall1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1",
 "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1 -": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip1 -",
 "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2",
 "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2 -": "DUNGEONROOM_VeilSilence_Common_Resource_Turnip2 -",
 "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1": "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1",
 "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Luxurious1 -",
 "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1": "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1",
 "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Modest1 -",
 "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1",
 "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy1 -",
 "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2",
 "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2 -": "DUNGEONROOM_VeilSilence_Common_Treasure_Sturdy2 -",
 "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1",
 "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1 -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1 -",
 "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f",
 "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_1_3f -",
 "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2",
 "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2 -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2 -",
 "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f",
 "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f -": "DUNGEONROOM_VeilSilence_Common_VerticalCorridor_2_3f -",
 "Dagger (items, aptitude, no tree)": "短剣（アイテム、適性あり、ツリーなし）",
 "Damage": "ダメージ",
 "Damage Dealt +20% × missing%": "与ダメージ +20% × 減少%",
 "Damage Dealt.": "与ダメージ。",
 "Damage added": "加算ダメージ",
 "Damage added is the attack power gain run through the skill's coefficient, before the target's resistance.": "加算ダメージとは、攻撃力の上昇分をスキルの係数に通した値で、対象の耐性適用前のものです。",
 "Damage added, 100% coefficient skill": "加算ダメージ、係数100%のスキル",
 "Damage added, 250% coefficient skill": "加算ダメージ、係数250%のスキル",
 "Damage at cap": "上限時のダメージ",
 "Damage benchmark monster": "ダメージ ベンチマーク モンスター",
 "Damage bonus": "ダメージボーナス",
 "Damage calc": "ダメージ計算",
 "Damage dealt increases as current": "Damage dealt increases as current",
 "Damage dealt increases as current 気分 gets lower.": "Damage dealt increases as current 気分 gets lower.",
 "Damage increases by": "ダメージが増加します",
 "Damage over time": "継続ダメージ",
 "Damage per cast": "1回の使用あたりのダメージ",
 "Damage per energy": "エネルギーあたりのダメージ",
 "Damage per hit": "1ヒットあたりのダメージ",
 "Damage per hit taken": "被弾1回あたりのダメージ",
 "Damage per minute": "1分あたりダメージ",
 "Damage per second": "毎秒ダメージ",
 "Damage per second vs benchmark": "ベンチマーク比較での 1 秒あたりのダメージ",
 "Damage percentages are of the boss's attack power; reach and cooldown are in tiles / seconds. Each attack's reach and area are drawn on a real dungeon room below it (click to enlarge). Descriptions are the game's own skill text - hover a highlighted keyword, effect or summon for what it does.": "ダメージの割合はボスの攻撃力に対するものです。射程とクールダウンはタイル / 秒で表します。各攻撃の射程と範囲は、その下の実際のダンジョン部屋に描かれています（クリックで拡大）。説明文はゲーム内のスキルテキストそのものです。強調されたキーワード、効果、召喚にカーソルを合わせると、その内容が表示されます。",
 "Damage reduction amount on a successful guard": "ガード成功時のダメージ軽減量",
 "Damage source": "ダメージ源",
 "Damage stat source": "ダメージのステータス参照元",
 "Damage taken": "被ダメージ",
 "Damage taken (after defense/resist)": "受けたダメージ（防御/耐性適用後）",
 "Damage taken = raw damage x 100 / (100 + R)": "被ダメージ = 生ダメージ x 100 / (100 + R)",
 "Damage taken decreases by (number of allied plant structures within 1 tile) * {0}%.": "被ダメージが(1タイル以内の味方植物構造物の数) × {0}%減少します。",
 "Damage taken is reduced by {0}% × the number of allied plant structures within 1 tile. (Maximum {1}% reduction)": "受けるダメージは、1タイル以内の味方の植物構造物の数×{0}%減少します。(最大{1}%減少)",
 "Damage taken multiplied by about 100 / (100 + Resistance)": "受けるダメージに約 100 / (100 + 耐性) を乗算",
 "Damage the basic attack dealt": "通常攻撃が与えたダメージ",
 "Damage the incoming hit dealt": "受けたヒットのダメージ",
 "Damage to reach it": "到達に必要なダメージ",
 "Damage to you": "受けるダメージ",
 "Damage to your units": "自軍ユニットへのダメージ",
 "Damage type": "ダメージタイプ",
 "Damage types": "ダメージタイプ",
 "Damage value": "ダメージ値",
 "Damage vs": "ダメージ対象",
 "Damage vs Enemy": "対 敵ダメージ",
 "Damage-over-time calculator": "継続ダメージ計算機",
 "Damage-over-time stack caps": "継続ダメージのスタック上限",
 "DamagePartsRatio": "DamagePartsRatio",
 "Dark": "ダーク",
 "Dark Burrow GAMESYSTEM_Environment_{affecterName}": "暗い巣穴 GAMESYSTEM_Environment_{affecterName}",
 "Dark Forest (internal)": "暗い森（内部）",
 "Dark Magic": "闇魔法",
 "DarkBurrow": "DarkBurrow",
 "DarkGreen": "DarkGreen",
 "DarkWhisperEnv": "DarkWhisperEnv",
 "Dash": "ダッシュ",
 "Data": "データ",
 "Data error (wrong game data)": "データエラー (誤ったゲームデータ)",
 "Data note - Sharp Edge.": "データ注記 - 鋭刃。",
 "Data note.": "データ注記。",
 "Data notes": "データに関する注記",
 "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.26 demo; they are left out of the roster count, table and filters above.": "デフォルトの体力40のステータスのみを持ち、ダンジョンに配置されていないデータ上のプレースホルダーユニットです。素の DS_B.0.3.26 デモではどこでも戦闘に登場せず、上記の一覧数・表・フィルターには含めていません。",
 "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.40 demo; they are left out of the roster count, table and filters above.": "デフォルトの体力40のステータスのみを持ち、ダンジョンに配置されていないデータ上のプレースホルダーユニットです。素の DS_B.0.3.40 デモではどこでも戦闘に登場せず、上記の一覧数・表・フィルターには含めていません。",
 "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.3.44 demo; they are left out of the roster count, table and filters above.": "デフォルトのHP40のステータスブロックのみを持ち、ダンジョン配置を持たないデータ専用のプレースホルダーユニット。標準のDS_B.0.3.44デモではどこでも戦闘対象にならず、上記のロースター数・表・フィルターからは除外されています。",
 "Database": "データベース",
 "Date": "日付",
 "Day & night": "昼と夜",
 "Day 1 checklist": "1日目チェックリスト",
 "Day and night": "昼と夜",
 "Day counter rolls over": "日数カウンターの切り替わり",
 "Day vision": "昼間視界",
 "Day, version, difficulty, playtime, current region": "日数、バージョン、難易度、プレイ時間、現在の地域",
 "DayInHour": "DayInHour",
 "DayNightVisionDiffrence": "DayNightVisionDiffrence",
 "DayTimes": "DayTimes",
 "Daytime window": "昼間の時間帯",
 "Dead Enter": "死亡進入",
 "Dead Enter 2": "死亡開始 2",
 "Dead Enter 3": "死亡開始 3",
 "Dead Swamp": "死の沼",
 "Dead heat on time-to-kill (~": "撃破時間は互角（約",
 "DeadSound": "DeadSound",
 "Deadly Fear + Blade Spirit": "致命的恐怖 + 刃の精霊",
 "Deadly Fear puts Exposed Flaw on the ENEMY, so your melee crits on it are guaranteed and Blade Spirit refunds energy - the correct greatsword Exposed-Flaw setup (Slay would only expose yourself).": "致命的恐怖は敵に弱点露呈を付与するため、その敵への近接会心が確定し、刃の精霊がエネルギーを回復する。大剣で弱点露呈を活かす正しい構成（討伐では自分自身を露呈させてしまうだけ）。",
 "DeadlyAfterEffectDuration": "DeadlyAfterEffectDuration",
 "DeadlyDuration": "DeadlyDuration",
 "DeadlyRecovery": "DeadlyRecovery",
 "Deadly_": "Deadly_",
 "Deal physical damage equal to {0}% of physical attack power to the target. Deal the same damage to enemies in a straight...": "対象に物理攻撃力の{0}%に等しい物理ダメージを与える。直線上の敵に同じダメージを与える...",
 "Dealer bite combination facing open terrain.": "オープンテレインに直面するディーラー咬傷コンボ。",
 "Dealer bite combination facing open terrain. - Dungeon Settlers ウィキ": "ディーラー咬み組み合わせ、開けた地形に直面。- Dungeon Settlers ウィキ",
 "Dealing critical damage apply": "クリティカルダメージを与える際に適用",
 "Dealing critical damage apply 鈍足 the target for {0} seconds.": "クリティカルダメージを与えた際、対象に{0}秒間鈍足を付与する。",
 "Deals 100% of magic attack power as magic damage to the target and applies 3": "対象に魔法攻撃力の100%の魔法ダメージを与え、3の",
 "Deals 100% of magic attack power as magic damage to the target and applies 3 出血 for 5 seconds.": "対象に魔法攻撃力の100%の魔法ダメージを与え、5秒間、出血を3付与する。",
 "Deals 200 fixed damage to a specific building within": "範囲内の特定の建物に固定200ダメージを与える",
 "Deals 200 fixed damage to a specific building within 2 tiles.": "2タイル以内の特定の建物に200の固定ダメージを与える。",
 "Deals 200 fixed damage to a specific building within 5 tiles.": "5タイル以内の特定の建物に200の固定ダメージを与える。",
 "Deals magic damage equal to {2}% of magic attack power to adjacent enemy units every second, and applies [AFFECTER_Burni...": "隣接する敵ユニットに毎秒魔法攻撃力の{2}%の魔法ダメージを与え、{4}秒間{3}の[AFFECTER_Burning]を付与します。",
 "Deals physical damage equal to 100% of physical attack power to the target.": "対象に物理攻撃力の100%に等しい物理ダメージを与えます。",
 "Deals physical damage equal to 100% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.": "対象に物理攻撃力の100%に等しい物理ダメージを与えます。攻撃経路に沿った直線上の敵にも同じ量のダメージを与えます。",
 "Deals physical damage equal to 100% of physical attack power to units on the target's tile and the tile behind the target.": "対象のタイルと、その背後のタイルにいるユニットに、物理攻撃力の100%に等しい物理ダメージを与えます。",
 "Deals physical damage equal to 65% of physical attack power to the target. Deals the same amount of damage to enemies located in a straight line along the attack's path.": "対象に物理攻撃力の65%に等しい物理ダメージを与えます。攻撃経路に沿った直線上の敵にも同じ量のダメージを与えます。",
 "Deals physical damage equal to {0}% of Physical Attack to the target and applies": "{0}%の物理攻撃に等しい物理ダメージを対象に与え、以下を適用します",
 "Deals physical damage equal to {0}% of Physical Attack to the target and applies 脆弱 for {1} seconds.": "対象に物理攻撃力の{0}%に相当する物理ダメージを与え、{1}秒間脆弱を付与する。",
 "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is affli...": "{0}%の物理攻撃に等しい物理ダメージを対象に与え、{1}マス後ろにノックバックさせます。対象は以下の影響を受けます...",
 "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is afflicted with 鈍足 for {2} seconds.": "対象に物理攻撃力の{0}%に相当する物理ダメージを与え、{1}タイル後方へ押し出す。対象は{2}秒間鈍足を得る。",
 "Deals physical damage equal to {0}% of Physical Attack {1} times to the target. Deals the same damage to enemies located...": "{0}%の物理攻撃に等しい物理ダメージを対象に{1}回与えます。近くの敵に同じダメージを与えます...",
 "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same amount of damage to enemies l...": "{0}%の物理攻撃力に等しい物理ダメージを対象に与えます。近くの敵に同じダメージを与えます...",
 "Deals physical damage equal to {0}% of physical attack power to units on the target's tile and the tile behind the targe...": "対象のタイルおよび対象の後ろのタイル上のユニットに、物理攻撃力の{0}%に等しい物理ダメージを与えます...",
 "Deals {2} instances of {1}% of": "{2}回の{1}%ダメージを与える",
 "Deals {2} instances of {1}% of 物理攻撃力 as physical damage to the target.": "ターゲットに物理攻撃力の{1}%の{2}インスタンスの物理ダメージを与えます。",
 "Deals {2} instances of {1}% of 物理攻撃力 as physical damage to the target. While this skill is active, each basic attack consumes {2} arrows.": "対象に物理攻撃力の{1}%の物理ダメージを{2}回与える。このスキルが有効な間、基本攻撃ごとに{2}本の矢を消費する。",
 "Death Throes and Devrick Pendant read how much HP YOU are missing; the Sinking Inscription reads how much the TARGET is missing. Each scales from 0 at full HP to its cap at 0 HP.": "断末魔とデヴリックのペンダントはあなたの欠損HPを参照し、沈没の刻印は対象の欠損HPを参照します。いずれも満タンHP時の0から、HP0時の上限まで増加します。",
 "Death Throes: 20% × 0.5 =": "断末魔: 20% × 0.5 =",
 "Death Throes: Damage Dealt": "断末魔：与ダメージ",
 "Death and Bodies": "死と亡骸",
 "Death by starvation imminent": "餓死が差し迫っている",
 "Death from damage imminent": "ダメージによる死亡が差し迫っている",
 "Death ×1": "死亡 ×1",
 "Death ×1, Shout ×1, Swallow ×1": "死亡×1、叫び×1、丸呑み×1",
 "Death ×1, Split ×1": "死亡×1、分裂×1",
 "Death ×3, Lash ×2, Resurrect ×2, Run ×2, Smile ×2, ThrowWeb ×2, Taunt ×1": "Death ×3, Lash ×2, Resurrect ×2, Run ×2, Smile ×2, ThrowWeb ×2, Taunt ×1",
 "DeathRelated": "DeathRelated",
 "Debuff": "デバフ",
 "Debuff into Shield": "デバフ→盾",
 "Debug console command only": "デバッグコンソールコマンドのみ",
 "Decimals": "小数",
 "Decision": "決定",
 "Decision (policy) categories.": "決定（方針）のカテゴリ。",
 "DecisionCategoryTable.json": "DecisionCategoryTable.json",
 "DecisionDismiss": "DecisionDismiss",
 "DecisionInterval": "DecisionInterval",
 "DecisionResult": "DecisionResult",
 "DecisionStart": "DecisionStart",
 "DecisionStart2": "DecisionStart2",
 "DecisionTable.json": "DecisionTable.json",
 "Decisions": "決定",
 "Deco Q": "装飾 品質",
 "Deco Style": "装飾スタイル",
 "Deco style": "装飾スタイル",
 "Decoration (141)": "装飾 (141)",
 "Decorative Burried Bag": "装飾用の埋もれた袋",
 "Decorative Burried Bag - Dungeon Settlers Wiki": "装飾用の埋もれた袋 - Dungeon Settlers Wiki",
 "Decorative Burried Sewage": "装飾用の埋もれた汚水",
 "Decorative Burried Sewage - Dungeon Settlers Wiki": "装飾用の埋もれた汚水 - Dungeon Settlers Wiki",
 "Decorative Burried Sewage Small": "装飾用の埋もれた汚水（小）",
 "Decorative Burried Sewage Small - Dungeon Settlers Wiki": "装飾用の埋もれた汚水(小) - Dungeon Settlers Wiki",
 "Decorative Burried Skull1": "装飾用の埋もれた頭蓋骨1",
 "Decorative Burried Skull1 - Dungeon Settlers Wiki": "装飾用の埋もれた頭蓋骨1 - Dungeon Settlers Wiki",
 "Decorative Burried Skull2": "装飾用の埋もれた頭蓋骨2",
 "Decorative Burried Skull2 - Dungeon Settlers Wiki": "装飾用の埋もれた頭蓋骨2 - Dungeon Settlers Wiki",
 "Decorative Burried Skull3": "装飾用の埋もれた頭蓋骨3",
 "Decorative Burried Skull3 - Dungeon Settlers Wiki": "装飾用の埋もれた頭蓋骨3 - Dungeon Settlers Wiki",
 "Decorative Burried Something": "装飾用の埋もれた何か",
 "Decorative Burried Something - Dungeon Settlers Wiki": "装飾用の埋もれた何か - Dungeon Settlers Wiki",
 "Decorative Burrow Rock": "装飾用の巣穴の岩",
 "Decorative Burrow Rock - Dungeon Settlers Wiki": "装飾用の巣穴の岩 - Dungeon Settlers Wiki",
 "Decorative Pipe Down": "装飾用のパイプ（下）",
 "Decorative Pipe Down - Dungeon Settlers Wiki": "装飾用のパイプ(下) - Dungeon Settlers Wiki",
 "Decorative Pipe Left": "装飾用のパイプ（左）",
 "Decorative Pipe Left - Dungeon Settlers Wiki": "装飾用のパイプ(左) - Dungeon Settlers Wiki",
 "Decorative Pipe Right": "装飾用のパイプ（右）",
 "Decorative Pipe Right - Dungeon Settlers Wiki": "装飾用のパイプ(右) - Dungeon Settlers Wiki",
 "Decorative Pipe Up": "装飾用のパイプ（上）",
 "Decorative Pipe Up - Dungeon Settlers Wiki": "装飾用のパイプ(上) - Dungeon Settlers Wiki",
 "Decorative Pipe Wall": "装飾用のパイプ（壁）",
 "Decorative Pipe Wall - Dungeon Settlers Wiki": "装飾用のパイプ(壁) - Dungeon Settlers Wiki",
 "Decorative Polluted Water Tile1": "装飾用の汚染水タイル1",
 "Decorative Polluted Water Tile1 - Dungeon Settlers Wiki": "装飾汚染水タイル1 - Dungeon Settlers Wiki",
 "Decorative Polluted Water Tile2": "装飾用の汚染水タイル2",
 "Decorative Polluted Water Tile2 - Dungeon Settlers Wiki": "装飾汚染水タイル2 - Dungeon Settlers Wiki",
 "Decorative Polluted Water Tile3": "装飾用の汚染水タイル3",
 "Decorative Polluted Water Tile3 - Dungeon Settlers Wiki": "装飾汚染水タイル3 - Dungeon Settlers Wiki",
 "Decorative Sewage Big1": "装飾用の汚水（大）1",
 "Decorative Sewage Big1 - Dungeon Settlers Wiki": "装飾用の汚水(大)1 - Dungeon Settlers Wiki",
 "Decorative Sewage Big2": "装飾用の汚水（大）2",
 "Decorative Sewage Big2 - Dungeon Settlers Wiki": "装飾下水 大2 - Dungeon Settlers Wiki",
 "Decorative Sewage Huge1": "装飾用の汚水（特大）1",
 "Decorative Sewage Huge1 - Dungeon Settlers Wiki": "装飾下水 特大1 - Dungeon Settlers Wiki",
 "Decorative Sewage Huge2": "装飾用の汚水（特大）2",
 "Decorative Sewage Huge2 - Dungeon Settlers Wiki": "装飾下水 特大2 - Dungeon Settlers Wiki",
 "Decorative Sewage Small1": "装飾用の汚水（小）1",
 "Decorative Sewage Small1 - Dungeon Settlers Wiki": "装飾下水 小1 - Dungeon Settlers Wiki",
 "Decorative Sewage Small2": "装飾用の汚水（小）2",
 "Decorative Sewage Small2 - Dungeon Settlers Wiki": "装飾下水 小2 - Dungeon Settlers Wiki",
 "Decorative Sewage Small3": "装飾用の汚水（小）3",
 "Decorative Sewage Small3 - Dungeon Settlers Wiki": "装飾下水 小3 - Dungeon Settlers Wiki",
 "Decorative Small Root1": "装飾用の小さな根1",
 "Decorative Small Root1 - Dungeon Settlers Wiki": "装飾用の小さな根1 - Dungeon Settlers Wiki",
 "Decorative Small Root2": "装飾用の小さな根2",
 "Decorative Small Root2 - Dungeon Settlers Wiki": "装飾用の小さな根2 - Dungeon Settlers Wiki",
 "Decorative Small Root3": "装飾用の小さな根3",
 "Decorative Small Root3 - Dungeon Settlers Wiki": "装飾用の小さな根3 - Dungeon Settlers Wiki",
 "Decorative Small Stalagmite1": "装飾用の小さな石筍1",
 "Decorative Small Stalagmite1 - Dungeon Settlers Wiki": "装飾用の小さな石筍1 - Dungeon Settlers Wiki",
 "Decorative Stalagmite": "装飾用の石筍",
 "Decorative Stalagmite - Dungeon Settlers Wiki": "装飾石筍 - Dungeon Settlers Wiki",
 "Decorative Stalagmite Big": "装飾用の石筍（大）",
 "Decorative Stalagmite Big - Dungeon Settlers Wiki": "装飾石筍 大 - Dungeon Settlers Wiki",
 "Decorative Stalagmite Small": "装飾用の石筍（小）",
 "Decorative Stalagmite Small - Dungeon Settlers Wiki": "装飾石筍 小 - Dungeon Settlers Wiki",
 "Decorative Stalagmite1": "装飾用の石筍1",
 "Decorative Stalagmite1 - Dungeon Settlers Wiki": "装飾用の石筍1 - Dungeon Settlers Wiki",
 "Decorative Stone Beak": "装飾用の石のくちばし",
 "Decorative Stone Beak - Dungeon Settlers Wiki": "装飾石のくちばし - Dungeon Settlers Wiki",
 "Decorative Stone1": "装飾用の石1",
 "Decorative Stone1 - Dungeon Settlers Wiki": "装飾用の石1 - Dungeon Settlers Wiki",
 "Decorative Stone2": "装飾用の石2",
 "Decorative Stone2 - Dungeon Settlers Wiki": "装飾用の石2 - Dungeon Settlers Wiki",
 "Decorative Stone3": "装飾用の石3",
 "Decorative Stone3 - Dungeon Settlers Wiki": "装飾用の石3 - Dungeon Settlers Wiki",
 "Decorative Trash": "装飾用のゴミ",
 "Decorative Trash - Dungeon Settlers Wiki": "装飾ゴミ - Dungeon Settlers Wiki",
 "Decorative Trash Burried": "装飾用の埋もれたゴミ",
 "Decorative Trash Burried - Dungeon Settlers Wiki": "装飾ゴミ（埋没） - Dungeon Settlers Wiki",
 "Deeper dungeons contain richer and rarer resources.": "より深いダンジョンはより豊かでレアなリソースを含みます。",
 "Def": "防御",
 "Default Big Last Refuge": "デフォルトの大型 最後の避難所",
 "Default central room": "デフォルトの中央部屋",
 "Default hiring cost": "デフォルトの雇用コスト",
 "Default inspection cost": "デフォルトの査定コスト",
 "Default number of ticks {0} spent when eating food": "食事の際に消費されるデフォルトのティック数 {0}",
 "Default number of ticks {0} spent while playing": "遊んでいる間に消費されるデフォルトのティック数{0}",
 "Default number of units displayed": "表示されるユニットのデフォルト数",
 "Default phase table": "デフォルトのフェーズテーブル",
 "Default starting funds when creating a new campaign": "新しいキャンペーン作成時のデフォルト開始資金",
 "Default starting max population when creating a new campaign": "新しいキャンペーン作成時のデフォルト最大人口",
 "Default threshold ratio (0~1) for what percentage of max stock a structure's 'transport needed' item must drop below before a transport task is issued. EX: If a Mana Generator can store up to 100 Mana Stones as fuel -> with this value at 0.2, a transport task is issued once the stock drops to 20.": "建造物の「輸送が必要」なアイテムが、輸送タスクが発行される前に最大在庫の何%を下回る必要があるかのデフォルトの閾値比率（0~1）。例: マナ発電機が燃料として最大100個のマナ石を貯蔵できる場合 -> この値が0.2なら、在庫が20に下がった時点で輸送タスクが発行される。",
 "Default tick value spent per unit of sleep: {0}. This variable exists to handle exception conditions for waking during sleep (e.g. Stamina above a certain threshold, or Very Hungry).": "睡眠1単位あたりに消費されるデフォルトのティック値: {0}。この変数は、睡眠中に目覚める例外条件（例: スタミナが一定の閾値を超える、または非常に空腹）を処理するために存在する。",
 "Default tick value spent per unit of unconscious sleep: {0}.": "無意識の睡眠1単位あたりに消費されるデフォルトのティック値: {0}。",
 "Default trait of the {#} resource node": "{#}資源ノードのデフォルト特性",
 "Default trait of {#}": "{#}のデフォルト特性",
 "Default traits": "デフォルト特性",
 "Default upkeep cost": "デフォルトの維持コスト",
 "Default value for a structure's maximum inventory weight.": "建造物の最大インベントリ重量のデフォルト値。",
 "Default value for the maximum number of members a player can hold. The max headcount may increase depending on the Expedition party's fame rank, etc.": "プレイヤーが保有できるメンバーの最大数のデフォルト値。最大人数は遠征パーティの名声ランクなどによって増加しうる。",
 "Default, radius 2": "Default, radius 2",
 "DefaultCandidateAmount": "DefaultCandidateAmount",
 "DefaultCarryingNeededItemThreshold": "DefaultCarryingNeededItemThreshold",
 "DefaultChance_": "DefaultChance_",
 "DefaultCraftingWorkloadIncrease": "DefaultCraftingWorkloadIncrease",
 "DefaultDurabilityChangePerHour": "DefaultDurabilityChangePerHour",
 "DefaultEnemy": "DefaultEnemy",
 "DefaultEnoughSleepCondition": "DefaultEnoughSleepCondition",
 "DefaultFactionCoin": "DefaultFactionCoin",
 "DefaultGatherWorkloadIncrease": "DefaultGatherWorkloadIncrease",
 "DefaultGold": "DefaultGold",
 "DefaultHitRate": "DefaultHitRate",
 "DefaultInspectPrice_": "DefaultInspectPrice_",
 "DefaultMainSkillPoint": "DefaultMainSkillPoint",
 "DefaultMajorStatRandomChangeRatio": "DefaultMajorStatRandomChangeRatio",
 "DefaultMaxMemberCount": "DefaultMaxMemberCount",
 "DefaultMaxPopulation": "DefaultMaxPopulation",
 "DefaultRecruitmentPrice_": "DefaultRecruitmentPrice_",
 "DefaultRequiredEatingTimeTick": "DefaultRequiredEatingTimeTick",
 "DefaultRequiredSleepingTimeTick": "DefaultRequiredSleepingTimeTick",
 "DefaultRequiredUnconsciousSleepingTimeTick": "DefaultRequiredUnconsciousSleepingTimeTick",
 "DefaultSkillPointIncrease": "DefaultSkillPointIncrease",
 "DefaultStrucutreMaxWeight": "DefaultStrucutreMaxWeight",
 "DefaultSubSkillPoint": "DefaultSubSkillPoint",
 "DefaultTick": "DefaultTick",
 "DefaultUpkeepPrice_": "DefaultUpkeepPrice_",
 "DefaultValue_": "DefaultValue_",
 "Defeat 1 Red Monster Rat.": "赤いモンスターネズミを1体倒す。",
 "Defeat 1 Weak Grey Rat": "弱い灰色ネズミを1体倒す",
 "Defeat 2 Weak Grey Rats": "弱い灰色ネズミを2体倒す",
 "Defeat the Acid Bug (0/1)": "アシッドバグを倒す (0/1)",
 "Defeat the Alpha Acid Slogel": "アルファ酸性スロゲルを倒す",
 "Defeat the Elder Gloth": "エルダー・グロスを倒す",
 "Defense-ignoring magic damage equal to stacks x3 per second (max 50 stacks).": "防御を無視する、スタック数×3に等しい魔法ダメージを毎秒与える（最大50スタック）。",
 "Defensive stats": "防御ステータス",
 "Defined in the data, not active in this build.": "データ上は定義されていますが、このビルドでは有効化されていません。",
 "Defined in the game data but not yet wired to an in-game source (planned / unreleased).": "ゲームデータには定義されていますが、まだゲーム内のソースに接続されていません（予定/未実装）。",
 "Delay scales with attack speed": "ディレイは攻撃速度に依存",
 "Delete - sure?": "削除しますか？",
 "Delete team": "チームを削除",
 "Delete team \"": "チームを削除「",
 "Deleting a campaign in-game also deletes its autosave file - keep external backups of anything you care about.": "ゲーム内でキャンペーンを削除すると、そのオートセーブファイルも削除されます。大切なものは外部にバックアップを取ってください。",
 "Demand more food due to the generous rations.": "気前の良い配給のため、より多くの食料を要求する。",
 "Demo Build Exclusive Guild Merchant": "デモビルド限定ギルドマーチャント",
 "Demo auto-clear": "デモの自動クリア",
 "Demo build note: the boss room": "デモビルド注記：ボス部屋",
 "Demo build note: this boss room requires floor phase 5; the demo's phase table caps ただれた巣穴 at phase 3, so the fight (and the 廃坑 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "デモビルドの注記：このボス部屋はフロアフェーズ5が必要ですが、デモのフェーズテーブルはただれた巣穴をフェーズ3で頭打ちにするため、この戦闘（および地域クリア後に続く廃坑の解放）は素のDS_B.0.3.26では発生しません。参照：",
 "Demo build note: this boss room requires floor phase 5; the demo's phase table caps ただれた巣穴 at phase 3, so the fight (and the 廃坑 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "デモビルドの注記：このボス部屋はフロアフェーズ5が必要ですが、デモのフェーズテーブルはただれた巣穴をフェーズ3で頭打ちにするため、この戦闘（および地域クリア後に続く廃坑の解放）は素のDS_B.0.3.40では発生しません。参照：",
 "Demo build note: this boss room requires floor phase 5; the demo's phase table caps 沈黙のヴェール at phase 4, so the fight (and the ただれた巣穴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "デモビルドの注記：このボス部屋はフロアフェーズ5が必要ですが、デモのフェーズテーブルは沈黙のヴェールをフェーズ4で頭打ちにするため、この戦闘（および地域クリア後に続くただれた巣穴の解放）は素のDS_B.0.3.26では発生しません。参照：",
 "Demo build note: this boss room requires floor phase 5; the demo's phase table caps 沈黙のヴェール at phase 4, so the fight (and the ただれた巣穴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "デモビルドの注記：このボス部屋はフロアフェーズ5が必要ですが、デモのフェーズテーブルは沈黙のヴェールをフェーズ4で頭打ちにするため、この戦闘（および地域クリア後に続くただれた巣穴の解放）は素のDS_B.0.3.40では発生しません。参照：",
 "Demo phase table (Veil of Silence)": "デモのフェーズテーブル（沈黙のベール）",
 "Demo truth:": "デモの真実：",
 "Demolition:": "解体:",
 "DemolitionWorkloadParam": "DemolitionWorkloadParam",
 "Depleted Dungeon effect": "消耗ダンジョン効果",
 "Depletion Term": "消耗期間",
 "Depletion guide": "消耗ガイド",
 "Depletion range": "消耗の範囲",
 "Depletion recovery cycle (minute interval)": "消耗の回復サイクル（分間隔）",
 "Depletion rule of thumb": "消耗の目安",
 "DepletionStack": "DepletionStack",
 "DepletionTerm": "DepletionTerm",
 "Deputy Captain's Ambition - Elf": "副隊長の野心 - エルフ",
 "Deputy Captain's Ambition - Human": "副隊長の野心 - 人間",
 "Deputy Captain's Ambition - Lizardman": "副隊長の野心 - リザードマン",
 "Deputy Captain's Ambition - Lycan": "副隊長の野心 - ライカン",
 "Deputy Captains Insignia": "副隊長徽章",
 "Deputy Captains Insignia - Dungeon Settlers ウィキ": "Deputy Captains Insignia - Dungeon Settlers ウィキ",
 "Deputy Captains Insignia の射程と範囲": "Deputy Captains Insignia の射程と範囲",
 "Deputy Captains Insignia アイコン": "Deputy Captains Insignia アイコン",
 "Deputy Captains Insignia ダンジョンルームに表示される射程と範囲": "Deputy Captains Insignia ダンジョンルームに表示される射程と範囲",
 "DeputyCaptainElf": "DeputyCaptainElf",
 "DeputyCaptainHuamn": "DeputyCaptainHuamn",
 "DeputyCaptainLizard": "DeputyCaptainLizard",
 "DeputyCaptainLycan": "DeputyCaptainLycan",
 "DeputyCaptainMia": "DeputyCaptainMia",
 "Derived (final) stat": "派生（最終）ステータス",
 "Derived at the stock caster, level cap: {#} = half the caster {#} + {#}, {#} = the caster {#} + {#}.": "標準の詠唱者、レベル上限で算出：{#} = 詠唱者の{#}の半分 + {#}、{#} = 詠唱者の{#} + {#}。",
 "Derived from talents": "才能から算出",
 "Derived on every load: a cleared region opens its neighbour (OpenAdjacentRegion); nothing else opens a region": "ロードのたびに導出される：クリア済みの地域が隣接地域を開放する（OpenAdjacentRegion）。それ以外に地域を開放するものはない",
 "Derived stats": "派生ステータス",
 "Describe the bug, the wrong value (expected vs shown), or your idea...": "バグ、誤った値 (期待値と表示値)、またはアイデアを記入してください...",
 "Describe your settler": "入植者を設定する",
 "Description": "説明",
 "Despite the colorful spell names, damage in Dungeon Settlers is": "華やかな呪文名とは裏腹に、Dungeon Settlersのダメージは次のとおりだ：",
 "Despite the colorful spell names, damage in Dungeon Settlers is binary: everything is either Physical or Magic.": "カラフルな呪文名に反して、Dungeon Settlersのダメージは二種のみです。すべては物理か魔法のいずれかです。",
 "Despite the name, the Perception stat governs Physical & Magic Attack, Critical Chance and Cooking - its live": "名前に反して、認知ステータスが司るのは物理攻撃・魔法攻撃、クリティカル確率、料理です。その実働",
 "Detailed sources": "詳細なソース",
 "Detection & Aggro": "検知とアグロ",
 "Detection is": "探知は",
 "Detection range calculator": "探知範囲計算機",
 "Detonating consumes the Burning stacks, forgoing their remaining damage-over-time.": "起爆は燃焼スタックを消費し、残りの継続ダメージを放棄する。",
 "Detonating consumes the stacks.": "起爆でスタックを消費する。",
 "Detonation": "起爆",
 "Detonator clears the stacks after firing; set the current stack count with the slider.": "起爆は発動後にスタックを消去します。現在のスタック数はスライダーで設定してください。",
 "Dev / test": "開発 / テスト",
 "Dev Name": "開発名",
 "Dev comment": "開発者コメント",
 "Dev comments are translated from the original Korean - hover any dev note to see the authentic source string from the game's data tables.": "開発者コメントは韓国語の原文から翻訳されています。開発者メモにカーソルを合わせると、ゲームのデータテーブルにある本来の原文が表示されます。",
 "Dev title": "開発名",
 "Dev-internal": "開発内部",
 "Dev-internal changes": "開発内部の変更",
 "DevValueConvertRatio_": "DevValueConvertRatio_",
 "Dev_NotUsed": "Dev_NotUsed",
 "Devastation": "壊滅",
 "Devastation Support Wagon Additional Cog Weel Fixed": "Devastation Support Wagon Additional Cog Weel Fixed",
 "Devastation Support Wagon Berry Fixed": "壊滅支援ワゴン（ベリー・固定）",
 "Devastation Support Wagon Grass Fixed": "壊滅支援ワゴン（草・固定）",
 "Devastation Support Wagon Hardtack Fixed": "壊滅支援ワゴン（乾パン・固定）",
 "Devastation Support Wagon Ointment Fixed": "壊滅 支援ワゴン 軟膏 固定",
 "Devastation Support Wagon Tech Book Fixed": "壊滅支援ワゴン（技術書・固定）",
 "Devastation Support Wagon Wood Fixed": "壊滅支援ワゴン（木材・固定）",
 "Devastation a monster has double the health and double the attack": "壊滅ではモンスターは体力2倍、攻撃2倍",
 "Developer Box Fixed": "開発者ボックス 固定",
 "Developer Box Random": "開発者ボックス（ランダム）",
 "Developer test settlers - not part of normal recruitment.": "開発者用テスト開拓者。通常の募集には含まれません。",
 "Developers Letter": "開発者の手紙",
 "Developers Letter - Dungeon Settlers Wiki": "開発者の手紙 - Dungeon Settlers Wiki",
 "Developers Letter icon": "開発者の手紙アイコン",
 "Developers Letter range and area shown on a dungeon room": "ダンジョンの部屋に表示された開発者の手紙の射程と範囲",
 "Development leftovers": "開発の残骸",
 "Devric Pillar1": "デヴリックの柱1",
 "Devric Pillar1 - Dungeon Settlers Wiki": "デヴリクの柱1 - Dungeon Settlers Wiki",
 "Devric Pillar2": "デヴリックの柱2",
 "Devric Pillar2 - Dungeon Settlers Wiki": "デヴリクの柱2 - Dungeon Settlers Wiki",
 "Devric Pillar3": "デヴリックの柱3",
 "Devric Pillar3 - Dungeon Settlers Wiki": "デヴリクの柱3 - Dungeon Settlers Wiki",
 "Devric Pillar4": "デヴリックの柱4",
 "Devric Pillar4 - Dungeon Settlers Wiki": "デヴリクの柱4 - Dungeon Settlers Wiki",
 "Devrick Pendant on a 300-damage hit: 30% × 0.5 = 15% of 300 =": "デヴリックのペンダントで300ダメージの一撃: 30% × 0.5 = 300の15% =",
 "Devrick Pendant: heal": "デヴリックのペンダント：回復",
 "Devrik": "デヴリク",
 "Devrik Statue Remnant": "デヴリック像の残骸",
 "Devrik Statue Remnant - Dungeon Settlers Wiki": "デヴリク像の残骸 - Dungeon Settlers Wiki",
 "Devrik Statue2 Remnant": "デヴリック像2の残骸",
 "Devrik Statue2 Remnant - Dungeon Settlers Wiki": "デヴリク像2の残骸 - Dungeon Settlers Wiki",
 "Devrik Statue3 Remnant": "デヴリック像3の残骸",
 "Devrik Statue3 Remnant - Dungeon Settlers Wiki": "デヴリク像3の残骸 - Dungeon Settlers Wiki",
 "Devrik Statue4 Remnant": "デヴリク像4の残骸",
 "Devrik Statue4 Remnant - Dungeon Settlers Wiki": "デヴリク像4の残骸 - Dungeon Settlers Wiki",
 "Dialog graph - 1 node": "ダイアロググラフ - 1ノード",
 "Dialog graph - 2 nodes": "対話グラフ - ノード2個",
 "Dialog graph - 3 nodes": "会話グラフ - ノード3個",
 "Dialog graph - 4 nodes": "会話グラフ - 4ノード",
 "Dialog graph - 5 nodes": "会話グラフ - 5ノード",
 "Dialog graph - 6 nodes": "ダイアロググラフ - 6ノード",
 "Dialog graph - 7 nodes": "ダイアロググラフ - 7つのノード",
 "Dialog graph - 8 nodes": "ダイアロググラフ - 8ノード",
 "Dialogue": "会話",
 "Dice Play Table +3, Dart Play Board +2, Card Play Table +1 mood": "サイコロ遊び台+3、ダーツボード+2、カード遊びテーブル+1の気分",
 "Diet": "食性",
 "Diet: Vegetarian": "食性: 菜食",
 "Diet: {#}": "食性: {#}",
 "Dietary rules": "食事ルール",
 "Difficulty": "難易度",
 "Difficulty Devastation": "破滅難易度",
 "Difficulty Scaling": "難易度スケーリング",
 "Difficulty Scaling - Dungeon Settlers Wiki": "難易度スケーリング - Dungeon Settlers Wiki",
 "Difficulty scaling": "難易度スケーリング",
 "DiningRoom": "DiningRoom",
 "Direction, radius 2": "方向、半径2",
 "Direction, radius 3": "Direction, radius 3",
 "Direction, radius 7": "方向、半径7",
 "Dirt Wall Fixed": "土壁（固定）",
 "Dirty Corpses": "汚れた死体",
 "Dirty Corpses - desc": "汚い死体 - 説明",
 "Dirty Corpses - flavor": "汚い死体 - 風味",
 "Dirty Corpses - name": "汚い死体 - 名前",
 "Dirty Corpses Remnant": "汚れた死体の残骸",
 "Dirty Corpses Remnant - Dungeon Settlers Wiki": "汚れた死体の残骸 - Dungeon Settlers Wiki",
 "Dirty Corpses1 Remnant": "汚れた死体1 残骸",
 "Dirty Corpses2": "汚れた死体2",
 "Dirty Corpses2 Remnant": "汚れた死体2 残骸",
 "Disabled - desc": "無効 - 説明",
 "Disabled: Carrying another unit": "無効: 別のユニットを運搬中",
 "Disarm": "武装解除",
 "Discarded Magic Power Device Remnant": "廃棄された魔力装置の残骸",
 "Discarded Magic Power Device Remnant - Dungeon Settlers Wiki": "廃棄された魔力装置の残骸 - Dungeon Settlers Wiki",
 "Discarded Specimen Remnant": "放棄されたサンプル 残骸",
 "Discarded Specimen Remnant - Dungeon Settlers ウィキ": "Discarded Specimen Remnant - Dungeon Settlers ウィキ",
 "Discarded design_code is alive": "破棄されたdesign_codeは生きています",
 "Discarded specimen investigation": "破棄されたサンプル調査",
 "DiscaredMagicPowerDevice": "DiscaredMagicPowerDevice",
 "Discontent Boils Over": "不満の噴出",
 "Discord handle, etc.": "Discordのハンドル名など",
 "Discount range": "割引範囲",
 "Dislike the one that bites front + dislike the one that bites back": "前を咬む者が嫌い + 後ろを咬む者が嫌い",
 "Dislike the one that bites front + dislike the one that bites back - Dungeon Settlers ウィキ": "前をかむ者を嫌う+後ろをかむ者を嫌う - Dungeon Settlers ウィキ",
 "Dismantle": "分解",
 "Display": "表示",
 "Display names": "表示名",
 "Dissatisfied Unit": "不満のあるユニット",
 "Distance correction value at which the skill should be cancelled if the target moves too far away during the pre-delay": "事前ディレイ中に対象が遠くへ移動しすぎた場合にスキルをキャンセルすべき距離補正値",
 "Distance to target": "対象までの距離",
 "Distance value determining how many tiles (Manhattan distance) around itself a non-player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "非プレイヤー勢力のユニットが、自身の周囲の何タイル（マンハッタン距離）を通行可能タイルとして扱うかを決める距離値。これは長く回りくどい遠回りを防ぐためのもので、正確な数値自体はあまり重要ではない。さまざまな値を試して、遠回りしすぎず、かといってまったく迂回できないこともないように調整すること。",
 "Distance value determining how many tiles (Manhattan distance) around itself a player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "プレイヤー勢力のユニットが、自身の周囲の何タイル（マンハッタン距離）を通行可能タイルとして扱うかを決める距離値。これは長く回りくどい遠回りを防ぐためのもので、正確な数値自体はあまり重要ではない。さまざまな値を試して、遠回りしすぎず、かといってまったく迂回できないこともないように調整すること。",
 "Distorted Senses GAMESYSTEM_Environment_{affecterName}": "歪んだ感覚 GAMESYSTEM_Environment_{affecterName}",
 "DistortedSenses": "DistortedSenses",
 "Division": "Division",
 "Division_": "Division_",
 "Dmg / hit": "ダメージ / ヒット",
 "Dmg/hit": "ダメージ/ヒット",
 "Do not forget-it is our lives on the line!": "忘れないで、私たちの人生がかかっています！",
 "Do you really want to quit to the title screen?": "本当にタイトル画面に戻りますか？",
 "Do you really want to quit to the title screen? Progress will be saved if you are in the settlement. If you are in a dungeon, all unsaved progress will be lost.": "本当にタイトル画面に戻りますか？集落にいる場合はプログレスが保存されます。ダンジョンにいる場合、保存されていないプログレスはすべて失われます。",
 "Do you really want to quit to title?": "本当にタイトルに戻りますか？",
 "Do you really want to quit to title? Progress will be saved if you are in the settlement. If you are in dungeon, all unsaved progress will be lost.": "本当にタイトルに戻りますか？集落にいる場合はプログレスが保存されます。ダンジョンにいる場合、保存されていないプログレスはすべて失われます。",
 "DoT stack caps": "継続ダメージのスタック上限",
 "DoT stack-cap calculator": "継続ダメージのスタック上限計算機",
 "DoT status": "DoTステータス",
 "Dodge": "回避",
 "Dodge chance": "回避率",
 "Dodge chance (flat)": "回避率（固定値）",
 "DodgeChancePercentage": "DodgeChancePercentage",
 "Dodging or being missed": "回避または攻撃を外させる",
 "Does not consume the stacks.": "スタックを消費しない。",
 "Does not stack": "スタックしない",
 "Doesn't seem interested in you, busy with insect research.": "あなたには興味を示さず、虫の研究に忙しいようだ。",
 "Don a flame cloak, gaining a barrier equal to {1}% of magic attack power for {0} seconds. Every {5} seconds, deal magic ...": "炎のマントを身につけ、{0}秒間、魔法攻撃力の{1}%に等しいバリアを獲得する。{5}秒ごとに、魔法...",
 "Don't bother editing a region's": "地域の次のフラグを編集する意味はありません",
 "Don't edit a save while the game is running - the next autosave overwrites your work.": "ゲームの実行中にセーブを編集しないでください。次のオートセーブがあなたの変更を上書きします。",
 "Don't forget, it's us who are risking our lives!": "忘れないで、命を危険にさらしているのは私たちです！",
 "Don't worry about it. Let's just go.": "気にしないで。行きましょう。",
 "DopJudge": "DopJudge",
 "DopKilled": "DopKilled",
 "DopStart": "DopStart",
 "DopSuspicious1": "DopSuspicious1",
 "Doppelganger - Ambush": "ドッペルゲンガー - 待ち伏せ",
 "Doppelganger - Relieved Party Members": "ドッペルゲンガー - 安堵するパーティメンバー",
 "Doppelganger - Time for a Decision": "ドッペルゲンガー - 決断の時",
 "Downloads": "ダウンロード",
 "Downloads & AI": "ダウンロードとAI",
 "Downloads & AI Data": "ダウンロード & AIデータ",
 "Downloads & AI Data - Dungeon Settlers Wiki": "ダウンロード & AIデータ - Dungeon Settlers Wiki",
 "Draft.": "下書き。",
 "Drop / other": "ドロップ / その他",
 "Drop amounts and rates are fixed": "ドロップ量と確率は固定されており",
 "Drop pool": "ドロッププール",
 "Drop pool:": "ドロッププール:",
 "Drop pools": "ドロッププール",
 "Drop pools - up to 3 slots each, items or nested DROP_ refs with percentages.": "ドロッププール - 各最大3スロット、アイテムまたは入れ子のDROP_参照とパーセンテージ。",
 "Drop pools expanded with percentages": "パーセンテージ付きで展開したドロッププール",
 "Drop rate": "ドロップ率",
 "Drop rates are multiplied by Very Hard x0.67, Devastation x0.34, and every other tier is x1.0. Combat difficulty still does not touch loot directly, though faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time. Drop amounts and item quality are unchanged, only the rate.": "ドロップ率には倍率がかかり、ベリーハードは x0.67、壊滅は x0.34、それ以外の難易度はすべて x1.0 です。戦闘難易度が戦利品に直接影響しない点は変わりませんが、難易度が低い設定ではリスポーンが速く、採取ボーナスの環境効果も多いため、長期的に見た総ドロップ数は増えます。1 回ごとのドロップ量とアイテム品質は変わらず、変化するのはドロップ率だけです。",
 "Drop the downloaded .json into the Saves folder shown below.": "ダウンロードした.jsonファイルを、下に表示されているSavesフォルダにドロップしてください。",
 "DropRateFactorByDifficulty": "DropRateFactorByDifficulty",
 "DropTable.json": "DropTable.json",
 "Dropped by": "ドロップ元",
 "Drops": "ドロップ",
 "Drops & gathering": "ドロップと採集",
 "Drying Complete": "乾燥 完了",
 "Dungeon Break": "ダンジョンブレイク",
 "Dungeon Break and lingering too long": "ダンジョンブレイクと長居しすぎること",
 "Dungeon Break constant": "ダンジョンブレイク定数",
 "Dungeon Build Max Region": "ダンジョン 建設 最大 地域",
 "Dungeon Core": "ダンジョンコア",
 "Dungeon Core Remnant": "ダンジョンコアの残骸",
 "Dungeon Core Remnant - Dungeon Settlers Wiki": "ダンジョンコアの残骸 - Dungeon Settlers Wiki",
 "Dungeon Core2 Remnant": "ダンジョンコア2の残骸",
 "Dungeon Core2 Remnant - Dungeon Settlers Wiki": "ダンジョンコア2の残骸 - Dungeon Settlers Wiki",
 "Dungeon Depletion": "ダンジョン消耗",
 "Dungeon Depletion - Dungeon Settlers Wiki": "ダンジョンの消耗 - Dungeon Settlers Wiki",
 "Dungeon Drop Amount": "ダンジョンドロップ量",
 "Dungeon Expeditions": "ダンジョン遠征",
 "Dungeon Floor Simulator": "ダンジョン階層シミュレーター",
 "Dungeon Floor Simulator (WIP)": "ダンジョンフロアシミュレーター（作成中）",
 "Dungeon Floor Simulator (WIP) - Dungeon Settlers Wiki": "ダンジョン階シミュレーター（作成中） - Dungeon Settlers Wiki",
 "Dungeon Godness Statue": "ダンジョン女神像",
 "Dungeon Godness Statue - Dungeon Settlers Wiki": "ダンジョン女神像 - Dungeon Settlers Wiki",
 "Dungeon Godness Statue icon": "ダンジョン女神像 アイコン",
 "Dungeon Last Abyess Floor": "ダンジョン 最後 深淵 フロア",
 "Dungeon Merchant 2 Default": "ダンジョン商人2 デフォルト",
 "Dungeon Merchant 2 Default - Dungeon Settlers Wiki": "Dungeon Merchant 2 Default - Dungeon Settlers Wiki",
 "Dungeon Merchant 2 Default icon": "Dungeon Merchant 2 Default アイコン",
 "Dungeon Npc Quest Report Spawn Weight Multiplier": "ダンジョン NPC クエスト報告 スポーン重み係数 乗数",
 "Dungeon Result Dead - desc": "Dungeon Result Dead - 説明",
 "Dungeon Result Missing - desc": "Dungeon Result Missing - 説明",
 "Dungeon Rooms": "ダンジョン部屋",
 "Dungeon Rooms - Dungeon Settlers Wiki": "ダンジョンの部屋 - Dungeon Settlers Wiki",
 "Dungeon Scare Crow Remnant": "ダンジョンかかしの残骸",
 "Dungeon Scare Crow Remnant - Dungeon Settlers Wiki": "ダンジョンのかかしの残骸 - Dungeon Settlers Wiki",
 "Dungeon Settlers": "Dungeon Settlers",
 "Dungeon Settlers Wiki": "Dungeon Settlers ウィキ",
 "Dungeon Settlers Wiki - Items, Monsters, Skills, Loot and Character Builder": "Dungeon Settlers Wiki - アイテム、モンスター、スキル、戦利品、キャラクタービルダー",
 "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.26 (Steam build 23739108). Data parsed from game tables.": "Dungeon Settlers Wiki - Dungeon Settlers DS_B.0.3.26（Steamビルド23739108）の非公式ファンデータベース。データはゲームのテーブルから解析しています。",
 "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.40 (Steam build 24354931). Data parsed from game tables.": "Dungeon Settlers Wiki - Dungeon Settlers DS_B.0.3.40（Steamビルド24354931）の非公式ファンデータベース。データはゲームのテーブルから解析しています。",
 "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers DS_B.0.3.44 (Steam build 24389032). Data parsed from game tables.": "Dungeon Settlers Wiki - Dungeon Settlers DS_B.0.3.44(Steamビルド24389032)の非公式ファンデータベース。データはゲームのテーブルから解析。",
 "Dungeon Settlers has": "Dungeon Settlersには",
 "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the du...": "Dungeon Settlersはダンジョンクロウラーを包んだコロニーシムです。拠点を築き、部隊を勧誘・育成し、探索をダンジョンの奥へと進めます...",
 "Dungeon Settlers is a colony sim wrapped around a dungeon crawler: you build a settlement, recruit and level a squad, and push expeditions deeper into the dungeon. The main story (": "Dungeon Settlersはダンジョンクロウラーを包み込んだコロニーシムです。集落を築き、部隊を勧誘して育て、ダンジョンの奥へ遠征を進めます。メインストーリー（",
 "Dungeon Settlers is a dungeon-crawler. Spoiler-free hides": "Dungeon Settlersはダンジョンクローラーです。ネタバレなしでは次を隠します",
 "Dungeon Settlers opens its regions in a fixed chain, and the unlock is": "Dungeon Settlersは地域を固定の連鎖で開放し、そのアンロックは",
 "Dungeon Settlers opens its regions in a fixed chain, and the unlock is derived, not stored. Every time a campaign loads, the game resets every region to lock...": "Dungeon Settlersは地域を固定の連鎖で開放し、そのアンロックは保存されるのではなく導出されます。キャンペーンを読み込むたびに、ゲームはすべての地域をロック状態にリセットし...",
 "Dungeon Settlers screenshot 1": "Dungeon Settlers スクリーンショット 1",
 "Dungeon Settlers screenshot 2": "Dungeon Settlers スクリーンショット 2",
 "Dungeon Settlers screenshot 3": "Dungeon Settlers スクリーンショット 3",
 "Dungeon Settlers screenshot 4": "Dungeon Settlers スクリーンショット 4",
 "Dungeon Settlers screenshot 5": "Dungeon Settlers スクリーンショット 5",
 "Dungeon Settlers screenshot 6": "Dungeon Settlers スクリーンショット 6",
 "Dungeon Settlers {#} database: stats, effects, sources and cross-references from the game's own data.": "Dungeon Settlers {#} データベース：ゲーム自身のデータから抽出した能力値、効果、入手元、相互参照。",
 "Dungeon Stay": "ダンジョン滞在",
 "Dungeon Stay Aftereffect": "ダンジョン滞在後遺症",
 "Dungeon Stay Aftermath: Mood -2 for a while": "ダンジョン滞在の後遺症：しばらく気分-2",
 "Dungeon Stay Penalty": "ダンジョン滞在のペナルティ",
 "Dungeon Stay ladder": "ダンジョン滞在ラダー",
 "Dungeon Stay penalty (Normal)": "ダンジョン滞在ペナルティ（ノーマル）",
 "Dungeon Unit For Clear Region": "ダンジョン ユニット クリア地域用",
 "Dungeon depletion": "ダンジョン消耗",
 "Dungeon events": "ダンジョンイベント",
 "Dungeon events (95) - entry nodes, categories, conditions.": "ダンジョンイベント（95）- 開始ノード、カテゴリ、条件。",
 "Dungeon events - nodes, choices, outcomes": "ダンジョンイベント - ノード、選択肢、結果",
 "Dungeon habits": "ダンジョンの習慣",
 "Dungeon monster patrol interval (minutes)": "ダンジョンモンスターの巡回間隔（分）",
 "Dungeon regions - floors, environments, unlock chain": "ダンジョン地域 - フロア、環境、解放の連鎖",
 "Dungeon room layouts per region.": "地域ごとのダンジョン部屋レイアウト。",
 "Dungeon rooms": "ダンジョン部屋",
 "Dungeon stay": "ダンジョン滞在",
 "Dungeon stay (stage {#})": "ダンジョン滞在（段階{#}）",
 "Dungeon unit respawn interval": "ダンジョンユニット再出現間隔",
 "Dungeon unit respawn interval (minutes) by combat difficulty. CombatDifficulty enum order: Easy, Normal, Hard, VeryHard, Devastation. Based on the original 600 minutes: Easy +100%, Normal +50%, Hard and above +0%.": "戦闘難易度別のダンジョンユニットのリスポーン間隔（分）。CombatDifficultyの列挙順: 簡単、通常、ハード、ベリーハード、壊滅。元の600分を基準に: 簡単 +100%、通常 +50%、ハード以上 +0%。",
 "Dungeon-stay duration penalty (minute interval) [n]: interval of n minutes Warning!!! Only 3 values may be entered. Adding more causes an error, as it would try to assign something like D5.": "ダンジョン滞在時間ペナルティ（分間隔） [n]: n分の間隔 警告!!! 値は3つまでしか入力できない。それ以上追加するとD5のようなものを割り当てようとしてエラーになる。",
 "Dungeon-stay mood penalty": "ダンジョン滞在の気分ペナルティ",
 "Dungeon-stay penalty": "ダンジョン滞在ペナルティ",
 "Dungeon1RandomBurglary": "Dungeon1RandomBurglary",
 "Dungeon1RandomCliff": "Dungeon1RandomCliff",
 "Dungeon1RandomGreen": "Dungeon1RandomGreen",
 "Dungeon1RandomMusic": "Dungeon1RandomMusic",
 "Dungeon1RandomVineHell": "Dungeon1RandomVineHell",
 "Dungeon1RandomWatcher": "Dungeon1RandomWatcher",
 "Dungeon2RandomFrenziedBall": "Dungeon2RandomFrenziedBall",
 "Dungeon2RandomGoblinPaint": "Dungeon2RandomGoblinPaint",
 "Dungeon2RandomSealedCurse": "Dungeon2RandomSealedCurse",
 "Dungeon2RandomWatcher": "Dungeon2RandomWatcher",
 "DungeonBreak_": "DungeonBreak_",
 "DungeonMerchant": "DungeonMerchant",
 "DungeonMerchant2Default": "DungeonMerchant2Default",
 "DungeonMerchantDefault": "DungeonMerchantDefault",
 "DungeonRoomTable.json": "DungeonRoomTable.json",
 "DungeonSettlers.wiki": "DungeonSettlers.wiki",
 "DungeonStay": "DungeonStay",
 "DungeonStayMoodPenaltyDownfallDifficulty": "DungeonStayMoodPenaltyDownfallDifficulty",
 "DungeonStayMoodPenaltyEasyDifficulty": "DungeonStayMoodPenaltyEasyDifficulty",
 "DungeonStayMoodPenaltyHardDifficulty": "DungeonStayMoodPenaltyHardDifficulty",
 "DungeonStayMoodPenaltyNormalDifficulty": "DungeonStayMoodPenaltyNormalDifficulty",
 "DungeonStayMoodPenaltyVeryHardDifficulty": "DungeonStayMoodPenaltyVeryHardDifficulty",
 "Dungeon_": "Dungeon_",
 "Dungeons and the world": "ダンジョンと世界",
 "Dungeons, monsters and loot": "ダンジョン・モンスター・戦利品",
 "Duplicate this build under a new name and keep editing the copy. Everything else saves itself.": "このビルドを新しい名前で複製し、コピーの編集を続けます。他はすべて自動保存されます。",
 "Duplicates": "重複",
 "Durability": "耐久度",
 "Durability after {#} attacks": "{#}回の攻撃後の耐久度",
 "Durability after {#} hits": "{#}ヒット後の耐久度",
 "Durability cost": "耐久度コスト",
 "Durability loss": "耐久の減少",
 "Durability lost per attack": "攻撃ごとの耐久度消費",
 "Durability lost per hit": "被弾ごとの耐久度消費",
 "Durability per attack": "攻撃1回あたりの耐久度",
 "Durability simulator": "耐久度シミュレーター",
 "Duration": "持続時間",
 "Duration (seconds)": "継続時間（秒）",
 "During": "中に",
 "Dust Root": "塵の根",
 "Dust Root Fixed": "塵の根（固定）",
 "Dust Root Growth2 Fixed": "塵の根 成長2（固定）",
 "Dust Root Growth2 Random": "塵の根 成長2（ランダム）",
 "Dust Root Random": "塵の根（ランダム）",
 "Dwarf, WhiteDemon, Tal": "ドワーフ、白鬼、タル",
 "E/min": "E/分",
 "EFFECTS": "効果",
 "EMOTIONBUBBLE_AFFECTER_BedSleep": "EMOTIONBUBBLE_AFFECTER_BedSleep",
 "EMOTIONBUBBLE_AFFECTER_CarnalGuilt": "EMOTIONBUBBLE_AFFECTER_CarnalGuilt",
 "EMOTIONBUBBLE_AFFECTER_Heroic": "EMOTIONBUBBLE_AFFECTER_Heroic",
 "EMOTIONBUBBLE_AFFECTER_HighStressed": "EMOTIONBUBBLE_AFFECTER_HighStressed",
 "EMOTIONBUBBLE_AFFECTER_MandrakeScream": "EMOTIONBUBBLE_AFFECTER_MandrakeScream",
 "EMOTIONBUBBLE_AFFECTER_Operate": "EMOTIONBUBBLE_AFFECTER_Operate",
 "EMOTIONBUBBLE_AFFECTER_Overloaded": "EMOTIONBUBBLE_AFFECTER_Overloaded",
 "EMOTIONBUBBLE_AFFECTER_Panic": "EMOTIONBUBBLE_AFFECTER_Panic",
 "EMOTIONBUBBLE_AFFECTER_PlantRage": "EMOTIONBUBBLE_AFFECTER_PlantRage",
 "EMOTIONBUBBLE_AFFECTER_SevereDamage": "EMOTIONBUBBLE_AFFECTER_SevereDamage",
 "EMOTIONBUBBLE_AFFECTER_SevereExhausted": "EMOTIONBUBBLE_AFFECTER_SevereExhausted",
 "EMOTIONBUBBLE_AFFECTER_SevereHungry": "EMOTIONBUBBLE_AFFECTER_SevereHungry",
 "EMOTIONBUBBLE_AFFECTER_SevereOverloaded": "EMOTIONBUBBLE_AFFECTER_SevereOverloaded",
 "EMOTIONBUBBLE_AFFECTER_SevereStressed": "EMOTIONBUBBLE_AFFECTER_SevereStressed",
 "EMOTIONBUBBLE_AFFECTER_Sleep": "EMOTIONBUBBLE_AFFECTER_Sleep",
 "EMOTIONBUBBLE_AFFECTER_SleepingBagSleep": "EMOTIONBUBBLE_AFFECTER_SleepingBagSleep",
 "EMOTIONBUBBLE_AFFECTER_VeryExhausted": "EMOTIONBUBBLE_AFFECTER_VeryExhausted",
 "EMOTIONBUBBLE_AFFECTER_VeryHungry": "EMOTIONBUBBLE_AFFECTER_VeryHungry",
 "EMOTIONBUBBLE_AFFECTER_WitnessDead": "EMOTIONBUBBLE_AFFECTER_WitnessDead",
 "EMOTIONBUBBLE_ALERT_LowAmmo": "EMOTIONBUBBLE_ALERT_LowAmmo",
 "EMOTIONBUBBLE_ALERT_NoAmmo": "EMOTIONBUBBLE_ALERT_NoAmmo",
 "EMOTIONBUBBLE_TikiTakaReaction": "EMOTIONBUBBLE_TikiTakaReaction",
 "EMOTIONBUBBLE_TikiTakaTopic": "EMOTIONBUBBLE_TikiTakaTopic",
 "EMOTIONTRIGGER_LowAmmo": "EMOTIONTRIGGER_LowAmmo",
 "EMOTIONTRIGGER_NoAmmo": "EMOTIONTRIGGER_NoAmmo",
 "EMOTIONTRIGGER_TikiTakaReaction": "EMOTIONTRIGGER_TikiTakaReaction",
 "EMOTIONTRIGGER_TikiTakaTopic": "EMOTIONTRIGGER_TikiTakaTopic",
 "ENVIRONMENT EFFECTS": "環境効果",
 "ETC_": "ETC_",
 "Each Shell is spent on one incoming hit to cut that hit to 1 damage - and this takes precedence over guard. At the cap you are holding": "各殻は被弾1回に消費され、その被弾を1ダメージに抑えます。これはガードより優先されます。上限時には",
 "Each active skill shows its reach and area drawn on a real dungeon room; the disc marks the caster and the ring or highlighted cells the tiles hit. Click an image to enlarge.": "各アクティブスキルは、実際のダンジョンルーム上に描かれた到達距離と範囲を示します。円盤は詠唱者を、リングまたはハイライトされたマスは命中するタイルを表します。画像をクリックすると拡大します。",
 "Each attack or weapon skill spends a small amount of durability from your": "各攻撃または武器スキルは、あなたの",
 "Each attack spends durability from the Primary weapon. Guarding does not attack, so it costs no weapon durability.": "攻撃するたびにメイン武器の耐久度を消費します。ガードは攻撃ではないため、武器の耐久度は消費しません。",
 "Each character can equip o...": "Each character can equip o...",
 "Each character can equip only 1 Soul Trait....": "Each character can equip only 1 Soul Trait....",
 "Each character can equip only...": "Each character can equip only...",
 "Each critical basic attack is 5 Bleeding stacks.": "クリティカル通常攻撃1回につき、出血5スタック。",
 "Each critical basic attack is 5 Burning stacks.": "クリティカル通常攻撃1回につき、燃焼5スタック。",
 "Each critical hit pays 10 gold and takes 10 off a remaining budget. Once the budget is spent, the inscription grants critical chance once instead.": "クリティカルヒット1回につき10ゴールドを支払い、残り予算を10減らす。予算を使い切ると、以後この刻印は代わりにクリティカル率を1回だけ付与する。",
 "Each damage type (Slash, Blunt, Pierce, and the magic elements Arcane, Fire, Ice, Lightning, Holy, Dark) has its own resistance, starting at 0. Physical Resistance gains +0.3 per Constitution, Magic Resistance +0.3 per Intelligence (": "各ダメージタイプ(斬撃、鈍器、貫通、および魔法属性の秘術、火、氷、雷、聖、闇)は、それぞれ0から始まる独自の耐性を持ちます。物理耐性は耐久力1ごとに+0.3、魔法耐性は知力1ごとに+0.3上昇します(",
 "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu...": "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pu...",
 "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pushing wheels out of mud, oiling creaking axles, and getting people and supplies where they needed to be on time. After so long on the road, staying in one place for too long made their body feel stiff.": "Each dawn, {0} tightened the ropes on the wagon bed and judged the road by the sound of the wheels. They grew used to pushing wheels out of mud, oiling creaking axles, and getting people and supplies where they needed to be on time. After so long on the road, staying in one place for too long made their body feel stiff.",
 "Each floor contains a": "各階層には",
 "Each floor contains a ダンジョンポータル. You must find the path that leads to it. ## Through the ダンジョンポータル, you can descend to deeper floors<": "各階層にはダンジョンポータルが含まれています。それへと続くパスを見つけなければなりません。##ダンジョンポータルを通じて、より深い階層に降りることができます<",
 "Each floor of the region draws from a pool of": "地域の各階層は次のプールから抽選されます",
 "Each in-game minute, a unit's stress moves by": "ゲーム内1分ごとに、ユニットのストレスは",
 "Each is recomputed on this character, then run through the same damage model as the exchange.": "各武器はこのキャラクターで再計算され、打ち合いと同じダメージモデルで処理されます。",
 "Each merchant restock rolls every pool entry independently: the item appears with the listed chance, in a random amount between Min and Max, at base price adjusted by a random discount in the listed range. Stock refreshes every 480 in-game minutes (": "商人の在庫補充のたびに、各プールエントリが個別に抽選されます。アイテムは記載の確率で出現し、数量は最小値と最大値の間でランダム、価格は基本価格に記載範囲内のランダムな割引を適用したものです。在庫はゲーム内時間480分ごとに更新されます（",
 "Each merchant restock rolls every pool entry independently: the item appears with the listed chance, in a random amount between Min and Max, at base price adjusted by a random discount in the listed range. Stock refreshes every 4800 in-game minutes (": "各商人の在庫更新は、すべてのプールエントリを独立してロールします：アイテムはリストされた確率で表示され、MinとMaxの間のランダムな量で、リストされた範囲のランダム割引で調整されたベース価格で表示されます。在庫は4800ゲーム内分ごとに更新されます (",
 "Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).": "各数値は、選択したユニット（デフォルトはレベル上限の初期状態ローウェル）に対する想定命中ダメージで、そのユニットの耐性とティアの攻撃倍率を適用した後、命中率・回避・ガードを適用する前の値です。モンスターにはエネルギーコストがなく、スキルはクールダウンのみで制限されます（エネルギーはプレイヤーユニットの資源です）。",
 "Each of the five choices independently rolls a rarity using shared weights of": "5つの選択肢はそれぞれ独立して、共有の重み",
 "Each proc is its own execution built from a self coefficient on physical attack power. Its attack type resolves to none, so the hit check short-circuits and the proc always lands, but it still rolls its own critical and can be guarded.": "各発動は物理攻撃力への自己係数で構成された独自の実行です。その攻撃タイプはnoneに解決されるため命中判定は省略され発動は必ず命中しますが、独自のクリティカル判定は行われ、ガードされることもあります。",
 "Each race row pairs its": "各種族行は次を対にしています：",
 "Each rank-up costs more contribution (roughly 100 for rank 1, then 200, 300, and so on up to 700) and improves your settlement in several ways: from rank 2 onward each rank adds": "ランクアップごとに必要な貢献度は増え（ランク1で約100、以降200、300と700まで増加）、集落を複数の面で強化します。ランク2以降、各ランクは",
 "Each region names a": "各地域は",
 "Each report pays Tech Book x2": "各報告で技術書 x2 が支払われます",
 "Each splash is its own execution with a fixed value, so it re-enters the damage pipeline from scratch: it rolls its own critical and guard and is mitigated by the victim's physical resistance.": "各スプラッシュは固定値を持つ独自の実行であり、ダメージパイプラインに最初から入り直します。独自のクリティカルとガードの判定を行い、対象の物理耐性で軽減されます。",
 "Each stat carries an is-percent flag; about 56 stats are percent-based, 73 flat": "各ステータスには割合フラグがあり、約56種が割合型、73種が固定型です",
 "Each ticked kit is packed into the personal backpack of every character going in, so the squad walks in carrying it.": "チェックを入れた各キットは、参加する全キャラクターの個人バックパックに詰め込まれ、部隊はそれを携行して入場します。",
 "Each time deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect...": "接近戦の基本攻撃で敵にダメージを与えるたびに、攻撃速度は{0}秒間{1}%増加します。この効果は...",
 "Each unit carries its own sight radius (": "各ユニットは独自の視界半径を持ちます（",
 "Each unit has": "各ユニットは次を持つ：",
 "Each unit has 7 equipment slots (main weapon, off-hand/shield or ammo, helmet, body armor, two accessories, and so on). Weapons contribute a flat attack valu...": "各ユニットは7つの装備スロット（主武器、オフハンド/盾または弾薬、兜、胴鎧、アクセサリー2つなど）を持ちます。武器は固定の攻撃値を提供し...",
 "Each unit has traits, stats, and skill trees, and the <color=#ccb": "各ユニットには形質、ステータス、スキルツリーがあり、<color=#ccb",
 "Each unit skill tree, gear, stats and passives - the exact layout a shared team link shows. Use \"Copy team link\" above to share it.": "各ユニットのスキルツリー、装備、ステータス、パッシブ。共有チームリンクと同じ表示です。共有するには上の「チームリンクをコピー」を使ってください。",
 "Earliest clan rank the background can appear at (a race that unlocks later simply waits for its own rank)": "その背景が出現しうる最も早いクランランク（解放が遅い種族は、その種族自身のランクを待つだけです）",
 "Earned through": "以下を通じて獲得：",
 "Earth Crash 1": "大地粉砕 1",
 "Earth Crash 2": "大地粉砕 2",
 "Earth Crash 3": "大地粉砕 3",
 "Easy Management": "イージーマネジメント",
 "Easy Operation-Difficulty Unit": "簡単 操作-難度 ユニット",
 "Easy Support Wagon Berry Fixed": "簡単支援ワゴン（ベリー・固定）",
 "Easy Support Wagon Grass Fixed": "簡単支援ワゴン（草・固定）",
 "Easy Support Wagon Hardtack Fixed": "簡単支援ワゴン（乾パン・固定）",
 "Easy Support Wagon Ointment Fixed": "簡単 支援ワゴン 軟膏 固定",
 "Easy Support Wagon Tech Book Fixed": "簡単支援ワゴン（技術書・固定）",
 "Easy Support Wagon Wood Fixed": "簡単支援ワゴン（木材・固定）",
 "Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier": "簡単と通常はモンスターを大幅に弱くし、ベリーハードと壊滅はより頑丈にする",
 "Easy and Normal make monsters far weaker; Very Hard and Devastation make them tankier and hit harder. On Devastation a monster has x1.5 the health and x1.5 the attack power of the same monster on Hard, and on top of that attack speed +20%, movement speed +15%, critical chance +10, critical damage bonus +50 and dodge chance +15.": "簡単と通常ではモンスターが大幅に弱くなり、ベリーハードと壊滅では耐久力が高くなり与えるダメージも増えます。壊滅では、モンスターの体力がハードでの同じモンスターの x1.5、攻撃力も x1.5 になり、さらに攻撃速度 +20%、移動速度 +15%、クリティカル確率 +10、クリティカルダメージボーナス +50、回避率 +15 が加わります。",
 "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats.": "4ユニットで過小評価しやすいですが、白いマンモスはこの地域の後期ゲームモンスターで、ステータスが高いです。",
 "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. - Dungeon Settlers ウィキ": "4ユニットで侮りやすいが、ホワイトマンモスはこの地域の後期ゲームモンスターで、高いステータスを持つ。- Dungeon Settlers ウィキ",
 "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. Unlike reg...": "4ユニットで過小評価しやすいですが、ホワイトマンモスはこの地域の後期ゲームモンスターで高いステータスを持っています。通常と異なり...",
 "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. マップ": "4ユニットで過小評価しやすいですが、ホワイトマンモスはこの地域の後期ゲームモンスターで高いステータスを持っています。マップ",
 "Easy, Normal, Hard, Very Hard, Devastation": "簡単、通常、ハード、ベリーハード、壊滅",
 "Easy/Normal only lower monster ATTACK, not HP - so the target's % of HP is the same as Hard. Only Very Hard (x1.5) and Devastation (x2) raise monster HP.": "簡単／通常はモンスターの攻撃のみを下げHPは下げないため、対象のHP割合(%)はハードと同じです。モンスターのHPを上げるのはベリーハード(x1.5)と壊滅(x2)だけです。",
 "EatCondition": "EatCondition",
 "Eat_": "Eat_",
 "Eating here": "ここで食事する",
 "Eating_": "Eating_",
 "Echo Flower Corner Stone": "エコーフラワーの礎石",
 "Echo Flower Corner Stone - Dungeon Settlers Wiki": "エコーフラワーの隅石 - Dungeon Settlers Wiki",
 "Echo Flower Fixed": "エコーフラワー（固定）",
 "Echo Flower Ramnant": "エコーフラワーの残滓",
 "Echo Flower Ramnant - Dungeon Settlers Wiki": "エコーフラワーの残滓 - Dungeon Settlers Wiki",
 "Echo Flower Ramnant icon": "エコーフラワーの残滓 アイコン",
 "Echo Flower Remnant Remnant": "エコーフラワーの残骸の残骸",
 "Echo Flower Remnant Remnant - Dungeon Settlers Wiki": "エコーフラワーの残骸の残骸 - Dungeon Settlers Wiki",
 "Edgar SA": "Edgar SA",
 "Edgar simulated-annealing layout - the rooms are re-placed from the graph each seed, the way the game re-rolls a fresh floor every expedition": "Edgar焼きなましレイアウト - 部屋はシードごとにグラフから再配置されます。ゲームが遠征のたびに新しい階を再抽選するのと同じ仕組みです",
 "Edgar simulated-annealing: a freshly-shaped layout each seed, like the game re-rolling an expedition": "Edgar焼きなまし: シードごとに新しく形作られたレイアウト。ゲームが遠征を再抽選するのと同じです",
 "Edible": "食用可",
 "EenrgyEffectApplyCondition": "EenrgyEffectApplyCondition",
 "Effect duration granted on mental breakdown": "精神崩壊時に付与される効果の持続時間",
 "Effect only": "効果のみ",
 "Effect pages now say what the effect does. 796 affecter/trait pages previously showed only": "エフェクトページはエフェクトが何をするかを表示するようになりました。796 個のアフェクター/特性ページは以前、",
 "Effect pages now say what the effect does. 796 affecter/trait pages previously showed only *\"No direct stat modifiers\"* or *\"Raw values: 5\"* for effects that item pages described in full.": "エフェクトページはエフェクトが何をするかを説明するようになりました。796個のaffecter/特性ページは以前、アイテムページで完全に説明されていたエフェクトについてのみ*\"No direct stat modifiers\"*または*\"Raw values: 5\"*を表示していました。",
 "Effect:": "効果：",
 "Effective HP": "有効 HP",
 "Effective HP (magic)": "有効 HP (魔法)",
 "Effective HP vs magic": "対魔法の実効HP",
 "Effective HP vs physical": "対物理の実効HP",
 "Effective sight = vision range, minus {#} at night, plus {#} with Night Vision. Awareness builds at {#} per in-game minute and {#} triggers combat ({#} in-game min = ~{#} real seconds at 1x). Attacking or closing in fills it far faster.": "実効視界 = 視界範囲、夜間は{#}減少、暗視で{#}増加。警戒度はゲーム内1分あたり{#}ずつ上昇し、{#}で戦闘が始まる（ゲーム内{#}分 = 1倍速で約{#}実秒）。攻撃や接近ではるかに速く上昇する。",
 "Effects": "効果",
 "Effects & keywords": "効果とキーワード",
 "Effects & traits": "エフェクトと特性",
 "Effects - Dungeon Settlers Wiki": "効果 - Dungeon Settlers Wiki",
 "Effects and traits": "効果と特性",
 "Effects in play": "適用中の効果",
 "Effects that are NOT capped": "上限のない効果",
 "Effects that improve a player's stats.": "プレイヤーのステータスを改善する効果。",
 "Effects that improve a player's stats. - 攻撃 - 鉄壁 - 要塞化 - ヘイスト - 猛攻 - 魔力増幅 -": "プレイヤーのステータスを改善する効果。- 攻撃 - 鉄壁 - 要塞化 - ヘイスト - 猛攻 - 魔力増幅 -",
 "Effects that weaken a player's stats.": "プレイヤーのステータスを弱体化させる効果。",
 "Effects that weaken a player's stats. - 弱体化 - 脆弱 - 鈍足 - 足を引きずる状態 - 致命的な弱点 - 減速 -": "プレイヤーのステータスを弱体化させる効果。- 弱体化 - 脆弱 - 鈍足 - 足を引きずる状態 - 致命的な弱点 - 減速 -",
 "Effects:": "効果：",
 "Elder Gloth Fixed": "Elder Gloth Fixed",
 "Elder Gloth Random": "エルダー・グロス ランダム",
 "Elder Gloth Soul Stone (works)": "エルダーグロスの魂石(機能する)",
 "Elder Gloth map": "エルダー・グロス マップ",
 "ElderGloth": "ElderGloth",
 "Elf Ranger": "エルフレンジャー",
 "Elf Slim Unisex 0": "エルフスリム性別不問 0",
 "Elf Slim Unisex 1": "エルフスリム性別不問 1",
 "Elf Slim Unisex 10": "エルフスリム性別不問 10",
 "Elf Slim Unisex 11": "エルフスリム性別不問 11",
 "Elf Slim Unisex 12": "エルフスリム性別不問 12",
 "Elf Slim Unisex 13": "エルフスリム性別不問 13",
 "Elf Slim Unisex 14": "エルフスリム性別不問 14",
 "Elf Slim Unisex 15": "エルフスリム性別不問 15",
 "Elf Slim Unisex 2": "エルフスリム性別不問 2",
 "Elf Slim Unisex 3": "エルフスリム性別不問 3",
 "Elf Slim Unisex 4": "エルフスリム性別不問 4",
 "Elf Slim Unisex 5": "エルフスリム性別不問 5",
 "Elf Slim Unisex 6": "エルフスリム性別不問 6",
 "Elf Slim Unisex 7": "エルフスリム性別不問 7",
 "Elf Slim Unisex 8": "エルフスリム性別不問 8",
 "Elf Slim Unisex 9": "エルフスリム性別不問 9",
 "Elf Standard Female 0": "エルフ 標準 女性 0",
 "Elf Standard Female 1": "エルフ 標準 女性 1",
 "Elf Standard Female 10": "エルフ標準女性 10",
 "Elf Standard Female 11": "エルフ標準女性 11",
 "Elf Standard Female 2": "エルフ 標準 女性 2",
 "Elf Standard Female 3": "エルフ 標準 女性 3",
 "Elf Standard Female 4": "エルフ 標準 女性 4",
 "Elf Standard Female 5": "エルフ 標準 女性 5",
 "Elf Standard Female 6": "エルフ標準女性 6",
 "Elf Standard Female 7": "エルフ標準女性 7",
 "Elf Standard Female 8": "エルフ標準女性 8",
 "Elf Standard Female 9": "エルフ標準女性 9",
 "Elf Standard Male 0": "エルフ 標準 男性 0",
 "Elf Standard Male 1": "エルフ 標準 男性 1",
 "Elf Standard Male 10": "エルフ 標準 男性 10",
 "Elf Standard Male 11": "エルフ 標準 男性 11",
 "Elf Standard Male 12": "エルフ標準男性 12",
 "Elf Standard Male 2": "エルフ 標準 男性 2",
 "Elf Standard Male 3": "エルフ 標準 男性 3",
 "Elf Standard Male 4": "エルフ 標準 男性 4",
 "Elf Standard Male 5": "エルフ 標準 男性 5",
 "Elf Standard Male 6": "エルフ 標準 男性 6",
 "Elf Standard Male 7": "エルフ 標準 男性 7",
 "Elf Standard Male 8": "エルフ 標準 男性 8",
 "Elf Standard Male 9": "エルフ 標準 男性 9",
 "Elf diet": "エルフの食性",
 "Elf recruits": "エルフの募集",
 "Elf's Homeland GAMESYSTEM_Environment_{affecterName}": "エルフの故郷 GAMESYSTEM_Environment_{affecterName}",
 "Elf01_Blue": "Elf01_Blue",
 "Elf01_Green": "Elf01_Green",
 "Elf01_White": "Elf01_White",
 "Elf01_Yellow": "Elf01_Yellow",
 "Elf02_Blue": "Elf02_Blue",
 "Elf02_Green": "Elf02_Green",
 "Elf02_White": "Elf02_White",
 "Elf02_Yellow": "Elf02_Yellow",
 "Elf03_Blue": "Elf03_Blue",
 "Elf03_Green": "Elf03_Green",
 "Elf03_Red": "Elf03_Red",
 "Elf03_White": "Elf03_White",
 "Elf03_Yellow": "Elf03_Yellow",
 "Elf04_Blue": "Elf04_Blue",
 "Elf04_Green": "Elf04_Green",
 "Elf04_Red": "Elf04_Red",
 "Elf04_White": "Elf04_White",
 "Elf04_Yellow": "Elf04_Yellow",
 "Elf05_Blue": "Elf05_Blue",
 "Elf05_Green": "Elf05_Green",
 "Elf05_White": "Elf05_White",
 "Elf05_Yellow": "Elf05_Yellow",
 "Elf06_Green": "Elf06_Green",
 "Elf06_Red": "Elf06_Red",
 "Elf06_White": "Elf06_White",
 "Elf06_Yellow": "Elf06_Yellow",
 "Elf07_Blue": "Elf07_Blue",
 "Elf07_Green": "Elf07_Green",
 "Elf07_White": "Elf07_White",
 "Elf08_Blue": "Elf08_Blue",
 "Elf08_Green": "Elf08_Green",
 "Elf08_White": "Elf08_White",
 "Elf08_Yellow": "Elf08_Yellow",
 "Elf09_Blue": "Elf09_Blue",
 "Elf09_Green": "Elf09_Green",
 "Elf09_Red": "Elf09_Red",
 "Elf10_Blue": "Elf10_Blue",
 "Elf10_Red": "Elf10_Red",
 "Elf10_White": "Elf10_White",
 "Elf11_Green": "Elf11_Green",
 "ElfSlimFemale_000": "ElfSlimFemale_000",
 "ElfSlimFemale_001": "ElfSlimFemale_001",
 "ElfSlimFemale_002": "ElfSlimFemale_002",
 "ElfSlimFemale_003": "ElfSlimFemale_003",
 "ElfSlimFemale_004": "ElfSlimFemale_004",
 "ElfSlimFemale_005": "ElfSlimFemale_005",
 "ElfSlimFemale_006": "ElfSlimFemale_006",
 "ElfSlimFemale_007": "ElfSlimFemale_007",
 "ElfSlimMale_000": "ElfSlimMale_000",
 "ElfSlimMale_001": "ElfSlimMale_001",
 "ElfSlimMale_002": "ElfSlimMale_002",
 "ElfSlimMale_003": "ElfSlimMale_003",
 "ElfSlimMale_004": "ElfSlimMale_004",
 "ElfSlimMale_005": "ElfSlimMale_005",
 "ElfSlimMale_006": "ElfSlimMale_006",
 "ElfSlimMale_007": "ElfSlimMale_007",
 "ElfStandardFemale_000": "ElfStandardFemale_000",
 "ElfStandardFemale_001": "ElfStandardFemale_001",
 "ElfStandardFemale_002": "ElfStandardFemale_002",
 "ElfStandardFemale_003": "ElfStandardFemale_003",
 "ElfStandardFemale_004": "ElfStandardFemale_004",
 "ElfStandardFemale_005": "ElfStandardFemale_005",
 "ElfStandardFemale_006": "ElfStandardFemale_006",
 "ElfStandardFemale_007": "ElfStandardFemale_007",
 "ElfStandardFemale_008": "ElfStandardFemale_008",
 "ElfStandardFemale_009": "ElfStandardFemale_009",
 "ElfStandardFemale_010": "ElfStandardFemale_010",
 "ElfStandardFemale_011": "ElfStandardFemale_011",
 "ElfStandardMale_000": "ElfStandardMale_000",
 "ElfStandardMale_001": "ElfStandardMale_001",
 "ElfStandardMale_002": "ElfStandardMale_002",
 "ElfStandardMale_003": "ElfStandardMale_003",
 "ElfStandardMale_004": "ElfStandardMale_004",
 "ElfStandardMale_005": "ElfStandardMale_005",
 "ElfStandardMale_006": "ElfStandardMale_006",
 "ElfStandardMale_007": "ElfStandardMale_007",
 "ElfStandardMale_008": "ElfStandardMale_008",
 "ElfStandardMale_009": "ElfStandardMale_009",
 "ElfStandardMale_010": "ElfStandardMale_010",
 "ElfStandardMale_011": "ElfStandardMale_011",
 "Elite": "精鋭",
 "Elite / Boss": "エリート／ボス",
 "Elite Treasure": "エリート宝物",
 "Elite and boss status is a tag the monster carries, not a stat or a table column.": "エリートおよびボスの状態は、モンスターが持つタグであり、ステータスやテーブルの列ではない。",
 "Elite; ~4,500 total HP, 144 physical attack, Bloody Scratch + Rat Swarm": "エリート。総HP約4,500、物理攻撃144、血染めのひっかき + ネズミの群れ",
 "EliteHuntOrder": "EliteHuntOrder",
 "EliteTreasure": "EliteTreasure",
 "Elixir of Skill": "スキルの秘薬",
 "Elven Homeland (hinted)": "エルフの故郷（示唆）",
 "ElvenHomeland": "ElvenHomeland",
 "Elves": "エルフ",
 "Elves only appear from": "エルフが登場するのは",
 "Elves only become available at clan rank 2": "エルフはクランランク2で初めて出現するようになり",
 "Emotes": "エモート",
 "EmotionBubble": "感情バブル",
 "EmotionBubbleTable - 19 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 19件の入植者感情バブル（クリックで展開）",
 "EmotionBubbleTable - 23 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 23個の入植者の感情バブル（展開するにはクリック）",
 "EmotionBubbleTable.json": "EmotionBubbleTable.json",
 "Encirclement": "包囲",
 "Encirclement (": "包囲(",
 "Encirclement calculator": "包囲計算機",
 "Encirclement_": "Encirclement_",
 "End delay": "終了ディレイ",
 "EndMainQuest": "EndMainQuest",
 "Endgame - Showcase": "エンドゲーム - ショーケース",
 "Endgame Vanguard": "エンドゲーム ヴァンガード",
 "Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "エンドルシーは持ち帰ったモーマークの痕跡を調べ、わずかに眉をひそめる。",
 "Endorcy examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting out": "エンドルシーは持ち帰ったモーマークの痕跡を調べ、わずかに眉をひそめる。「...フン。」彼女は沈黙の中で証拠を調べた後、",
 "Endorsi": "エンドルシ",
 "Endorsi (hunter, Veil of Silence)": "エンドルシ（狩人、沈黙のヴェール）",
 "Endorsi - Recruitment card": "エンドルシ - 募集カード",
 "Endorsi - dungeon NPC": "エンドルシ - ダンジョンNPC",
 "Endorsi Quest Complete - 2": "エンドルシ クエスト完了 - 2",
 "Endorsi Quest Complete - 3": "エンドルシ クエスト完了 - 3",
 "Endorsi Quest Complete - 4": "エンドルシ クエスト完了 - 4",
 "Endorsi also spawns on Festering Burrow's": "エンドルシはただれた巣穴の",
 "Endorsi gating": "エンドルシの解放条件",
 "Endorsi is the only dungeon NPC with a full recruitment quest chain. Steps in order:": "エンドルシは、完全な勧誘クエストチェーンを持つ唯一のダンジョンNPCです。手順は順番に:",
 "Endorsi map": "エンドルシ マップ",
 "Endorsi rewards (in order)": "エンドルシの報酬（順番）",
 "Endorsi's hunt-quest line and its reward hand-ins.": "エンドルシの狩猟クエストのセリフと報酬の受け渡し。",
 "Endrossi": "エンドルシ",
 "Endrossi - Dungeon Settlers Wiki": "エンドロッシ - Dungeon Settlers Wiki",
 "Endrossi Dungeon": "エンドルシ・ダンジョン",
 "Endrossi Fixed": "Endrossi Fixed",
 "Endrossi Quest End 1": "エンドロッシクエスト完了1",
 "Endrossi Quest End 1 - Dungeon Settlers Wiki": "Endrossi クエスト終了 1 - Dungeon Settlers Wiki",
 "Endrossi Quest End 1 icon": "Endrossi クエスト終了 1 アイコン",
 "Endrossi Quest End 2": "エンドロッシクエスト完了2",
 "Endrossi Quest End 2 - Dungeon Settlers Wiki": "Endrossi クエスト終了 2 - Dungeon Settlers Wiki",
 "Endrossi Quest End 2 icon": "Endrossi クエスト終了 2 アイコン",
 "Endrossi Quest End 3": "エンドロッシクエスト完了3",
 "Endrossi Quest End 3 - Dungeon Settlers Wiki": "Endrossi クエスト終了 3 - Dungeon Settlers Wiki",
 "Endrossi Quest End 3 icon": "Endrossi クエスト終了 3 アイコン",
 "Endrossi Quest End 4": "エンドロッシクエスト完了4",
 "Endrossi Quest End 4 - Dungeon Settlers Wiki": "Endrossi クエスト終了 4 - Dungeon Settlers Wiki",
 "Endrossi Quest End 4 icon": "Endrossi クエスト終了 4 アイコン",
 "Endrossi Safe": "エンドルシ・セーフ",
 "Endrossi brightens when she notices you, but quickly looks away.": "エンドルシはあなたに気づくと明るくなるが、すぐに目をそらす。",
 "Endrossi brightens when she notices you, but quickly looks away. Pretending nothing is amiss, she rummages needlessly through her quiver before speaking. \"What? You again?\"</co": "エンドルシはあなたに気づくと明るくなるが、すぐに目をそらす。何事もないふりをして、彼女は不必要に矢筒を探し回ってから話しかける。「何だ？お前か…」",
 "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "エンドロッシは持ち帰ったモーマークの痕跡を調べ、わずかに眉をひそめる。",
 "Endrossi examines the traces of the Mawmurk you brought back and raises an eyebrow slightly. \"...Hmph.\" She studies the evidence in silence for a moment before letting ou": "エンドロッシは持ち帰ったモーマークの痕跡を調べ、わずかに眉をひそめる。「...フン。」彼女は沈黙の中で証拠を調べた後、",
 "Endrossi icon": "エンドロッシ アイコン",
 "EndrossiDefault": "EndrossiDefault",
 "EndrossiQuest1": "EndrossiQuest1",
 "EndrossiQuest1Reward": "EndrossiQuest1Reward",
 "EndrossiQuest2": "EndrossiQuest2",
 "EndrossiQuest2Reward": "EndrossiQuest2Reward",
 "EndrossiQuest3": "EndrossiQuest3",
 "EndrossiQuest3Reward": "EndrossiQuest3Reward",
 "EndrossiQuest4": "EndrossiQuest4",
 "EndrossiQuest4Reward": "EndrossiQuest4Reward",
 "EndrossiQuestEnd1": "EndrossiQuestEnd1",
 "EndrossiQuestEnd2": "EndrossiQuestEnd2",
 "EndrossiQuestEnd3": "EndrossiQuestEnd3",
 "EndrossiQuestEnd4": "EndrossiQuestEnd4",
 "Enemies are tough, dungeons unforgiving. For experienced strategy players.": "敵は強く、ダンジョンは容赦ない。経験豊富な戦略プレイヤー向け。",
 "Enemies at or below 20 percent HP are finished off after they take a hit.": "HPが20パーセント以下の敵は、ヒットを受けた後にとどめを刺される。",
 "Enemy": "敵",
 "Enemy max HP": "敵の最大HP",
 "EnemyMaxCap": "EnemyMaxCap",
 "Energy Regen": "エネルギー自動回復",
 "Energy budget is not enforced - the rotation assumes every skill always has energy to cast.": "エネルギー消費は考慮されません。ローテーションは各スキルが常に使用可能なエネルギーを持つと仮定します。",
 "Energy cost": "エネルギー消費量",
 "Energy loops": "エネルギー循環",
 "Energy per Shell": "殻あたりのエネルギー",
 "Energy per minute": "1分あたりエネルギー",
 "Energy recovered": "回復したエネルギー",
 "Energy recovered is banked into a float accumulator. Every whole point becomes 1 stack of the hidden counter. When the counter reaches 60 the wearer gains 1 Shell, unless it already holds 20 Shell.": "回復したエネルギーは浮動小数点のアキュムレータに蓄積されます。整数1ポイントごとに隠しカウンターの1スタックになります。カウンターが60に達すると、すでに殻を20個保持していない限り、装備者は殻を1個獲得します。",
 "Energy spent to cast, from the unit's shared energy pool.": "詠唱に消費するエネルギー（ユニットの共有エネルギープールから）。",
 "Energy to kill": "敵を倒すためのエネルギー",
 "Energy x casts per minute - how fast this skill drains your shared energy pool if spammed.": "エネルギー × 1分あたり詠唱回数。連打した場合に共有エネルギープールを消費する速さ。",
 "EnergyBecomeThisOnDeadlyByDamage": "EnergyBecomeThisOnDeadlyByDamage",
 "EnergyConsumptionPanelty": "EnergyConsumptionPanelty",
 "EnergyEffectCondition": "EnergyEffectCondition",
 "EnergyNeeded": "EnergyNeeded",
 "EnergyRecoveryCondition": "EnergyRecoveryCondition",
 "EnergyRegeneration": "EnergyRegeneration",
 "EnergyRestoreBonus": "EnergyRestoreBonus",
 "EnergyRestore_": "EnergyRestore_",
 "Energy_": "Energy_",
 "English localization strings (TEXTKEY_... keys).": "英語ローカライズ文字列（TEXTKEY_...キー）。",
 "Enjoy a wild ball, maximum Energy decreases, but mood improve.": "ワイルドな宴を楽しみ、最大エネルギーは減少するが気分は向上する。",
 "Ensnaring Chain Active": "絡めとる鎖 (アクティブ)",
 "Ensnaring Chain Active - Dungeon Settlers Wiki": "拘束の鎖発動 - Dungeon Settlers Wiki",
 "Ensnaring Chain Active icon": "拘束の鎖発動 アイコン",
 "Enter a unit's six major stats and read the resulting Max HP, Physical and Magic Attack, Attack Speed and Crit, plus what the next point in each stat buys. The full per-point coefficients are on the": "ユニットの6つの主要ステータスを入力すると、算出される最大HP、物理攻撃と魔法攻撃、攻撃速度、会心、そして各ステータスの次の1ポイントで得られる値が分かります。ポイントごとの完全な係数は",
 "Enter the playtester password to build the file.": "ファイルを作成するには、プレイテスターパスワードを入力してください。",
 "Entertainment": "Entertainment",
 "Entity": "エンティティ",
 "Entrance, corridor and a portal into the dungeon proper": "入口、通路、そしてダンジョン本編へのポータル",
 "Entry": "入口",
 "Enum names are now read from the game build's own code dump instead of a hardcoded list. This removed 195 unreadable": "Enum 名はハードコードされたリストではなく、ゲームビルド独自のコードダンプから読み込まれるようになりました。これにより 195 個の読み取り不可能な",
 "Enum names are now read from the game build's own code dump instead of a hardcoded list. This removed 195 unreadable `UNKNOWN` values from unit profiles and corrected four housing rooms that were labelled **Merchant Room** when the game had renamed that slot to **Recreation Room**.": "列挙型の名前は、ハードコードされたリストではなく、ゲームビルド自体のコードダンプから読み取られるようになりました。これにより、ユニットプロフィールから195個の読み取り不可能な`UNKNOWN`値が削除され、**Merchant Room**というラベルが付けられていた4つのハウジングルームが修正されました。ゲームがそのスロットを**Recreation Room**に変更していました。",
 "Environment": "環境",
 "Environment effects": "環境効果",
 "Environment, room types and notes": "環境、部屋タイプ、メモ",
 "Environment:": "環境：",
 "Environment_": "Environment_",
 "Equip a shield in the off-hand, matching your gear tier. One-handed weapons only.": "装備ティアに合わせてオフハンドに盾を装備します。片手武器のみ。",
 "Equip bonuses": "装備ボーナス",
 "EquipDurabilityModifier": "EquipDurabilityModifier",
 "EquipDurabilityRatioUnder_Primary_20 || EquipDurabilityRatioUnder_Secondary_20 || EquipDurabilityRatioUnder_Head_20 || EquipDurabilityRatioUnder_Body_20 || EquipDurabilityRatioUnder_Accessory1_20 || EquipDurabilityRatioUnder_Accessory2_20": "EquipDurabilityRatioUnder_Primary_20 || EquipDurabilityRatioUnder_Secondary_20 || EquipDurabilityRatioUnder_Head_20 || EquipDurabilityRatioUnder_Body_20 || EquipDurabilityRatioUnder_Accessory1_20 || EquipDurabilityRatioUnder_Accessory2_20",
 "Equipment & Stat Effects": "装備と能力値効果",
 "Equipment & Stat Effects - Dungeon Settlers Wiki": "装備とステータス効果 - Dungeon Settlers Wiki",
 "Equipment (accessory)": "装備（アクセサリー）",
 "Equipment slots": "装備スロット",
 "Equipment, consumables, materials - stats, effects, obtention & used-in": "装備、消耗品、素材 - ステータス、効果、入手先と使用先",
 "EquipmentCrafting_": "EquipmentCrafting_",
 "EquipmentSizeMax": "EquipmentSizeMax",
 "Establish Devastation": "確立 壊滅",
 "Establish Easy": "確立 イージー",
 "Establish Hard": "確立 ハード",
 "Establish Normal": "確立 ノーマル",
 "Establish Recruitment Additional Individual Trait Grant Chance": "確立 募集 追加 個別 特性 付与 チャンス",
 "Establish Recruitment Background Trait Max Clan Rank": "確立 募集 背景 特性 最大 クラン ランク",
 "Establish Recruitment Individual Trait Min Count": "確立 募集 個別 特性 最少 カウント",
 "Establish Recruitment Race Weights": "確立 募集 種族 重み",
 "Establish Recruitment Talent Sum Range": "確立 募集 才能 合計 範囲",
 "Establish Very Hard": "確立 ベリーハード",
 "EstablishRecruitment_": "EstablishRecruitment_",
 "Estimate - average crit folded in, ignores hit/dodge, guard and positioning. Resist formula: damage × 100/(100+R).": "概算：平均クリティカルを織り込み、命中／回避、ガード、位置取りは無視します。耐性計算式：ダメージ × 100/(100+R)。",
 "Estimate how far a monster can see you right now. Enter its Vision Range (": "モンスターが今どこまであなたを視認できるかを推定します。視界範囲を入力し（",
 "Estimate: single skill on cooldown, no rotation/energy/GCD modelling (see the rotation-aware exchange above for that).": "推定：単一スキルのクールダウン運用で、ローテーション／エネルギー／GCDのモデル化はありません（それらは上のローテーション対応の打ち合いを参照）。",
 "Estimates only - ignores skills, buffs, hit/dodge/guard and positioning.": "概算のみ：スキル、バフ、命中／回避／ガード、位置取りは無視します。",
 "Etc": "その他",
 "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w...": "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even w...",
 "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even while hiding empty pockets, an old authority remained in their speech. But because they were used to the ways of a lost court, they often fell behind in the bargains and jokes of rough roads.": "Even after being exiled, {0} did not lower their head easily. Their gestures stayed neat even in worn gloves, and even while hiding empty pockets, an old authority remained in their speech. But because they were used to the ways of a lost court, they often fell behind in the bargains and jokes of rough roads.",
 "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound o...": "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound o...",
 "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound of a door slamming shut, and when unfamiliar footsteps drew near, they looked for a way out first. Though they knew no one was chasing them, they still could not trust the silence at their back.": "Even after taking off the uniform, {0} never fully left the battlefield behind. Their shoulders tightened at the sound of a door slamming shut, and when unfamiliar footsteps drew near, they looked for a way out first. Though they knew no one was chasing them, they still could not trust the silence at their back.",
 "Event Choices": "イベント選択肢",
 "Event Demo Wishlist": "イベントデモ ウィッシュリスト",
 "Event Demo Wishlist - Dungeon Settlers Wiki": "イベント デモ ウィッシュリスト - Dungeon Settlers Wiki",
 "Event Demo Wishlist icon": "イベント デモ ウィッシュリスト アイコン",
 "Event Developer Box Remnant": "イベント開発者ボックスの残骸",
 "Event Developer Box Remnant - Dungeon Settlers Wiki": "イベント開発者ボックスの残骸 - Dungeon Settlers Wiki",
 "Event Merchant": "イベント商人",
 "Event Merchant - Dungeon Settlers Wiki": "イベント 商人 - Dungeon Settlers Wiki",
 "Event Merchant map": "イベント商人マップ",
 "Event Nodes": "イベントノード",
 "Event Random Interval": "イベント ランダム間隔",
 "Event Scarecrow": "イベント かかし",
 "Event Scarecrow - Dungeon Settlers Wiki": "イベント かかし - Dungeon Settlers Wiki",
 "Event Scarecrow map": "イベント かかし マップ",
 "Event Supply Box Fixed1": "イベント補給箱 固定1",
 "Event Supply Box Fixed2": "イベント補給箱 固定2",
 "Event Supply Box Fixed3": "イベント補給箱（固定3）",
 "Event Supply Box Fixed4": "イベント補給箱（固定4）",
 "Event Supply Box Fixed5": "Event Supply Box Fixed5",
 "Event Supply Box Remnant": "イベント補給箱の残骸",
 "Event Supply Box Remnant - Dungeon Settlers Wiki": "イベント補給箱の残骸 - Dungeon Settlers Wiki",
 "Event actions that no renderer understood printed a raw code token. The Burglary event's ambush now reads \"Spawn 5x Mawmurk\" instead of": "レンダラーが理解できなかったイベントアクションは生のコードトークンを出力していました。 盗賊イベントの待ち伏せは代わりに「Spawn 5x Mawmurk」と表示されるようになりました",
 "Event actions that no renderer understood printed a raw code token. The Burglary event's ambush now reads \"Spawn 5x Mawmurk\" instead of `SpawnMonster_Mawmurk_5`.": "レンダラーで理解できないイベントアクションが、生のコードトークンを表示しました。盗難イベントの待ち伏せは、`SpawnMonster_Mawmurk_5` の代わりに「Spawn 5x Mawmurk」と表示されるようになりました。",
 "Event choices - requirements and OnSelectAction outcome scripts.": "イベント選択肢 - 条件とOnSelectActionの結果スクリプト。",
 "Event choices:": "イベント選択肢：",
 "Event dialogue/step nodes linking events to choices.": "イベントと選択肢をつなぐ会話/ステップノード。",
 "Event that triggers an Alert popup": "アラートポップアップを発生させるイベント",
 "Event variable for checking the current build's max region. Once the last floor of that region is reached, the 'Yearning to Explore (Into the Depths)' event no longer appears.": "現在のビルドの最大地域を確認するためのイベント変数。その地域の最終階に到達すると、「探索への渇望（深部へ）」イベントは表示されなくなる。",
 "Event1": "Event1",
 "EventChoice": "イベント選択肢",
 "EventChoiceTable.json": "EventChoiceTable.json",
 "EventDemoWishlist": "EventDemoWishlist",
 "EventDeveloperLetter": "EventDeveloperLetter",
 "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0": "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed28_0",
 "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0": "EventFinished_Fixed9 && UseItem_ExpeditionHorn_1 && Cooldown_Fixed29_0",
 "EventFinished_Random0 && !EventFinished_Fixed13 && Cooldown_Random0_1440": "EventFinished_Random0 && !EventFinished_Fixed13 && Cooldown_Random0_1440",
 "EventFinished_Tutorial0": "EventFinished_Tutorial0",
 "EventNode": "イベントノード",
 "EventNodeTable.json": "EventNodeTable.json",
 "EventNpcMappingTable.json": "EventNpcMappingTable.json",
 "EventRandomMapping": "イベントランダムマッピング",
 "EventRandomMappingTable.json": "EventRandomMappingTable.json",
 "EventTable.json": "EventTable.json",
 "Event_": "Event_",
 "Event_Decision0": "Event_Decision0",
 "Event_Decision0 -": "Event_Decision0 -",
 "Event_DecisionResult0": "Event_DecisionResult0",
 "Event_DecisionResult0 -": "Event_DecisionResult0 -",
 "Event_Event0": "Event_Event0",
 "Event_Event0 -": "Event_Event0 -",
 "Event_Event1": "Event_Event1",
 "Event_Event1 -": "Event_Event1 -",
 "Event_Fixed0": "Event_Fixed0",
 "Event_Fixed0 -": "Event_Fixed0 -",
 "Event_Fixed1": "Event_Fixed1",
 "Event_Fixed1 -": "Event_Fixed1 -",
 "Event_Fixed10": "Event_Fixed10",
 "Event_Fixed10 -": "Event_Fixed10 -",
 "Event_Fixed11": "Event_Fixed11",
 "Event_Fixed11 -": "Event_Fixed11 -",
 "Event_Fixed12": "Event_Fixed12",
 "Event_Fixed12 -": "Event_Fixed12 -",
 "Event_Fixed13": "Event_Fixed13",
 "Event_Fixed13 -": "Event_Fixed13 -",
 "Event_Fixed14": "Event_Fixed14",
 "Event_Fixed14 -": "Event_Fixed14 -",
 "Event_Fixed15": "Event_Fixed15",
 "Event_Fixed15 -": "Event_Fixed15 -",
 "Event_Fixed16": "Event_Fixed16",
 "Event_Fixed16 -": "Event_Fixed16 -",
 "Event_Fixed17": "Event_Fixed17",
 "Event_Fixed17 -": "Event_Fixed17 -",
 "Event_Fixed18": "Event_Fixed18",
 "Event_Fixed18 -": "Event_Fixed18 -",
 "Event_Fixed19": "Event_Fixed19",
 "Event_Fixed19 -": "Event_Fixed19 -",
 "Event_Fixed2": "Event_Fixed2",
 "Event_Fixed2 -": "Event_Fixed2 -",
 "Event_Fixed20": "Event_Fixed20",
 "Event_Fixed20 -": "Event_Fixed20 -",
 "Event_Fixed21": "Event_Fixed21",
 "Event_Fixed21 -": "Event_Fixed21 -",
 "Event_Fixed22": "Event_Fixed22",
 "Event_Fixed22 -": "Event_Fixed22 -",
 "Event_Fixed23": "Event_Fixed23",
 "Event_Fixed23 -": "Event_Fixed23 -",
 "Event_Fixed24": "Event_Fixed24",
 "Event_Fixed24 -": "Event_Fixed24 -",
 "Event_Fixed25": "Event_Fixed25",
 "Event_Fixed25 -": "Event_Fixed25 -",
 "Event_Fixed26": "Event_Fixed26",
 "Event_Fixed26 -": "Event_Fixed26 -",
 "Event_Fixed27": "Event_Fixed27",
 "Event_Fixed27 -": "Event_Fixed27 -",
 "Event_Fixed28": "Event_Fixed28",
 "Event_Fixed28 -": "Event_Fixed28 -",
 "Event_Fixed29": "Event_Fixed29",
 "Event_Fixed29 -": "Event_Fixed29 -",
 "Event_Fixed3": "Event_Fixed3",
 "Event_Fixed3 -": "Event_Fixed3 -",
 "Event_Fixed30": "Event_Fixed30",
 "Event_Fixed30 -": "Event_Fixed30 -",
 "Event_Fixed31": "Event_Fixed31",
 "Event_Fixed31 -": "Event_Fixed31 -",
 "Event_Fixed32": "Event_Fixed32",
 "Event_Fixed32 -": "Event_Fixed32 -",
 "Event_Fixed33": "Event_Fixed33",
 "Event_Fixed33 -": "Event_Fixed33 -",
 "Event_Fixed34": "Event_Fixed34",
 "Event_Fixed34 -": "Event_Fixed34 -",
 "Event_Fixed35": "Event_Fixed35",
 "Event_Fixed35 -": "Event_Fixed35 -",
 "Event_Fixed36": "Event_Fixed36",
 "Event_Fixed36 -": "Event_Fixed36 -",
 "Event_Fixed37": "Event_Fixed37",
 "Event_Fixed37 -": "Event_Fixed37 -",
 "Event_Fixed38": "Event_Fixed38",
 "Event_Fixed38 -": "Event_Fixed38 -",
 "Event_Fixed39": "Event_Fixed39",
 "Event_Fixed39 -": "Event_Fixed39 -",
 "Event_Fixed4": "Event_Fixed4",
 "Event_Fixed4 -": "Event_Fixed4 -",
 "Event_Fixed40": "Event_Fixed40",
 "Event_Fixed40 -": "Event_Fixed40 -",
 "Event_Fixed41": "Event_Fixed41",
 "Event_Fixed41 -": "Event_Fixed41 -",
 "Event_Fixed42": "Event_Fixed42",
 "Event_Fixed42 -": "Event_Fixed42 -",
 "Event_Fixed43": "Event_Fixed43",
 "Event_Fixed43 -": "Event_Fixed43 -",
 "Event_Fixed44": "Event_Fixed44",
 "Event_Fixed44 -": "Event_Fixed44 -",
 "Event_Fixed45": "Event_Fixed45",
 "Event_Fixed45 -": "Event_Fixed45 -",
 "Event_Fixed46": "Event_Fixed46",
 "Event_Fixed46 -": "Event_Fixed46 -",
 "Event_Fixed47": "Event_Fixed47",
 "Event_Fixed47 -": "Event_Fixed47 -",
 "Event_Fixed48": "Event_Fixed48",
 "Event_Fixed48 -": "Event_Fixed48 -",
 "Event_Fixed49": "Event_Fixed49",
 "Event_Fixed49 -": "Event_Fixed49 -",
 "Event_Fixed5": "Event_Fixed5",
 "Event_Fixed5 -": "Event_Fixed5 -",
 "Event_Fixed6": "Event_Fixed6",
 "Event_Fixed6 -": "Event_Fixed6 -",
 "Event_Fixed7": "Event_Fixed7",
 "Event_Fixed7 -": "Event_Fixed7 -",
 "Event_Fixed8": "Event_Fixed8",
 "Event_Fixed8 -": "Event_Fixed8 -",
 "Event_Fixed9": "Event_Fixed9",
 "Event_Fixed9 -": "Event_Fixed9 -",
 "Event_Npc0": "Event_Npc0",
 "Event_Npc0 -": "Event_Npc0 -",
 "Event_Npc1": "Event_Npc1",
 "Event_Npc1 -": "Event_Npc1 -",
 "Event_Npc10": "Event_Npc10",
 "Event_Npc10 -": "Event_Npc10 -",
 "Event_Npc11": "Event_Npc11",
 "Event_Npc11 -": "Event_Npc11 -",
 "Event_Npc12": "Event_Npc12",
 "Event_Npc12 -": "Event_Npc12 -",
 "Event_Npc13": "Event_Npc13",
 "Event_Npc13 -": "Event_Npc13 -",
 "Event_Npc14": "Event_Npc14",
 "Event_Npc14 -": "Event_Npc14 -",
 "Event_Npc15": "Event_Npc15",
 "Event_Npc15 -": "Event_Npc15 -",
 "Event_Npc16": "Event_Npc16",
 "Event_Npc16 -": "Event_Npc16 -",
 "Event_Npc17": "Event_Npc17",
 "Event_Npc17 -": "Event_Npc17 -",
 "Event_Npc18": "Event_Npc18",
 "Event_Npc18 -": "Event_Npc18 -",
 "Event_Npc19": "Event_Npc19",
 "Event_Npc19 -": "Event_Npc19 -",
 "Event_Npc2": "Event_Npc2",
 "Event_Npc2 -": "Event_Npc2 -",
 "Event_Npc20": "Event_Npc20",
 "Event_Npc20 -": "Event_Npc20 -",
 "Event_Npc21": "Event_Npc21",
 "Event_Npc21 -": "Event_Npc21 -",
 "Event_Npc22": "Event_Npc22",
 "Event_Npc22 -": "Event_Npc22 -",
 "Event_Npc23": "Event_Npc23",
 "Event_Npc23 -": "Event_Npc23 -",
 "Event_Npc24": "Event_Npc24",
 "Event_Npc24 -": "Event_Npc24 -",
 "Event_Npc25": "Event_Npc25",
 "Event_Npc25 -": "Event_Npc25 -",
 "Event_Npc26": "Event_Npc26",
 "Event_Npc26 -": "Event_Npc26 -",
 "Event_Npc27": "Event_Npc27",
 "Event_Npc27 -": "Event_Npc27 -",
 "Event_Npc28": "Event_Npc28",
 "Event_Npc28 -": "Event_Npc28 -",
 "Event_Npc3": "Event_Npc3",
 "Event_Npc3 -": "Event_Npc3 -",
 "Event_Npc4": "Event_Npc4",
 "Event_Npc4 -": "Event_Npc4 -",
 "Event_Npc5": "Event_Npc5",
 "Event_Npc5 -": "Event_Npc5 -",
 "Event_Npc6": "Event_Npc6",
 "Event_Npc6 -": "Event_Npc6 -",
 "Event_Npc7": "Event_Npc7",
 "Event_Npc7 -": "Event_Npc7 -",
 "Event_Npc8": "Event_Npc8",
 "Event_Npc8 -": "Event_Npc8 -",
 "Event_Npc9": "Event_Npc9",
 "Event_Npc9 -": "Event_Npc9 -",
 "Event_Random0": "Event_Random0",
 "Event_Random0 -": "Event_Random0 -",
 "Event_Random1": "Event_Random1",
 "Event_Random1 -": "Event_Random1 -",
 "Event_Random10": "Event_Random10",
 "Event_Random10 -": "Event_Random10 -",
 "Event_Random11": "Event_Random11",
 "Event_Random11 -": "Event_Random11 -",
 "Event_Random12": "Event_Random12",
 "Event_Random12 -": "Event_Random12 -",
 "Event_Random13": "Event_Random13",
 "Event_Random13 -": "Event_Random13 -",
 "Event_Random14": "Event_Random14",
 "Event_Random14 -": "Event_Random14 -",
 "Event_Random15": "Event_Random15",
 "Event_Random15 -": "Event_Random15 -",
 "Event_Random16": "Event_Random16",
 "Event_Random16 -": "Event_Random16 -",
 "Event_Random17": "Event_Random17",
 "Event_Random17 -": "Event_Random17 -",
 "Event_Random18": "Event_Random18",
 "Event_Random18 -": "Event_Random18 -",
 "Event_Random19": "Event_Random19",
 "Event_Random19 -": "Event_Random19 -",
 "Event_Random2": "Event_Random2",
 "Event_Random2 -": "Event_Random2 -",
 "Event_Random3": "Event_Random3",
 "Event_Random3 -": "Event_Random3 -",
 "Event_Random4": "Event_Random4",
 "Event_Random4 -": "Event_Random4 -",
 "Event_Random5": "Event_Random5",
 "Event_Random5 -": "Event_Random5 -",
 "Event_Random6": "Event_Random6",
 "Event_Random6 -": "Event_Random6 -",
 "Event_Random7": "Event_Random7",
 "Event_Random7 -": "Event_Random7 -",
 "Event_Random8": "Event_Random8",
 "Event_Random8 -": "Event_Random8 -",
 "Event_Random9": "Event_Random9",
 "Event_Random9 -": "Event_Random9 -",
 "Event_Tutorial0": "Event_Tutorial0",
 "Event_Tutorial0 -": "Event_Tutorial0 -",
 "Event_Tutorial1": "Event_Tutorial1",
 "Event_Tutorial1 -": "Event_Tutorial1 -",
 "Event_Tutorial10": "Event_Tutorial10",
 "Event_Tutorial10 -": "Event_Tutorial10 -",
 "Event_Tutorial11": "Event_Tutorial11",
 "Event_Tutorial11 -": "Event_Tutorial11 -",
 "Event_Tutorial12": "Event_Tutorial12",
 "Event_Tutorial12 -": "Event_Tutorial12 -",
 "Event_Tutorial13": "Event_Tutorial13",
 "Event_Tutorial13 -": "Event_Tutorial13 -",
 "Event_Tutorial14": "Event_Tutorial14",
 "Event_Tutorial14 -": "Event_Tutorial14 -",
 "Event_Tutorial15": "Event_Tutorial15",
 "Event_Tutorial15 -": "Event_Tutorial15 -",
 "Event_Tutorial16": "Event_Tutorial16",
 "Event_Tutorial16 -": "Event_Tutorial16 -",
 "Event_Tutorial2": "Event_Tutorial2",
 "Event_Tutorial2 -": "Event_Tutorial2 -",
 "Event_Tutorial3": "Event_Tutorial3",
 "Event_Tutorial3 -": "Event_Tutorial3 -",
 "Event_Tutorial4": "Event_Tutorial4",
 "Event_Tutorial4 -": "Event_Tutorial4 -",
 "Event_Tutorial5": "Event_Tutorial5",
 "Event_Tutorial5 -": "Event_Tutorial5 -",
 "Event_Tutorial6": "Event_Tutorial6",
 "Event_Tutorial6 -": "Event_Tutorial6 -",
 "Event_Tutorial7": "Event_Tutorial7",
 "Event_Tutorial7 -": "Event_Tutorial7 -",
 "Event_Tutorial8": "Event_Tutorial8",
 "Event_Tutorial8 -": "Event_Tutorial8 -",
 "Event_Tutorial9": "Event_Tutorial9",
 "Event_Tutorial9 -": "Event_Tutorial9 -",
 "Events": "イベント",
 "Events - Dungeon Settlers Wiki": "イベント - Dungeon Settlers Wiki",
 "Events and quests": "イベントとクエスト",
 "Events, quests and decisions": "イベント・クエスト・決定",
 "Every 10 HP you are missing is 20 points of barrier.": "欠損HP10につき、バリア20ポイント。",
 "Every 10 percent of the target's missing HP is +12 percentage points of damage on the proc.": "対象の欠損HP10パーセントごとに、発動ダメージ+12パーセンテージポイント。",
 "Every 10 percent of your own missing HP is +2 percentage points of damage.": "自身の欠損HP10パーセントごとに、ダメージ+2パーセンテージポイント。",
 "Every 10 physical attack power is 3 damage to each victim in the circle.": "物理攻撃力10につき、円範囲内の各対象に3ダメージ。",
 "Every 10 points of carried Weight is +1.5 percent damage.": "所持重量10ポイントごとに、ダメージ+1.5パーセント。",
 "Every 100 HP you are missing gives 5 HP back per guard.": "欠損HP100につき、ガード1回でHP5回復。",
 "Every 100 damage a basic attack lands adds 10 magic damage.": "通常攻撃が100ダメージを与えるごとに、魔法ダメージ10を追加。",
 "Every 100 damage on the main target is 30 damage to each neighbour.": "メイン対象への100ダメージごとに、隣接する各対象に30ダメージ。",
 "Every 100 max HP is +10 Magic Attack Power.": "最大HP100につき、魔法攻撃力+10。",
 "Every 100 max HP is +10 Physical Attack Power.": "最大HP100につき、物理攻撃力+10。",
 "Every 3rd basic attack adds up to 120 percent damage, scaled by the target's missing HP.": "通常攻撃3回ごとに、対象の欠損HPに応じて最大120パーセントのダメージを追加。",
 "Every 3rd basic attack applies 2 stacks of Bleeding for 6 seconds.": "通常攻撃3回ごとに、6秒間出血2スタックを付与。",
 "Every 3rd basic attack applies 2 stacks of Burning for 6 seconds.": "通常攻撃3回ごとに、6秒間燃焼2スタックを付与。",
 "Every 3rd basic: +120% × target-missing%": "3回ごとの通常攻撃: +120% × 対象の減少%",
 "Every 480 in-game minutes": "ゲーム内480分ごと",
 "Every 480 in-game minutes; inspect to reveal talents first": "ゲーム内480分ごと。まず調査して才能を明らかにすること",
 "Every 60 Energy recovered grants 1 Shell, up to a ceiling of 20 Shell.": "エネルギー60回復ごとに殻1個、上限は殻20個。",
 "Every HUD alert the game can raise - 56 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.": "ゲームが発生させ得るすべてのHUDアラート、AlertTable の56定義を、ローカライズ名・原因・結果と結合したものです。トリガー列にはゲーム内の生の条件式を表示します。",
 "Every HUD alert the game can raise - 57 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column shows the raw in-game condition expression.": "ゲームが発生させることができるすべてのHUDアラート - AlertTableの57の定義、ローカライズされた名前、原因と結果と結合されています。トリガー列は、生のゲーム内条件式を表示します。",
 "Every basic attack adds 1 stack to a hidden counter. On reaching 3, the target takes 2 stacks of Bleeding for 6 seconds.": "通常攻撃1回ごとに隠しカウンターが1スタック増加。3に達すると、対象は6秒間出血2スタックを受ける。",
 "Every basic attack adds 1 stack to a hidden counter. On reaching 3, the target takes 2 stacks of Burning for 6 seconds.": "通常攻撃1回ごとに隠しカウンターが1スタック増加。3に達すると、対象は6秒間燃焼2スタックを受ける。",
 "Every bindable action in the game (45 actions from the key-input table). All bindings are configurable in-game under Settings > Controls - default keys are not listed here because they are stored per-player (": "ゲーム内で割り当て可能なすべてのアクション（キー入力テーブルの45アクション）。すべての割り当てはゲーム内の 設定 > 操作 で設定可能です。デフォルトキーはプレイヤーごとに保存されるため、ここには記載していません（",
 "Every buff/debuff/trait effect in the game": "ゲーム内の全バフ/デバフ/特性効果",
 "Every building: type, construction cost/workload, durability, storage, gather drops, traits.": "全建物：種類、建設コスト/作業量、耐久度、収納、採集ドロップ、特性。",
 "Every capped effect at a glance": "上限のある効果一覧",
 "Every combat number on this page is read straight from the game's own tables (DS_B.0.3.26); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the": "このページのすべての戦闘数値は、ゲーム自身のテーブル(DS_B.0.3.26)から直接読み取られています。各値の隣にテーブルまたは定数の名前を記載しています。値はプレイヤー側のデフォルトです(モンスターは独自の基礎ステータスを使用します)。これは次と同じ計算式です",
 "Every combat number on this page is read straight from the game's own tables (DS_B.0.3.40); the table or constant is named next to each. Values are the player-side defaults (monsters use their own base stats). This is the same math the": "このページのすべての戦闘数値は、ゲーム自身のテーブル(DS_B.0.3.40)から直接読み取られています。各値の隣にテーブルまたは定数の名前を記載しています。値はプレイヤー側のデフォルトです(モンスターは独自の基礎ステータスを使用します)。これは次と同じ計算式です",
 "Every damage execution the wearer originates, not just basic attacks.": "装備者が発生源となるダメージ実行すべて。通常攻撃に限らない。",
 "Every damage execution the wearer originates. No gate on damage type, hit type or basic attacks.": "装備者が発生源となるダメージ実行すべて。ダメージタイプ・ヒットタイプ・通常攻撃による制限はない。",
 "Every damage execution the wearer originates. There is no melee, physical or basic-attack gate at all.": "装備者が発生源となるダメージ実行すべて。近接・物理・通常攻撃による制限は一切ない。",
 "Every damage instance you take wears": "受けるダメージのたびに、",
 "Every damaging option this character has learned, plus its weapon basic attack and any summon - same engine as the Team tab's \"Versus monster\" and the Spell Damage Ranking. Click a row to use that attack in the Weapon comparison below.": "このキャラクターが習得したすべてのダメージ手段に、武器の通常攻撃と召喚を加えたもの。チームタブの「モンスター対決」やスペルダメージランキングと同じ計算エンジンです。行をクリックすると、その攻撃を下の武器比較に使えます。",
 "Every dungeon floor tracks a": "すべてのダンジョンフロアは",
 "Every dungeon floor tracks a depletion counter from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over ...": "すべてのダンジョンの階層は、5（満杯）から0（完全消耗）までの消耗カウンターを記録します。同じ階層を繰り返し周回するとカウンターが減り、次第に...",
 "Every edible item carries a food class in its": "すべての食用アイテムは、その",
 "Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls": "遠征のたびに、地域のプールから環境効果のセットが抽選される。戦闘難易度が高いほど、",
 "Every extracted animation set, one card per monster: idle, movement, attacks, the hit reaction and the death clip, plus any specials (charges, summons, extra attack variants). All sheets come from each unit's AnimatorController in the game data.": "抽出したすべてのアニメーションセットをモンスターごとに1カードで表示します：待機、移動、攻撃、被弾リアクション、死亡クリップ、加えて特殊動作（突進、召喚、追加攻撃バリエーション）。すべてのシートはゲームデータ内の各ユニットのAnimatorControllerから取得しています。",
 "Every figure runs the exact same damage model as the individual": "すべての数値は個別の",
 "Every hostile creature you actually fight in the demo, minus the two bosses (those are on the": "デモで実際に戦う敵性生物すべて、2体のボスを除く（それらはこちら",
 "Every hostile in a circle of radius 2 around the target takes a hit of 30 percent of the wearer's physical attack power.": "対象を中心とした半径2の円範囲内の敵すべてが、装備者の物理攻撃力の30パーセント分のヒットを受ける。",
 "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned. After growing": "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned. After growing",
 "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned...": "Every hunt left behind broken traps and deeply gouged tracks. {0} studied fur caught in the dirt and the scent of blood, guessing which way the beast had turned...",
 "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.26).": "ウィキ上のすべての対話型計算機を1ページにまとめました。各計算機はそれぞれのメカニクスページ（見出しの下にリンク）で動作するものと同じコンポーネントなので、数値は常に一致します。すべての値はゲーム自体のテーブル（DS_B.0.3.26）に基づいています。",
 "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.40).": "ウィキ上のすべての対話型計算機を1ページにまとめました。各計算機はそれぞれのメカニクスページ（見出しの下にリンク）で動作するものと同じコンポーネントなので、数値は常に一致します。すべての値はゲーム自体のテーブル（DS_B.0.3.40）に基づいています。",
 "Every interactive calculator on the wiki, live on one page. Each is the same component that runs on its own mechanics page (linked under its heading), so the numbers always match. All values come from the game's own tables (DS_B.0.3.44).": "Wiki内のすべてのインタラクティブ計算機を1ページにまとめました。各計算機はそれぞれの仕組みページ(見出しの下にリンク)で動いているものと同一のコンポーネントのため、数値は常に一致します。すべての値はゲーム自体のテーブル(DS_B.0.3.44)から取得しています。",
 "Every item drop in build DS_B.0.3.26, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "ビルド DS_B.0.3.26 のすべてのアイテムドロップを、ソースごとに1行で掲載しています。アイテム、ソース、または地域で検索・フィルタでき、列見出しをクリックすると並べ替えられます（デフォルトはアイテム名順）。",
 "Every item drop in build DS_B.0.3.40, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "ビルド DS_B.0.3.40 のすべてのアイテムドロップを、ソースごとに1行で掲載しています。アイテム、ソース、または地域で検索・フィルタでき、列見出しをクリックすると並べ替えられます（デフォルトはアイテム名順）。",
 "Every item drop in build DS_B.0.3.44, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "DS_B.0.3.44ビルドの全アイテムドロップを、ソースごとに1行で掲載。アイテム・ソース・地域で検索や絞り込みができ、列見出しをクリックすると並べ替えられます(デフォルトはアイテム名順)。",
 "Every level-up, levels 2 through 12 (11 rolls per career)": "レベルアップごと、レベル2から12まで（キャリアごとに11回）",
 "Every minute, all units' Stress increases or decreases by an amount equal to current Mood multiplied by this value. Since Stress must decrease when Mood is greater than 0, this value must be negative by nature.": "毎分、すべてのユニットのストレスが、現在の気分にこの値を掛けた量だけ増減する。気分が0より大きいときにストレスは減少しなければならないため、この値は本質的に負でなければならない。",
 "Every recruited unit is generated with one background trait, and that background sets which": "募集された各ユニットは1つの背景特性を持って生成され、その背景によって",
 "Every resource you can gather in each dungeon, resource-first. Each region leads with a single sortable table -": "各ダンジョンで採取できるすべての資源を、資源を軸にまとめました。各地域はまず並べ替え可能な一つの表から始まり",
 "Every scripted dialog scene in the game, split by how you meet it.": "ゲーム内のすべてのスクリプト付きダイアログシーンを、遭遇の仕方ごとに分類しています。",
 "Every second, Wound value on all body parts decreases by {0}% of max health.": "毎秒、すべての身体部位の傷値が最大体力の{0}%だけ減少する。",
 "Every second, all body parts recover health (excluding Wound) equal to {0}% of max health.": "毎秒、すべての身体部位が最大体力の{0}%に等しい体力（傷を除く）を回復する。",
 "Every settler has a": "すべての入植者は次のステータスを持つ：",
 "Every settler has a Mood stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes Stress fall; Mood below 0 make...": "すべての入植者は気分ステータス（UIの目盛りは最大30）を持ち、これが管理レイヤー全体をひそかに動かします。気分が0より上だとストレスが下がり、0より下だと...",
 "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.26 - the rest are in the data but gated. See also": "すべての開拓者は生成時に種族が抽選され、種族特性が武器・魔法適性、作業能力補正、才能の抽選範囲、背景プール、食性を決定します。DS_B.0.3.26で募集できるのは人間、リザードマン、エルフのみで、残りはデータ内に存在するが未開放です。次も参照：",
 "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.40 - the rest are in the data but gated. See also": "すべての開拓者は生成時に種族が抽選され、種族特性が武器・魔法適性、作業能力補正、才能の抽選範囲、背景プール、食性を決定します。DS_B.0.3.40で募集できるのは人間、リザードマン、エルフのみで、残りはデータ内に存在するが未開放です。次も参照：",
 "Every settler rolls a race at generation time; the race trait sets weapon/magic aptitudes, work-capability modifiers, talent roll ranges, the background pool and dietary behaviour. Only Humans, Lizardmen and Elves are recruitable in DS_B.0.3.44 - the rest are in the data but gated. See also": "すべての開拓者は生成時に種族を抽選します。種族特性は武器/魔法適性、作業能力修正、才能抽選範囲、背景プール、食事の傾向を決定します。DS_B.0.3.44で募集可能なのは人間、リザードマン、エルフのみで、それ以外はデータには存在するもののゲート済みです。以下も参照:",
 "Every skill in the game.": "ゲーム内のすべてのスキル。",
 "Every sprite animation extracted from the game, playing live: the training scarecrow's hit recoil, all": "ゲームから抽出したすべてのスプライトアニメーションをライブ再生します：訓練用かかしの被弾リアクション、すべての",
 "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.26, Steam build 23739108, extracted 2026-07-13). Also see": "以下の各テーブルは、ゲームのデータファイル（DS_B.0.3.26、Steamビルド 23739108、2026-07-13 抽出）から解析した正確なJSONです。あわせて",
 "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.40, Steam build 24354931, extracted 2026-07-13). Also see": "以下の各テーブルは、ゲームのデータファイル（DS_B.0.3.40、Steamビルド 24354931、2026-07-13 抽出）から解析した正確なJSONです。あわせて",
 "Every table below is the exact JSON parsed from the game's data files (DS_B.0.3.44, Steam build 24389032, extracted 2026-07-13). Also see": "以下の各表は、ゲームのデータファイル(DS_B.0.3.44、Steamビルド24389032、2026年7月13日抽出)から解析したそのままのJSONです。以下も参照:",
 "Every table on this site is parsed byte-exact from the game's data files - items, units, skills, drop pools, events, research and more, fully cross-referenced. A colony-sim dungeon crawler by CanOpener -": "当サイトのすべてのテーブルは、ゲームのデータファイルからバイト単位で正確に解析されています。アイテム、ユニット、スキル、ドロッププール、イベント、研究などを完全に相互参照。CanOpenerによるコロニーシム型ダンジョンクローラー -",
 "Every tree is already active on this background.": "この背景ではすべてのツリーが既に有効です。",
 "Every unit has a background - it sets the class trees and the starting gear.": "すべてのユニットには背景があり、クラスツリーと初期装備を決定します。",
 "Every unit has six": "すべてのユニットは6つの",
 "Every unit has six major stats - Strength, Constitution, Willpower, Intelligence, Agility and Perception - and a separate talent rating for each one. The tal...": "すべてのユニットは6つの主要ステータス（力、耐久力、意志力、知力、敏捷、認知）と、それぞれに対応する個別の才能評価を持ちます。才能は...",
 "Every unit, building and item, with per-entity component data (stats, affecters, skills)": "すべてのユニット、建物、アイテムと、エンティティごとのコンポーネントデータ（ステータス、アフェクター、スキル）",
 "Every value comes straight from the game's own tables (StatusValueTable, GameSystemTable, TraitTable, ItemTable). The in-page self-test checks the maths.": "すべての値はゲーム自身のテーブル（StatusValueTable、GameSystemTable、TraitTable、ItemTable）から直接取得しています。ページ内のセルフテストで計算を検証しています。",
 "Every weapon, piece of armor and workstation has a": "すべての武器、防具、作業台は",
 "Everything above in one table. \"Effect\" is from the monster's point of view - how easily it picks you up.": "以上を1つの表にまとめました。「効果」はモンスターの視点、つまりどれだけ簡単にあなたを捕捉するかです。",
 "Everything in the workshop is entwined lik...": "工房にあるすべては、ぶどうの蔓のように絡み合ってい……",
 "Evolves from": "進化元",
 "Evolves into:": "進化先：",
 "Example Builds": "例ビルド",
 "Example build": "例ビルド",
 "Example build loaded.": "例ビルドが読み込まれました。",
 "Example build: {#}": "例ビルド: {#}",
 "Example flat stats": "固定ステータスの例",
 "Example percent stats": "割合ステータスの例",
 "Example weapon": "武器の例",
 "Example: a 47 Physical Attack that crits deals 47 x 1.5 =": "例: 会心が発生した物理攻撃力47は 47 x 1.5 =",
 "Examples": "例",
 "Execute threshold": "処刑しきい値",
 "Execute threshold = 20% × 600 =": "処刑しきい値 = 20% × 600 =",
 "Executed at or below": "以下で処刑",
 "Executes at ≤ 20% HP (non-boss)": "HP20%以下で処刑（ボス以外）",
 "Executes on the next hit": "次の一撃で処刑",
 "Execution tree": "執行ツリー",
 "Execution-tree skill": "処刑ツリーのスキル",
 "Executioner worked example.": "執行者の計算例。",
 "Exp": "経験値",
 "Exp Gained Bonus": "経験値獲得ボーナス",
 "Expand all": "すべて展開",
 "Expand all equipment stats": "すべての装備ステータスを展開",
 "Expected count": "期待数",
 "Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.": "戦闘難易度ティアごとの、レベル上限の初期状態ローウェルに対する想定命中ダメージ。メニューバーで設定したティアがハイライトされます。保存したユニットを選ぶと、そのユニット自身の耐性が使われます。",
 "Expected per cast": "1回の使用あたりの期待値",
 "Expected rooms per floor": "階ごとの期待部屋数",
 "Expedition Decision": "遠征の決定",
 "Expedition Decision Complete": "遠征の決断が完了",
 "Expedition Guidelines": "遠征ガイドライン",
 "Expedition Horn Not Active": "探索の角笛 未発動",
 "Expedition Horn Not Active - Dungeon Settlers Wiki": "探索の角笛 非アクティブ - Dungeon Settlers Wiki",
 "Expedition Horn Not Active icon": "探索の角笛 非アクティブ アイコン",
 "Expedition Rank Up": "遠征ランクアップ",
 "Expedition Resolution quests": "遠征決議クエスト",
 "Expedition Resolution scenes": "遠征決議のシーン",
 "Expedition Resolution: Common Mood": "遠征決議: 共通ムード",
 "Expedition Resolution: Rank 1 Food": "遠征決議: ランク1 食料",
 "Expedition Resolution: Rank 1 Level": "遠征決議: ランク1 レベル",
 "Expedition Resolution: Rank 1 Research 1": "遠征決議: ランク1 研究 1",
 "Expedition Resolution: Rank 1 Research 2": "遠征決議: ランク1 研究 2",
 "Expedition Resolution: Rank 1 Research 3": "遠征決議: ランク1 研究 3",
 "Expedition Resolution: Rank 1 Research 4": "遠征決議: ランク1 研究 4",
 "Expedition Resolution: Rank 1 Research 5": "遠征決議: ランク1 研究 5",
 "Expedition Resolution: Rank 1 Research 6": "遠征決議: ランク1 研究 6",
 "Expedition Resolution: Rank 1 Research 7": "探索決議: Rank 1 Research 7",
 "Expedition Resolution: Rank 1 Resource 1": "遠征決議: ランク1 資源 1",
 "Expedition Resolution: Rank 1 Resource 2": "遠征決議: ランク1 資源 2",
 "Expedition Resolution: Rank 1 Room Type 1": "遠征決議: ランク1 部屋の種類 1",
 "Expedition Resolution: Rank 1 Room Type 2": "遠征決議: ランク1 部屋の種類 2",
 "Expedition Resolution: Rank 1 Room Type 3": "遠征決議: ランク1 部屋の種類 3",
 "Expedition Resolution: Rank 1 Room Type 4": "遠征決議: ランク1 部屋の種類 4",
 "Expedition Resolution: Rank 1 Room Type 5": "遠征決議: ランク1 部屋の種類 5",
 "Expedition Resolution: Rank 1 Room Type 6": "遠征決議: ランク1 部屋の種類 6",
 "Expedition Resolution: Rank 1 Room Type 7": "遠征決議: ランク1 部屋の種類 7",
 "Expedition Resolution: Rank 2 Elite": "遠征決議: ランク2 精鋭",
 "Expedition Resolution: Rank 2 Food": "遠征決議: ランク2 食料",
 "Expedition Resolution: Rank 2 Level": "遠征決議: ランク2 レベル",
 "Expedition Resolution: Rank 2 Research 1": "遠征決議: ランク2 研究 1",
 "Expedition Resolution: Rank 2 Research 10": "遠征決議: ランク2 研究 10",
 "Expedition Resolution: Rank 2 Research 11": "遠征決議: ランク2 研究 11",
 "Expedition Resolution: Rank 2 Research 12": "遠征決議: ランク2 研究 12",
 "Expedition Resolution: Rank 2 Research 13": "遠征決議: ランク2 研究 13",
 "Expedition Resolution: Rank 2 Research 14": "遠征決議: ランク2 研究 14",
 "Expedition Resolution: Rank 2 Research 15": "遠征決議: ランク2 研究 15",
 "Expedition Resolution: Rank 2 Research 16": "遠征決議: ランク2 研究 16",
 "Expedition Resolution: Rank 2 Research 2": "遠征決議: ランク2 研究 2",
 "Expedition Resolution: Rank 2 Research 3": "遠征決議: ランク2 研究 3",
 "Expedition Resolution: Rank 2 Research 4": "遠征決議: ランク2 研究 4",
 "Expedition Resolution: Rank 2 Research 5": "遠征決議: ランク2 研究 5",
 "Expedition Resolution: Rank 2 Research 6": "遠征決議: ランク2 研究 6",
 "Expedition Resolution: Rank 2 Research 7": "遠征決議: ランク2 研究 7",
 "Expedition Resolution: Rank 2 Research 8": "遠征決議: ランク2 研究 8",
 "Expedition Resolution: Rank 2 Research 9": "遠征決議: ランク2 研究 9",
 "Expedition Resolution: Rank 2 Resource 1": "遠征決議: ランク2 資源 1",
 "Expedition Resolution: Rank 2 Resource 2": "遠征決議: ランク2 資源 2",
 "Expedition Resolution: Rank 2 Room Type 1": "遠征決議: ランク2 部屋の種類 1",
 "Expedition Resolution: Rank 2 Room Type 2": "遠征決議: ランク2 部屋の種類 2",
 "Expedition Resolution: Rank 2 Room Type 3": "遠征決議: ランク2 部屋の種類 3",
 "Expedition Resolution: Rank 2 Room Type 4": "遠征決議: ランク2 部屋の種類 4",
 "Expedition Resolution: Rank 2 Room Type 5": "遠征決議: ランク2 部屋の種類 5",
 "Expedition Resolution: Rank 2 Room Type 6": "遠征決議: ランク2 部屋の種類 6",
 "Expedition Resolution: Rank 2 Room Type 7": "遠征決議: ランク2 部屋の種類 7",
 "Expedition Resolution: Rank 3 Elite": "遠征決議: ランク3 精鋭",
 "Expedition Resolution: Rank 3 Food": "遠征決議: ランク3 食料",
 "Expedition Resolution: Rank 3 Level": "遠征決議: ランク3 レベル",
 "Expedition Resolution: Rank 3 Research 1": "遠征決議: ランク3 研究 1",
 "Expedition Resolution: Rank 3 Research 2": "遠征決議: ランク3 研究 2",
 "Expedition Resolution: Rank 3 Research 3": "遠征決議: ランク3 研究 3",
 "Expedition Resolution: Rank 3 Research 4": "遠征決議: ランク3 研究 4",
 "Expedition Resolution: Rank 3 Research 5": "遠征決議: ランク3 研究 5",
 "Expedition Resolution: Rank 3 Research 6": "遠征決議: ランク3 研究 6",
 "Expedition Resolution: Rank 3 Research 7": "遠征決議: ランク3 研究 7",
 "Expedition Resolution: Rank 3 Resource 1": "遠征決議: ランク3 資源 1",
 "Expedition Resolution: Rank 3 Resource 2": "遠征決議: ランク3 資源 2",
 "Expedition Resolution: Rank 3 Room Type 1": "遠征決議: ランク3 部屋の種類 1",
 "Expedition Resolution: Rank 3 Room Type 2": "遠征決議: ランク3 部屋の種類 2",
 "Expedition Resolution: Rank 3 Room Type 3": "遠征決議: ランク3 部屋の種類 3",
 "Expedition Resolution: Rank 3 Room Type 4": "遠征決議: ランク3 部屋の種類 4",
 "Expedition Resolution: Rank 3 Room Type 5": "遠征決議: ランク3 部屋の種類 5",
 "Expedition Resolution: Rank 3 Room Type 6": "遠征決議: ランク3 部屋の種類 6",
 "Expedition Resolution: Rank 3 Room Type 7": "遠征決議: ランク3 部屋の種類 7",
 "Expedition Resolutions": "探検決議",
 "Expedition Resolutions running as quests - see the": "クエストとして進行中の遠征決議です。条件と報酬については",
 "Expedition decision start status": "遠征決定開始ステータス",
 "Expedition: worsens the longer a unit stays in the dungeon": "探索：ユニットがダンジョンに長く留まるほど悪化する",
 "ExpeditionHorn": "ExpeditionHorn",
 "ExpeditionHornNotActive": "ExpeditionHornNotActive",
 "ExpeditionTeamSupport3": "ExpeditionTeamSupport3",
 "Expeditions carry up to 4 units": "遠征は最大4ユニットで編成",
 "Expeditions drain mood": "探索は気分を消耗させる",
 "Expires after": "経過後に失効",
 "Explode": "爆発",
 "Explosion ×1, Spitting ×1": "爆発×1、吐き出し×1",
 "Exposed": "公開",
 "Exposed to player": "プレイヤーに表示",
 "Extra = the damage the basic attack actually dealt x 10 x 0.01, published as a separate magic hit with a fixed value.": "追加分=通常攻撃が実際に与えたダメージ×10×0.01。固定値の別個の魔法ヒットとして発生する。",
 "Extra durability-loss reduction": "追加の耐久度消費軽減",
 "Extra magic hit": "追加魔法ヒット",
 "Extra skill tree:": "追加スキルツリー:",
 "Extra skill trees": "追加スキルツリー",
 "Extraction date": "抽出日",
 "Extreme Exhaustion (Sleep speech bubble persists)": "極度の疲労（睡眠の吹き出しが持続）",
 "Extreme Hunger (Warning, prints once)": "極度の空腹（警告、1回表示）",
 "Eye Ball Fixed": "アイボール 固定",
 "Eye Ball Random": "アイボール ランダム",
 "Eye Ball Soul": "眼球の魂",
 "Eye Ball Soul - Dungeon Settlers ウィキ": "Eye Ball Soul - Dungeon Settlers ウィキ",
 "Eye Ball Soul Stone (works, drops since B.0.3.44)": "アイボールの魂石(機能する、B.0.3.44からドロップ)",
 "Eye Ball Soul の射程と範囲": "Eye Ball Soul の射程と範囲",
 "Eye Ball Soul アイコン": "Eye Ball Soul アイコン",
 "Eye Ball Soul ダンジョンルームに表示される射程と範囲": "Eye Ball Soul ダンジョンルームに表示される射程と範囲",
 "Eyes": "目",
 "FEMALE (1)": "女性 (1)",
 "FEMALE (11)": "女性 (11)",
 "FEMALE (66)": "女性 (66)",
 "FEMALE (67)": "女性 (67)",
 "FEMALE (68)": "女性 (68)",
 "FIRST KILL BONUS": "初回討伐ボーナス",
 "FIRST KILL ONLY (one time)": "初回撃破のみ（1回限り）",
 "FXTest": "FXTest",
 "Face": "顔",
 "Faction": "派閥",
 "FactionCoin": "FactionCoin",
 "Faction_": "Faction_",
 "Factor": "要因",
 "FadeTime": "FadeTime",
 "Fallenl Pillar1": "倒れた柱1",
 "Fallenl Pillar1 - Dungeon Settlers Wiki": "倒れた柱1 - Dungeon Settlers Wiki",
 "Farm (1)": "農場 (1)",
 "Farmed": "栽培",
 "Farming one floor to 0": "1つのフロアを消耗0まで狩り尽くすと",
 "FarmingCapability": "FarmingCapability",
 "FarmingTable.json": "FarmingTable.json",
 "Farthest distance in tiles this attack can reach. 1 = melee (adjacent).": "この攻撃が届く最大距離（タイル）。1＝近接（隣接）。",
 "Farthest distance in tiles this skill can reach. 1 = melee (adjacent); 0 = self / centred on the caster.": "このスキルが届く最大距離（タイル）。1＝近接（隣接）、0＝自身／使い手中心。",
 "Fast learner but burns out.": "習得は速いが燃え尽きる。",
 "Fast learner but burns out. [Growth Fatigue] is the debuff a Human gains once they hit maximum experience, a balancing drawback for their faster leveling.": "習得は速いが燃え尽きる。[成長疲労]は、人間が最大経験値に達すると得るデバフで、レベルアップが速いことに対するバランス上の弱点です。",
 "Fast learner but burns out: Humans gain the": "学習は速いが燃え尽きる：人間は次を獲得します：",
 "Fast learner but burns out: Humans gain the [Growth Fatigue] debuff once they hit maximum experience, a balancing drawback for their faster leveling.": "速く学ぶが燃え尽きる: 人間は最大経験値に達すると[成長停滞]デバフを得ます。これはレベリングの速さに対するバランス上のデメリットです。",
 "FatUnisex": "FatUnisex",
 "Feature request": "機能リクエスト",
 "Feedback": "フィードバック",
 "Feedback & Bug Reports": "フィードバックとバグ報告",
 "Feedback & Bug Reports - Dungeon Settlers Wiki": "フィードバックとバグ報告 - Dungeon Settlers Wiki",
 "FeedingWorkload": "FeedingWorkload",
 "Feels damp and slippery to the touch.": "触ると湿った滑りやすい感覚がします。",
 "Female": "女",
 "Female Gloth Random1": "メスのグロス（ランダム）1",
 "Female Gloth Random2": "メスのグロス（ランダム2）",
 "FemaleGloth": "FemaleGloth",
 "Female_Aggressive": "Female_Aggressive",
 "Female_Cautious": "Female_Cautious",
 "Female_Cool": "Female_Cool",
 "Female_Kind": "Female_Kind",
 "Female_leisurely": "Female_leisurely",
 "Fertile Farmland 1": "肥沃な農地 1",
 "Fertile Farmland 2": "肥沃な農地 2",
 "Fertile Farmland 3": "肥沃な農地 3",
 "Fertile Farmland 4": "肥沃な農地 4",
 "Fertile Farmland 5": "肥沃な農地 5",
 "Festering Burrow Common Combat Middle1": "ただれた巣穴 共通 戦闘 中1",
 "Festering Burrow Common Combat Middle2": "ただれた巣穴 共通 戦闘 中2",
 "Festering Burrow Common Combat Middle4": "Festering Burrow Common Combat Middle4",
 "Festering Burrow Common Combat Middle5": "ただれた巣穴 共通戦闘 中間5",
 "Festering Burrow Common Combat Middle6": "Festering Burrow Common Combat Middle6",
 "Festering Burrow Common Combat Middle7": "ただれた巣穴 共通戦闘 中間7",
 "Festering Burrow Common Combat Small1": "Festering Burrow Common Combat Small1",
 "Festering Burrow Common Combat Small3": "Festering Burrow Common Combat Small3",
 "Festering Burrow Common Combat Small4": "Festering Burrow Common Combat Small4",
 "Festering Burrow Common Core1": "ただれた巣穴 コモン コア1",
 "Festering Burrow Common Elite Elder Gloth1": "Festering Burrow Common Elite Elder Gloth1",
 "Festering Burrow Common Elite Middle1": "ただれた巣穴 共通エリート 中間1",
 "Festering Burrow Common Elite Treasure Luxurious1": "ただれた巣穴 コモン エリート 宝箱 豪華1",
 "Festering Burrow Common Elite Treasure Luxurious2": "ただれた巣穴 コモン エリート 宝箱 豪華2",
 "Festering Burrow Common Elite Treasure Modest1": "ただれた巣穴 コモン エリート 宝箱 質素1",
 "Festering Burrow Common Elite Treasure Sturdy1": "ただれた巣穴 コモン エリート 宝箱 頑丈1",
 "Festering Burrow Common Elite Treasure Sturdy2": "ただれた巣穴 コモン エリート 宝箱 頑丈2",
 "Festering Burrow Common Event Abandoned Campsite": "ただれた巣穴 共通イベント 廃キャンプ跡",
 "Festering Burrow Common Event Abandoned Room1": "Festering Burrow Common Event Abandoned Room1",
 "Festering Burrow Common Event Codex Level2": "ただれた巣穴 コモン イベント石碑 レベル2",
 "Festering Burrow Common Event Devric Worship Site": "ただれた巣穴 共通 イベント デヴリク崇拝の地",
 "Festering Burrow Common Event Dirty Corpses": "フェスタリング・バロー一般イベント 汚れた死体",
 "Festering Burrow Common Event Discarded Magic Power Device": "Festering Burrow Common Event Discarded Magic Power Device",
 "Festering Burrow Common Event Discarded Specimen": "膿むような穴 一般的なイベント 廃棄された標本",
 "Festering Burrow Common Event Goblin Village Stage1": "ただれた巣穴 共通イベント ゴブリンの村 ステージ1",
 "Festering Burrow Common Event Goblin Village Stage2": "ただれた巣穴 共通イベント ゴブリンの村 ステージ2",
 "Festering Burrow Common Event Junk Heap1": "ただれた巣穴 共通 イベント ガラクタの山1",
 "Festering Burrow Common Event Junk Heap2": "ただれた巣穴 共通 イベント ガラクタの山2",
 "Festering Burrow Common Event Junk Heap3": "ただれた巣穴 共通 イベント ガラクタの山3",
 "Festering Burrow Common Event Magic Scrap Pile": "ただれた巣穴 共通イベント 魔法スクラップの山",
 "Festering Burrow Common Event Meat Grub1": "Festering Burrow Common Event Meat Grub1",
 "Festering Burrow Common Event Meat Grub2": "Festering Burrow Common Event Meat Grub2",
 "Festering Burrow Common Event Merchant": "Festering Burrow Common Event Merchant",
 "Festering Burrow Common Event Strange Niche": "腐敗湿地 通常イベント 奇妙な隙間",
 "Festering Burrow Common Event Xenon": "腐った巣穴 通常イベント ゼノン",
 "Festering Burrow Common Goddess": "ただれた巣穴 コモン 女神",
 "Festering Burrow Common Hard Combat Middle1": "Festering Burrow Common Hard Combat Middle1",
 "Festering Burrow Common Hard Combat Middle2": "Festering Burrow Common Hard Combat Middle2",
 "Festering Burrow Common Resource Copper": "Festering Burrow Common Resource Copper",
 "Festering Burrow Common Resource Dirt Rock1": "Festering Burrow Common Resource Dirt Rock1",
 "Festering Burrow Common Resource Dirt Rock2": "Festering Burrow Common Resource Dirt Rock2",
 "Festering Burrow Common Resource Dirt Rock3": "Festering Burrow Common Resource Dirt Rock3",
 "Festering Burrow Common Resource Mushroom": "Festering Burrow Common Resource Mushroom",
 "Festering Burrow Common Treasure Luxurious1": "ただれた巣穴 コモン 宝箱 豪華1",
 "Festering Burrow Common Treasure Modest1": "ただれた巣穴 コモン 宝箱 質素1",
 "Festering Burrow Common Treasure Sturdy1": "ただれた巣穴 コモン 宝箱 頑丈1",
 "Festering Burrow Common Treasure Sturdy2": "ただれた巣穴 コモン 宝箱 頑丈2",
 "Festering Burrow F1-F3": "ただれた巣穴 F1-F3",
 "Festering Burrow F1-F4": "ただれた巣穴 F1-F4",
 "Festering Burrow F2": "ただれた巣穴 F2",
 "Festering Burrow F2-F4": "ただれた巣穴 F2-F4",
 "Festering Burrow F3-F4": "ただれた巣穴 F3-F4",
 "Festering Burrow F4": "ただれた巣穴 F4",
 "Festering Burrow F5": "ただれた巣穴 F5",
 "Festering Burrow Merchant": "ただれた巣穴の商人",
 "Festering Burrow Merchant - Dungeon Settlers Wiki": "ただれた巣穴商人 - Dungeon Settlers Wiki",
 "Festering Burrow Merchant icon": "ただれた巣穴商人 アイコン",
 "Festering Burrow Phase1 Combat1": "Festering Burrow Phase1 Combat1",
 "Festering Burrow Phase1 Combat2": "Festering Burrow Phase1 Combat2",
 "Festering Burrow Phase1 Combat3": "ただれた巣穴 フェーズ1 戦闘3",
 "Festering Burrow Phase1 Hard Combat1": "ただれた巣穴 フェーズ1 ハード 戦闘1",
 "Festering Burrow Phase1 Hard Combat2": "ただれた巣穴 フェーズ1 ハード 戦闘2",
 "Festering Burrow Phase1 Hard Combat3": "Festering Burrow Phase1 Hard Combat3",
 "Festering Burrow Phase2 Combat1": "ただれた巣穴 フェーズ2 戦闘1",
 "Festering Burrow Phase2 Combat2": "Festering Burrow Phase2 Combat2",
 "Festering Burrow Phase2 Combat3": "ただれた巣穴 フェーズ2 戦闘3",
 "Festering Burrow Phase2 Combat4": "ただれた巣穴 フェーズ2 戦闘4",
 "Festering Burrow Phase2 Combat5": "ただれた巣穴 フェーズ2 戦闘5",
 "Festering Burrow Phase2 Hard Combat1": "ただれた巣穴 フェーズ2 ハード 戦闘1",
 "Festering Burrow Phase2 Hard Combat2": "ただれた巣穴 フェーズ2 ハード 戦闘2",
 "Festering Burrow Phase2 Hard Combat3": "ただれた巣穴 フェーズ2 ハード 戦闘3",
 "Festering Burrow Phase2 Hard Combat4": "ただれた巣穴 フェーズ2 ハード 戦闘4",
 "Festering Burrow Phase3 Combat1": "ただれた巣穴 フェーズ3 戦闘1",
 "Festering Burrow Phase3 Combat2": "ただれた巣穴 フェーズ3 戦闘2",
 "Festering Burrow Phase3 Combat3": "ただれた巣穴 フェーズ3 戦闘3",
 "Festering Burrow Phase3 Combat4": "ただれた巣穴 フェーズ3 戦闘4",
 "Festering Burrow Phase3 Combat5": "ただれた巣穴 フェーズ3 戦闘5",
 "Festering Burrow Phase3 Combat6": "ただれた巣穴 フェーズ3 戦闘6",
 "Festering Burrow Phase3 Hard Combat1": "ただれた巣穴 フェーズ3 ハード 戦闘1",
 "Festering Burrow Phase3 Hard Combat2": "ただれた巣穴 フェーズ3 ハード 戦闘2",
 "Festering Burrow Phase3 Hard Combat3": "ただれた巣穴 フェーズ3 ハード 戦闘3",
 "Festering Burrow Phase4 Combat1": "ただれた巣穴 フェーズ4 戦闘1",
 "Festering Burrow Phase4 Combat2": "ただれた巣穴 フェーズ4 戦闘2",
 "Festering Burrow Phase4 Combat3": "ただれた巣穴 フェーズ4 戦闘3",
 "Festering Burrow Phase4 Combat4": "ただれた巣穴 フェーズ4 戦闘4",
 "Festering Burrow Phase4 Combat5": "ただれた巣穴 フェーズ4 戦闘5",
 "Festering Burrow Phase4 Hard Combat1": "ただれた巣穴 フェーズ4 ハード 戦闘1",
 "Festering Burrow Phase4 Hard Combat2": "ただれた巣穴 フェーズ4 ハード 戦闘2",
 "Festering Burrow Phase4 Hard Combat3": "ただれた巣穴 フェーズ4 ハード 戦闘3",
 "Festering Burrow Phase4 Hard Combat4": "ただれた巣穴 フェーズ4 ハード 戦闘4",
 "Festering Burrow Phase4 Hard Combat5": "ただれた巣穴 フェーズ4 ハード 戦闘5",
 "Festering Burrow Safe Floor Giant Stone Golem": "ただれた巣穴 安全階 巨石ゴーレム",
 "Festering Burrow is unreachable in the stock demo": "ただれた巣穴は標準のデモでは到達不能です",
 "Festering Burrow never unlocks": "ただれた巣穴は解放されません",
 "Festering Burrow only opens after The Veil of Silence is cleared. In the stock demo that clear cannot happen (its boss room needs floor phase 5; the region caps at phase 4), so these routes are reachable only once the region is unlocked - see": "ただれた巣穴は沈黙のヴェールをクリアした後にのみ開放されます。素のデモではそのクリアは発生しません（ボス部屋には階層フェーズ5が必要ですが、この地域はフェーズ4で頭打ちになります）。そのため、これらのルートは地域を解放して初めて到達可能になります。参照:",
 "Festering Burrow only: monsters there get +10% Max HP. Stacks with Forest of Beasts (different region). No effect on Veil Silence or other regions.": "ただれた巣穴のみ：そこのモンスターは最大HP+10%。獣の森（別地域）と重複。沈黙のヴェールや他地域には効果なし。",
 "Festering Burrow template": "ただれた巣穴のテンプレート",
 "Festering Burrow's safe floor is the Golem memorial.": "ただれた巣穴のセーフフロアはゴーレムの慰霊碑です。",
 "Festering Burrow_Phase 1_Normal Battle 1": "Festering Burrow_Phase 1_Normal Battle 1",
 "Festering Burrow_Phase 1_Normal Battle 2": "Festering Burrow_Phase 1_Normal Battle 2",
 "Festering Burrow_Phase 2_Normal Battle 1": "ただれた巣穴_フェーズ2_通常戦闘1",
 "Festering Burrow_Phase 2_Normal Battle 2": "Festering Burrow_Phase 2_Normal Battle 2",
 "Festering Burrow_Phase 3_Normal Battle 1": "腐敗湿地_フェーズ3_通常戦闘1",
 "Festering Burrow_Phase 3_Normal Battle 2": "腐敗湿地_フェーズ3_通常戦闘2",
 "Festering Burrow_Phase 3_Normal Battle 3": "ただれた巣穴_フェーズ3_通常戦闘3",
 "FesteringBurrow": "FesteringBurrow",
 "Fighter 2 + Slime 3 = 35.5": "Fighter 2 + Slime 3 = 35.5",
 "Fighter 3 + Thrower 1 = 28.5": "Fighter 3 + Thrower 1 = 28.5",
 "File": "ファイル",
 "Fillers/overlaps are approximate: the basic attack and skill casts are summed as independent streams, not a frame-accurate timeline.": "埋め合わせや重複は概算です：基本攻撃とスキル使用は独立した流れとして合算され、フレーム単位のタイムラインではありません。",
 "Fills hunger and gains mood.": "空腹を満たし、気分が上昇する。",
 "Filter backgrounds by the stat bonus they grant": "付与するステータスボーナスで背景を絞り込む",
 "Filter backgrounds or trees...": "背景やツリーを絞り込む...",
 "Filter buildings...": "建物をフィルター...",
 "Filter by item, node or monster...": "アイテム・ノード・モンスターで絞り込み...",
 "Filter by key or comment...": "キーまたはコメントで絞り込み...",
 "Filter by name or dropped item...": "名前またはドロップアイテムでフィルター...",
 "Filter by name or trait...": "名前や特性で絞り込む...",
 "Filter events...": "イベントを絞り込み...",
 "Filter inscriptions by the stat bonus they grant": "付与するステータスボーナスで刻印を絞り込む",
 "Filter research...": "研究を絞り込み...",
 "Filter resolutions...": "探索方針を絞り込む...",
 "Filter tables...": "テーブルを絞り込む...",
 "Filter the grid below by name or effect...": "下のグリッドを名前や効果で絞り込む...",
 "Filter...": "フィルター...",
 "Filthy Corpse Pile Room": "汚れた死体の山の部屋",
 "Filthy Corpse Pile Room - Dungeon Settlers ウィキ": "汚い死体山の部屋 - ダンジョン・セトラーズ ウィキ",
 "Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills)": "最終ステータスシステムのデフォルト値（注意: 現在の設計では、Lifeステータスのデフォルト値は0に設定する必要があります。基本値は後でスキルによって処理されるためです）",
 "Final Stat system default value (Displayed as F0)": "最終ステータスシステムのデフォルト値（F0として表示）",
 "Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)": "最終ステータスシステムのデフォルト値（F0として表示）。1分あたりの回復量（デフォルトでは減少）。",
 "Final Stat system default value (Displayed as F0; actual processing applies DevValueConvertRatio_MovementSpeed)": "最終ステータスシステムのデフォルト値（F0として表示。実際の処理ではDevValueConvertRatio_MovementSpeedを適用）",
 "Final Stat system default value (Displayed as F1 percent)": "最終ステータスシステムのデフォルト値 (F1のパーセントで表示)",
 "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Nature": "最終ステータスシステムのデフォルト値（F1パーセントとして表示）NOTE: 自然に変更する必要がある",
 "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Water": "最終ステータスシステムのデフォルト値（F1パーセントとして表示）NOTE: 水に変更する必要がある",
 "Final Stat system default value (Displayed as F1)": "最終ステータスシステムのデフォルト値（F1として表示）",
 "Final Stat system default value (Displayed as F2) Number of hits per 1 real-time second at 1x speed": "最終ステータスシステムのデフォルト値（F2として表示）1倍速で現実の1秒あたりのヒット数",
 "Final stat": "最終ステータス",
 "FinalStats_": "FinalStats_",
 "Finally, I got some recognition.": "やっと認識を得ました。",
 "Finally, some recognition.": "ついに、何らかの認識です。",
 "Find Endorsi in 沈黙のヴェール - she waits in her own event room (": "沈黙のヴェールでエンドルシを見つけよう。彼女は自分専用のイベント部屋で待っている（",
 "Fine": "ファイン",
 "FineResult": "FineResult",
 "Finished base": "完成した拠点",
 "Finishing the main story is a separate axis from clearing regions. The": "メインストーリーのクリアは、地域のクリアとは別の軸だ。",
 "Fire Battlemage": "火のバトルメイジ",
 "Fire Cloak + Guard Barrier": "炎の外套 + ガードバリア",
 "Fire Cloak is a self-aura: for 10s it burns every adjacent enemy each second and gives you a Barrier worth 150% of Magic Attack Power. Because Burning is a debuff applied to an enemy, each of those per-second applications also fires Guard Barrier (Barrier = 5% Max Health Total, 5s). Against a surrounding pack that is many refreshes per second, keeping a fresh shield stacked on top of Fire Cloak's own. Add Flame of Life (Burst) and every Burning application also heals you 4% of your missing health. The catch, and why this is niche rather than busted: the aura only burns ADJACENT enemies, so it needs a fire mage built to stand in melee range (Fire Battle Mage frees the weapon and you tank up front). A backline fire mage neither procs it reliably nor needs the shield.": "炎の外套は自己オーラです。10秒間、毎秒隣接する敵全てを燃やし、魔法攻撃力の150%相当のバリアを付与します。燃焼は敵に付与されるデバフなので、その毎秒の付与ごとにガードバリアも発動します（バリア = 最大HP合計の5%、5秒）。囲んでくる集団に対しては毎秒何度も更新され、炎の外套自身のバリアに重ねて新しいシールドを維持します。命の炎（バースト）を加えると、燃焼の付与ごとに減少HPの4%も回復します。難点、そしてこれが壊れ性能ではなくニッチである理由: オーラは隣接する敵しか燃やさないため、近接距離に立つよう構築された火メイジが必要です（火の戦闘メイジは武器を解放し、前線でタンクを務めます）。後衛の火メイジは安定して発動できず、シールドも必要としません。",
 "Fire Cloak re-applies Burning to adjacent enemies once a second, so Guard Barrier re-arms a 5%-max-HP shield once a second (per enemy) while you stand in the pack.": "炎の外套は隣接する敵に毎秒燃焼を再付与するため、集団の中に立っている間、ガードバリアは最大HPの5%のシールドを毎秒（敵ごとに）再展開します。",
 "Fire Magic tree (Become Fire)": "火魔法ツリー（火になる）",
 "Fire Magic tree (Blazing Echo, Incinerate, Explosion)": "火魔法ツリー（灼熱の残響、焼却、爆発）",
 "Fire Magic tree (Fire Cloak)": "火魔法ツリー（炎の外套）",
 "Fire Staff": "炎の杖",
 "Fire staff, or Fire Battle Mage": "火の杖、または火の戦闘メイジ",
 "FireMagic": "FireMagic",
 "Fireproof Rat Rematch, 2 enemies ver.": "耐火ネズミ リマッチ、2敵版",
 "Fireproof Rat Rematch, 2 enemies ver. - Dungeon Settlers ウィキ": "耐火ラット再戦、2敵バージョン。- Dungeon Settlers ウィキ",
 "Fireproof Rat Rematch, 2 enemies ver. Requires adequate tanking capability and sustained damage output.": "防火ネズミの再戦、2体敵バージョン。適切なタンク能力と継続的なダメージ出力が必要です。",
 "Fireproof Rat Rematch, 2 enemies ver. マップ": "耐火ラット再戦、2敵バージョン。マップ",
 "First Wipe": "最初の全滅",
 "First part:": "前半：",
 "First-time trigger. Opens the handbook topic": "初回トリガー。ハンドブックのトピックを開きます",
 "FirstAffecter_Exhausted": "FirstAffecter_Exhausted",
 "FirstAffecter_HightStressed": "FirstAffecter_HightStressed",
 "FirstAffecter_Hungry": "FirstAffecter_Hungry",
 "FirstAffecter_Overloaded": "FirstAffecter_Overloaded",
 "FirstAffecter_PlantRage": "FirstAffecter_PlantRage",
 "FirstAnnihilation": "FirstAnnihilation",
 "FirstFarmArea": "FirstFarmArea",
 "FirstItem_GoddessTears": "FirstItem_GoddessTears",
 "FirstMiniDungeonArea": "FirstMiniDungeonArea",
 "FirstSettlementCorpse": "FirstSettlementCorpse",
 "FirstUI_EntityInventory": "FirstUI_EntityInventory",
 "FirstUI_EntitySkill": "FirstUI_EntitySkill",
 "Fit": "全体表示",
 "Fit width": "幅に合わせる",
 "Five tiers compared - material costs, respawns, mood tables": "5段階の比較 - 素材コスト、リスポーン、気分テーブル",
 "Fix": "修正",
 "Fixed": "固定",
 "Fixed candidate presets": "固定候補プリセット",
 "Fixed fraction of every hit": "各被弾の固定割合",
 "Fixed fraction of melee / magic hits": "近接 / 魔法被弾の固定割合",
 "Fixed named settlers and the elf recruit set.": "固定の固有名開拓者とエルフの募集セットです。",
 "Fixed recruit candidate presets - race, level, traits, talents.": "固定の勧誘候補プリセット - 種族、レベル、特性、才能。",
 "Fixed value reduction (already agreed upon), Natural reduction while awake, so base value is negative. (250402) - Appli...": "固定値減少(既に合意済み)、覚醒中の自然減少のため基本値は負。(250402) - 適用...",
 "Fixed-value decrease (already agreed upon). Since it decreases naturally while awake, the default value is negative. (2...": "固定値の減少(すでに合意済み)。起きている間は自然に減少するため、デフォルト値は負です。(2...",
 "Fixed27": "Fixed27",
 "Fixed28": "固定28",
 "Fixed29": "Fixed29",
 "Fixed30": "固定30",
 "Fixed32": "Fixed32",
 "Fixed33": "Fixed33",
 "Fixed34": "Fixed34",
 "Fixed35": "Fixed35",
 "Fixed36": "Fixed36",
 "Fixed37": "固定37",
 "Fixed38": "固定38",
 "Fixed39": "Fixed39",
 "Fixed40": "固定40",
 "Fixed41": "固定41",
 "Fixed45": "Fixed45",
 "Fixed46": "Fixed46",
 "Fixed47": "Fixed47",
 "Fixed48": "Fixed48",
 "Fixed49": "Fixed49",
 "Flat": "固定値",
 "Flat per stack, ignores shields/barriers, and does not scale with attack power.": "スタックごとの固定値で、シールドやバリアを無視し、攻撃力ではスケールしない。",
 "Flat stat": "固定値ステータス",
 "Flexible and lightweight, suitable for long-term wear.": "柔軟で軽量で、長期間の着用に適しています。",
 "FloatValues": "FloatValues",
 "FloatValues) - it does": "FloatValues)。次のことはしません",
 "Floor 1": "第1階層",
 "Floor 1 Battle": "フロア1 戦闘",
 "Floor 1 Battle - Dungeon Settlers Wiki": "フロア1 戦闘 - Dungeon Settlers Wiki",
 "Floor 1 Battle map": "1階 戦闘 マップ",
 "Floor 10": "フロア 10",
 "Floor 10 Battle": "フロア10 戦闘",
 "Floor 10 Battle - Dungeon Settlers Wiki": "フロア10 戦闘 - Dungeon Settlers Wiki",
 "Floor 10 Battle map": "10階 戦闘 マップ",
 "Floor 11": "階 11",
 "Floor 12": "階 12",
 "Floor 13": "階 13",
 "Floor 14": "階 14",
 "Floor 15": "階 15",
 "Floor 16": "階 16",
 "Floor 17": "階 17",
 "Floor 18": "階 18",
 "Floor 19": "階 19",
 "Floor 2": "第2階層",
 "Floor 2 Battle": "フロア2 戦闘",
 "Floor 2 Battle - Dungeon Settlers Wiki": "フロア2 戦闘 - Dungeon Settlers Wiki",
 "Floor 2 Battle map": "2階 戦闘 マップ",
 "Floor 20": "階 20",
 "Floor 3": "第3階層",
 "Floor 3 Battle": "フロア3 戦闘",
 "Floor 3 Battle - Dungeon Settlers Wiki": "フロア3 戦闘 - Dungeon Settlers Wiki",
 "Floor 3 Battle map": "3階 戦闘 マップ",
 "Floor 3+ Common Horizontal Corridor 1": "フロア3以上 コモン水平通路 1",
 "Floor 3+ Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "フロア3以降 共通横通路1 - Dungeon Settlers Wiki",
 "Floor 3+ Common Horizontal Corridor 1 map": "フロア3以降 共通横通路1マップ",
 "Floor 3+ Common Horizontal Corridor 1 マップ": "3階以降 共通横通路1 マップ",
 "Floor 3+ Common Horizontal Corridor 2": "フロア3以上 コモン水平通路 2",
 "Floor 3+ Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "フロア3以降 共通横通路2 - Dungeon Settlers Wiki",
 "Floor 3+ Common Horizontal Corridor 2 map": "フロア3以降 共通横通路2マップ",
 "Floor 3+ Common Horizontal Corridor 2 マップ": "3階以降 共通横通路2 マップ",
 "Floor 3+ Common Horizontal Corridor 3": "フロア3以上 コモン水平通路 3",
 "Floor 3+ Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "フロア3以降 共通横通路3 - Dungeon Settlers Wiki",
 "Floor 3+ Common Horizontal Corridor 3 map": "フロア3以降 共通横通路3マップ",
 "Floor 3+ Common Horizontal Corridor 3 マップ": "3階以降 共通横通路3 マップ",
 "Floor 3+ Common Vertical Corridor 1": "フロア3以上 コモン垂直通路 1",
 "Floor 3+ Common Vertical Corridor 1 - Dungeon Settlers Wiki": "フロア3以降 共通縦通路1 - Dungeon Settlers Wiki",
 "Floor 3+ Common Vertical Corridor 1 map": "3階以上 共通 縦通路1 マップ",
 "Floor 3+ Common Vertical Corridor 1 マップ": "3階以降 共通縦通路1 マップ",
 "Floor 3+ Common Vertical Corridor 2": "フロア3以上 コモン垂直通路 2",
 "Floor 3+ Common Vertical Corridor 2 - Dungeon Settlers Wiki": "フロア3以降 共通縦通路2 - Dungeon Settlers Wiki",
 "Floor 3+ Common Vertical Corridor 2 map": "3階以上 共通 縦通路2 マップ",
 "Floor 3+ Common Vertical Corridor 2 マップ": "3階以降 共通縦通路2 マップ",
 "Floor 4": "第4階層",
 "Floor 4 Battle": "フロア4 戦闘",
 "Floor 4 Battle - Dungeon Settlers Wiki": "フロア4 戦闘 - Dungeon Settlers Wiki",
 "Floor 4 Battle map": "4階 戦闘 マップ",
 "Floor 5": "5階",
 "Floor 5 Battle": "フロア5 戦闘",
 "Floor 5 Battle - Dungeon Settlers Wiki": "フロア5 戦闘 - Dungeon Settlers Wiki",
 "Floor 5 Battle map": "5階 戦闘 マップ",
 "Floor 6": "フロア 6",
 "Floor 6 Battle": "フロア6 戦闘",
 "Floor 6 Battle - Dungeon Settlers Wiki": "フロア6 戦闘 - Dungeon Settlers Wiki",
 "Floor 6 Battle map": "6階 戦闘 マップ",
 "Floor 7": "フロア 7",
 "Floor 7 Battle": "フロア7 戦闘",
 "Floor 7 Battle - Dungeon Settlers Wiki": "フロア7 戦闘 - Dungeon Settlers Wiki",
 "Floor 7 Battle map": "7階 戦闘 マップ",
 "Floor 8": "フロア 8",
 "Floor 8 Battle": "フロア8 戦闘",
 "Floor 8 Battle - Dungeon Settlers Wiki": "フロア8 戦闘 - Dungeon Settlers Wiki",
 "Floor 8 Battle map": "8階 戦闘 マップ",
 "Floor 9": "フロア 9",
 "Floor 9 Battle": "フロア9 戦闘",
 "Floor 9 Battle - Dungeon Settlers Wiki": "フロア9 戦闘 - Dungeon Settlers Wiki",
 "Floor 9 Battle map": "9階 戦闘 マップ",
 "Floor Decoration": "床装飾",
 "Floor {#}": "{#}階",
 "Floor {#} (internal phase {#}).": "{#}階（内部フェーズ{#}）。",
 "Floor10_Treasure": "Floor10_Treasure",
 "Floor10_Treasure - Dungeon Settlers Wiki": "Floor10_Treasure - Dungeon Settlers Wiki",
 "Floor10_Treasure map": "10階_宝物 マップ",
 "Floor11_Treasure": "Floor11_Treasure",
 "Floor15_Treasure": "Floor15_Treasure",
 "Floor1_Treasure": "Floor1_Treasure",
 "Floor1_Treasure - Dungeon Settlers Wiki": "Floor1_Treasure - Dungeon Settlers Wiki",
 "Floor1_Treasure map": "1階_宝物 マップ",
 "Floor2_Treasure": "Floor2_Treasure",
 "Floor2_Treasure - Dungeon Settlers Wiki": "Floor2_Treasure - Dungeon Settlers Wiki",
 "Floor2_Treasure map": "2階_宝物 マップ",
 "Floor3_Treasure": "Floor3_Treasure",
 "Floor3_Treasure - Dungeon Settlers Wiki": "Floor3_Treasure - Dungeon Settlers Wiki",
 "Floor3_Treasure map": "3階_宝物 マップ",
 "Floor4_Treasure": "Floor4_Treasure",
 "Floor4_Treasure - Dungeon Settlers Wiki": "Floor4_Treasure - Dungeon Settlers Wiki",
 "Floor4_Treasure map": "4階_宝物 マップ",
 "Floor5_Treasure": "Floor5_Treasure",
 "Floor5_Treasure - Dungeon Settlers Wiki": "Floor5_Treasure - Dungeon Settlers Wiki",
 "Floor5_Treasure map": "5階_宝物 マップ",
 "Floor6_Treasure": "Floor6_Treasure",
 "Floor6_Treasure - Dungeon Settlers Wiki": "Floor6_Treasure - Dungeon Settlers Wiki",
 "Floor6_Treasure map": "6階_宝物 マップ",
 "Floor7_Treasure": "Floor7_Treasure",
 "Floor7_Treasure - Dungeon Settlers Wiki": "Floor7_Treasure - Dungeon Settlers Wiki",
 "Floor7_Treasure map": "7階_宝物 マップ",
 "Floor8_Treasure": "Floor8_Treasure",
 "Floor8_Treasure - Dungeon Settlers Wiki": "Floor8_Treasure - Dungeon Settlers Wiki",
 "Floor8_Treasure map": "8階_宝物 マップ",
 "Floor9_Treasure": "Floor9_Treasure",
 "Floor9_Treasure - Dungeon Settlers Wiki": "Floor9_Treasure - Dungeon Settlers Wiki",
 "Floor9_Treasure map": "9階_宝物 マップ",
 "FloorDeco": "FloorDeco",
 "Floor_": "Floor_",
 "Floors": "階層",
 "Floors per region": "地域あたりのフロア数",
 "Flow Seeker (Warrior) inflicts Exposed Flaw on the target whenever you use a single-target melee skill. Exposed Flaw is a debuff, so each application fires Guard Barrier. A melee unit that leans on single-target skills therefore refreshes its shield constantly just by attacking. This is the same trigger that feeds Flow Seeker + Blade Spirit, so one passive pays for both your defense (shield) and your offense (guaranteed crits / energy). Both pieces are passive, so it costs no rotation effort.": "フローシーカー（戦士）は、単体近接スキルを使うたびに対象に弱点露呈を付与します。弱点露呈はデバフなので、付与ごとにガードバリアが発動します。したがって単体スキルに依存する近接ユニットは、攻撃するだけで常にシールドを更新します。これはフローシーカー + 刃の精霊を支えるのと同じトリガーなので、1つのパッシブが防御（シールド）と攻撃（確定クリティカル/エネルギー）の両方を賄います。どちらもパッシブなので、ローテーションの手間はかかりません。",
 "Flow Seeker + Blade Spirit": "フローシーカー + 刃の精霊",
 "Flow Seeker + Guard Barrier": "フローシーカー + ガードバリア",
 "Flow Seeker drops Exposed Flaw on the enemy every time you use a single-target melee skill, so Guard Barrier re-arms on every such cast - and the same Exposed Flaw powers the energy loop below.": "フローシーカーは単体近接スキルを使うたびに敵に弱点露呈を付与するため、そのキャストごとにガードバリアが再展開されます。そして同じ弱点露呈が下記のエネルギーループを支えます。",
 "Flow Seeker's Exposed Flaw makes your hits guaranteed crits; Blade Spirit refunds energy on every melee crit - the only energy-restoring passive in the game. Your attacks pay for themselves.": "フローシーカーの弱点露呈は攻撃を確定クリティカルにします。刃の精霊は近接クリティカルごとにエネルギーを還元します。ゲーム内で唯一のエネルギー回復パッシブです。攻撃が自分でコストを賄います。",
 "Flower Necklace +2, Echo Flower Ring +2 & +0.1% HP regen, Forgotten Idol (more damage at lower mood)": "花のネックレス+2、エコーフラワーリング+2＆HP回復+0.1%、忘れられた偶像（気分が低いほど与ダメージ増加）",
 "Flower Random": "花（ランダム）",
 "Flower Remnant": "花の残骸",
 "Flower Remnant - Dungeon Settlers Wiki": "花の残骸 - Dungeon Settlers Wiki",
 "Focus your mind and launch a flaming projectile that deals magic damage equal to 200% of": "心を集中させ、炎の弾を放ち、魔法攻撃力の200%に等しい魔法ダメージを与え、",
 "Focus your mind and launch a flaming projectile that deals magic damage equal to 400% of": "心を集中させ、炎の弾を放ち、魔法攻撃力の400%に等しい魔法ダメージを与え、",
 "Fold all": "すべて折りたたむ",
 "Fold sidebar categories": "サイドバーのカテゴリを折りたたむ",
 "Folds the": "以下を反映：",
 "Food": "食料",
 "Food & Mood": "食料と気分",
 "Food & Mood - Dungeon Settlers Wiki": "食事と気分 - Dungeon Settlers Wiki",
 "Food & Mood guide": "食事と気分ガイド",
 "Food penalty": "食料ペナルティ",
 "Food quality requirement by level": "レベルごとの食料品質要件",
 "Food, mood and research economy.": "食料・気分・研究の経済。",
 "FoodHolding": "FoodHolding",
 "FoodIntake": "FoodIntake",
 "FoodPenalty": "FoodPenalty",
 "FoodWarningDays": "FoodWarningDays",
 "FootStep": "FootStep",
 "Footprint": "設置面積",
 "Footstep ×4, Death ×1": "足音×4、死亡×1",
 "For 10 seconds: a shield of 150% Magic Attack; adjacent enemies take 30% Magic Attack per second and 1 Burning stack for 2 seconds.": "10秒間：魔法攻撃150%の盾。隣接する敵は毎秒魔法攻撃30%を受け、燃焼スタックを1つ2秒間受けます。",
 "For 180 seconds, attack speed increases by 50%.": "180秒間、攻撃速度が50%増加する。",
 "For 180 seconds, critical hit rate increases by 50%": "180秒間、クリティカル率が50%増加する",
 "For 180 seconds, evasion rate increases by 50%": "180秒間、回避率が50%増加する",
 "For 180 seconds, hit rate increases by 50%": "180秒間、命中率が50%増加する",
 "For 180 seconds, lifesteal increases by 35%.": "180秒間、ライフスティールが35%増加する。",
 "For 180 seconds, magic attack power increases by 70%": "180秒間、魔法攻撃力が70%増加する",
 "For 180 seconds, magic resistance increases by 50%": "180秒間、魔法耐性が50%増加する",
 "For 180 seconds, movement speed increases by 70%.": "180秒間、移動速度が70%増加する。",
 "For 180 seconds, physical attack power increases by 70%": "180秒間、物理攻撃力が70%増加する",
 "For 180 seconds, physical resistance increases by 50%": "180秒間、物理耐性が50%増加する",
 "For 180 seconds, skill cooldown reduction increases by 30%.": "180秒間、スキルのクールタイム短縮が30%増加する。",
 "For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "8秒間：通常攻撃が物理攻撃60%の3ヒットになります。",
 "For AI agents & tools": "AIエージェント & ツール向け",
 "For Alert use: appropriate number of days' worth of food to keep on hand": "アラート用: 手元に確保しておくべき適切な日数分の食料",
 "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not f...": "一瞬、あなたの説得が部屋を落ち着かせたかのように見えたが、遠征隊員の不満は...",
 "For a brief moment, it seems your persuasion has calmed the room, but the expedition members' dissatisfaction does not fade so easily. {0} raises their voice once again. \"Do not try to pacify us with sweet words any longer! We have endured enough already, and the time for listening quietly to speeches has long passed!\" The complaints only grow louder, and the tension within the room intensifies further. Unfortunately, your attempt has failed, and they continue to stare at you with anger and exhaustion in their eyes. The situation grows ever more precarious, and the expedition members' stress seems ready to erupt at any moment. By the end of the discussion, nothing has been resolved, leaving only a heavy silence hanging in the air.": "一瞬、あなたの説得が部屋を落ち着かせたかのように見えたが、遠征隊員の不満は簡単には消えない。{0}は再び声を上げる。「もう甘い言葉で宥めようとしないでくれ！我々はすでに十分耐えており、静かに演説を聞く時代は遥か昔に過ぎた！」不平はますます大きくなり、部屋の緊張はさらに高まる。残念ながら、あなたの試みは失敗し、彼らはあなたを怒りと疲労の目で見つめ続ける。状況はますます危険になり、遠征隊員のストレスはいつでも爆発する寸前に見える。議論の終わりに、何も解決されず、重い沈黙だけが空気に漂う。",
 "For contrast, a few commonly-assumed \"caps\" have no ceiling in the game data:": "対照的に、一般に「上限がある」と思われている効果のいくつかは、ゲームデータ上では上限がありません:",
 "For day display": "日表示用",
 "For people of the continent, having no proper place to pray to the Goddess is something to...": "大陸の人々にとって、女神に祈る適切な場所がないことは...",
 "For some reason, it has awakened to magic.": "何らかの理由で、それは魔法に目覚めました。",
 "For use in the dungeon alert window: at least one equipped item has durability at or below {0}": "ダンジョンのアラートウィンドウ用: 装備品の少なくとも1つの耐久度が{0}以下",
 "For use in the dungeon alert window: there is no minimum quantity of arrows needed per unit": "ダンジョンのアラートウィンドウ用: ユニットあたりに必要な矢の最小数量はない",
 "For {0} seconds, basic attacks are modified to deal physical damage equal to {1}% of physical attack power to the target...": "{0}秒間、基本攻撃が修正され、{1}%の物理攻撃力に等しい物理ダメージが対象に与えられます...",
 "Force enemies to attack you, then convert the hits you take into Barrier. Pure frontline tanking.": "敵に自分を攻撃させ、受けた攻撃をバリアに変換します。純粋な前衛タンクです。",
 "Force enemies to hit you, then turn 20% of every hit you take into Barrier. The taunt is itself a debuff, so it fires Guard Barrier too.": "敵に自分を攻撃させ、受ける攻撃ごとの20%をバリアに変えます。挑発自体がデバフなので、ガードバリアも発動します。",
 "ForceRestEnoughSleepCondition": "ForceRestEnoughSleepCondition",
 "Forced region": "強制される地域",
 "Forces the target to attack whoever taunted it first.": "対象に、最初に挑発した者を攻撃させます。",
 "Forest": "Forest",
 "Forest Bush Random": "森の茂み（ランダム）",
 "Forest Bush Remnant": "森の茂みの残骸",
 "Forest Bush Remnant - Dungeon Settlers Wiki": "森の茂みの残骸 - Dungeon Settlers Wiki",
 "Forest Godness Ancient Wall": "森の女神の古代の壁",
 "Forest Godness Ancient Wall - Dungeon Settlers Wiki": "森の女神の古代の壁 - Dungeon Settlers Wiki",
 "Forest Godness Ancient Wall2": "森の女神の古代の壁2",
 "Forest Godness Ancient Wall2 - Dungeon Settlers Wiki": "森の女神の古代の壁2 - Dungeon Settlers Wiki",
 "Forest Godness Ancient Wall3": "森の女神の古代の壁3",
 "Forest Godness Ancient Wall3 - Dungeon Settlers Wiki": "森の女神の古代の壁3 - Dungeon Settlers Wiki",
 "Forest Godness Ancient Wall4": "森の女神の古代の壁4",
 "Forest Godness Ancient Wall4 - Dungeon Settlers Wiki": "森の女神の古代の壁4 - Dungeon Settlers Wiki",
 "Forest Godness Ancient Wall5": "森の女神の古代の壁5",
 "Forest Godness Ancient Wall5 - Dungeon Settlers Wiki": "森の女神の古代の壁5 - Dungeon Settlers Wiki",
 "Forest Godness Ancient Wall6": "森の女神の古代の壁6",
 "Forest Godness Ancient Wall6 - Dungeon Settlers Wiki": "森の女神の古代の壁6 - Dungeon Settlers Wiki",
 "Forest Godness Pillar": "森の女神の柱",
 "Forest Godness Pillar - Dungeon Settlers Wiki": "森の女神の柱 - Dungeon Settlers Wiki",
 "Forest Godness Pillar2": "森の女神の柱2",
 "Forest Godness Pillar2 - Dungeon Settlers Wiki": "森の女神の柱2 - Dungeon Settlers Wiki",
 "Forest of Beasts +20%": "獣の森 +20%",
 "Forest of Beasts GAMESYSTEM_Environment_{affecterName}": "獣の森 GAMESYSTEM_Environment_{affecterName}",
 "Forest's Teaching GAMESYSTEM_Environment_{affecterName}": "森の教え GAMESYSTEM_Environment_{affecterName}",
 "ForestTeaching": "ForestTeaching",
 "Forest_": "Forest_",
 "Forest_Blood": "Forest_Blood",
 "Forest_Golem": "Forest_Golem",
 "Forest_Standard": "Forest_Standard",
 "Forgotten Abyss": "忘れられた深淵",
 "Format": "フォーマット",
 "Forms a zone that deals 80% of magic attack power as magic damage to all enemy units in range and applies 1": "範囲内のすべての敵ユニットに魔法攻撃力の80%の魔法ダメージを与え、1の",
 "Forms a zone that deals 80% of magic attack power as magic damage to all enemy units in range and applies 1 出血 for 5 seconds. The attack lasts for 5 strikes.": "範囲内のすべての敵ユニットに魔法攻撃力の80%の魔法ダメージを与え、5秒間、出血を1付与するゾーンを形成する。攻撃は5回持続する。",
 "Formula": "計算式",
 "Fortified + Barrier Resurge (+ Wave Cicle)": "強化された + バリア再生（+ ウェーブサイクル）",
 "Fortified adds 20% to every Barrier you gain. Barrier Resurge heals you for 20% of any Barrier that expires unused - so the overflow shields a debuff engine constantly generates are no longer wasted, they become a steady drip of healing. Wave Cicle (Tide) grants 10% cooldown reduction each time you gain a Barrier, so a frequent shield source (Fire Cloak, Guard Barrier) quietly accelerates your whole kit, letting you re-apply debuffs and shields faster - a self-reinforcing loop. All three are passive. On their own they do nothing; on top of a Guard Barrier build they turn debuff-into-shield into debuff-into-shield-plus-heal-plus-haste.": "強化されたは、獲得する全てのバリアに20%を追加します。バリア再生は、使われずに消えたバリアの20%を回復するため、デバフエンジンが常に生成する余剰シールドが無駄にならず、着実な回復の滴りとなります。ウェーブサイクル（潮汐）はバリアを獲得するたびにクールタイム10%短縮を付与するため、頻繁なシールドソース（炎の外套、ガードバリア）が装備全体を静かに加速させ、デバフとシールドをより速く再付与できます。自己強化ループです。3つとも全てパッシブです。単体では何もしませんが、ガードバリアビルドの上に乗せると、デバフからシールドへを、デバフからシールド＋回復＋加速へと変えます。",
 "Fortress sub-tree (Fortified, Barrier Resurge)": "要塞サブツリー（強化された、バリア再生）",
 "Fortress sub-tree (Guard Barrier)": "要塞サブツリー（ガードバリア）",
 "Fortress sub-tree (Mocking Grin)": "要塞サブツリー（嘲笑）",
 "Found wrong data, a broken page, or have an idea? Send it here. Reports go to the site owner through an anonymous form endpoint - no email addresses are exposed.": "誤ったデータ、壊れたページを見つけたり、アイデアがありますか? ここから送信してください。レポートは匿名のフォーム送信先を通じてサイト運営者に届きます。メールアドレスは公開されません。",
 "Four weapon classes exist as equip types and even have their own weapon-mastery aptitude stats, but they are unusable. **Dagger, Axe and Spear** have item entries across multiple metal tiers yet no recipe, shop or drop, and - critically - **no skill-tree nodes at all**, so a unit could not learn to fight with them even if handed one. **Crossbow** is the least implemented: it has an aptitude stat and even a named 'Crossbow Skill Tree' description ('quick, precise ranged attacks'), but **no weapon items and no bolts exist**. Two sub-trees are similarly stubbed: **Berserker** has two nodes (Savage Barrier, Maelstrom) but no acquire path, and **Unbreakable** is an empty reserved sub-tree.": "4つの武器クラスが装備タイプとして存在し、独自の武器熟練の適性ステータスまで持っていますが、使用できません。**短剣、斧、槍**は複数の金属ティアにアイテム項目がありますが、レシピ・店・ドロップがなく、そして決定的に**スキルツリーのノードが一切ありません**。そのため、たとえ渡されてもユニットはそれで戦う術を習得できません。**クロスボウ**は最も未実装です。適性ステータスと、名前付きの「クロスボウスキルツリー」の説明（「素早く正確な遠隔攻撃」）まで持っていますが、**武器アイテムもボルトも存在しません**。2つのサブツリーも同様に未完成のスタブです。**狂戦士**は2つのノード（サベージバリア、メイルシュトローム）を持ちますが取得経路がなく、**アンブレイカブル**は空の予約済みサブツリーです。",
 "Fractional energy regeneration is banked rather than dropped, so nothing is lost to rounding.": "エネルギー回復の端数は切り捨てられず蓄積されるため、丸め誤差で失われることはない。",
 "Fractured Cavern_Phase 1_Hard Battle 1": "割れた洞窟_フェーズ1_ハード戦1",
 "Fractured Cavern_Phase 1_Hard Battle 2": "割れた洞窟_フェーズ1_ハード戦2",
 "Fractured Cavern_Phase 1_Hard Battle 3": "Fractured Cavern_第1段階_ハード戦闘3",
 "Fractured Cavern_Phase 1_Normal Battle 1": "Fractured Cavern_第1段階_通常戦闘1",
 "Fractured Cavern_Phase 1_Normal Battle 2": "Fractured Cavern_第1段階_通常戦闘2",
 "Fractured Cavern_Phase 2_Hard Battle 1": "割れた洞窟_フェーズ2_ハード戦1",
 "Fractured Cavern_Phase 2_Hard Battle 2": "割れた洞窟_フェーズ2_ハード戦2",
 "Fractured Cavern_Phase 2_Normal Battle 1": "割れた洞窟_フェーズ2_通常戦1",
 "Fractured Cavern_Phase 2_Normal Battle 2": "Fractured Cavern_第2段階_通常戦闘2",
 "Fractured Cavern_Phase 3_Hard Battle 1": "割れた洞窟_フェーズ3_ハード戦1",
 "Fractured Cavern_Phase 3_Hard Battle 2": "割れた洞窟_フェーズ3_ハード戦2",
 "Fractured Cavern_Phase 3_Normal Battle 1": "割れた洞窟_フェーズ3_通常戦1",
 "Fractured Cavern_Phase 3_Normal Battle 2": "割れた洞窟_フェーズ3_通常戦2",
 "Fractured Cavern_Phase 3_Normal Battle 3": "割れた洞窟_フェーズ3_通常戦3",
 "Fractured Cavern_Phase 4_Hard Battle 1": "割れた洞窟_フェーズ4_ハード戦1",
 "Fractured Cavern_Phase 4_Hard Battle 2": "割れた洞窟_フェーズ4_ハード戦2",
 "Fractured Cavern_Phase 4_Normal Battle 1": "割れた洞窟_フェーズ4_通常戦1",
 "Fractured Cavern_Phase 4_Normal Battle 2": "割れた洞窟_フェーズ4_通常戦2",
 "Free": "無料",
 "Free - gained by levelling up": "空き - レベルアップで獲得",
 "Free Save Mode Off - desc": "Free Save Mode Off - 説明",
 "Free random settler": "無料のランダム開拓者",
 "Free: costs 0 energy, so damage per energy is infinite": "無料: エネルギー0で使用するため、エネルギーあたりのダメージは無限",
 "Fresh": "初期",
 "From": "取得元",
 "From <b>{#}:00</b> to <b>{#}:00</b> vision drops by ": "<b>{#}:00</b>から<b>{#}:00</b>まで、視界は次のぶん減少します： ",
 "From backgrounds (10)": "背景から (10)",
 "From backgrounds (10):": "背景から (10):",
 "From backgrounds (15)": "背景から (15)",
 "From backgrounds (15):": "背景から (15):",
 "From backgrounds (17)": "背景から (17)",
 "From backgrounds (17):": "背景から(17):",
 "From backgrounds (18)": "経歴から (18)",
 "From backgrounds (18):": "背景から (18):",
 "From backgrounds (19)": "背景から (19)",
 "From backgrounds (19):": "背景から (19):",
 "From backgrounds (20)": "経歴から (20)",
 "From backgrounds (20):": "背景から (20):",
 "From backgrounds (23)": "経歴から (23)",
 "From backgrounds (23):": "背景から (23):",
 "From backgrounds (24)": "経歴から (24)",
 "From backgrounds (24):": "背景から (24):",
 "From backgrounds (25)": "経歴から (25)",
 "From backgrounds (25):": "背景から (25):",
 "From backgrounds (27)": "経歴から (27)",
 "From backgrounds (27):": "背景から (27):",
 "From backgrounds (5):": "背景から (5):",
 "From backgrounds (7)": "経歴から (7)",
 "From backgrounds (7):": "背景から (7):",
 "From backgrounds (8)": "背景から (8)",
 "From backgrounds (8):": "背景から (8):",
 "From backgrounds (9)": "経歴から (9)",
 "From backgrounds (9):": "背景から (9):",
 "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that se...": "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that se...",
 "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that seemed ready to collapse, they never stopped working, and with every vein they broke open, their body grew stronger. Yet after spending so many years in the dark, they struggled to settle into the noise and brightness of the surface.": "From childhood, {0} grew up swinging a pickaxe deep in the mines. Even in choking dust and before walls of stone that seemed ready to collapse, they never stopped working, and with every vein they broke open, their body grew stronger. Yet after spending so many years in the dark, they struggled to settle into the noise and brightness of the surface.",
 "From clan rank 2 only": "クランランク2からのみ",
 "From there, you can equip. or consume": "そこから装備することができます。または消費",
 "From this character's skills": "このキャラクターのスキルから",
 "From this character's skills:": "このキャラクターのスキルから：",
 "From {#} surrounding unit{#}": "周囲の{#}ユニット{#}から",
 "Frontline blunt": "前衛の鈍器",
 "Frontline fire-mage (niche)": "前衛の火メイジ（ニッチ）",
 "Frosty Handshake (ice boss)": "冷たい握手（氷ボス）",
 "Fuel duration per Durability unit. Means how many in-game minutes of fuel each 1 point of Durability provides.": "耐久度1単位あたりの燃料持続時間。耐久度1ポイントが何ゲーム内分の燃料を提供するかを意味する。",
 "FuelDurationPerDurability": "FuelDurationPerDurability",
 "Full recovery from 0": "0からの完全回復",
 "Full ring of 8": "8マスの完全な輪",
 "Full soul-stone catalog and taming status:": "完全な魂石カタログとテイム状況：",
 "Full step-by-step walkthrough:": "完全なステップバイステップの攻略：",
 "Full unit page for": "ユニット詳細ページ：",
 "Fully calm": "完全に平静",
 "Funding support is needed.": "資金支援が必要です。",
 "Furniture (49)": "家具 (49)",
 "Furniture (61)": "Furniture (61)",
 "Future Regions": "将来の地域",
 "GAMESYSTEM_": "GAMESYSTEM_",
 "GAMESYSTEM_Alert_LowAmmoCount": "GAMESYSTEM_Alert_LowAmmoCount",
 "GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack": "GAMESYSTEM_Campaign_DepletionTerm = スタックごとに4,320ゲーム内分（ゲーム内3日）",
 "GAMESYSTEM_Dungeon_BuildMaxRegion": "GAMESYSTEM_Dungeon_BuildMaxRegion",
 "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4] - caps at phase 4": "GAMESYSTEM_Dungeon_Floor_Phase_Division_Veil_Silence = [1, 2, 3, 3, 4]：フェーズ4で上限となる",
 "GAMESYSTEM_Dungeon_LastAbyessFloor": "GAMESYSTEM_Dungeon_LastAbyessFloor",
 "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier": "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier",
 "GAMESYSTEM_Dungeon_UnitForClearRegion": "GAMESYSTEM_Dungeon_UnitForClearRegion",
 "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance": "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance",
 "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank": "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank",
 "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount": "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount",
 "GAMESYSTEM_EstablishRecruitment_RaceWeights": "GAMESYSTEM_EstablishRecruitment_RaceWeights",
 "GAMESYSTEM_EstablishRecruitment_TalentSumRange": "GAMESYSTEM_EstablishRecruitment_TalentSumRange",
 "GAMESYSTEM_Event_RandomInterval": "GAMESYSTEM_Event_RandomInterval",
 "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_*": "GAMESYSTEM_Item_EquipmentCrafting_DefaultChance_*",
 "GAMESYSTEM_LevelUp_BuildMaxLevel": "GAMESYSTEM_LevelUp_BuildMaxLevel",
 "GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty": "GAMESYSTEM_Management_ConstructionMaterialAmountFactorByDifficulty",
 "GAMESYSTEM_Management_CraftingIngredientAmountFactorByDifficulty": "GAMESYSTEM_Management_CraftingIngredientAmountFactorByDifficulty",
 "GAMESYSTEM_Management_DropRateFactorByDifficulty": "GAMESYSTEM_Management_DropRateFactorByDifficulty",
 "GAMESYSTEM_Player_Idle_Start_Tick": "GAMESYSTEM_Player_Idle_Start_Tick",
 "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity": "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity",
 "GAMESYSTEM_Recruitment_RefreshCost": "GAMESYSTEM_Recruitment_RefreshCost",
 "GAMESYSTEM_Recruitment_UniqueExistingNames": "GAMESYSTEM_Recruitment_UniqueExistingNames",
 "GAMESYSTEM_Recruitment_UniqueExistingProfiles": "GAMESYSTEM_Recruitment_UniqueExistingProfiles",
 "GAMESYSTEM_SandboxRecruitment_AdditionalIndividualTraitGrantChance": "GAMESYSTEM_SandboxRecruitment_AdditionalIndividualTraitGrantChance",
 "GAMESYSTEM_SandboxRecruitment_BackgroundTraitMaxClanRank": "GAMESYSTEM_SandboxRecruitment_BackgroundTraitMaxClanRank",
 "GAMESYSTEM_SandboxRecruitment_IndividualTraitMinCount": "GAMESYSTEM_SandboxRecruitment_IndividualTraitMinCount",
 "GAMESYSTEM_SandboxRecruitment_RaceWeights": "GAMESYSTEM_SandboxRecruitment_RaceWeights",
 "GAMESYSTEM_SandboxRecruitment_TalentSumRange": "GAMESYSTEM_SandboxRecruitment_TalentSumRange",
 "GAMESYSTEM_Trade_PlayerSellDiscount": "GAMESYSTEM_Trade_PlayerSellDiscount",
 "GAMESYSTEM_Trade_TradeRefreshInterval": "GAMESYSTEM_Trade_TradeRefreshInterval",
 "Gain": "獲得",
 "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can": "モンスターを倒してEXPを獲得します。EXPが最大に達したら、次のことができます",
 "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can レベルアップ at the Goddess Statue.": "モンスターを倒してEXPを獲得します。EXPが最大に達したら、女神像でレベルアップできます。",
 "Gain experience by defeating monsters. Once the experience reaches the maximum, you can": "モンスターを倒して経験を積みます。経験が最大に達したら、次のことができます",
 "Gain experience by defeating monsters. Once the experience reaches the maximum, you can レベルアップ via the Goddess Statue.": "モンスターを倒して経験を積みます。経験が最大に達したら、女神像からレベルアップできます。",
 "Gain per level-up (base range)": "レベルアップごとの上昇（基本範囲）",
 "Gain the": "獲得する",
 "Gain the Heavy effect when current weight / max weight is {0}% or higher (red portion of the weight gauge)": "現在の重量 / 最大重量が{0}%以上のとき、重い効果を得る（重量ゲージの赤い部分）",
 "Gain the Very Heavy effect when current weight / max weight is {0}% or higher (black portion of the weight gauge) >> 240613 HW: Very Heavy will be removed going forward.": "現在の重量 / 最大重量が{0}%以上のとき、非常に重い効果を得る（重量ゲージの黒い部分）>> 240613 HW: 非常に重いは今後削除される。",
 "Gains": "獲得",
 "Gains 10": "10を獲得",
 "Game Constants": "ゲーム定数",
 "Game Constants - Dungeon Settlers Wiki": "ゲーム定数 - Dungeon Settlers Wiki",
 "Game build": "ゲームビルド",
 "Game constants": "ゲーム定数",
 "Game data table.": "ゲームデータテーブル。",
 "Game rules and alerts": "ゲームルールとアラート",
 "Game speed, camera, seed, scenario type": "ゲーム速度、カメラ、シード、シナリオ種別",
 "Game speeds": "ゲーム速度",
 "Game system:": "ゲームシステム:",
 "GameGuide": "GameGuide",
 "GameSpeed": "GameSpeed",
 "GameSpeed_Decrease": "GameSpeed_Decrease",
 "GameSpeed_Fast": "GameSpeed_Fast",
 "GameSpeed_Increase": "GameSpeed_Increase",
 "GameSpeed_Normal": "GameSpeed_Normal",
 "GameSpeed_StopOrNormal": "GameSpeed_StopOrNormal",
 "GameSystemTable": "GameSystemTable",
 "GameSystemTable.json": "GameSystemTable.json",
 "Gameplay": "ゲームプレイ",
 "Gameplay changes": "ゲームプレイの変更",
 "Garnet (Fire gem upgrade)": "ガーネット（火の宝石アップグレード）",
 "Garnet Ore": "ガーネット鉱石",
 "Garnet Ore - Dungeon Settlers Wiki": "ガーネット鉱石 - Dungeon Settlers Wiki",
 "Garnet Ore icon": "ガーネット鉱石アイコン",
 "Gated": "制限あり",
 "Gated Content": "制限コンテンツ",
 "Gated Content - Dungeon Settlers Wiki": "未開放コンテンツ - Dungeon Settlers Wiki",
 "Gated Content - Soul-Stone Taming": "未開放コンテンツ - 魂石によるテイム",
 "Gated Weapon Classes": "未開放の武器クラス",
 "Gated Weapon Classes (Dagger / Axe / Spear / Crossbow)": "未開放の武器クラス（短剣 / 斧 / 槍 / クロスボウ）",
 "Gated and the least developed race: weight 0, no name pool, and no artwork of any kind (not even a trait icon). Its lore is a spoiler that implies a larger demon-races antagonist faction.": "未開放で最も開発が進んでいない種族：ウェイト0、名前プールなし、いかなるアートワークもなし（特性アイコンさえない）。その設定はネタバレで、より大きな魔族の敵対勢力を示唆しています。",
 "Gated content": "未実装コンテンツ",
 "Gated. Recruitment weight is 0 at every clan rank and there is no procedural name pool, so Dwarves cannot be generated or recruited. Only a trait icon exists (no character art).": "未開放。すべてのクランランクで募集ウェイトは0で自動生成名前プールもないため、ドワーフは生成も募集もできません。特性アイコンのみ存在します（キャラクターアートなし）。",
 "Gated. Weight 0 and no name pool, so it cannot be recruited. Of the three unreleased races it is the most art-ready (reserved head and body art slots exist), suggesting it may arrive first.": "未開放。ウェイト0で名前プールもないため募集できません。未公開の3種族の中で最もアートの準備が整っており（頭部と身体のアートスロットが予約されている）、最初に登場する可能性を示唆しています。",
 "Gather": "Gather",
 "Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "ルーマの木を9個採集 - 完了 && 茂みを10個採集 - 完了",
 "Gather Mode ({0} or screen bottom-right)": "Gather Mode ({0} or screen bottom-right)",
 "Gather Started": "採集開始",
 "Gather Started - Dungeon Settlers Wiki": "採集開始 - Dungeon Settlers Wiki",
 "Gather Started icon": "採集開始 アイコン",
 "Gather workload:": "採集作業量:",
 "Gather:": "採取：",
 "Gatherable (66)": "採取可能 (66)",
 "Gatherable (69)": "Gatherable (69)",
 "Gathered from": "採取元",
 "Gathering & world objects": "採取とワールドオブジェクト",
 "Gathering progress increases by {0} every tick": "採集の進捗はティックごとに{0}増加する",
 "Gathering_": "Gathering_",
 "Gazing at the Moon": "月を眺めて",
 "Gear": "装備",
 "Gear also": "装備はまた次のとおりだ：",
 "Gem Lines": "宝石ライン",
 "Gem Lines (Crystal upgrades + Gold)": "宝石ライン（クリスタルのアップグレード + 金）",
 "Gender": "性別",
 "Generated automatically by diffing the game's data tables between Steam builds. Entries link into the current database where the content still exists. Player-visible changes are listed first; dev-only churn (dev comments, editor fields, Korean localization drafts) is collapsed under \"Dev-internal changes\". Korean dev text is shown in English - hover any translated value for the original.": "Steamビルド間でゲームのデータテーブルを差分比較し自動生成。内容が現存する項目は現在のデータベースへリンクする。プレイヤーが確認できる変更を先に掲載し、開発専用の変動（開発コメント、エディタフィールド、韓国語ローカライズの下書き）は「開発内部の変更」にまとめている。韓国語の開発テキストは英語で表示。翻訳された値にカーソルを合わせると原文を確認できる。",
 "Generated inside dungeon rooms as floors are rolled: {#}.": "フロアの抽選時にダンジョンの部屋内へ生成されます: {#}。",
 "Generated recruits draw their name from this list (TEXTKEY_PLAYERNAME keys).": "生成された募集兵はこのリストから名前を取得します（TEXTKEY_PLAYERNAME キー）。",
 "Generated when the level-up screen opens (not saved) - reload rerolls them": "レベルアップ画面を開いたときに生成される(保存されない)。リロードで振り直される",
 "Generation odds by floor": "階層ごとの生成確率",
 "Generator floor themes and test tags that appear in the room data but are not player-visited expedition regions.": "ルームデータに現れるジェネレーターの階層テーマやテストタグで、プレイヤーが訪れる探索地域ではありません。",
 "Get Huge Money": "大金を得る",
 "Get Huge Money - Dungeon Settlers Wiki": "大金を稼ぐ - Dungeon Settlers Wiki",
 "Get Huge Money icon": "大金を稼ぐアイコン",
 "Get Huge Money range and area shown on a dungeon room": "ダンジョンの部屋に表示された大金を稼ぐの射程と範囲",
 "Get Some Money": "お金を稼ぐ",
 "Get Some Money - Dungeon Settlers Wiki": "小金を稼ぐ - Dungeon Settlers Wiki",
 "Get Some Money icon": "小金を稼ぐアイコン",
 "Get Some Money range and area shown on a dungeon room": "ダンジョンの部屋に表示された小金を稼ぐの射程と範囲",
 "Get food stocked and beds down before night - sleeping on the ground gives a far shorter comfort buff than a bed or a proper bedroom.": "夜になる前に食料を備蓄し、ベッドを設置しましょう。地面で寝ると、ベッドやきちんとした寝室よりもはるかに短い快適バフしか得られません。",
 "Get the reward after acquiring the Hell Leech": "地獄のヒルを取得した後、報酬を獲得します",
 "GetWoundPercentage": "GetWoundPercentage",
 "Getting Started": "はじめに",
 "Giant Stone Golem Fixed": "Giant Stone Golem Fixed",
 "Giant Stone Golem Fixed2": "巨石ゴーレム 固定2",
 "Giant Stone Golem Phase2": "巨石ゴーレム フェーズ2",
 "Giant Stone Golem Phase2 - Dungeon Settlers Wiki": "巨石ゴーレム フェーズ2 - Dungeon Settlers Wiki",
 "Giant Stone Golem Phase2 icon": "巨石ゴーレム フェーズ2 アイコン",
 "Giant Stone Golem Random": "巨石ゴーレム（ランダム）",
 "Giant Stone Golem Soul Stone (works)": "巨石ゴーレムの魂石（機能する）",
 "GiantStoneGolem": "GiantStoneGolem",
 "Given by NPC": "NPCから入手",
 "Glacier Drop is a weak Guard Barrier engine": "氷塊落としは弱いガードバリアエンジン",
 "GlobalCoolDown": "GlobalCoolDown",
 "Glossary": "用語集",
 "Glossary - Dungeon Settlers Wiki": "用語集 - Dungeon Settlers Wiki",
 "Gloth": "Gloth",
 "Gloth Pup Random": "グロスの幼獣（ランダム）",
 "Gloth Victory +10%": "Gloth Victory +10%",
 "Gloth Victory GAMESYSTEM_Environment_{affecterName}": "グロスの勝利 GAMESYSTEM_Environment_{affecterName}",
 "GlothPup": "GlothPup",
 "GlothVictory": "GlothVictory",
 "Go investigate the Acid Bug for me!": "酸性虫を調べてくれ!",
 "Go investigate the Meat Bug": "肉虫を調べに行く",
 "Go investigate the discarded mana device": "廃棄されたマナ装置を調査に行く",
 "Go to node": "ノードへ移動",
 "Goblin Brawler Random": "ゴブリン・ブローラー（ランダム）",
 "Goblin Chief Shaman Aura": "Goblin Chief Shaman Aura",
 "Goblin Chief Shaman Aura - Dungeon Settlers ウィキ": "Goblin Chief Shaman Aura - Dungeon Settlers ウィキ",
 "Goblin Chief Shaman Aura アイコン": "Goblin Chief Shaman Aura アイコン",
 "Goblin Chief Shaman Fixed": "Goblin Chief Shaman Fixed",
 "Goblin Chief Shaman Random": "ゴブリン首長シャーマン ランダム",
 "Goblin Chief Shaman Soul Stack": "Goblin Chief Shaman Soul Stack",
 "Goblin Chief Shaman Soul Stack - Dungeon Settlers ウィキ": "Goblin Chief Shaman Soul Stack - Dungeon Settlers ウィキ",
 "Goblin Chief Shaman Soul Stack アイコン": "Goblin Chief Shaman Soul Stack アイコン",
 "Goblin Chief Shaman Soul Stone (works)": "ゴブリンチーフシャーマンの魂石(機能する)",
 "Goblin Corpse1": "ゴブリンの死体1",
 "Goblin Corpse1 - Dungeon Settlers Wiki": "ゴブリンの死体1 - Dungeon Settlers Wiki",
 "Goblin Corpse2": "ゴブリンの死体2",
 "Goblin Corpse2 - Dungeon Settlers Wiki": "ゴブリンの死体2 - Dungeon Settlers Wiki",
 "Goblin Rider Random": "ゴブリンライダー（ランダム）",
 "Goblin Shaman Random": "ゴブリンシャーマン（ランダム）",
 "Goblin Tent1": "Goblin Tent1",
 "Goblin Tent2": "Goblin Tent2",
 "Goblin Thrower Random": "ゴブリン・スローワー（ランダム）",
 "Goblin Victory GAMESYSTEM_Environment_{affecterName}": "ゴブリンの勝利 GAMESYSTEM_Environment_{affecterName}",
 "Goblin Worker Random": "ゴブリン・ワーカー（ランダム）",
 "GoblinBrawler": "GoblinBrawler",
 "GoblinChiefShaman": "GoblinChiefShaman",
 "GoblinRider": "GoblinRider",
 "GoblinShaman": "GoblinShaman",
 "GoblinVictory": "GoblinVictory",
 "GoblinWorker": "GoblinWorker",
 "Goddess": "女神",
 "Goddess Guidance": "女神の導き",
 "Goddess Guidance - Dungeon Settlers Wiki": "女神の導き - Dungeon Settlers Wiki",
 "Goddess Guidance icon": "女神の導き アイコン",
 "Goddess Statue": "女神像",
 "Goddess Statue - Dungeon Settlers Wiki": "女神像 - Dungeon Settlers Wiki",
 "Goddess Statue Construction && Level 2 2+ units": "女神像の建設 && レベル 2 2+ ユニット",
 "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with Bless Phys.": "女神像の祝福：魔法呪文の使い手が魔法攻撃力+10%。物理の祝福と重複する。",
 "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with {#}.": "女神像の祝福：魔法呪文の使い手が魔法攻撃力+10%。{#}と重複する。",
 "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with Bless Magic.": "女神像の祝福：物理呪文の使い手が物理攻撃力+10%。魔法の祝福と重複する。",
 "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with {#}.": "女神像の祝福：物理呪文の使い手が物理攻撃力+10%。{#}と重複する。",
 "Goddess Statue map": "女神像マップ",
 "Goddess Tears": "女神の涙",
 "Goddess Tears - Dungeon Settlers Wiki": "女神の涙 - Dungeon Settlers Wiki",
 "Goddess Tears icon": "女神の涙アイコン",
 "Goddess Tears range and area shown on a dungeon room": "ダンジョンの部屋に表示された女神の涙の射程と範囲",
 "Goddess statue": "女神像",
 "Gold Mine": "金鉱",
 "Gold Mine calculator": "金鉱計算機",
 "Gold Mine inscription": "金鉱の刻印",
 "Gold cap": "ゴールド上限",
 "Gold earned": "獲得ゴールド",
 "Gold from the inscription is capped per expedition. Reaching the cap converts the effect into a flat crit-chance bonus, so the crits keep helping even after the gold stops.": "刻印から得られるゴールドは探索ごとに上限があります。上限に達すると効果は固定の会心率ボーナスに変換されるため、ゴールドが止まった後も会心が役立ち続けます。",
 "Gold jewelry tier": "金の宝飾ティア",
 "Gold necklaces & rings": "金のネックレスと指輪",
 "Gold paid out, against the 2000 gold budget.": "支払われたゴールド(2000ゴールドの予算に対して)。",
 "Gold per crit = 10; cap = 2000.": "会心あたりゴールド = 10、上限 = 2000。",
 "Gold per critical hit": "会心1回あたりのゴールド",
 "Gossgoal returns stronger. Need to set up via stat variation, not just combination.": "ゴスゴールがより強く戻ってきます。組み合わせだけではなく、ステータス変動でセットアップする必要があります。",
 "Gossgoal returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers ウィキ": "Gossgoalはより強く戻ってくる。組み合わせだけでなく、ステータス変動で設定が必要。- Dungeon Settlers ウィキ",
 "Gossgoal returns stronger. Need to set up via stat variation, not just combination. マップ": "Gossgoalはより強く戻ってきます。組み合わせだけでなく、ステータスのバリエーションを通じてセットアップする必要があります。マップ",
 "Grant 10×": "付与 10×",
 "Grant 15×": "15×付与",
 "Grant 1×": "1×付与",
 "Grant 2×": "2×付与",
 "Grant 30×": "30×を付与",
 "Grant 3×": "Grant 3×",
 "Grant 4×": "4×付与",
 "Grant 8×": "8倍付与",
 "Grant the active Expedition Resolution's reward": "有効な探索隊の決断の報酬を付与する",
 "Granted by": "付与元",
 "Granted by a placed building": "設置した建物によって付与",
 "Granted by another effect:": "別の効果によって付与:",
 "Granted by effect": "効果によって付与",
 "Granted by the dungeon event": "ダンジョンイベントにより付与",
 "Granted by the dungeon event {#}.": "ダンジョンイベント {#} により付与。",
 "Granted by {#}": "{#}により付与",
 "Grants": "対象ユニットに",
 "Grants a 134 barrier for 10 s": "10秒間バリア134を付与",
 "Grants a 137 barrier for 10 s": "137のバリアを10秒間付与",
 "Grants a 150 barrier for 10 s": "10秒間150のバリアを付与",
 "Grants a 265 barrier for 10 s": "265のバリアを10秒間付与",
 "Grants a 266 barrier for 30 s": "30秒間バリア266を付与",
 "Grants a 294 barrier for 30 s": "30秒間294のバリアを付与",
 "Grants nearby allies": "近くの味方に付与する",
 "Grants nearby allies 冷静な統率 through exceptional leadership.": "優れた統率力で周辺味方に冷静な統率を付与します。",
 "Grants nearby allies 冷静な統率 through exceptional leadership. New allies acquire 世界樹の加護.": "優れた統率力で周囲の味方に冷静な統率を付与する。 新規隊員は世界樹の加護を習得する。",
 "Grants nearby allies 冷静な統率 through exceptional leadership. New allies acquire 生存本能.": "優れた統率力で周囲の味方に冷静な統率を付与する。 新規隊員は生存本能を習得する。",
 "Grants nearby allies 冷静な統率 through exceptional leadership. New allies acquire 開拓精神.": "優れた統率力で周囲の味方に冷静な統率を付与する。 新規隊員は開拓精神を習得する。",
 "Grants skill:": "付与スキル：",
 "Grants the unit Leadership:": "対象ユニットに統率力を付与します:",
 "Grants the unit the Leadership trait matching its race:": "対象ユニットに種族に応じた統率力特性を付与します:",
 "Grants 開拓精神 to the unit.": "対象ユニットに開拓精神を付与します。",
 "Grants:": "付与:",
 "Grave": "墓",
 "Great Guardian Stone": "上級守護石碑",
 "Great Guardian Stone - Dungeon Settlers Wiki": "大守護石碑 - Dungeon Settlers Wiki",
 "Greater (High-grade) Mana Stones": "上位（高品質）マナ石",
 "Greater and Supreme mana stones are extremely scarce in the current build, slowing progress past level 5": "上位マナ石と最上級マナ石は現在のビルドで極めて希少で、レベル5を超えると進行が遅くなります",
 "Greater/Supreme mana stones are nearly unobtainable - expect slow going past level 5": "上位/最上級マナ石はほぼ入手不可能。レベル5を超えると進行が遅くなると考えましょう",
 "Greatsword Reaver": "大剣レイヴァー",
 "Greatsword equipped": "大剣装備",
 "Greatsword melee": "大剣近接",
 "Greatsword tree (Deadly Fear)": "大剣ツリー（致命的恐怖）",
 "Greatsword, Bow, Fire Staff, Water Staff, Nature Staff (block the shield slot)": "大剣、弓、火の杖、水の杖、自然の杖（盾スロットを塞ぐ）",
 "Green": "緑",
 "Green Crystal": "緑の結晶",
 "Green_Small": "Green_Small",
 "Grey Monster Rat Random": "灰色モンスターネズミ（ランダム）",
 "Grey Rat Random": "灰色ネズミ（ランダム）",
 "GreyMonsterRat": "GreyMonsterRat",
 "GreyRat": "GreyRat",
 "GroundMoodCooltime": "GroundMoodCooltime",
 "Grouped by name prefix - UI, combat impacts by damage type, crafting/gathering foley, eating, recreation games and event stingers.": "名前の接頭辞ごとにグループ化：UI、ダメージタイプ別の戦闘ヒット音、制作・採集の効果音、食事、娯楽ゲーム、イベントスティンガー。",
 "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where dange...": "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where dange...",
 "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where danger and opportunit": "Growing up in gambling dens, {0} learned to pierce human psychology and read intent from the smallest gestures. Life was ever on the gambling table, where danger and opportunit",
 "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and oppo...": "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and oppo...",
 "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and opportunity, and eac": "Growing up in gambling dens, {0} learned to read people and sense their intentions from the smallest movements. Life was always a gamble between danger and opportunity, and eac",
 "Grows as a stage of the": "～の農業作物の一段階として成長する",
 "Grows as a stage of the {#} farm crop.": "{#} の農業作物の一段階として成長する。",
 "Growth Fatigue (Mood -2) while XP sits at maximum": "XPが最大の間、成長停滞（気分-2）",
 "Growth per level-up (GameSystemTable):": "レベルアップごとの成長 (GameSystemTable):",
 "Growth stages": "成長段階",
 "Growth to rank 1": "ランク1への成長",
 "Growth to rank 2": "ランク2への成長",
 "Growth to rank 3 (mature)": "ランク3への成長（成熟）",
 "Growth_": "Growth_",
 "Guard Barrier turns a debuff you land on an enemy into a Barrier. Skills that debuff repeatedly (per tick) or hit a whole pack refresh the shield most; the Barrier only pays off on a unit that gets hit, so these are frontline combos.": "ガードバリアは、敵に与えたデバフをバリアに変換します。繰り返し（ティックごとに）デバフを与えるスキルや、集団全体に当たるスキルが最も多くシールドを更新します。バリアは被弾するユニットにしか効果がないため、これらは前衛コンボです。",
 "Guard Captain Tent": "衛兵隊長のテント",
 "Guard Captain Tent - Dungeon Settlers Wiki": "衛兵隊長のテント - Dungeon Settlers Wiki",
 "Guard Rate increases by {0}%. When a shield is equipped, movement speed increases by {1}% and attack speed by {2}%, and ...": "ガード率が{0}%増加します。盾を装備している場合、移動速度が{1}%、攻撃速度が{2}%増加し...",
 "Guard chance is what turns this on, so it is worth nothing on a unit that rarely guards.": "ガード率がこれを発動させる要因のため、めったにガードしないユニットには無価値。",
 "Guard rate increases by {0}%. When a shield is equipped, attack speed increases by {1}%, and the equipped shield's weigh...": "ガード率が{0}%増加します。盾が装備されているとき、攻撃速度が{1}%増加し、装備された盾の重さ...",
 "GuardReduction": "GuardReduction",
 "Guarding": "ガード",
 "Guarding (halves the hit)": "ガード（被弾を半減）",
 "Guarding does not cost weapon durability": "ガードは武器の耐久度を消費しません",
 "Guarding heals 5 percent of your missing HP and grants Iron Wall for 10 seconds.": "ガードすると欠損HPの5パーセントが回復し、10秒間アイアンウォールを付与する。",
 "Guide": "ガイド",
 "Guide: {#}": "ガイド: {#}",
 "Guides & Reference": "ガイドとリファレンス",
 "Guild Banner": "ギルドの旗",
 "Guild Banner - Dungeon Settlers Wiki": "ギルドの旗 - Dungeon Settlers Wiki",
 "Guild Banner1": "ギルドの旗1",
 "Guild Banner1 - Dungeon Settlers Wiki": "ギルドバナー1 - Dungeon Settlers Wiki",
 "Guild Banner2": "ギルドの旗2",
 "Guild Banner2 - Dungeon Settlers Wiki": "ギルドバナー2 - Dungeon Settlers Wiki",
 "Guild Cooking Hearth": "ギルドの料理かまど",
 "Guild Cooking Hearth - Dungeon Settlers Wiki": "ギルド調理炉 - Dungeon Settlers Wiki",
 "Guild Guard": "ギルド衛兵",
 "Guild Guard - Dungeon Settlers Wiki": "ギルドガード - Dungeon Settlers Wiki",
 "Guild Guard icon": "ギルドガード アイコン",
 "Guild Merchant1": "ギルド商人1",
 "Guild Merchant2": "Guild Merchant2",
 "Guild Merchant3": "ギルド商人3",
 "Guild Tent1": "ギルドのテント1",
 "Guild Tent1 - Dungeon Settlers Wiki": "ギルドテント1 - Dungeon Settlers Wiki",
 "Guild Tent2": "ギルドのテント2",
 "Guild Tent2 - Dungeon Settlers Wiki": "ギルドテント2 - Dungeon Settlers Wiki",
 "Guild Tent3": "ギルドのテント3",
 "Guild Tent3 - Dungeon Settlers Wiki": "ギルドテント3 - Dungeon Settlers Wiki",
 "Guild Trade": "ギルド取引",
 "Guild Trade - Dungeon Settlers Wiki": "ギルド取引 - Dungeon Settlers Wiki",
 "Guild Trade icon": "ギルド取引 アイコン",
 "Guild archer": "ギルド射手",
 "Guild quests": "ギルドクエスト",
 "Guild rank quests": "ギルドランククエスト",
 "Guild soldier": "ギルド兵士",
 "GuildContact": "GuildContact",
 "GuildGuard": "GuildGuard",
 "GuildMerchant": "GuildMerchant",
 "GuildMerchantBase": "GuildMerchantBase",
 "GuildMerchantBase2": "GuildMerchantBase2",
 "GuildMerchantMadeRoom": "GuildMerchantMadeRoom",
 "GuildMerchantRoomQuest": "GuildMerchantRoomQuest",
 "GuildMerchantSafeDefault": "GuildMerchantSafeDefault",
 "HP": "HP",
 "HP 102": "HP 102",
 "HP 110": "HP 110",
 "HP 113": "HP 113",
 "HP 120": "HP 120",
 "HP 135": "HP 135",
 "HP 146": "HP 146",
 "HP 158": "HP 158",
 "HP 180": "HP 180",
 "HP 191": "HP 191",
 "HP 203": "HP 203",
 "HP 225": "HP 225",
 "HP 23": "HP 23",
 "HP 30": "HP 30",
 "HP 38": "HP 38",
 "HP 45": "体力 45",
 "HP 56": "HP 56",
 "HP 60": "HP 60",
 "HP 68": "HP 68",
 "HP 74": "HP 74",
 "HP 75": "HP 75",
 "HP 80": "HP 80",
 "HP 90": "体力 90",
 "HP 95": "HP 95",
 "HP = summoner Magic Attack x1 + {#} base; Magic Attack = summoner Magic Attack x0.5 + {#} base.": "HP = 召喚者の魔法攻撃 ×1 + 基礎{#}；魔法攻撃 = 召喚者の魔法攻撃 ×0.5 + 基礎{#}。",
 "HP a target can have and still be executed is 20% of its own Max HP; bigger enemies get a proportionally larger execute window.": "対象が処刑可能な状態で持てるHPは、その最大HPの20%です。大型の敵ほど処刑可能な範囲が比例して広がります。",
 "HP bonus": "HPボーナス",
 "HP boost": "HPブースト",
 "HP x": "HP ×",
 "HP/s": "HP/秒",
 "HP/s to allies within": "範囲内の味方へ HP/秒",
 "HUD alert definitions - trigger condition, scope, click action.": "HUDアラート定義 - トリガー条件、範囲、クリック動作。",
 "Hair": "髪",
 "Hard": "ハード",
 "Hard Combat": "ハード戦闘",
 "Hard Combat Difficulty - desc": "困難な戦闘難易度 - 説明",
 "Hard Management": "ハードマネジメント",
 "Hard Management Difficulty - desc": "困難な管理難易度 - 説明",
 "Hard Operation-Difficulty Unit": "困難 操作-難度 ユニット",
 "Hard Shell x10": "硬い殻 x10",
 "Hard Support Wagon Berry Fixed": "ハード支援ワゴン（ベリー・固定）",
 "Hard Support Wagon Grass Fixed": "ハード支援ワゴン（草・固定）",
 "Hard Support Wagon Hardtack Fixed": "ハード支援ワゴン（乾パン・固定）",
 "Hard Support Wagon Ointment Fixed": "ハード 支援ワゴン 軟膏 固定",
 "Hard Support Wagon Tech Book Fixed": "ハード支援ワゴン（技術書・固定）",
 "Hard Support Wagon Wood Fixed": "ハード支援ワゴン（木材・固定）",
 "Hard baseline": "ハードを基準",
 "Hard is the baseline": "ハードが基準です",
 "Hard is the baseline.": "ハードが基準値。",
 "Hard-excluded regions": "完全に除外された地域",
 "HardCombat": "HardCombat",
 "HardLimitWeightApplyCondition": "HardLimitWeightApplyCondition",
 "Harvest yields": "収穫量",
 "Harvested from the": "収穫元:",
 "Has duration": "継続時間あり",
 "HasAffecter_Exhausted": "HasAffecter_Exhausted",
 "HasAffecter_Hungry": "HasAffecter_Hungry",
 "HasAffecter_Overloaded": "HasAffecter_Overloaded",
 "HasAffecter_SevereDamage": "HasAffecter_SevereDamage",
 "HasAffecter_SevereHungry": "HasAffecter_SevereHungry",
 "HasAffecter_SevereOverloaded": "HasAffecter_SevereOverloaded",
 "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2": "HasBuilding_WoodGodnessStatue_1 && LevelAbove_2_2",
 "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440": "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed29_1440",
 "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440": "HasDecisionQuest && DecisionDismissCondition && Cooldown_Fixed30_1440",
 "HasRoomTypeAmountAbove_MediocrePrivateRoom_2 && HasRoomTypeAmountUnder_MediocrePrivateRoom_3": "HasRoomTypeAmountAbove_MediocrePrivateRoom_2 && HasRoomTypeAmountUnder_MediocrePrivateRoom_3",
 "HasRoomTypeAmountAbove_NormalPrivateRoom_2 &&HasRoomTypeAmountUnder_NormalPrivateRoom_3": "HasRoomTypeAmountAbove_NormalPrivateRoom_2 &&HasRoomTypeAmountUnder_NormalPrivateRoom_3",
 "HasRoomTypeAmountUnder_MediocreDiningRoom_1": "HasRoomTypeAmountUnder_MediocreDiningRoom_1",
 "HasRoomTypeAmountUnder_MediocreMagicWorkshop_1": "HasRoomTypeAmountUnder_MediocreMagicWorkshop_1",
 "HasRoomTypeAmountUnder_MediocrePrivateRoom_2": "HasRoomTypeAmountUnder_MediocrePrivateRoom_2",
 "HasRoomTypeAmountUnder_MediocreResearchLab_1": "HasRoomTypeAmountUnder_MediocreResearchLab_1",
 "HasRoomTypeAmountUnder_MediocreWorkshop_1": "HasRoomTypeAmountUnder_MediocreWorkshop_1",
 "HasRoomTypeAmountUnder_NormalDiningRoom_1": "HasRoomTypeAmountUnder_NormalDiningRoom_1",
 "HasRoomTypeAmountUnder_NormalMagicWorkshop_1": "HasRoomTypeAmountUnder_NormalMagicWorkshop_1",
 "HasRoomTypeAmountUnder_NormalPrivateRoom_2": "HasRoomTypeAmountUnder_NormalPrivateRoom_2",
 "HasRoomTypeAmountUnder_NormalResearchLab_1": "HasRoomTypeAmountUnder_NormalResearchLab_1",
 "HasRoomTypeAmountUnder_PoorMagicWorkshop_1": "HasRoomTypeAmountUnder_PoorMagicWorkshop_1",
 "HasRoomTypeAmountUnder_PoorPrivateRoom_3 && HasRoomTypeAmountAbove_PoorPrivateRoom_2": "HasRoomTypeAmountUnder_PoorPrivateRoom_3 && HasRoomTypeAmountAbove_PoorPrivateRoom_2",
 "HasRoomTypeAmount_PoorDiningRoom_1 && HasRoomTypeAmount_PoorTemple_1": "HasRoomTypeAmount_PoorDiningRoom_1 && HasRoomTypeAmount_PoorTemple_1",
 "Have 1 Arcane Workshop of Mediocre Quality or Higher": "平凡な品質以上の魔道具工房を1つ所持",
 "Have 1 Arcane Workshop of Normal Quality or Higher": "普通の品質以上の魔道具工房を1つ所持",
 "Have 1 Arcane Workshop of Shabby Quality or Higher": "粗末な品質以上の魔道具工房を1つ所持",
 "Have 1 Dining Hall of Mediocre Quality or Higher": "平凡な品質以上の食堂を1つ所持",
 "Have 1 Dining Hall of Normal Quality or Higher": "普通の品質以上の食堂を1つ所持",
 "Have 1 Dining Hall of Shabby Quality or Higher": "粗末な品質以上の食堂を1つ所持",
 "Have 1 Research Lab of Mediocre Quality or Higher": "平凡な品質以上の研究所を1つ所持",
 "Have 1 Research Lab of Normal Quality or Higher": "普通の品質以上の研究所を1つ所持",
 "Have 1 Research Lab of Shabby Quality or Higher": "粗末な品質以上の研究所を1つ所持",
 "Have 1 Shrine of Mediocre Quality or Higher": "平凡な品質以上の神殿を1つ所持",
 "Have 1 Shrine of Normal Quality or Higher": "普通の品質以上の神殿を1つ所持",
 "Have 1 Shrine of Shabby Quality or Higher": "粗末な品質以上の神殿を1つ所持",
 "Have 1 Workshop of Mediocre Quality or Higher": "平凡な品質以上の工房を1つ所持",
 "Have 1 Workshop of Normal Quality or Higher": "普通の品質以上の工房を1つ所持",
 "Have 1 Workshop of Shabby Quality or Higher": "粗末な品質以上の工房を1つ所持",
 "Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "ルーマの木を12個所持 - 完了 && 長草を12個所持 - 完了",
 "Have 2 Private Rooms of Mediocre Quality or Higher": "平凡な品質以上の個室を2つ所持",
 "Have 2 Private Rooms of Normal Quality or Higher": "普通の品質以上の個室を2つ所持",
 "Have 2 Private Rooms of Shabby Quality or Higher": "粗末な品質以上の個室を2つ所持",
 "Have 3 Private Rooms of Mediocre Quality or Higher": "平凡な品質以上の個室を3つ所持",
 "Have 3 Private Rooms of Normal Quality or Higher": "普通の品質以上の個室を3つ所持",
 "Have 3 Private Rooms of Shabby Quality or Higher": "粗末な品質以上の個室を3つ所持",
 "Have 30 or More Cloth": "布を30個以上所持",
 "Have 30 or More Planks": "板材を30個以上所持",
 "Have 30 or More Pottery": "陶器を30個以上所持",
 "Have 40 or More Bone": "骨を40個以上所持",
 "Have 40 or More Stone": "石を40個以上所持",
 "Have 60 or More Wood": "木材を60個以上所持",
 "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air ...": "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air ...",
 "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air shifted in temperature and the faint sign of dry earth cracking, and even a small tremor of magic was enough for them to sense danger. As the years passed, they grew more used to watching the flow around them than reading the faces of people.": "Having learned the power of the elements, {0} reacted first to changes that made no sound. They read the moment the air shifted in temperature and the faint sign of dry earth cracking, and even a small tremor of magic was enough for them to sense danger. As the years passed, they grew more used to watching the flow around them than reading the faces of people.",
 "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they ...": "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they ...",
 "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they folded both hands neatly and gently buried lives whose stories no one knew beneath the soil. Yet the more accustomed they became to farewells, the more they tended to take a step back from new bonds.": "Having lived as an undertaker, {0} never treated even a nameless person's end carelessly. Before unfamiliar faces, they folded both hands neatly and gently buried lives whose stories no one knew beneath the soil. Yet the more accustomed they became to farewells, the more they tended to take a step back from new bonds.",
 "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow of the hammer against the anvil, sparks flew, and dull blades and dented armor passed through their hands to find their purpose again. In return, they grew stubborn enough to believe that anything could be set right if it was hammered long enough.": "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow of the hammer against the anvil, sparks flew, and dull blades and dented armor passed through their hands to find their purpose again. In return, they grew stubborn enough to believe that anything could be set right if it was hammered long enough.",
 "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow...": "Having lived before blazing furnaces, {0} could judge the right moment just by the color of heated iron. With every blow...",
 "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the fain...": "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the fain...",
 "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the faint glow of a lamp, they brought the pickaxe down without hesitation and crossed long tunnels with heavy ore on their back. As the years passed, they became as steady as solid rock, difficult to shake.": "Having lived beneath the earth, {0} learned to read the grain of stone and sense the path of ore veins. Even by the faint glow of a lamp, they brought the pickaxe down without hesitation and crossed long tunnels with heavy ore on their back. As the years passed, they became as steady as solid rock, difficult to shake.",
 "Having no damage type, the reflected hit takes neither physical nor magic resistance and no typed damage bonus. It is still subject to the reflector's own damage dealt bonus and the attacker's damage taken bonus, and it rolls its own hit and critical.": "ダメージタイプを持たないため、反射されたヒットは物理耐性も魔法耐性も、タイプ別ダメージボーナスも受けない。ただし反射者自身の与ダメージボーナスと攻撃者の被ダメージボーナスの影響は受け、独自の命中とクリティカル判定を行う。",
 "He gazes at the insect sketch again and mumbles to himself. \"Do goblins really like having insects suck their blood? Th...": "彼は虫のスケッチをもう一度見つめ、独りごちる。\"本当にゴブリンは虫に血を吸わせるのが好きなのか? それは...",
 "He is examining the remains of a golem. He looks utterly exhausted.": "彼はゴーレムの残骸を調べている。すっかり疲れ切った様子だ。",
 "He is not a new character waiting in the files - he is the campaign's default starting warrior: every campaign scenario starts you with the \"Basic Warrior\" candidate preset named Lowell (": "彼はファイル内で待機している新キャラクターではなく、キャンペーンのデフォルトの初期戦士です。すべてのキャンペーンシナリオはローウェルという名の「Basic Warrior」候補者プリセットで始まります（",
 "He leans his chin on his hand and mumbles to himself. \"An insect that should have gone extinct long ago... what could t...": "彼はあごを手にのせ、独りごちる。\"遠い昔に絶滅していたはずの虫...何が...",
 "He looks back at the sketch of the insect and murmurs to himself.": "彼は昆虫のスケッチを見返し、自分自身にぶつぶつと言う。",
 "He looks back at the sketch of the insect and murmurs to himself. \"Do goblins... enjoy having insects drink their blood? How strange...\" He strokes the gray-furred cat": "彼は昆虫のスケッチを見返し、自分自身にぶつぶつと言う。「ゴブリンは…昆虫に血を飲まれるのを楽しむのか？ なんと奇妙な…」彼は灰色の毛並みの猫をなでる。",
 "He reorganizes the mission documents and resumes his notes....": "He reorganizes the mission documents and resumes his notes....",
 "He strokes the gray-f...": "彼は灰色の毛並みの…",
 "He taps one of the o...": "彼は開いているページの…",
 "He tilts his ...": "彼は頭を…",
 "He turns back to the Spore Insect and murmurs to him...": "彼は胞子昆虫に背を向け、自分自身にぶつぶつと…",
 "Head": "頭",
 "Head Equipment Not Worn": "頭部装備未着用",
 "Head HP": "頭部HP",
 "HeadArmorRatio": "HeadArmorRatio",
 "HeadHealthPointBecomeThisOnDeadlyByDamage": "HeadHealthPointBecomeThisOnDeadlyByDamage",
 "HeadHitRatioModifier": "HeadHitRatioModifier",
 "Heads up: this link was made on a different data version, so a few picks may have shifted.": "ご注意：このリンクは別のデータバージョンで作られたため、一部の選択がずれている場合があります。",
 "Heal": "治癒",
 "Heal 30% of damage dealt at 0 HP": "HP0時に与ダメージの30%を回復",
 "Heal 30% × missing% of damage dealt": "与ダメージの 30% × 減少% を回復",
 "Heal = (your max HP - your current HP) x 5 x 0.01, which is 5 percent of your current missing health. Iron Wall is then applied for 10 seconds.": "回復量=(最大HP - 現在HP)×5×0.01、つまり現在の欠損HPの5パーセント。その後10秒間アイアンウォールが適用される。",
 "Healed per guard": "ガード1回あたりの回復量",
 "Healing Touch kills it outright. With a nature staff equipped and Healing Touch learned, the basic attack becomes Healing Touch, which publishes a heal and not damage. Sinking only listens to damage, so on that unit it never charges and never procs.": "ヒーリングタッチはこれを完全に無効化する。自然の杖を装備しヒーリングタッチを習得すると、通常攻撃はヒーリングタッチに置き換わり、ダメージではなく回復を発生させる。Sinkingはダメージしか感知しないため、そのユニットでは決してチャージも発動もしない。",
 "Health restored by one guard.": "ガード1回で回復するHP。",
 "Heard a Mandrake scream (Caution, prints once)": "マンドレイクの悲鳴を聞いた（注意、1回表示）",
 "HeavyWeightApplyCondition": "HeavyWeightApplyCondition",
 "HeavyWeightCondition": "HeavyWeightCondition",
 "Hello! Dungeon Settlers is currently in the beta development stage. There are many": "こんにちは！Dungeon Settlersは現在ベータ開発段階です。多くの",
 "Hello! Dungeon Settlers is currently in the beta development stage. There are many 未実装機能, and various bugs may occur. ## If a critical bug occurs that ser": "こんにちは！Dungeon Settlersは現在ベータ開発段階です。多くの未実装機能があり、様々なバグが発生する可能性があります。 ## 深刻に",
 "Hello! Dungeon Settlers is currently in the beta development stage. There are many 未実装機能, and various bugs may occur. ## If a critical bug occurs that serio": "こんにちは！Dungeon Settlersは現在ベータ開発段階です。多くの未実装機能があり、様々なバグが発生する可能性があります。 ## ゲームプレイを深刻に",
 "Helmet": "兜",
 "Her safe-floor spawn needs the Golem kill record; hunt offers only trigger inside Veil of Silence": "彼女の安全フロアでの出現にはゴーレム討伐記録が必要。狩り依頼は沈黙のヴェール内でのみ発生する",
 "Her sharp gaze settles ...": "彼女の鋭い視線が...",
 "Heroic State (buff shown during combat)": "英雄状態（戦闘中に表示されるバフ）",
 "Hidden": "非表示",
 "Hidden - click to reveal": "非表示 - クリックで表示",
 "Hide all site chrome for a clean shareable screenshot (Esc restores)": "共有用のきれいなスクリーンショットのためにサイトのUIをすべて隠します（Escで復元）",
 "Hide non-fighting bonuses": "非戦闘ボーナスを非表示",
 "Hide non-fighting bonuses: ON": "非戦闘ボーナスを非表示: ON",
 "Hide the sidebar (keyboard: [ )": "サイドバーを非表示（キーボード: [ ）",
 "Hide the small explanatory hint lines (everywhere)": "小さな説明ヒント行を非表示にする (すべての場所)",
 "Hide the units bar": "ユニットバーを非表示",
 "Hide this spoiler again": "このネタバレを再び隠す",
 "Hide unreleased": "未実装を非表示",
 "Hide unreleased content again": "未実装コンテンツを再び隠す",
 "Hide wishlist button": "ウィッシュリストボタンを非表示",
 "High Stress (Caution, displays once)": "高ストレス（注意、1回表示）",
 "High combat difficulty does not only buff monsters. Your own units get a bonus that does not exist at Hard or below (on Devastation: critical chance +10, critical damage bonus +50, dodge chance +10).": "戦闘難易度が高い場合、強化されるのはモンスターだけではありません。ハード以下では存在しないボーナスが自軍ユニットにも付与されます（壊滅の場合: クリティカル確率 +10、クリティカルダメージボーナス +50、回避率 +10）。",
 "Higher level units require greater Mood satisfaction to stay content.": "高レベルユニットは満足を保つために大きなムード満足度が必要です。",
 "Higher levels require": "より高いレベルには次が必要",
 "Higher levels require better": "高いレベルにはより良いものが必要です",
 "Higher levels require greater": "高いレベルにはより多くが必要です",
 "Higher resistance": "耐性が高いと",
 "Higher-level units require greater Mood satisfaction to stay content.": "高レベルユニットは満足を保つために大きなムード満足度が必要です。",
 "Higher-tier rooms": "上位ティアのルーム",
 "Hit": "命中",
 "Hit (clip)": "被弾",
 "Hit 2": "ヒット 2",
 "Hit 3": "ヒット 3",
 "Hit chance (melee / ranged)": "命中率（近接 / 遠隔）",
 "Hit damage": "命中ダメージ",
 "Hit damage without the inscription": "刻印なしのヒットダメージ",
 "Hit location": "命中部位",
 "Hit rate": "命中率",
 "Hit ×2": "命中×2",
 "Hit-location split": "命中箇所の分割",
 "HitChance and evasion rates are reduced due to the curse of the dead.": "死者の呪いにより、命中率と回避率が低下する。",
 "Hits": "ヒット",
 "Hits / attacks": "被弾／攻撃回数",
 "Hits per cast": "1回の使用あたりのヒット数",
 "Hits to down you": "あなたを倒すのに必要なヒット数",
 "Hits to kill": "撃破に必要な攻撃回数",
 "Hits to kill you": "倒されるまでの被弾数",
 "Hits up to 5 enemies (30% dmg, 2-sq)": "最大5体の敵に命中（ダメージ30%、2マス）",
 "Hmm, fascinating. What if we took it apart?": "ふむ、興味深い。分解したらどうでしょう？",
 "Hmm, seems like they're fond of it.": "ふむ、彼らはそれが好きなようですね。",
 "Hold Shift and left click other units to add them to the selection.": "Shiftキーを押しながら左クリックして他のユニットを選択に追加します。",
 "Hold Shift and left-click other units to add them to the selection.": "Shiftキーを押しながら左クリックして他のユニットを選択に追加します。",
 "Holds": "保持内容：",
 "Holy": "神聖",
 "Holy Magic": "神聖魔法",
 "Home": "ホーム",
 "Hood": "フード",
 "Horn Flute Item Usage": "ホルンフルートアイテム使用",
 "Horn_Decision Not Activated": "Horn_Decision 未発動",
 "HourInMinutes": "HourInMinutes",
 "HourPerDay": "HourPerDay",
 "Housing (16)": "住宅 (16)",
 "Housing / Recreation": "住宅 / 娯楽",
 "Housing Room": "住宅ルーム",
 "Housing Rooms": "住宅部屋",
 "Housing Rooms - Dungeon Settlers Wiki": "住宅ルーム - Dungeon Settlers Wiki",
 "Housing Type": "住宅タイプ",
 "Housing room tiers - required furniture (subtype/count/quality) and sizes.": "住居部屋の段階 - 必要な家具（サブタイプ/個数/品質）とサイズ。",
 "Housing type": "住宅タイプ",
 "HousingRoom": "住居ルーム",
 "HousingRoomMaxSize": "HousingRoomMaxSize",
 "HousingRoomTable.json": "HousingRoomTable.json",
 "How": "方法",
 "How Regions Unlock": "地域の解放方法",
 "How Regions Unlock (Progression)": "地域のアンロック方法（進行）",
 "How Regions Unlock (Progression) - Dungeon Settlers Wiki": "地域のアンロックの仕組み（進行） - Dungeon Settlers Wiki",
 "How do I use the file?": "このファイルはどう使う?",
 "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.26) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "モンスターはどのようにあなたの入植者に気づき、あなたはそれに対して何ができるのか? このページはゲームのテーブル(DS_B.0.3.26)とコードダンプから直接読み取られています。各数値には出典となる定数の名前を記載し、データが確認できないものはその旨を明示しています。次のインタラクティブなものをお試しください",
 "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.40) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "モンスターはどのようにあなたの入植者に気づき、あなたはそれに対して何ができるのか? このページはゲームのテーブル(DS_B.0.3.40)とコードダンプから直接読み取られています。各数値には出典となる定数の名前を記載し、データが確認できないものはその旨を明示しています。次のインタラクティブなものをお試しください",
 "How does a monster notice your settlers, and what can you do about it? This page is read straight from the game's tables (DS_B.0.3.44) and the code dump; each number names the constant it comes from, and anything the data cannot confirm is flagged as such. Try the interactive": "モンスターはどうやってあなたの開拓者に気づくのか、そしてそれに対して何ができるのか?このページはゲームのテーブル(DS_B.0.3.44)とコードダンプから直接読み取っています。各数値は出典の定数名を明記し、データで確認できない事項はその旨を明示しています。インタラクティブな",
 "How inscriptions work.": "インスクリプションの仕組み。",
 "How it appears": "出現方法",
 "How it interacts with other effects": "他の効果との相互作用",
 "How it is applied:": "適用方法:",
 "How many": "いくつ",
 "How monsters spot you - Vision Range, line of sight, aggro and threat, day/night, stealth - and every lever that changes it, cited to the tables and code.": "モンスターがどうやってあなたを発見するか（視界範囲、視線、アグロと脅威、昼夜、隠密）、そしてそれを変えるあらゆるレバーを、テーブルとコードに紐付けて記載。",
 "How room quality works": "ルーム品質の仕組み",
 "How skills are organized.": "スキルの分類方法。",
 "How the damage is calculated": "ダメージの計算方法",
 "How the math works": "計算の仕組み",
 "How the tables join": "テーブルの結合方法",
 "How these numbers are computed": "これらの数値の計算方法",
 "How these numbers are computed.": "これらの数値の計算方法。",
 "How this is worked out": "計算方法",
 "How to obtain": "入手方法",
 "How weapons and armor wear out in Dungeon Settlers, what slows it down, and where to repair - with a simulator to count hits-until-break and the durability you will need to mend back.": "Dungeon Settlers で武器と防具がどのように摩耗し、何がそれを遅らせ、どこで修理できるか。破損までの回数と、修復に必要な耐久度を計算するシミュレーター付き。",
 "How weapons wear from attacking and armor from getting hit, what reduces it, and how to repair - with a hits-until-break simulator.": "武器が攻撃で、防具が被弾でどう摩耗するか、何がそれを軽減するか、そして修理の方法。破損までの被弾数シミュレーター付き。",
 "Howl": "遠吠え",
 "Hp Regen": "HP再生",
 "Human 100, Lizardman ~35, Elf 25 (rank 2+); Dwarf/White Demon/Tal 0": "人間 100、リザードマン 約35、エルフ 25（ランク2以降）。ドワーフ／白鬼／タル 0",
 "Human Fat Unisex 0": "人間 太め ユニセックス 0",
 "Human Fat Unisex 1": "人間 太め ユニセックス 1",
 "Human Fat Unisex 10": "人間 太め ユニセックス 10",
 "Human Fat Unisex 11": "人間 太め ユニセックス 11",
 "Human Fat Unisex 12": "人間 太め ユニセックス 12",
 "Human Fat Unisex 13": "人間 太め ユニセックス 13",
 "Human Fat Unisex 14": "人間 太め ユニセックス 14",
 "Human Fat Unisex 15": "人間 太め ユニセックス 15",
 "Human Fat Unisex 16": "人間 太め ユニセックス 16",
 "Human Fat Unisex 17": "人間 太め ユニセックス 17",
 "Human Fat Unisex 2": "人間 太め ユニセックス 2",
 "Human Fat Unisex 3": "人間 太め ユニセックス 3",
 "Human Fat Unisex 4": "人間 太め ユニセックス 4",
 "Human Fat Unisex 5": "人間 太め ユニセックス 5",
 "Human Fat Unisex 6": "人間 太め ユニセックス 6",
 "Human Fat Unisex 7": "人間 太め ユニセックス 7",
 "Human Fat Unisex 8": "人間 太め ユニセックス 8",
 "Human Fat Unisex 9": "人間 太め ユニセックス 9",
 "Human Standard Female 0": "人間 標準 女性 0",
 "Human Standard Female 1": "人間 標準 女性 1",
 "Human Standard Female 10": "人間 標準 女性 10",
 "Human Standard Female 11": "人間 標準 女性 11",
 "Human Standard Female 12": "人間 標準 女性 12",
 "Human Standard Female 13": "人間 標準 女性 13",
 "Human Standard Female 14": "人間 標準 女性 14",
 "Human Standard Female 15": "人間 標準 女性 15",
 "Human Standard Female 16": "人間 標準 女性 16",
 "Human Standard Female 17": "人間 標準 女性 17",
 "Human Standard Female 18": "人間 標準 女性 18",
 "Human Standard Female 19": "人間 標準 女性 19",
 "Human Standard Female 2": "人間 標準 女性 2",
 "Human Standard Female 20": "人間 標準 女性 20",
 "Human Standard Female 21": "ヒューマン標準女性 21",
 "Human Standard Female 3": "人間 標準 女性 3",
 "Human Standard Female 4": "人間 標準 女性 4",
 "Human Standard Female 5": "人間 標準 女性 5",
 "Human Standard Female 6": "人間 標準 女性 6",
 "Human Standard Female 7": "人間 標準 女性 7",
 "Human Standard Female 8": "人間 標準 女性 8",
 "Human Standard Female 9": "人間 標準 女性 9",
 "Human Standard Female Preset": "人間 標準 女性 プリセット",
 "Human Standard Male 0": "人間 標準 男性 0",
 "Human Standard Male 1": "人間 標準 男性 1",
 "Human Standard Male 10": "人間 標準 男性 10",
 "Human Standard Male 11": "人間 標準 男性 11",
 "Human Standard Male 12": "人間 標準 男性 12",
 "Human Standard Male 13": "人間 標準 男性 13",
 "Human Standard Male 14": "人間 標準 男性 14",
 "Human Standard Male 15": "人間 標準 男性 15",
 "Human Standard Male 16": "人間 標準 男性 16",
 "Human Standard Male 17": "人間 標準 男性 17",
 "Human Standard Male 18": "人間 標準 男性 18",
 "Human Standard Male 19": "人間 標準 男性 19",
 "Human Standard Male 2": "人間 標準 男性 2",
 "Human Standard Male 20": "人間 標準 男性 20",
 "Human Standard Male 21": "人間 標準 男性 21",
 "Human Standard Male 22": "人間 標準 男性 22",
 "Human Standard Male 3": "人間 標準 男性 3",
 "Human Standard Male 4": "人間 標準 男性 4",
 "Human Standard Male 5": "人間 標準 男性 5",
 "Human Standard Male 6": "人間 標準 男性 6",
 "Human Standard Male 7": "人間 標準 男性 7",
 "Human Standard Male 8": "人間 標準 男性 8",
 "Human Standard Male 9": "人間 標準 男性 9",
 "Human Standard Male Preset": "人間 標準 男性 プリセット",
 "Human quirk": "人間の癖",
 "HumanFatFemale_000": "HumanFatFemale_000",
 "HumanFatFemale_001": "HumanFatFemale_001",
 "HumanFatFemale_002": "HumanFatFemale_002",
 "HumanFatFemale_003": "HumanFatFemale_003",
 "HumanFatFemale_004": "HumanFatFemale_004",
 "HumanFatFemale_005": "HumanFatFemale_005",
 "HumanFatFemale_006": "HumanFatFemale_006",
 "HumanFatFemale_007": "HumanFatFemale_007",
 "HumanFatFemale_008": "HumanFatFemale_008",
 "HumanFatMale_000": "HumanFatMale_000",
 "HumanFatMale_001": "HumanFatMale_001",
 "HumanFatMale_002": "HumanFatMale_002",
 "HumanFatMale_003": "HumanFatMale_003",
 "HumanFatMale_004": "HumanFatMale_004",
 "HumanFatMale_005": "HumanFatMale_005",
 "HumanFatMale_006": "HumanFatMale_006",
 "HumanFatMale_007": "HumanFatMale_007",
 "HumanFatMale_008": "HumanFatMale_008",
 "HumanStandardFemale_000": "HumanStandardFemale_000",
 "HumanStandardFemale_001": "HumanStandardFemale_001",
 "HumanStandardFemale_002": "HumanStandardFemale_002",
 "HumanStandardFemale_003": "HumanStandardFemale_003",
 "HumanStandardFemale_004": "HumanStandardFemale_004",
 "HumanStandardFemale_005": "HumanStandardFemale_005",
 "HumanStandardFemale_006": "HumanStandardFemale_006",
 "HumanStandardFemale_007": "HumanStandardFemale_007",
 "HumanStandardFemale_008": "HumanStandardFemale_008",
 "HumanStandardFemale_009": "HumanStandardFemale_009",
 "HumanStandardFemale_010": "HumanStandardFemale_010",
 "HumanStandardFemale_011": "HumanStandardFemale_011",
 "HumanStandardFemale_012": "HumanStandardFemale_012",
 "HumanStandardFemale_013": "HumanStandardFemale_013",
 "HumanStandardFemale_014": "HumanStandardFemale_014",
 "HumanStandardFemale_015": "HumanStandardFemale_015",
 "HumanStandardFemale_016": "HumanStandardFemale_016",
 "HumanStandardFemale_017": "HumanStandardFemale_017",
 "HumanStandardFemale_018": "HumanStandardFemale_018",
 "HumanStandardFemale_019": "HumanStandardFemale_019",
 "HumanStandardFemale_020": "HumanStandardFemale_020",
 "HumanStandardMale_000": "HumanStandardMale_000",
 "HumanStandardMale_001": "HumanStandardMale_001",
 "HumanStandardMale_002": "HumanStandardMale_002",
 "HumanStandardMale_003": "HumanStandardMale_003",
 "HumanStandardMale_004": "HumanStandardMale_004",
 "HumanStandardMale_005": "HumanStandardMale_005",
 "HumanStandardMale_006": "HumanStandardMale_006",
 "HumanStandardMale_007": "HumanStandardMale_007",
 "HumanStandardMale_008": "HumanStandardMale_008",
 "HumanStandardMale_009": "HumanStandardMale_009",
 "HumanStandardMale_010": "HumanStandardMale_010",
 "HumanStandardMale_011": "HumanStandardMale_011",
 "HumanStandardMale_012": "HumanStandardMale_012",
 "HumanStandardMale_013": "HumanStandardMale_013",
 "HumanStandardMale_014": "HumanStandardMale_014",
 "HumanStandardMale_015": "HumanStandardMale_015",
 "HumanStandardMale_016": "HumanStandardMale_016",
 "HumanStandardMale_017": "HumanStandardMale_017",
 "HumanStandardMale_018": "HumanStandardMale_018",
 "HumanStandardMale_019": "HumanStandardMale_019",
 "HumanStandardMale_020": "HumanStandardMale_020",
 "HumanStandardMale_021": "HumanStandardMale_021",
 "HumanStandardMale_022": "HumanStandardMale_022",
 "Humans": "人間",
 "Hunger restored": "回復する空腹",
 "HungerComsume": "HungerComsume",
 "HungerEffectApplyCondition": "HungerEffectApplyCondition",
 "HungerEffectCondition": "HungerEffectCondition",
 "HungerNeeded": "HungerNeeded",
 "HungerRecoveryCondition": "HungerRecoveryCondition",
 "HungerRegeneration": "HungerRegeneration",
 "Hunger_": "Hunger_",
 "Hunt Alpha Acid Slogel": "アルファ酸性スロゲルを狩る",
 "Hunt the Alpha Acid Slogel": "アルファ酸性スロゲルを狩る",
 "Hunt the Elder Gloth": "エルダー・グロスを狩る",
 "Hunt the White Mawmurk": "白いマウマークを狩る",
 "Hunters Hide Rack": "ハンターの皮なめし台",
 "Hunters Hide Rack - Dungeon Settlers Wiki": "ハンターの皮なめし台 - Dungeon Settlers Wiki",
 "Hunting Processing Complete": "狩猟加工 完了",
 "Hunting Processing not completed": "狩猟加工未完了",
 "Hybrid": "ハイブリッド",
 "I know the mood number": "気分の数値を知っています",
 "I understand for now.": "今のところ理解しました。",
 "I'll be waiting": "待ってます",
 "I'll be waiting on the Hell Leech": "地獄のヒルのことで待ってます",
 "I'll be waiting on the Meat Bug.": "肉虫のことで待ってます。",
 "I'll be waiting on the mana device": "マナ装置のことで待ってます",
 "I'll be waiting.": "待ってるよ。",
 "I'll join you.": "君に加わるよ。",
 "I'll join.": "参加します。",
 "I'll pay everyone a special bonus.": "皆に特別ボーナスを払いましょう。",
 "I'll set goals periodically.": "定期的に目標を設定します。",
 "I've come to understand what it means to kill with a mere gaze. It was truly a spine-chilling experience.": "私は単なる視線で殺すことの意味を理解するようになりました。それは本当に背筋が凍る経験でした。",
 "IN-GAME TIME": "ゲーム内時間",
 "ITEM_AccuracyPotion": "ITEM_AccuracyPotion",
 "ITEM_AcidInsectSoulStone": "ITEM_AcidInsectSoulStone",
 "ITEM_AcidSlogelSoulStone": "ITEM_AcidSlogelSoulStone",
 "ITEM_AgilityElixir": "ITEM_AgilityElixir",
 "ITEM_AidKit": "ITEM_AidKit",
 "ITEM_AlphaAcidSlogelSoulStone": "ITEM_AlphaAcidSlogelSoulStone",
 "ITEM_AncientCogWheel": "ITEM_AncientCogWheel",
 "ITEM_AncientMuralFragment": "ITEM_AncientMuralFragment",
 "ITEM_Antidote": "ITEM_Antidote",
 "ITEM_AntlerTonic": "ITEM_AntlerTonic",
 "ITEM_Arcron": "ITEM_Arcron",
 "ITEM_ArcronArmor": "ITEM_ArcronArmor",
 "ITEM_ArcronArrow": "ITEM_ArcronArrow",
 "ITEM_ArcronAxe": "ITEM_ArcronAxe",
 "ITEM_ArcronBow": "ITEM_ArcronBow",
 "ITEM_ArcronDagger": "ITEM_ArcronDagger",
 "ITEM_ArcronGreatSword": "ITEM_ArcronGreatSword",
 "ITEM_ArcronHelmet": "ITEM_ArcronHelmet",
 "ITEM_ArcronMace": "ITEM_ArcronMace",
 "ITEM_ArcronShield": "ITEM_ArcronShield",
 "ITEM_ArcronSpear": "ITEM_ArcronSpear",
 "ITEM_ArcronStick": "ITEM_ArcronStick",
 "ITEM_ArcronSword": "ITEM_ArcronSword",
 "ITEM_AshOfSolace": "ITEM_AshOfSolace",
 "ITEM_AttackSpeedPotion": "ITEM_AttackSpeedPotion",
 "ITEM_BanquetGoblet": "ITEM_BanquetGoblet",
 "ITEM_BaronBloodTear": "ITEM_BaronBloodTear",
 "ITEM_BasicCampingKit": "ITEM_BasicCampingKit",
 "ITEM_BlackSerum": "ITEM_BlackSerum",
 "ITEM_BloodSlimeSoulStone": "ITEM_BloodSlimeSoulStone",
 "ITEM_BloodSoakedFruit": "ITEM_BloodSoakedFruit",
 "ITEM_BloodWood": "ITEM_BloodWood",
 "ITEM_BloodWoodArmor": "ITEM_BloodWoodArmor",
 "ITEM_BloodWoodArrow": "ITEM_BloodWoodArrow",
 "ITEM_BloodWoodAxe": "ITEM_BloodWoodAxe",
 "ITEM_BloodWoodBow": "ITEM_BloodWoodBow",
 "ITEM_BloodWoodClub": "ITEM_BloodWoodClub",
 "ITEM_BloodWoodDagger": "ITEM_BloodWoodDagger",
 "ITEM_BloodWoodGreatSword": "ITEM_BloodWoodGreatSword",
 "ITEM_BloodWoodHelmet": "ITEM_BloodWoodHelmet",
 "ITEM_BloodWoodShield": "ITEM_BloodWoodShield",
 "ITEM_BloodWoodSpear": "ITEM_BloodWoodSpear",
 "ITEM_BloodWoodStick": "ITEM_BloodWoodStick",
 "ITEM_BloodWoodSword": "ITEM_BloodWoodSword",
 "ITEM_BloodstoneRing": "ITEM_BloodstoneRing",
 "ITEM_BlueBerry": "ITEM_BlueBerry",
 "ITEM_BlueCrystalBloodWoodStaff": "ITEM_BlueCrystalBloodWoodStaff",
 "ITEM_BlueCrystalBoneStaff": "ITEM_BlueCrystalBoneStaff",
 "ITEM_BlueCrystalCarapaceStaff": "ITEM_BlueCrystalCarapaceStaff",
 "ITEM_BlueCrystalIronStaff": "ITEM_BlueCrystalIronStaff",
 "ITEM_BlueCrystalNecklace": "ITEM_BlueCrystalNecklace",
 "ITEM_BlueCrystalOre": "ITEM_BlueCrystalOre",
 "ITEM_BlueCrystalRing": "ITEM_BlueCrystalRing",
 "ITEM_BlueCrystalWoodStaff": "ITEM_BlueCrystalWoodStaff",
 "ITEM_BlueGoblinBracelet": "ITEM_BlueGoblinBracelet",
 "ITEM_BlueGoblinNecklace": "ITEM_BlueGoblinNecklace",
 "ITEM_Bone": "ITEM_Bone",
 "ITEM_BoneArmor": "ITEM_BoneArmor",
 "ITEM_BoneArrow": "ITEM_BoneArrow",
 "ITEM_BoneAxe": "ITEM_BoneAxe",
 "ITEM_BoneBow": "ITEM_BoneBow",
 "ITEM_BoneClub": "ITEM_BoneClub",
 "ITEM_BoneDagger": "ITEM_BoneDagger",
 "ITEM_BoneGreatSword": "ITEM_BoneGreatSword",
 "ITEM_BoneHelmet": "ITEM_BoneHelmet",
 "ITEM_BoneMeal": "ITEM_BoneMeal",
 "ITEM_BoneShield": "ITEM_BoneShield",
 "ITEM_BoneSpear": "ITEM_BoneSpear",
 "ITEM_BoneSpiderSoulStone": "ITEM_BoneSpiderSoulStone",
 "ITEM_BoneStick": "ITEM_BoneStick",
 "ITEM_BoneSword": "ITEM_BoneSword",
 "ITEM_BronzeArmor": "ITEM_BronzeArmor",
 "ITEM_BronzeArrow": "ITEM_BronzeArrow",
 "ITEM_BronzeAxe": "ITEM_BronzeAxe",
 "ITEM_BronzeBow": "ITEM_BronzeBow",
 "ITEM_BronzeDagger": "ITEM_BronzeDagger",
 "ITEM_BronzeGreatSword": "ITEM_BronzeGreatSword",
 "ITEM_BronzeHelmet": "ITEM_BronzeHelmet",
 "ITEM_BronzeMace": "ITEM_BronzeMace",
 "ITEM_BronzeShield": "ITEM_BronzeShield",
 "ITEM_BronzeSpear": "ITEM_BronzeSpear",
 "ITEM_BronzeSword": "ITEM_BronzeSword",
 "ITEM_CarapaceArmor": "ITEM_CarapaceArmor",
 "ITEM_CarapaceArrow": "ITEM_CarapaceArrow",
 "ITEM_CarapaceAxe": "ITEM_CarapaceAxe",
 "ITEM_CarapaceBow": "ITEM_CarapaceBow",
 "ITEM_CarapaceClub": "ITEM_CarapaceClub",
 "ITEM_CarapaceDagger": "ITEM_CarapaceDagger",
 "ITEM_CarapaceGreatSword": "ITEM_CarapaceGreatSword",
 "ITEM_CarapaceHelmet": "ITEM_CarapaceHelmet",
 "ITEM_CarapaceShield": "ITEM_CarapaceShield",
 "ITEM_CarapaceSpear": "ITEM_CarapaceSpear",
 "ITEM_CarapaceStick": "ITEM_CarapaceStick",
 "ITEM_CarapaceSword": "ITEM_CarapaceSword",
 "ITEM_Ceramics": "ITEM_Ceramics",
 "ITEM_ChainKnightSentinelSoulStone": "ITEM_ChainKnightSentinelSoulStone",
 "ITEM_Clay": "ITEM_Clay",
 "ITEM_ClothArmor": "ITEM_ClothArmor",
 "ITEM_ClothBag": "ITEM_ClothBag",
 "ITEM_ClothCoif": "ITEM_ClothCoif",
 "ITEM_CogWheel": "ITEM_CogWheel",
 "ITEM_ConstitutionElixir": "ITEM_ConstitutionElixir",
 "ITEM_CopperArmor": "ITEM_CopperArmor",
 "ITEM_CopperArrow": "ITEM_CopperArrow",
 "ITEM_CopperAxe": "ITEM_CopperAxe",
 "ITEM_CopperBow": "ITEM_CopperBow",
 "ITEM_CopperDagger": "ITEM_CopperDagger",
 "ITEM_CopperGreatSword": "ITEM_CopperGreatSword",
 "ITEM_CopperHelmet": "ITEM_CopperHelmet",
 "ITEM_CopperIngot": "ITEM_CopperIngot",
 "ITEM_CopperMace": "ITEM_CopperMace",
 "ITEM_CopperOre": "ITEM_CopperOre",
 "ITEM_CopperShield": "ITEM_CopperShield",
 "ITEM_CopperSpear": "ITEM_CopperSpear",
 "ITEM_CopperStick": "ITEM_CopperStick",
 "ITEM_CopperSword": "ITEM_CopperSword",
 "ITEM_CrackedHourglass": "ITEM_CrackedHourglass",
 "ITEM_CriticalPotion": "ITEM_CriticalPotion",
 "ITEM_DecoratedPipe": "ITEM_DecoratedPipe",
 "ITEM_DeputyCaptainsInsignia": "ITEM_DeputyCaptainsInsignia",
 "ITEM_DeveloperLetter": "ITEM_DeveloperLetter",
 "ITEM_DevrickPendant": "ITEM_DevrickPendant",
 "ITEM_DevrickTalisman": "ITEM_DevrickTalisman",
 "ITEM_DisgustingMonsterMeat": "ITEM_DisgustingMonsterMeat",
 "ITEM_DodgePotion": "ITEM_DodgePotion",
 "ITEM_DustBulb": "ITEM_DustBulb",
 "ITEM_EchoFlowerRing": "ITEM_EchoFlowerRing",
 "ITEM_ElderGlothSoulStone": "ITEM_ElderGlothSoulStone",
 "ITEM_ExpeditionHorn": "ITEM_ExpeditionHorn",
 "ITEM_EyeBallSoulStone": "ITEM_EyeBallSoulStone",
 "ITEM_FadedCrystalBall": "ITEM_FadedCrystalBall",
 "ITEM_FineRawMeat": "ITEM_FineRawMeat",
 "ITEM_FireArcronStaff": "ITEM_FireArcronStaff",
 "ITEM_FireBloodWoodStaff": "ITEM_FireBloodWoodStaff",
 "ITEM_FireBoneStaff": "ITEM_FireBoneStaff",
 "ITEM_FireBronzeStaff": "ITEM_FireBronzeStaff",
 "ITEM_FireCarapaceStaff": "ITEM_FireCarapaceStaff",
 "ITEM_FireCopperStaff": "ITEM_FireCopperStaff",
 "ITEM_FireEssence": "ITEM_FireEssence",
 "ITEM_FireIronStaff": "ITEM_FireIronStaff",
 "ITEM_FireTinStaff": "ITEM_FireTinStaff",
 "ITEM_FireWoodStaff": "ITEM_FireWoodStaff",
 "ITEM_Firewood": "ITEM_Firewood",
 "ITEM_FlowerNecklace": "ITEM_FlowerNecklace",
 "ITEM_ForgottenIdol": "ITEM_ForgottenIdol",
 "ITEM_FortifiedBoneArmor": "ITEM_FortifiedBoneArmor",
 "ITEM_FortifiedBoneHelmet": "ITEM_FortifiedBoneHelmet",
 "ITEM_FortifiedBoneShield": "ITEM_FortifiedBoneShield",
 "ITEM_FrostyHandshake": "ITEM_FrostyHandshake",
 "ITEM_GarnetArcronStaff": "ITEM_GarnetArcronStaff",
 "ITEM_GarnetBronzeStaff": "ITEM_GarnetBronzeStaff",
 "ITEM_GarnetCopperStaff": "ITEM_GarnetCopperStaff",
 "ITEM_GarnetNecklace": "ITEM_GarnetNecklace",
 "ITEM_GarnetOre": "ITEM_GarnetOre",
 "ITEM_GarnetRing": "ITEM_GarnetRing",
 "ITEM_GarnetTinStaff": "ITEM_GarnetTinStaff",
 "ITEM_GiantStoneGolemSoulStone": "ITEM_GiantStoneGolemSoulStone",
 "ITEM_GlothEgg": "ITEM_GlothEgg",
 "ITEM_GlothEggOmelet": "ITEM_GlothEggOmelet",
 "ITEM_GoblinChiefShamanSoulStone": "ITEM_GoblinChiefShamanSoulStone",
 "ITEM_GoddessTears": "ITEM_GoddessTears",
 "ITEM_GoldNecklace": "ITEM_GoldNecklace",
 "ITEM_GoldRing": "ITEM_GoldRing",
 "ITEM_GrandCrown": "ITEM_GrandCrown",
 "ITEM_GrassPorridge": "ITEM_GrassPorridge",
 "ITEM_GreenCrystalBloodWoodStaff": "ITEM_GreenCrystalBloodWoodStaff",
 "ITEM_GreenCrystalBoneStaff": "ITEM_GreenCrystalBoneStaff",
 "ITEM_GreenCrystalCarapaceStaff": "ITEM_GreenCrystalCarapaceStaff",
 "ITEM_GreenCrystalIronStaff": "ITEM_GreenCrystalIronStaff",
 "ITEM_GreenCrystalNecklace": "ITEM_GreenCrystalNecklace",
 "ITEM_GreenCrystalOre": "ITEM_GreenCrystalOre",
 "ITEM_GreenCrystalRing": "ITEM_GreenCrystalRing",
 "ITEM_GreenCrystalWoodStaff": "ITEM_GreenCrystalWoodStaff",
 "ITEM_GreyRatSoulStone": "ITEM_GreyRatSoulStone",
 "ITEM_GrilledMeat": "ITEM_GrilledMeat",
 "ITEM_GrilledTurnip": "ITEM_GrilledTurnip",
 "ITEM_GuardPotion": "ITEM_GuardPotion",
 "ITEM_HardShell": "ITEM_HardShell",
 "ITEM_Hardtack": "ITEM_Hardtack",
 "ITEM_HedgeHogSoulStone": "ITEM_HedgeHogSoulStone",
 "ITEM_HellLeech": "ITEM_HellLeech",
 "ITEM_HideArmor": "ITEM_HideArmor",
 "ITEM_HideHelmet": "ITEM_HideHelmet",
 "ITEM_HighGradeManaStone": "ITEM_HighGradeManaStone",
 "ITEM_ImperialCoin": "ITEM_ImperialCoin",
 "ITEM_ImprovedGrassPorridge": "ITEM_ImprovedGrassPorridge",
 "ITEM_IntelligenceElixir": "ITEM_IntelligenceElixir",
 "ITEM_IronArmor": "ITEM_IronArmor",
 "ITEM_IronArrow": "ITEM_IronArrow",
 "ITEM_IronAxe": "ITEM_IronAxe",
 "ITEM_IronBow": "ITEM_IronBow",
 "ITEM_IronClub": "ITEM_IronClub",
 "ITEM_IronDagger": "ITEM_IronDagger",
 "ITEM_IronGreatSword": "ITEM_IronGreatSword",
 "ITEM_IronHelmet": "ITEM_IronHelmet",
 "ITEM_IronIngot": "ITEM_IronIngot",
 "ITEM_IronOre": "ITEM_IronOre",
 "ITEM_IronShield": "ITEM_IronShield",
 "ITEM_IronSpear": "ITEM_IronSpear",
 "ITEM_IronStick": "ITEM_IronStick",
 "ITEM_IronSword": "ITEM_IronSword",
 "ITEM_Jerky": "ITEM_Jerky",
 "ITEM_JewelEncrustedBeetle": "ITEM_JewelEncrustedBeetle",
 "ITEM_Leather": "ITEM_Leather",
 "ITEM_LeatherArmor": "ITEM_LeatherArmor",
 "ITEM_LeatherBag": "ITEM_LeatherBag",
 "ITEM_LeatherHelmet": "ITEM_LeatherHelmet",
 "ITEM_LeatherSleepingBag": "ITEM_LeatherSleepingBag",
 "ITEM_LowGradeFireElementalStone": "ITEM_LowGradeFireElementalStone",
 "ITEM_LowGradeManaStone": "ITEM_LowGradeManaStone",
 "ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_MidGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_SupremeGradeManaStone, ITEM_SupremeGradeManaStone": "ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_LowGradeManaStone, ITEM_MidGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_HighGradeManaStone, ITEM_SupremeGradeManaStone, ITEM_SupremeGradeManaStone",
 "ITEM_LowGradeNatureElementalStone": "ITEM_LowGradeNatureElementalStone",
 "ITEM_LowGradeWaterElementalStone": "ITEM_LowGradeWaterElementalStone",
 "ITEM_LumaFruit": "ITEM_LumaFruit",
 "ITEM_LumaLog": "ITEM_LumaLog",
 "ITEM_MagicResistancePotion": "ITEM_MagicResistancePotion",
 "ITEM_MagicalAttackPotion": "ITEM_MagicalAttackPotion",
 "ITEM_ManaStonePowder": "ITEM_ManaStonePowder",
 "ITEM_Mandrake": "ITEM_Mandrake",
 "ITEM_MeatPorridge": "ITEM_MeatPorridge",
 "ITEM_MeatSkewer": "ITEM_MeatSkewer",
 "ITEM_MeatStew": "ITEM_MeatStew",
 "ITEM_MerchantScales": "ITEM_MerchantScales",
 "ITEM_MetalScarabSoulStone": "ITEM_MetalScarabSoulStone",
 "ITEM_MetalSkinPotion": "ITEM_MetalSkinPotion",
 "ITEM_MidGradeFireElementalStone": "ITEM_MidGradeFireElementalStone",
 "ITEM_MidGradeFireEssence": "ITEM_MidGradeFireEssence",
 "ITEM_MidGradeManaStone": "ITEM_MidGradeManaStone",
 "ITEM_MidGradeNatureElementalStone": "ITEM_MidGradeNatureElementalStone",
 "ITEM_MidGradeNatureEssence": "ITEM_MidGradeNatureEssence",
 "ITEM_MidGradeWaterElementalStone": "ITEM_MidGradeWaterElementalStone",
 "ITEM_MidGradeWaterEssence": "ITEM_MidGradeWaterEssence",
 "ITEM_MonsterBarbecue": "ITEM_MonsterBarbecue",
 "ITEM_MonsterRatSoulStone": "ITEM_MonsterRatSoulStone",
 "ITEM_MushBiterSoulStone": "ITEM_MushBiterSoulStone",
 "ITEM_MushbiterTeeth": "ITEM_MushbiterTeeth",
 "ITEM_Mushroom": "ITEM_Mushroom",
 "ITEM_MushroomSkewer": "ITEM_MushroomSkewer",
 "ITEM_MushroomStew": "ITEM_MushroomStew",
 "ITEM_MysticWildHerb": "ITEM_MysticWildHerb",
 "ITEM_NatureArcronStaff": "ITEM_NatureArcronStaff",
 "ITEM_NatureBloodWoodStaff": "ITEM_NatureBloodWoodStaff",
 "ITEM_NatureBoneStaff": "ITEM_NatureBoneStaff",
 "ITEM_NatureBronzeStaff": "ITEM_NatureBronzeStaff",
 "ITEM_NatureCarapaceStaff": "ITEM_NatureCarapaceStaff",
 "ITEM_NatureCopperStaff": "ITEM_NatureCopperStaff",
 "ITEM_NatureEssence": "ITEM_NatureEssence",
 "ITEM_NatureGreenSpirit": "ITEM_NatureGreenSpirit",
 "ITEM_NatureIronStaff": "ITEM_NatureIronStaff",
 "ITEM_NatureTinStaff": "ITEM_NatureTinStaff",
 "ITEM_NatureWoodStaff": "ITEM_NatureWoodStaff",
 "ITEM_OatPorridge": "ITEM_OatPorridge",
 "ITEM_Oats": "ITEM_Oats",
 "ITEM_Ointment": "ITEM_Ointment",
 "ITEM_OldJewelryBox": "ITEM_OldJewelryBox",
 "ITEM_OpalArcronStaff": "ITEM_OpalArcronStaff",
 "ITEM_OpalBronzeStaff": "ITEM_OpalBronzeStaff",
 "ITEM_OpalCopperStaff": "ITEM_OpalCopperStaff",
 "ITEM_OpalNecklace": "ITEM_OpalNecklace",
 "ITEM_OpalOre": "ITEM_OpalOre",
 "ITEM_OpalRing": "ITEM_OpalRing",
 "ITEM_OpalTinStaff": "ITEM_OpalTinStaff",
 "ITEM_OrnateTeacup": "ITEM_OrnateTeacup",
 "ITEM_PerceptionElixir": "ITEM_PerceptionElixir",
 "ITEM_PeridotArcronStaff": "ITEM_PeridotArcronStaff",
 "ITEM_PeridotBronzeStaff": "ITEM_PeridotBronzeStaff",
 "ITEM_PeridotCopperStaff": "ITEM_PeridotCopperStaff",
 "ITEM_PeridotNecklace": "ITEM_PeridotNecklace",
 "ITEM_PeridotOre": "ITEM_PeridotOre",
 "ITEM_PeridotRing": "ITEM_PeridotRing",
 "ITEM_PeridotTinStaff": "ITEM_PeridotTinStaff",
 "ITEM_Petal": "ITEM_Petal",
 "ITEM_PhysicalAttackPotion": "ITEM_PhysicalAttackPotion",
 "ITEM_PotteryShard": "ITEM_PotteryShard",
 "ITEM_RabidDogSoulStone": "ITEM_RabidDogSoulStone",
 "ITEM_RadiantBanner": "ITEM_RadiantBanner",
 "ITEM_RawHide": "ITEM_RawHide",
 "ITEM_RawhideSleepingBag": "ITEM_RawhideSleepingBag",
 "ITEM_RedCrystalBloodWoodStaff": "ITEM_RedCrystalBloodWoodStaff",
 "ITEM_RedCrystalBoneStaff": "ITEM_RedCrystalBoneStaff",
 "ITEM_RedCrystalCarapaceStaff": "ITEM_RedCrystalCarapaceStaff",
 "ITEM_RedCrystalIronStaff": "ITEM_RedCrystalIronStaff",
 "ITEM_RedCrystalNecklace": "ITEM_RedCrystalNecklace",
 "ITEM_RedCrystalOre": "ITEM_RedCrystalOre",
 "ITEM_RedCrystalRing": "ITEM_RedCrystalRing",
 "ITEM_RedCrystalWoodStaff": "ITEM_RedCrystalWoodStaff",
 "ITEM_RedDragonBreath": "ITEM_RedDragonBreath",
 "ITEM_RedMonsterRatFang": "ITEM_RedMonsterRatFang",
 "ITEM_RedMonsterRatSoulStone": "ITEM_RedMonsterRatSoulStone",
 "ITEM_RefinedBlueCrystal": "ITEM_RefinedBlueCrystal",
 "ITEM_RefinedGarnet": "ITEM_RefinedGarnet",
 "ITEM_RefinedGreenCrystal": "ITEM_RefinedGreenCrystal",
 "ITEM_RefinedOpal": "ITEM_RefinedOpal",
 "ITEM_RefinedPeridot": "ITEM_RefinedPeridot",
 "ITEM_RefinedRedCrystal": "ITEM_RefinedRedCrystal",
 "ITEM_ReflectPotion": "ITEM_ReflectPotion",
 "ITEM_ReligiousArtifact": "ITEM_ReligiousArtifact",
 "ITEM_ReturnScroll": "ITEM_ReturnScroll",
 "ITEM_RitualBell": "ITEM_RitualBell",
 "ITEM_RitualCenser": "ITEM_RitualCenser",
 "ITEM_RoyalJelly": "ITEM_RoyalJelly",
 "ITEM_RoyalSeal": "ITEM_RoyalSeal",
 "ITEM_RoyalSlimeSoulStone": "ITEM_RoyalSlimeSoulStone",
 "ITEM_RustedCandelabrum": "ITEM_RustedCandelabrum",
 "ITEM_ScareCrow": "ITEM_ScareCrow",
 "ITEM_ShellPotion": "ITEM_ShellPotion",
 "ITEM_SilverIngot": "ITEM_SilverIngot",
 "ITEM_SilverNecklace": "ITEM_SilverNecklace",
 "ITEM_SilverOre": "ITEM_SilverOre",
 "ITEM_SilverPlate": "ITEM_SilverPlate",
 "ITEM_SilverRing": "ITEM_SilverRing",
 "ITEM_SkillCooldownPotion": "ITEM_SkillCooldownPotion",
 "ITEM_SkillElixir": "ITEM_SkillElixir",
 "ITEM_SkillResetElixir": "ITEM_SkillResetElixir",
 "ITEM_SlimeJelly": "ITEM_SlimeJelly",
 "ITEM_SlimePudding": "ITEM_SlimePudding",
 "ITEM_SlimeSoulStone": "ITEM_SlimeSoulStone",
 "ITEM_SmallWolfStatue": "ITEM_SmallWolfStatue",
 "ITEM_StaghareAntler": "ITEM_StaghareAntler",
 "ITEM_StaghareSoulStone": "ITEM_StaghareSoulStone",
 "ITEM_StealthPotion": "ITEM_StealthPotion",
 "ITEM_StickyBedstraw": "ITEM_StickyBedstraw",
 "ITEM_Stone": "ITEM_Stone",
 "ITEM_StoneBid": "ITEM_StoneBid",
 "ITEM_StoneBrick": "ITEM_StoneBrick",
 "ITEM_Straw": "ITEM_Straw",
 "ITEM_StrengthElixir": "ITEM_StrengthElixir",
 "ITEM_StuffedDeerHead": "ITEM_StuffedDeerHead",
 "ITEM_SwiftPotion": "ITEM_SwiftPotion",
 "ITEM_SwirlingTide": "ITEM_SwirlingTide",
 "ITEM_TechBook": "ITEM_TechBook",
 "ITEM_TechBook2": "ITEM_TechBook2",
 "ITEM_Textile": "ITEM_Textile",
 "ITEM_ThickClothArmor": "ITEM_ThickClothArmor",
 "ITEM_ThickClothCoif": "ITEM_ThickClothCoif",
 "ITEM_ThickTextile": "ITEM_ThickTextile",
 "ITEM_TinArmor": "ITEM_TinArmor",
 "ITEM_TinArrow": "ITEM_TinArrow",
 "ITEM_TinAxe": "ITEM_TinAxe",
 "ITEM_TinBow": "ITEM_TinBow",
 "ITEM_TinDagger": "ITEM_TinDagger",
 "ITEM_TinGreatSword": "ITEM_TinGreatSword",
 "ITEM_TinHelmet": "ITEM_TinHelmet",
 "ITEM_TinMace": "ITEM_TinMace",
 "ITEM_TinShield": "ITEM_TinShield",
 "ITEM_TinSpear": "ITEM_TinSpear",
 "ITEM_TinSword": "ITEM_TinSword",
 "ITEM_Torch": "ITEM_Torch",
 "ITEM_ToughRawMeat": "ITEM_ToughRawMeat",
 "ITEM_TrollHorn": "ITEM_TrollHorn",
 "ITEM_Turnip": "ITEM_Turnip",
 "ITEM_TurnipPorridge": "ITEM_TurnipPorridge",
 "ITEM_TurnipSalad": "ITEM_TurnipSalad",
 "ITEM_VampirePotion": "ITEM_VampirePotion",
 "ITEM_VeryHighGradeManaStone": "ITEM_VeryHighGradeManaStone",
 "ITEM_WaterArcronStaff": "ITEM_WaterArcronStaff",
 "ITEM_WaterBloodWoodStaff": "ITEM_WaterBloodWoodStaff",
 "ITEM_WaterBoneStaff": "ITEM_WaterBoneStaff",
 "ITEM_WaterBronzeStaff": "ITEM_WaterBronzeStaff",
 "ITEM_WaterCarapaceStaff": "ITEM_WaterCarapaceStaff",
 "ITEM_WaterCopperStaff": "ITEM_WaterCopperStaff",
 "ITEM_WaterEssence": "ITEM_WaterEssence",
 "ITEM_WaterIronStaff": "ITEM_WaterIronStaff",
 "ITEM_WaterTinStaff": "ITEM_WaterTinStaff",
 "ITEM_WaterWoodStaff": "ITEM_WaterWoodStaff",
 "ITEM_WeightPotion": "ITEM_WeightPotion",
 "ITEM_WildHerb": "ITEM_WildHerb",
 "ITEM_WildLongGrass": "ITEM_WildLongGrass",
 "ITEM_WillPowerElixir": "ITEM_WillPowerElixir",
 "ITEM_WoodArmor": "ITEM_WoodArmor",
 "ITEM_WoodArrow": "ITEM_WoodArrow",
 "ITEM_WoodAxe": "ITEM_WoodAxe",
 "ITEM_WoodBow": "ITEM_WoodBow",
 "ITEM_WoodClub": "ITEM_WoodClub",
 "ITEM_WoodDagger": "ITEM_WoodDagger",
 "ITEM_WoodGreatSword": "ITEM_WoodGreatSword",
 "ITEM_WoodHelmet": "ITEM_WoodHelmet",
 "ITEM_WoodPlank": "ITEM_WoodPlank",
 "ITEM_WoodShield": "ITEM_WoodShield",
 "ITEM_WoodSpear": "ITEM_WoodSpear",
 "ITEM_WoodStick": "ITEM_WoodStick",
 "ITEM_WoodSword": "ITEM_WoodSword",
 "Ice": "氷",
 "Idle": "待機",
 "Idle 1.2": "待機 1.2",
 "Idle 1.3": "待機 1.3",
 "Idle 2": "待機 2",
 "Idle 2.1": "待機 2.1",
 "Idle 2.2": "待機 2.2",
 "Idle 2.3": "待機 2.3",
 "Idle 3": "待機 3",
 "Idle ×1": "待機×1",
 "Idle_": "Idle_",
 "Idle상태 시작시 대기 틱. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 다른걸 하다가 Idle BT로 들어와 시작할 때 이 틱 만큼 대기한다는 뜻임. 이전 태스크가 뭔지는 알수 없는거고.": "Idle状態の開始時の待機ティック。{0} 〜 {1} の間のランダムな値を選んで行動。PS：他のことをしていてIdle BTに入って開始するとき、このティック分だけ待機するという意味。前のタスクが何かはわからない。",
 "Idle상태에서 대기 틱 시간. {0} ~ {1} 사이 랜덤한 값을 골라서 행동. PS : 즉, Idle 을 '반복'할 때 적용되는 틱 주기임": "Idle状態での待機ティック時間。{0} 〜 {1} の間のランダムな値を選んで行動。PS：つまり、Idleを『繰り返す』ときに適用されるティック周期である。",
 "If 'change amount / max value' is higher than this percentage, it's treated as 'greatly increased/decreased'; if lower, it's treated as 'increased/decreased'. Not used for actual functionality - it's a reference value for indicating how fast stats are changing in the status window, etc.": "「変化量 / 最大値」がこの割合より高い場合は「大きく増加/減少」として扱い、低い場合は「増加/減少」として扱う。実際の機能には使われず、ステータスウィンドウなどで能力値がどれだけ速く変化しているかを示すための参照値。",
 "If Hunger % is 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied <- this one doesn't seem to exist": "空腹%が0から{0}未満: Hunger_Very Hungry {0}から{1}未満: Hunger_Hungry {1}から100以下: Hunger_Satisfied <- これは存在しないようだ",
 "If Mood is below": "気分が以下の場合",
 "If Movement Speed were reflected as-is in the code, it would be so fast it would look like teleportation. However, a movement speed value like 0.05 as used in actual development isn't appropriate for numerically representing the player's growth. Therefore, this conversion value is multiplied by the movement speed shown to the player, and the resulting value, converted to fit the Unity environment, is applied in the actual game logic code.": "移動速度をそのままコードに反映すると、テレポートのように見えるほど速くなってしまう。しかし、実際の開発で使われる0.05のような移動速度の値は、プレイヤーの成長を数値的に表すのに適していない。そのため、この変換値をプレイヤーに表示される移動速度に掛け、その結果の値をUnity環境に合わせて変換し、実際のゲームロジックコードで適用する。",
 "If Stamina % is 0 to under {0}: Stamina_Very Exhausted {0} to under {1}: Stamina_Exhausted {1} to under {2}: Stamina_No Effect {2} to 100 or below: Stamina_Energetic": "スタミナ% が 0 から {0} 未満: Stamina_Very Exhausted {0} から {1} 未満: Stamina_Exhausted {1} から {2} 未満: Stamina_No Effect {2} から 100 以下: Stamina_Energetic",
 "If Stress % is 0 to under {0}: Effect_Stress_Happy {0} to under {1}: No related effect {1} to (2) or below: Effect_Stress_High {2} to 100: Effect_Stress_Severe": "ストレス% が 0 から {0} 未満: Effect_Stress_Happy {0} から {1} 未満: 関連効果なし {1} から (2) 以下: Effect_Stress_High {2} から 100: Effect_Stress_Severe",
 "If a critical bug": "重大なバグがあれば",
 "If a critical bug o...": "重大なバグが…",
 "If a critical bug occ...": "重大なバグが発生し…",
 "If activated, surrounding an enemy would reward positioning: per allied unit engaged around the same target, attackers would gain": "有効化された場合、敵を包囲すると位置取りが報われます。同じ対象の周囲で交戦している味方ユニット1体ごとに、攻撃者は次を得ます",
 "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreas...": "戦闘中{0}秒間位置を動かさない場合、与えるダメージは{1}%増加し、受けるダメージは減少します...",
 "If not in combat, returns home together with your companions": "戦闘中でない場合、仲間と共に帰還する",
 "If retirement pay is not paid, a penalty will be applied to your contribution and the mood of other members.": "退職金が支払われない場合、あなたのコントリビューションと他のメンバーの気分にペナルティが適用されます。",
 "If that's the custom, I can't help it.": "それがしきたりなら、仕方がありません。",
 "If the Entertainment percentage is: 0 to under {0}: Entertainment_Very Bored {0} to under {1}: Entertainment_Bored {1} to under {2}: Entertainment_No Effect {2} to 100 or below: Entertainment_Excited": "娯楽の割合が: 0以上{0}未満: Entertainment_Very Bored {0}以上{1}未満: Entertainment_Bored {1}以上{2}未満: Entertainment_No Effect {2}以上100以下: Entertainment_Excited",
 "If the Hunger percentage is: 0 to under {0}: Hunger_Very Hungry {0} to under {1}: Hunger_Hungry {1} to 100 or below: Hunger_Satisfied": "空腹の割合が: 0以上{0}未満: Hunger_Very Hungry {0}以上{1}未満: Hunger_Hungry {1}以上100以下: Hunger_Satisfied",
 "If the current Crafting skill is higher than the required Crafting skill, a probability correction toward a 'Fine Work' result, scaled by how much higher it is (PS: The reverse case cannot exist, since crafting itself is impossible if the required Crafting skill is higher than the current Crafting skill)": "現在の制作スキルが必要な制作スキルより高い場合、その高さに応じてスケールする「良作」結果への確率補正（PS: 必要な制作スキルが現在の制作スキルより高い場合は制作そのものが不可能なので、逆のケースは存在しえない）",
 "If the extra hit crits": "追加ヒットがクリティカルした場合",
 "If the proc crits": "発動がクリティカルした場合",
 "If the target carries the elite monster or the boss monster tag, a flat 20 percentage points are added to the hit's Damage Dealt Bonus.": "対象がエリートモンスターまたはボスモンスターのタグを持つ場合、ヒットの与ダメージボーナスに固定で20パーセンテージポイントが追加される。",
 "If the target's current HP divided by its max HP is at or below 20 percent, and the target does not carry the boss tag, the Execution effect is applied to it for 1 second.": "対象の現在HPを最大HPで割った値が20パーセント以下で、かつ対象がボスタグを持たない場合、処刑効果が1秒間適用される。",
 "If you are in a dungeon, all unsaved progress will be lost.": "ダンジョンにいる場合、保存されていないプログレスはすべて失われます。",
 "If you are in dungeon, all unsaved progress will be lost.": "ダンジョンにいる場合、保存されていないプログレスはすべて失われます。",
 "If you drink a": "を飲むと",
 "If you drink a スキルリセットエリクサー, you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "If you drink a スキルリセットエリクサー, you can reset your skills. Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset",
 "If you drink a スキルリセットエリクサー, you can reset your skills. Skill Reset Potions have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset": "If you drink a スキルリセットエリクサー, you can reset your skills. Skill Reset Potions have a chance to be found in treasure chests in the dungeon. You can also obtain one guaranteed Skill Reset",
 "Ignore ...": "無視...",
 "Illustration:": "イラスト:",
 "Immobilization": "拘束",
 "Immune (Boss)": "無効（ボス）",
 "Impatient - desc": "急き立てられた - 説明",
 "Impatient - flavor": "急き立てられた - 風味",
 "Impatient - name": "急き立てられた - 名前",
 "Imperial Coin x1": "帝国コイン x1",
 "Imperial Coin x1 (5 Mawmurk), Raw Hide x8 (White Mawmurk), Hard Shell x10 (Alpha Acid Slogel), then Endorsi joins as a unit": "帝国コイン x1（マウマーク5体）、生皮 x8（白いマウマーク）、硬い殻 x10（アルファ酸性スロゲル）、その後エンドルシがユニットとして加入",
 "Imperial Coin x1, then Lesser Mana Stone x24 + Cogwheel x1": "帝国コイン x1、その後 下級マナ石 x24 ＋ 歯車 x1",
 "Import a team in the Builder first, then pick your units here.": "先にビルダーでチームをインポートし、ここでユニットを選んでください。",
 "Import from your save": "セーブからインポート",
 "Import this character": "このキャラクターをインポート",
 "Import your save to load your whole team ->": "セーブをインポートしてチーム全体を読み込む ->",
 "Imported clan": "インポートしたクラン",
 "Imported team": "インポートしたチーム",
 "Impossible combos: allowed": "不可能な組み合わせ:許可",
 "Impossible combos: blocked": "不可能な組み合わせ:禁止",
 "Improved Grass Porridge Complete": "改良された草粥 完了",
 "In Combat": "戦闘中",
 "In Finder press Cmd+Shift+G, paste this, press Enter.": "Finderで Cmd+Shift+G を押し、これを貼り付けてEnterを押します。",
 "In Surgery (Debuff, prints once)": "手術中（デバフ、1回表示）",
 "In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in plac...": "In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in plac...",
 "In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward somethin...": "壁の裏に隠された狭い空間に、骸骨が崩れ落ちている。その姿勢のまま固まっており、片手を何かに向かって伸ばしたまま……",
 "In an in...": "In an in...",
 "In an instant, countless voices, ...": "In an instant, countless voices, ...",
 "In data": "データ上",
 "In normal combat appears with workers, but in the abyss appears with throwers and brawlers.": "通常戦闘では労働者と共に現れますが、アビスではスロワーと暴力団と共に現れます。",
 "In normal combat appears with workers, but in the abyss appears with throwers and brawlers. - Dungeon Settlers ウィキ": "通常戦闘ではワーカーと共に現れるが、アビスではスローワーとブローラーと共に現れる。- Dungeon Settlers ウィキ",
 "In that i...": "In that i...",
 "In that insta...": "In that insta...",
 "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted fo...": "エロス帝国では、水の原始的な形がヒキガエルの2つの目と開いた口に似ていることを教えていました。バブルトードは改良版のバブルリングです...",
 "In the Elos Empire, they taught that the primordial form of water resembled a toad's two eyes and open mouth. The Bubble Toad, an improved Bubbleling adapted for combat, supports expedition members i": "エロス帝国では、水の原始的な形がヒキガエルの2つの目と開いた口に似ていることを教えていました。戦闘に適応した改良版のバブルリングであるバブルトードは、遠征メンバーをサポートします",
 "In the current build the first five floors have unique encounters while floors 6-10 are placeholders, and the treasure chests use temporary copy-pasted loot rather than final rewards. Abyss monsters do not yet have their own dedicated drop tables.": "にわたって登場します。現行ビルドでは最初の5フロアに固有の遭遇があり、フロア6〜10はプレースホルダーで、宝箱は最終報酬ではなく仮のコピー品の戦利品を使っています。アビスモンスターはまだ専用のドロップテーブルを持っていません。",
 "In the demo version, bodies can be temporarily removed through the portal.": "In the demo version, bodies can be temporarily removed through the portal.",
 "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction.": "配給の最中に、{0}は自分の分を受け取り、不満をもってあなたを見つめる。",
 "In the middle of ration distribution, {0} accepts their share and looks at you with open dissatisfaction. \"Captain, exploring the Dungeon means risking our lives. Must we be so mis": "配給の最中に、{0}は自分の分を受け取り、不満をもってあなたを見つめる。「隊長、ダンジョンの探索は命がけです。そこまで貧しく",
 "In the middle of ration distribution, {0} receives his portion and looks at you with a discontented expression. \"Comman...": "配給の真っ最中、{0}は自分の分を受け取り、不満そうな表情であなたを見つめる。「指揮官comman...",
 "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer.": "沈黙の中で、最初は微かな音が聞こえるような気がしますが、やがてだんだんはっきりしてきます。",
 "In the silence, you think you hear a faint sound at first, but it gradually becomes clearer. It is wonderfully soothing, yet at the same time far too strange to be described by any ordinary word.": "静寂の中で、最初は微かな音が聞こえるような気がしますが、次第にはっきりしてきます。それは素晴らしく心地よいが、同時に普通の言葉では説明しきれないほど奇妙です。",
 "In the stock demo the Golem fight can never happen, so the chain never advances past region 0:": "標準のデモではゴーレム戦は決して発生しないため、連鎖は地域0を越えて進みません：",
 "In this build Perception's": "このビルドでは、認知の",
 "In-game Handbook": "ゲーム内ハンドブック",
 "In-game Handbook - Dungeon Settlers Wiki": "ゲーム内ハンドブック - Dungeon Settlers Wiki",
 "In-game look": "ゲーム内の見た目",
 "In-game look of this character with the gear equipped below": "下記の装備を着けたこのキャラクターのゲーム内の見た目",
 "In-game look with the equipped gear": "装備した状態のゲーム内の見た目",
 "In-game time needed after an Expedition Party Decision quest is activated until the abandon event appears": "遠征パーティ決定クエストが発動してから放棄イベントが現れるまでに必要なゲーム内時間",
 "In-game time needed for a random event shown in an Alert to disappear after being activated (1440 = 1 day)": "アラートに表示されたランダムイベントが、発動後に消えるまでに必要なゲーム内時間（1440 = 1日）",
 "In...": "In...",
 "InDependent": "InDependent",
 "Include in the shared link:": "共有リンクに含める：",
 "Included in scenario starting kits:": "シナリオのスタートキットに含まれる:",
 "Included in scenario starting kits: {#}": "シナリオのスタートキットに含まれる: {#}",
 "Includes learned passive crit at full progression:": "習得済みパッシブのクリティカルを完全育成時で含む：",
 "Increase amount": "増加量",
 "Increases": "増加",
 "Increases Guard Rate by 40% and Guard Damage Reduction by 30% for 180 seconds.": "180秒間、ガード確率が40%、ガードダメージ軽減が30%増加する。",
 "Increases maximum weight by 100% for 180 seconds.": "180秒間、最大重量が100%増加する。",
 "Increases ガード確率 by {0}%. When equipped with a shield, 攻撃速度 increases by {1}%, and the weight of the equipped shield becomes 0.": "ガード確率が{0}%増加する。盾を装備している場合、攻撃速度が{1}%増加し、装備中の盾の重量が0になる。",
 "Increases ガード確率 by {0}%. When equipped with a shield, 移動速度 increases by {1}%, 攻撃速度 increases by {2}%, and the weight of the equipped shield becomes 0.": "ガード確率が{0}%増加する。盾を装備している場合、移動速度が{1}%、攻撃速度が{2}%増加し、装備中の盾の重量が0になる。",
 "Indestructible Building": "破壊不可能な建物",
 "Indestructible Building - Dungeon Settlers Wiki": "破壊不可の建物 - Dungeon Settlers Wiki",
 "Indestructible Building icon": "破壊不可の建物 アイコン",
 "Indicates the level of mental strain a unit is under.": "ユニットが受けている精神的負担のレベルを示します。",
 "Indicates the level of mental strain a unit is under. When ストレス reaches its maximum, the unit enters a 精神崩壊 state, and ストレス is reset to 0. ## If": "ユニットが受けている精神的負荷のレベルを示す。ストレスが最大に達すると、ユニットは精神崩壊状態に入り、ストレスは0にリセットされる。 ## もし",
 "Indicates the unit's rank.": "ユニットのランクを示します。",
 "Indicates the unit's rank. Higher levels require better 気分. Units can reach level 12 through レベルアップ.": "ユニットのランクを示します。高いレベルにはより良い気分が必要です。ユニットはレベルアップでレベル12に到達できます。",
 "Indicates the unit's rank. Higher levels require greater 気分 satisfaction. Units can grow up to level 12 by レベルアップ.": "ユニットのランクを示します。高いレベルにはより高い気分満足度が必要です。ユニットはレベルアップでレベル12まで成長できます。",
 "Individual": "個別",
 "Individual traits (1)": "個人特性 (1)",
 "Individual traits (2)": "個別特性（2）",
 "Individual traits (3)": "個人特性 (3)",
 "Individual traits (4)": "個人特性 (4)",
 "Individual traits (5)": "個人特性 (5)",
 "Individual traits ({#})": "個体特性 ({#})",
 "IndividualTraitMinCount": "IndividualTraitMinCount",
 "Indoor only": "屋内専用",
 "Infinite Abyss guide": "無限の深淵ガイド",
 "Inflicts": "付与される",
 "Inflicts magic damage equal to {2}% of magic attack power every {5} seconds on adjacent enemy units, and inflicts {3} st...": "隣接する敵ユニットに{5}秒ごとに魔法攻撃力の{2}%に等しい魔法ダメージを与え、{3}スタック...",
 "Ingredients": "材料",
 "Initial Depletion stack": "初期の消耗スタック",
 "Initial farm room": "初期の農場ルーム",
 "Initial mini dungeon room": "初期のミニダンジョンルーム",
 "Initial stat modifier total": "初期ステータス修正の合計",
 "Initial stat modifier total (2)": "初期ステータスボーナス合計 (2)",
 "Initial stat modifier total (3)": "初期ステータスボーナス合計 (3)",
 "InitialEquipTopicIgnoreSec": "InitialEquipTopicIgnoreSec",
 "InitialItemStoring_": "InitialItemStoring_",
 "Innate": "生来",
 "Innate to units of a specific race.": "特定の種族のユニットに固有。",
 "Innate to units with a specific background.": "特定の背景を持つユニットに固有。",
 "Innate:": "生得:",
 "Inner Silence": "内なる静寂",
 "Inner Silence - Dungeon Settlers Wiki": "内なる沈黙 - Dungeon Settlers Wiki",
 "Inner Silence icon": "内なる沈黙 アイコン",
 "InputBuffer": "InputBuffer",
 "Input_ControlModeGather_1&& (TutorialGathering_LumaTree_3 && TutorialGathering_ForestBush_5)": "Input_ControlModeGather_1&& (TutorialGathering_LumaTree_3 && TutorialGathering_ForestBush_5)",
 "Input_ControlModePickUp_1&& HasItem_LumaLog_12 && HasItem_WildLongGrass_10": "Input_ControlModePickUp_1&& HasItem_LumaLog_12 && HasItem_WildLongGrass_10",
 "Inscription": "刻印",
 "Inscription (rolled on level-up)": "刻印（レベルアップ時に抽選）",
 "Inscription handling surcharge": "刻印の取扱い追加料金",
 "Inscription of Perfection active: every talent +1 tier (capped at Genius).": "完璧の刻印が有効: すべての才能が+1ティア (天才が上限)。",
 "Inscription of Reflection (100%)": "反射刻印（100%）",
 "Inscription rolls": "刻印のロール",
 "Inscription:": "刻印:",
 "InscriptionGrantLevels": "InscriptionGrantLevels",
 "InscriptionRarityWeights": "InscriptionRarityWeights",
 "Inscriptions": "刻印",
 "Inscriptions (1)": "刻印 (1)",
 "Inscriptions (3)": "刻印（3）",
 "Inscriptions (4)": "刻印 (4)",
 "Inscriptions ({#})": "刻印 ({#})",
 "Inscriptions - Dungeon Settlers Wiki": "刻印 - Dungeon Settlers Wiki",
 "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit ...": "刻印はユニットが得られる、特性のような永続ボーナスです。入手経路は2つあり、勧誘したユニットが最初から刻印を持っている場合と、すべてのユニットが...",
 "Inscriptions are permanent trait-like bonuses a unit can gain. They come from two places: a recruit can arrive already carrying inscriptions, and every unit is offered new ones": "刻印はユニットが得られる永続的な特性のようなボーナスです。2つの経路から得られます。勧誘した者がすでに刻印を持って来る場合と、すべてのユニットが新しい刻印を提示される場合です",
 "Inscriptions guide": "刻印ガイド",
 "Inscriptions you already own are excluded from the pool": "すでに所持している刻印は候補から除外されます",
 "Inscriptions:": "刻印：",
 "Insect": "昆虫",
 "Insect Single-Faction Patrol": "昆虫単一陣営パトロール",
 "Insensitive to taste and eats anything without hesitation. Gains": "Insensitive to taste and eats anything without hesitation. Gains",
 "Insensitive to taste and eats anything without hesitation. Gains 鈍い味覚 when receiving a negative food effect, and gains 鈍い味覚 when receiving a positive food effe": "Insensitive to taste and eats anything without hesitation. Gains 鈍い味覚 when receiving a negative food effect, and gains 鈍い味覚 when receiving a positive food effe",
 "Insensitive to taste, eats anything without hesitation.": "味に敏感ではなく、ためらわずに何でも食べる。",
 "Inspect candidates before buying": "購入前に候補者を調べる",
 "InspectBuilding_MeatGrub1|| InspectBuilding_MeatGrub2": "InspectBuilding_MeatGrub1|| InspectBuilding_MeatGrub2",
 "Inspecting a candidate reveals hidden talents before you buy": "候補を調査すると、購入前に隠れた才能が明らかになります",
 "Inspection": "調査",
 "Instantly gains 3 Agility.": "即座に敏捷を3獲得する。",
 "Instantly gains 3 Intelligence.": "即座に知力を3獲得する。",
 "Instantly gains 3 Perception.": "即座に認知を3獲得する。",
 "Instantly gains 3 Stamina.": "即座に耐久力を3獲得する。",
 "Instantly gains 3 Strength.": "即座に力を3獲得する。",
 "Instantly gains 3 Will.": "即座に意志力を3獲得する。",
 "Instantly gains 5 skill points.": "即座にスキルポイントを5獲得する。",
 "Instead, the demo": "代わりに、デモは",
 "Intelligence Boost: Positive GAMESYSTEM_Environment_{affecterName}": "知力の上昇: プラス GAMESYSTEM_Environment_{affecterName}",
 "Intelligence Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "知力の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}",
 "IntelligenceFortify": "IntelligenceFortify",
 "IntelligenceWeaken": "IntelligenceWeaken",
 "Intelligence_": "Intelligence_",
 "Interact Perion": "ペリオンと交流",
 "Interact Xenon": "Xenonと交流",
 "Interact Xenon2": "Xenonと交流2",
 "Interact Xenon3": "Xenonと交流3",
 "Interact Xenon4": "Xenonと交流4",
 "Interact with Endorsi": "エンドルシと対話",
 "Interact with Endorsi (for quest update)": "エンドルシと相互作用 (クエスト更新用)",
 "Interact with Perion": "ペリオンと交流する",
 "Interact with the Wagon": "ワゴンを調べる",
 "Interact with the Wooden Crate": "木箱を調べる",
 "Interact with the support wagon": "支援ワゴンとやり取りする",
 "InteractBuilding_Tutorial1Chest || HasRemnantInMap_Tutorial1Chest_1": "InteractBuilding_Tutorial1Chest || HasRemnantInMap_Tutorial1Chest_1",
 "InteractWagon || HasRemnantInMap_SupportWagonEasy_1 || HasRemnantInMap_SupportWagonNormal_1 || HasRemnantInMap_SupportWagonHard_1 || HasRemnantInMap_SupportWagonVeryHard_1 || HasRemnantInMap_SupportWagonDownfall_1": "InteractWagon || HasRemnantInMap_SupportWagonEasy_1 || HasRemnantInMap_SupportWagonNormal_1 || HasRemnantInMap_SupportWagonHard_1 || HasRemnantInMap_SupportWagonVeryHard_1 || HasRemnantInMap_SupportWagonDownfall_1",
 "Interaction Menu Verbs": "インタラクションメニューの動詞",
 "InteractionReaction": "InteractionReaction",
 "InteractionTopic": "InteractionTopic",
 "Interactions": "相互作用",
 "Interface": "インターフェース",
 "Intermediate (Mid-grade) Mana Stones": "中級（中品質）マナ石",
 "Intermediate Cooking Complete": "中級料理 完了",
 "Intermediate Cooking incomplete": "中級料理未完了",
 "Intermediate Cooking not completed": "中級料理が未完了",
 "Intermediate Storage Complete": "中級保管 完了",
 "Intermediate Storage not completed": "中級貯蔵庫が未完了",
 "Internal & tutorial": "内部・チュートリアル",
 "Internal developer notes changed on {#}.": "{#}の内部開発メモが変更されました。",
 "Internal key": "内部キー",
 "Internal themes & tutorial": "内部テーマ・チュートリアル",
 "Interval at which Expedition Party Decision events occur: in in-game minutes (10080 = 7 days)": "遠征パーティ決定イベントが発生する間隔: ゲーム内分単位（10080 = 7日）",
 "Interval at which random events occur: in in-game minutes (10080, 20160)": "ランダムイベントが発生する間隔: ゲーム内分単位（10080, 20160）",
 "Interval between random events, in in-game minutes": "ランダムイベントが発生する間隔：ゲーム内の分単位",
 "Int×0.05": "Int×0.05",
 "Int×0.3": "Int×0.3",
 "Int×1.2": "Int×1.2",
 "InventorySizeMax": "InventorySizeMax",
 "Inventory_": "Inventory_",
 "Investigate the Acid Bug": "アシッドバグを調査する",
 "Investigate the Acid Bug - Interact with Xenon": "アシッドバグを調査する - ゼノンと交流する",
 "Investigate the Discarded Magic Power Device": "捨てられた魔力装置を調査する",
 "Investigate the Discarded Mana Device": "廃棄されたマナ装置を調査する",
 "Investigate the Meat Bug": "ミートバグを調査する",
 "Investigate the Meat Bug - Interact with Xenon": "ミートバグを調査する - ゼノンと交流する",
 "Investigate the Spore Bug": "スポアバグを調査する",
 "Investigate the Spore Bug - Interact with Xenon": "スポアバグを調査する - ゼノンと交流する",
 "Investigate {0} on the 5th floor of the dungeon.": "ダンジョンの5階で{0}を調査してください。",
 "Investigating the golem remains. He looks very tired.": "ゴーレムの残骸を調査している。彼はとても疲れているように見える。",
 "Invincibility": "無敵",
 "Invincibility - Dungeon Settlers Wiki": "無敵 - Dungeon Settlers Wiki",
 "Invincibility icon": "無敵アイコン",
 "Iron (M.Atk {#})": "鉄（魔法攻撃 {#}）",
 "Iron (P.Atk {#})": "鉄（物理攻撃 {#}）",
 "Iron (full gear set + Iron Ore/Ingot/Stick)": "鉄（フル装備セット + 鉄鉱石/鉄インゴット/鉄の棒）",
 "Iron Vein Fixed": "鉄鉱脈（固定）",
 "Isn't this when we should help each other?": "これが互いに助け合うべき時ではないですか?",
 "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely.": "長い間放置されているようですが、完全に機能を停止しているようには見えません。",
 "It appears to have been abandoned for a long time, but it does not seem to have stopped functioning entirely. The pipes are corroded in places, and pools of contaminated water-apparently leaked ca": "長い間放置されているようですが、完全に機能を停止しているようには見えません。パイプのいくつかは腐食しており、明らかに漏れた汚染された水の池…",
 "It appears to have been neglected for a long time, but does not appear to have completely stopped functioning. The pipe...": "長い間放置されていたようだが、完全に機能を停止しているようには見えない。パイプは...",
 "It does not compete with the additive damage dealt bracket at all, which makes it the better companion to inscriptions that already crowd that bracket.": "加算式の与ダメージボーナスのブラケットとはまったく競合しないため、すでにそのブラケットが混み合っている刻印との相性が良い。",
 "It doesn't seem like we need goals.": "目標は必要ないようです。",
 "It has a fairly hard shell.": "かなり硬い殻を持っています。",
 "It holds its place quietly through every meal.": "すべての食事を通じて静かにその場所を保ちます。",
 "It is 5 percent of missing health, not 5 percent of max health, and it has nothing to do with the size of the hit you guarded.": "これは最大HPの5パーセントではなく欠損HPの5パーセントであり、ガードしたヒットの大きさとは無関係。",
 "It is a beast that lives in caves. It is relatively docile.": "洞窟に住む野獣。比較的おとなしい。",
 "It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes.": "洞窟に住む野獣。若いものは口が目を覆っているため、見えにくい。",
 "It is a building, so it has no floating health bar: click it to read its durability.": "これは建物のため、頭上にHPバーは表示されない。クリックして耐久値を確認する。",
 "It is a code flag (it adjusts no stat), so it is all-or-nothing: while active you cannot be seen or targeted, regardless of Vision Range or distance. The catch is spelled out in the description - it ends the instant you deal damage, so it is a repositioning and scouting tool, not a way to fight unseen. Sources:": "これはコードフラグ（ステータスを一切変えません）なので、オールオアナッシングです。発動中は視界範囲や距離に関係なく、見つかることも狙われることもありません。落とし穴は説明文に明記されています。ダメージを与えた瞬間に終了するため、これは再配置と偵察のツールであり、見つからずに戦う手段ではありません。出典：",
 "It is a type of giant rodent that dwells in the forest.": "森に住む巨大なげっ歯動物の一種です。",
 "It is additive with the other damage dealt bonuses, so stacking several of them gives less than each one promises on its own.": "他の与ダメージボーナスと加算されるため、複数重ねると単体で見た場合よりも効果は小さくなる。",
 "It is built from": "これは",
 "It is exactly zero at full HP and strongest when nearly dead.": "HP満タン時はちょうどゼロで、瀕死のときに最も強力になる。",
 "It is known to be a material that is good for various purposes.": "様々な目的に良い材料として知られています。",
 "It is natural to assume the": "当然、次のように思うでしょう：",
 "It is not a percentage bonus: the number added is attack power points, so it is diluted by nothing but it also gains nothing from your existing attack power.": "これはパーセンテージボーナスではない。加算される数値は攻撃力の実数値であり、何にも薄められない代わりに、既存の攻撃力からの恩恵も受けない。",
 "It is not in the unit's equipment or inventory.": "ユニットの装備またはインベントリにはありません。",
 "It is relatively": "比較的",
 "It is standing exactly where the room boss stood, so you walk straight into it.": "それは部屋のボスが立っていたのとまったく同じ場所に立っているため、まっすぐ進めば出会う。",
 "It is wonderfully soothing, yet at the same time far too strange to...": "それは素晴らしく心地よいが、同時に奇妙で...",
 "It is wonderfully soothing,...": "It is wonderfully soothing,...",
 "It lands in the additive damage dealt bracket of the hit, which is then multiplied by the critical multiplier.": "これはヒットの加算式与ダメージボーナスのブラケットに入り、その後クリティカル倍率で乗算される。",
 "It lands in the same additive damage dealt bracket as Heavy Plumb, Death Throes, Crumble and Sinking, and that bracket is then multiplied by the critical multiplier.": "これはHeavy Plumb、Death Throes、Crumble、Sinkingと同じ加算式与ダメージボーナスのブラケットに入り、そのブラケット全体がクリティカル倍率で乗算される。",
 "It looks like it could be quite useful.": "それはかなり役に立つものであるように見えます。",
 "It makes even a cold floor feel a bit more": "冷たい床でさえ、いくらか",
 "It makes even a cold floor feel a bit more lived-in.": "冷たい床でさえ、少しより人間らしい空間にしてくれます。",
 "It pools with Heavy Plumb, Challenge, Crumble and Sinking in the same additive bracket.": "Heavy Plumb、Challenge、Crumble、Sinkingと同じ加算式ブラケットにまとまる。",
 "It pools with Heavy Plumb, Death Throes, Challenge and Sinking.": "Heavy Plumb、Death Throes、Challenge、Sinkingとまとまる。",
 "It pools with Heavy Plumb, Death Throes, Crumble and Sinking.": "Heavy Plumb、Death Throes、Crumble、Sinkingとまとまる。",
 "It reads current Weight, not the carrying limit. The limit (100 + 4 x Strength) only caps how far this can go: at 200 carried weight the bonus is +30 percent, and the code applies no cap of its own.": "これは携行上限ではなく現在の重量を参照する。上限(100 + 力×4)はこの効果がどこまで伸びるかを制限するだけで、所持重量200では+30パーセントとなり、コード自体には別途の上限はない。",
 "It reads your own HP, not the target's.": "これは対象ではなく自身のHPを参照する。",
 "It rewards entering a fight wounded, which runs against every other reason to heal up first.": "傷を負ったまま戦闘に入ることを報酬とするため、先に回復すべき他のあらゆる理由と相反する。",
 "It shares the additive damage dealt bracket with Challenge, Death Throes, Crumble and Sinking, so none of those multiply each other.": "Challenge、Death Throes、Crumble、Sinkingと加算式与ダメージボーナスのブラケットを共有するため、これらは互いに乗算し合わない。",
 "It starts now": "今から始まります",
 "It walks you through the early game - interact with the support wagon, build a Basic Workstation, craft starter gear, recruit four units, make a first dungeon run, build a Research Station, and get two units to level 2 - and culminates in": "序盤を案内します。支援ワゴンとのやり取り、基本作業台の建設、初期装備の作成、ユニット4体の募集、最初のダンジョン攻略、研究所の建設、ユニット2体をレベル2にすること、そして最後は",
 "It would be per surrounding unit, from the very first flanker, and symmetric (enemies surrounding your units would benefit too).": "周囲のユニットごとに、最初に側面を取った時点から適用され、対称的（あなたのユニットを囲む敵も恩恵を受ける）になる。",
 "It's easier to deal with workers first. When HP gets low, they flee to eat herbs.": "労働者を最初に対処する方が簡単です。HPが低くなると、彼らは草を食べるために逃げます。",
 "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. - Dungeon Settlers ウィキ": "最初にワーカーを処理する方が簡単です。HPが低くなると、草を食べるために逃げます。- Dungeon Settlers ウィキ",
 "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. マップ": "最初にワーカーを処理する方が簡単です。HPが低くなると、草を食べるために逃げます。マップ",
 "It's too loud, stop it right now.": "うるさすぎます。今すぐ止めてください。",
 "Item": "アイテム",
 "Item Spawns": "アイテムスポーン",
 "Item on-use effects are rendered by one shared component. Soul stones previously had a bespoke layout and printed their granted trait twice on the same page; food and potions used a different one again.": "アイテムの使用効果は1つの共有コンポーネントで表示されます。魂の石は以前、独自のレイアウトを持ち、同じページに付与された特性を2回印刷していました。食べ物とポーションは別のコンポーネントを使用していました。",
 "Item spawns": "アイテム出現",
 "Item storage limit for the starting storage": "開始時の保管庫のアイテム保管上限",
 "ItemAmountFactorByOffering": "ItemAmountFactorByOffering",
 "ItemTable.json": "ItemTable.json",
 "Item_": "Item_",
 "Items": "アイテム",
 "Items (on equip):": "アイテム（装備時）:",
 "Items + Buildings": "アイテム + 建物",
 "Items - Dungeon Settlers Wiki": "アイテム - Dungeon Settlers Wiki",
 "Items and equipment": "アイテムと装備",
 "Items, gear and crafting": "アイテム・装備・制作",
 "Items:": "アイテム:",
 "Items: no": "アイテム: なし",
 "Items: yes": "アイテム：あり",
 "Its attack:": "相手の攻撃：",
 "Its dmg/hit on you": "相手のあなたへのダメージ/ヒット",
 "Its eyes glow blue, and a man's voice issues from its beak.": "その目は青く光り、男の声がその嘴から発せられる。",
 "Its eyes glow blue, and a man's voice issues from its beak....": "Its eyes glow blue, and a man's voice issues from its beak....",
 "Its frozen pillar text does say it applies Disturbance to adjacent enemies every second, but: the pillar is a spawned object whose lifetime is not in the skill data (the skill's own Duration is 0), each cast consumes a Bubbling, it is cast by a backline ranged water mage who rarely needs a shield, and it is unconfirmed whether the pillar's applications are credited to you for Guard Barrier's 'you inflict' check. Treat it as situational at best, not a per-second shield engine like Fire Cloak (a self-aura you stand in and clearly own).": "氷の柱の説明には確かに毎秒隣接する敵に妨害を付与するとあるが、柱は生成オブジェクトでその寿命はスキルデータに存在せず（スキル自体のDurationは0）、詠唱ごとにバブリングを1体消費し、シールドをめったに必要としない後衛の遠隔水メイジが詠唱し、しかも柱の付与がガードバリアの『自分が付与』判定で自分の功績として認められるかは未確認である。よくても状況次第の性能として扱い、炎の外套（自分がその中に立ち、明確に自分のものと分かる自己オーラ）のような毎秒シールドエンジンとは見なさないこと。",
 "Its scripted conversation is marked as already seen, so it cannot interrupt the run.": "そのスクリプト会話は既読扱いになっているため、プレイの進行を妨げることはない。",
 "Its skill": "敵のスキル",
 "Its template (": "そのテンプレート（",
 "Its thorny tendrils radiate a ...": "その茨の蔓は…を放つ。",
 "JSON": "JSON",
 "JewelBeetle": "JewelBeetle",
 "Jeweled Beetle GAMESYSTEM_Environment_{affecterName}": "宝石甲虫 GAMESYSTEM_Environment_{affecterName}",
 "Jewelry": "装飾品",
 "Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon.": "彼女の外見から判断すると、ギルドからダンジョンに派遣された商人のようです。",
 "Judging by her appearance, she seems to be a merchant dispatched by the guild into the dungeon. She busily organizes her goods and writes in a ledger, but perks up her ears as you approach. <colo": "彼女の外見から判断すると、ギルドからダンジョンに派遣された商人のようです。彼女は忙しく商品を整理し、台帳に記入していますが、あなたが近づくと耳をピンと立てます。",
 "Judging from her appearance, she is a merchant sent by the guild into the dungeon.": "彼女の外見から判断すると、ギルドによってダンジョンに派遣された商人です。",
 "Judging from her appearance, she is a merchant sent by the guild into the dungeon. She is organizing goods and writing in a ledger when her ears perk up as you approach. \"See that": "彼女の外見から判断すると、ギルドによってダンジョンに派遣された商人です。彼女は商品を整理し、台帳に記入していますが、あなたが近づくと耳をピンと立てます。「見たでしょ…",
 "Junk Heap 1": "ジャンクヒープ1",
 "Junk Heap 2": "ジャンクヒープ2",
 "Junk Heap 3": "ジャンクヒープ3",
 "Junk Heap1": "がらくたの山1",
 "Junk Heap1 Remnant": "ガラクタの山1の残骸",
 "Junk Heap1 Remnant - Dungeon Settlers Wiki": "がらくたの山1の残骸 - Dungeon Settlers Wiki",
 "Junk Heap10": "がらくたの山10",
 "Junk Heap11": "がらくたの山11",
 "Junk Heap12": "がらくたの山12",
 "Junk Heap13": "がらくたの山13",
 "Junk Heap14": "がらくたの山14",
 "Junk Heap15": "がらくたの山15",
 "Junk Heap16": "がらくたの山16",
 "Junk Heap17": "がらくたの山17",
 "Junk Heap18": "がらくたの山18",
 "Junk Heap19": "廃品置き場19",
 "Junk Heap2": "がらくたの山2",
 "Junk Heap2 Remnant": "ガラクタの山2の残骸",
 "Junk Heap2 Remnant - Dungeon Settlers Wiki": "廃品置き場2の残骸 - Dungeon Settlers Wiki",
 "Junk Heap20": "廃品置き場20",
 "Junk Heap3": "がらくたの山3",
 "Junk Heap3 Remnant": "ガラクタの山3の残骸",
 "Junk Heap3 Remnant - Dungeon Settlers Wiki": "廃品置き場3の残骸 - Dungeon Settlers Wiki",
 "Junk Heap4": "がらくたの山4",
 "Junk Heap5": "がらくたの山5",
 "Junk Heap6": "がらくたの山6",
 "Junk Heap7": "がらくたの山7",
 "Junk Heap8": "がらくたの山8",
 "Junk Heap9": "がらくたの山9",
 "Junk heap": "がらくたの山",
 "Junk heaps": "がらくたの山",
 "Keep this bar and the Attacker panel stuck to the top while you scroll": "スクロール中もこのバーと攻撃者パネルを上部に固定",
 "Keep this bar and the section bar pinned to the top while you scroll": "スクロール中もこのバーとセクションバーを上部に固定",
 "Keep this bar pinned to the top while you scroll": "スクロール中、このバーをトップにピン留めしたままにします",
 "Keep this build": "このビルドを保存",
 "Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty. On return, a temporary": "ユニットを遠征に長く留めすぎると段階的な気分ペナルティ（4段階）が積み重なり、管理難易度が高いほど厳しくなります。帰還時には一時的な",
 "Key": "キー",
 "Key Stat": "主要ステータス",
 "Key numbers": "主要な数値",
 "Key prefixes": "キーの接頭辞",
 "Key stats": "主要ステータス",
 "Keyword": "キーワード",
 "Kill EXP:": "撃破経験値:",
 "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution.": "オタマジャクシを倒す→オタマジャクシが巨大なミミズを食べる戦闘。理論的には、オタマジャクシのスタッキングを考慮して相互に食べさせることで、進化を防ぐことができます。",
 "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution. - Dungeon Settlers ウィキ": "オタマジャクシを殺す→オタマジャクシが大ミミズを食べる戦闘。理論的には、オタマジャクシスタックを考慮して互いに食べさせれば、進化を防ぐことができる。- Dungeon Settlers ウィキ",
 "Kill the Red Monster Rat (Main7) - story end only, no region unlock": "赤いモンスターネズミの討伐（Main7）。ストーリーの結末のみで、地域の解放はなし",
 "Kill the region's boss from GAMESYSTEM_Dungeon_UnitForClearRegion (slot 0 = Giant Stone Golem; all other slots NULL)": "GAMESYSTEM_Dungeon_UnitForClearRegionにある地域のボスを倒す（スロット0＝巨石ゴーレム、他のスロットはすべてNULL）",
 "KillCount_WeakAcidInsect_1 || HasCorpseInMap_WeakAcidInsect_1": "KillCount_WeakAcidInsect_1 || HasCorpseInMap_WeakAcidInsect_1",
 "KillCount_WeakGreyRat_1 || HasCorpseInMap_WeakGreyRat_1": "KillCount_WeakGreyRat_1 || HasCorpseInMap_WeakGreyRat_1",
 "KillCount_WeakGreyRat_2 || HasCorpseInMap_WeakGreyRat_3": "KillCount_WeakGreyRat_2 || HasCorpseInMap_WeakGreyRat_3",
 "Kind": "種類",
 "KnockbackImmune": "KnockbackImmune",
 "Know exactly what protects your gear and what doesn't: an active": "装備を守るものと守らないものを正確に把握しましょう。アクティブな",
 "Korean sources write him as 로월; the official English localization uses \"Lowell\" (sometimes romanized \"Rowell\").": "韓国語のソースでは로월と表記されますが、公式の英語ローカライズでは「Lowell」を使用します（「Rowell」とローマ字表記されることもあります）。",
 "L1-4 Lesser, L4-7 Intermediate, L7-10 Greater, L10-12 Supreme": "L1〜4 下級、L4〜7 中級、L7〜10 上位、L10〜12 最上級",
 "LOCKEDBUILDING Reason": "LOCKEDBUILDINGの理由",
 "Lacks emotions and feels indifferent to the suffering of others.": "感情に欠け、他者の苦痛に無関心に感じる。",
 "Lacks emotions and feels indifferent to the suffering of others. Gains": "Lacks emotions and feels indifferent to the suffering of others. Gains",
 "Lacks emotions and feels indifferent to the suffering of others. Gains 他者の死を目撃 when someone dies.": "感情に乏しく、他人の苦しみにも無関心。誰かが死亡すると他者の死を目撃を獲得する。",
 "Large Blue Crystal Remnant": "大型の青い結晶の残骸",
 "Large Blue Crystal Remnant - Dungeon Settlers Wiki": "大きな青い結晶の残骸 - Dungeon Settlers Wiki",
 "Large Copper Node Random": "大型銅鉱脈（ランダム）",
 "Large Copper Node Remnant": "大型の銅鉱脈の残骸",
 "Large Copper Node Remnant - Dungeon Settlers Wiki": "大型銅鉱脈の残骸 - Dungeon Settlers Wiki",
 "Large Dirt Rock Fixed": "大きな土岩（固定）",
 "Large Dirt Rock Random": "大きな土岩（ランダム）",
 "Large Dirt Rock Remnant": "大型の土岩の残骸",
 "Large Dirt Rock Remnant - Dungeon Settlers Wiki": "大きな土岩の残骸 - Dungeon Settlers Wiki",
 "Large Dust Root Fixed": "大きな塵の根（固定）",
 "Large Dust Root Random": "大きな塵の根（ランダム）",
 "Large Dust Root Remnant": "大きな塵の根の残骸",
 "Large Dust Root Remnant - Dungeon Settlers Wiki": "大きな塵の根の残骸 - Dungeon Settlers Wiki",
 "Large Green Crystal Remnant": "大型の緑の結晶の残骸",
 "Large Green Crystal Remnant - Dungeon Settlers Wiki": "大きな緑の結晶の残骸 - Dungeon Settlers Wiki",
 "Large Red Crystal Remnant": "大型の赤い結晶の残骸",
 "Large Red Crystal Remnant - Dungeon Settlers Wiki": "大きな赤い結晶の残骸 - Dungeon Settlers Wiki",
 "Large Room 1": "大部屋 1",
 "Large Room 2": "大部屋 2",
 "Large Silver Vein Remnant": "大型銀鉱脈の残骸",
 "Large Silver Vein Remnant - Dungeon Settlers Wiki": "大型銀鉱脈の残骸 - Dungeon Settlers Wiki",
 "Large Twisted Tree Fixed": "大きな歪んだ木（固定）",
 "Large Twisted Tree Remnant": "大きな歪んだ木の残骸",
 "Large Twisted Tree Remnant - Dungeon Settlers Wiki": "ねじれた大木の残骸 - Dungeon Settlers Wiki",
 "Last Refuge": "最後の避難所",
 "LastAbyessFloor": "LastAbyessFloor",
 "Late at night, while everyone is asleep, a long howl echoes from outside the settlement.": "夜遅く、みんなが眠っている間に、長い遠吠えが定住地の外から聞こえる。",
 "Late at night, while everyone is asleep, a long howl echoes from outside the settlement. Awoooo!! Awoooo!! Awakened by the sound, you step outside to find {0}, {1}, and the other Lycan expediti": "夜遅く、みんなが眠っている間に、長い遠吠えが定住地の外から聞こえる。ウーウー!!ウーウー!!その音で目が覚めたあなたは外に出て、{0}、{1}、そして他のライカン遠征",
 "Late into the night when everyone is asleep, a long howling sound echoes from outside the settlement. Awooo!! Awooo!! ...": "夜が深い時刻、皆が眠っている中、居住地の外から長く吠える音が響き渡る。アウーッ!!アウーッ!!...",
 "Layout": "レイアウト",
 "Layout saved": "レイアウトを保存しました",
 "Layout variants": "レイアウトのバリエーション",
 "Leadership - desc": "リーダーシップ - 説明",
 "Leadership - flavor": "リーダーシップ - 風味",
 "Leadership - name": "リーダーシップ - 名前",
 "Leadership appears four times in the game data with the identical name. Each is now labelled by race - Leadership (Human / Lizardman / Elf / Lycan) - because the race is the only thing that differs: it decides which trait new expedition members learn.": "Leadershipはゲームデータに同じ名前で4回表示されます。各キャラクターは種族によってラベル付けされるようになりました - Leadership（Human / Lizardman / Elf / Lycan） - 種族のみが異なるため：新しい遠征メンバーが学ぶ特性を決定します。",
 "Learn Skill : \"{0}\"?": "スキルを学習しますか：\"{0}\"？",
 "Learn a Passive Skill": "パッシブスキルを習得する",
 "Learn an Active Skill": "アクティブスキルを習得する",
 "LearnSkill_Active/1_1 && LearnSkill_Passive/1_1": "LearnSkill_Active/1_1 && LearnSkill_Passive/1_1",
 "Leash range": "つながれる範囲",
 "Least x1.0, Ordinary x1.2, Plentiful x1.5": "最少1.0倍、普通1.2倍、豊富1.5倍",
 "Leather Processing 1": "革処理1",
 "Leather Processing 1 Complete": "皮革加工 1 完了",
 "Leather Processing 1 not completed": "皮革加工1が未完了",
 "Leave this character out of every team. It still shows in the units bar under \"All\".": "このキャラクターをどのチームにも入れない。ユニットバーの「全て」には引き続き表示される。",
 "Leaves remnant": "残骸を残す",
 "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro...": "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long ro...",
 "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long roads, they rarely let their collar fall out of place, and before ruins and mountains they had never seen, their eyes shone like a child's. Yet when things failed to go as prepared, they were often caught off guard.": "Leaving behind a comfortable estate, {0} took old maps and expensive gear and set out for unknown lands. Even on long roads, they rarely let their collar fall out of place, and before ruins and mountains they had never seen, their eyes shone like a child's. Yet when things failed to go as prepared, they were often caught off guard.",
 "Leaving the dungeon drops the stage debuff, but the trip still leaves a mark:": "ダンジョンを出ると段階デバフは消えるが、その遠征は痕跡を残す:",
 "Left off, your campaign keeps the difficulty it already has.": "未選択のままにすると、キャンペーンは現在の難易度を維持します。",
 "LeftAlt": "LeftAlt",
 "LeftCtrl": "LeftCtrl",
 "LeftShift": "LeftShift",
 "Legendaries": "レジェンダリー",
 "Legendary Relic Accessories": "レジェンダリーレリックアクセサリー",
 "Legendary Relic Accessories & the Elros Empire Bosses (spoiler)": "レジェンダリーレリックアクセサリーとエルロス帝国のボス（ネタバレ）",
 "Legendary inscription:": "レジェンダリー刻印：",
 "Legendary just 0.3%": "レジェンダリーはわずか0.3%",
 "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have hap...": "一日も経たないうちに、あなたはその疑わしいメンバーに対処するよう遠征隊員に命じた。なぜこのようなことが…",
 "Less than a day had passed before you ordered the expedition members to deal with the suspicious member. You did not know how something like this could have happened, but the members were relieved fo": "一日も経たないうちに、あなたはその疑わしいメンバーに対処するよう遠征隊員に命じた。なぜこのようなことが起きたのか、あなたは知らなかったが、隊員たちは安心した",
 "Lesser (Low-grade) Mana Stones": "下級（低品質）マナ石",
 "Lesser Mana Stone x24 + Cogwheel x1": "下級マナ石 x24 ＋ 歯車 x1",
 "Let melee hold aggro.": "近接にアグロを持たせよ。",
 "Let stress climb and the unit risks a": "ストレスが上がるとユニットは",
 "Level 1": "レベル1",
 "Level 2": "レベル2",
 "Level 3": "レベル3",
 "Level 4": "レベル4",
 "Level 5": "レベル5",
 "Level N": "レベル N",
 "Level Up Build Max Level": "レベルアップ ビルド最大レベル",
 "Level cap": "レベル上限",
 "Level limit for the trait pool that can attach to a Background": "背景に付与できる特性プールのレベル制限",
 "Level price": "レベル価格",
 "Level up, or remove a tree / an inscription to add one.": "レベルアップするか、ツリー / 刻印を削除して追加してください。",
 "Level {#}": "レベル {#}",
 "Level-up inscription choices are": "レベルアップ時の刻印の選択肢は",
 "Level-ups + growth": "レベルアップ + 成長",
 "LevelAbove_2_1": "LevelAbove_2_1",
 "LevelUpRequiredItem": "LevelUpRequiredItem",
 "LevelUp_": "LevelUp_",
 "Level_": "Level_",
 "Leveling & Experience": "レベルと経験値",
 "Leveling & Experience - Dungeon Settlers Wiki": "レベリングと経験値 - Dungeon Settlers Wiki",
 "Leveling & XP": "レベリング＆XP",
 "Leveling & XP guide": "レベリング・XP ガイド",
 "Leveling is manual: a": "レベリングは手動です。マナ石を消費する",
 "Leveling is not automatic. When a unit has enough experience you perform a": "レベリングは自動ではありません。ユニットに十分な経験値があるとき、",
 "Leveling wall": "レベリングの壁",
 "Leveling without stalling": "停滞しないレベリング",
 "Levels 1-4 use": "レベル1〜4は",
 "Levels 10-12 use": "レベル10〜12は",
 "Levels 4-7 use": "レベル4〜7は",
 "Levels 7-10 use": "レベル7〜10は",
 "Life Regen": "体力自動回復",
 "Life Steal and vampirism": "ライフスティールと吸血",
 "Lightning": "雷",
 "Limit": "Limit",
 "LimpingDuration": "LimpingDuration",
 "Line of sight (walls)": "視線（壁）",
 "Line of sight is the only hard, always-on limiter. A wall hides you at any range; open ground does not, even far away.": "視線こそが唯一の確固たる常時制限です。壁はどんな距離でもあなたを隠しますが、開けた地面ではたとえ遠くても隠せません。",
 "Lines the scarecrow speaks when hit or idling - several double as gameplay hints.": "かかしが攻撃を受けたときや待機中に話すセリフ。いくつかはゲームプレイのヒントも兼ねています。",
 "Link bars": "バーを連動",
 "Link this bar with the section bar: one pin moves both": "このバーをセクションバーと連動:片方をピン留めすると両方動く",
 "Linked creature": "リンクした生物",
 "Listed here only because players may notice Lycan text in the game. It is not a selectable or recruitable race; it has no units and effectively no name pool.": "プレイヤーがゲーム内でLycanのテキストに気づく可能性があるため、ここに掲載しています。選択も募集もできる種族ではなく、ユニットもなく実質的に名前プールもありません。",
 "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came": "流浪の民として生き、{0}は数え切れない試練に耐え、嵐の中でも砂漠の陽光の下でも歩みを止めなかった。旅の途中で",
 "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a t...": "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a t...",
 "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a true path, though": "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self forging and the hope of finding a true path, though",
 "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a t...": "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a t...",
 "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a true path, though": "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came self-forging and the hope of finding a true path, though",
 "Lizard Man 0": "リザードマン 0",
 "Lizard Man 1": "リザードマン 1",
 "Lizard Man 10": "リザードマン 10",
 "Lizard Man 11": "リザードマン 11",
 "Lizard Man 12": "リザードマン 12",
 "Lizard Man 13": "リザードマン 13",
 "Lizard Man 14": "リザードマン 14",
 "Lizard Man 15": "リザードマン 15",
 "Lizard Man 16": "リザードマン 16",
 "Lizard Man 17": "リザードマン 17",
 "Lizard Man 18": "リザードマン 18",
 "Lizard Man 2": "リザードマン 2",
 "Lizard Man 3": "リザードマン 3",
 "Lizard Man 4": "リザードマン 4",
 "Lizard Man 5": "リザードマン 5",
 "Lizard Man 6": "リザードマン 6",
 "Lizard Man 7": "リザードマン 7",
 "Lizard Man 8": "リザードマン 8",
 "Lizard Man 9": "リザードマン 9",
 "Lizard Man Preset": "リザードマン プリセット",
 "LizardMan": "LizardMan",
 "LizardManOnly": "LizardManOnly",
 "LizardMan_000": "LizardMan_000",
 "LizardMan_001": "LizardMan_001",
 "LizardMan_002": "LizardMan_002",
 "LizardMan_003": "LizardMan_003",
 "LizardMan_004": "LizardMan_004",
 "LizardMan_005": "LizardMan_005",
 "LizardMan_006": "LizardMan_006",
 "LizardMan_007": "LizardMan_007",
 "LizardMan_008": "LizardMan_008",
 "LizardMan_009": "LizardMan_009",
 "LizardMan_010": "LizardMan_010",
 "LizardMan_011": "LizardMan_011",
 "LizardMan_012": "LizardMan_012",
 "LizardMan_013": "LizardMan_013",
 "LizardMan_014": "LizardMan_014",
 "LizardMan_015": "LizardMan_015",
 "LizardMan_016": "LizardMan_016",
 "LizardMan_017": "LizardMan_017",
 "LizardMan_018": "LizardMan_018",
 "LizardMan_2": "LizardMan_2",
 "Lizardman diet": "リザードマンの食性",
 "Lizardmen": "リザードマン",
 "Log Bench": "丸太のベンチ",
 "Log Bench - Dungeon Settlers Wiki": "丸太ベンチ - Dungeon Settlers Wiki",
 "Log Benchside": "丸太のベンチ (側面)",
 "Log Benchside - Dungeon Settlers Wiki": "丸太ベンチ（側面） - Dungeon Settlers Wiki",
 "LoggingCapability": "LoggingCapability",
 "LogicalRefreshInterval": "LogicalRefreshInterval",
 "Long": "長",
 "Long ago... the Dungeon opened a portal in the land": "昔々...ダンジョンは地上にポータルを開きました",
 "Long ago… the Dungeon opened a portal in the land\nand began to drain the vitality of the world.": "昔々…ダンジョンが大陸にポータルを開き、世界の活力を吸収し始めた。",
 "Long02_Black": "Long02_Black",
 "Long02_Blonde": "Long02_Blonde",
 "Long02_Brown": "Long02_Brown",
 "Long02_Red": "Long02_Red",
 "Long03_Black": "Long03_Black",
 "Long03_Blonde": "Long03_Blonde",
 "Long04_Black": "Long04_Black",
 "Long04_Blonde": "Long04_Blonde",
 "Long04_Brown": "Long04_Brown",
 "Long04_Orange": "Long04_Orange",
 "Long04_Red": "Long04_Red",
 "Long04_White": "Long04_White",
 "Long_Black": "Long_Black",
 "Long_Blonde": "Long_Blonde",
 "Long_Brown": "Long_Brown",
 "Long_Orange": "Long_Orange",
 "Long_Red": "Long_Red",
 "Long_White": "Long_White",
 "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I...": "Look upon what the dead left behind in the end. Whatever hopes they once held, what remains where they were scattered? I...",
 "Looking for recruitable quest characters (Endorsi, free random settlers) and authored-but-gated future special recruits? See": "勧誘可能なクエストキャラクター（エンドルシ、無料のランダム入植者）や、実装済みだがゲートされた将来の特別勧誘キャラクターをお探しですか？ こちらを参照:",
 "Looks tired": "疲れているように見える",
 "Looks very dangerous": "非常に危険に見える",
 "Loot": "戦利品",
 "Loot Tables": "ルートテーブル",
 "Loot Tables - Dungeon Settlers Wiki": "ルートテーブル - Dungeon Settlers Wiki",
 "Loot pool": "戦利品プール",
 "Loot scales with management difficulty.": "戦利品は管理難易度に応じて変動します。",
 "Loot status": "戦利品の状態",
 "Lootable structure:": "略奪可能な構造：",
 "Lore": "ロア",
 "Lore (3)": "ロア（3）",
 "Low / Mid / High usually 1x / 2x / 3x; some stats non-linear": "低級/中級/高級で通常1倍/2倍/3倍。一部のステータスは非線形",
 "Low Durability on Equipped Item": "装備アイテムの耐久度低下",
 "Low Food Reserves": "食料備蓄の不足",
 "Low Head Health": "頭部体力低下",
 "Low Health": "体力低下",
 "Low ammo bubble": "弾薬不足の吹き出し",
 "Low mood also trips HUD alerts, and a squad whose": "気分が低いとHUD警告も作動し、",
 "Low on arrows and ammo": "矢と弾薬が不足",
 "LowAmmo": "LowAmmo",
 "LowAmmoCount": "LowAmmoCount",
 "LowEquipDurabilityPercent": "LowEquipDurabilityPercent",
 "LowFood": "LowFood",
 "LowHealthFirstAvoidMelee": "LowHealthFirstAvoidMelee",
 "Lowell ('Rowell')": "ローウェル（「Rowell」）",
 "Lowell (Rowell)": "ローウェル（Rowell）",
 "Luma Tree Fixed": "ルマツリー（固定）",
 "Luma Tree Random": "ルマツリー（ランダム）",
 "Luma Tree Remnant": "ルマツリーの残骸",
 "Luma Tree Remnant - Dungeon Settlers Wiki": "ルマツリーの残骸 - Dungeon Settlers Wiki",
 "Lumberjack": "木こり",
 "Luxurious Treasure Chest Remnant": "豪華宝箱の残骸",
 "Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "豪華宝箱の残骸 - Dungeon Settlers Wiki",
 "Lv": "Lv",
 "Lv 1": "Lv 1",
 "Lv 10": "Lv 10",
 "Lv 2": "Lv 2",
 "Lv 3": "Lv 3",
 "Lv 4": "Lv 4",
 "Lv 5": "Lv 5",
 "Lv 7": "Lv 7",
 "Lv1": "Lv1",
 "Lv2": "Lv2",
 "Lv3": "Lv3",
 "Lv4": "Lv4",
 "Lv5": "Lv5",
 "Lvl req": "レベル必要",
 "Lycan": "ライカン",
 "Lycan (groundwork only)": "ライカン（下地のみ）",
 "Lycan Female 0": "ライカン メス 0",
 "Lycan Female 1": "ライカン 女性 1",
 "Lycan Female 2": "ライカン 女性 2",
 "Lycan Female 3": "ライカン 女性 3",
 "Lycan Female 4": "ライカン 女性 4",
 "Lycan Female 5": "ライカン 女性 5",
 "Lycan Female 6": "ライカン 女性 6",
 "Lycan Female 7": "ライカン 女性 7",
 "Lycan Male 0": "ライカン オス 0",
 "Lycan Male 1": "ライカン オス 1",
 "Lycan Male 2": "ライカン オス 2",
 "Lycan Male 3": "ライカン オス 3",
 "Lycan Male 4": "ライカン オス 4",
 "Lycan Male 5": "ライカン オス 5",
 "Lycan Male 6": "ライカン オス 6",
 "Lycan Male 7": "ライカン 男性 7",
 "Lycan.": "ライカン。",
 "Lycan. Gain 未払いの退職金 at night. Gain the 未払いの退職金 penalty during the day.": "ライカン。夜間に未払いの退職金を得る。日中は未払いの退職金のペナルティを得る。",
 "LycanFemale": "LycanFemale",
 "LycanFemale_000": "LycanFemale_000",
 "LycanFemale_001": "LycanFemale_001",
 "LycanFemale_002": "LycanFemale_002",
 "LycanFemale_003": "LycanFemale_003",
 "LycanFemale_004": "LycanFemale_004",
 "LycanFemale_005": "LycanFemale_005",
 "LycanFemale_006": "LycanFemale_006",
 "LycanFemale_007": "LycanFemale_007",
 "LycanMale": "LycanMale",
 "LycanMale_000": "LycanMale_000",
 "LycanMale_001": "LycanMale_001",
 "LycanMale_002": "LycanMale_002",
 "LycanMale_003": "LycanMale_003",
 "LycanMale_004": "LycanMale_004",
 "LycanMale_005": "LycanMale_005",
 "LycanMale_006": "LycanMale_006",
 "LycanMale_007": "LycanMale_007",
 "M.Atk": "魔攻",
 "M.Atk 101": "魔法攻撃力 101",
 "M.Atk 23": "魔法攻撃力 23",
 "M.Atk 30": "魔法攻撃力 30",
 "M.Atk 36": "魔攻 36",
 "M.Atk 42": "魔法攻撃力 42",
 "M.Atk 45": "魔法攻撃力 45",
 "M.Atk 48": "魔法攻撃力 48",
 "M.Atk 53": "魔法攻撃力 53",
 "M.Atk 57": "魔攻 57",
 "M.Atk 60": "魔法攻撃力 60",
 "M.Atk 63": "魔法攻撃力 63",
 "M.Atk 68": "魔攻 68",
 "M.Atk 80": "魔法攻撃力 80",
 "M.Atk 86": "魔法攻撃力 86",
 "M.Atk 90": "魔法攻撃力 90",
 "MAIN-TREE AFFINITIES": "メインツリー適性",
 "MALE (1)": "男性 (1)",
 "MALE (101)": "男性 (101)",
 "MALE (11)": "男性 (11)",
 "MALE (66)": "男性 (66)",
 "MALE (67)": "男性 (67)",
 "MAP": "マップ",
 "MAX": "MAX",
 "MAtk": "魔攻",
 "MAtk, not the summon's halved value.": "魔法攻撃力を参照し、召喚側の半減値は使いません。",
 "MB is far bigger than any Dungeon Settlers save.": "MB はどのDungeon Settlersのセーブよりもはるかに大きいです。",
 "MISMATCH": "不一致",
 "Machine-readable data": "機械可読データ",
 "Mag Res": "魔法耐性",
 "MagAtk": "魔法攻撃",
 "MagRes": "魔法耐性",
 "Mage (+INT, +WIL)": "魔法使い (+INT, +WIL)",
 "Mage (+wisdom, ++virtue)": "魔法使い(+知恵、++徳)",
 "Magic": "魔法",
 "Magic - Fire": "魔法 - 火",
 "Magic - Nature support": "魔法 - 自然サポート",
 "Magic - Water": "魔法 - 水",
 "Magic Atk": "魔法攻撃",
 "Magic Attack": "魔法攻撃力",
 "Magic Attack Power added": "追加された魔法攻撃力",
 "Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.": "魔力飽和（任意のキャンペーン設定）は100日目までに最大+100%を加算します。ティア倍率と加算的に働くと想定していますが、ゲーム内では未検証です。",
 "Magic Saturation is ON: monsters get progressively stronger the longer the fight runs, on top of the multipliers above. The exact ramp is not decoded, so it is flagged but not folded into the numbers below.": "魔力飽和がオン：戦闘が長引くほどモンスターは上記の倍率に加えて徐々に強くなります。正確な上昇曲線は未解読のため、表示のみで下の数値には反映していません。",
 "Magic Scrap Pile1": "魔法スクラップの山1",
 "Magic Scrap Pile1 Remnant": "魔法スクラップの山1の残骸",
 "Magic Scrap Pile1 Remnant - Dungeon Settlers Wiki": "魔法スクラップの山1の残骸 - Dungeon Settlers Wiki",
 "Magic Scrap Pile2": "魔法スクラップの山2",
 "Magic Scrap Pile2 Remnant": "魔法スクラップの山2の残骸",
 "Magic Scrap Pile2 Remnant - Dungeon Settlers Wiki": "魔法スクラップの山2の残骸 - Dungeon Settlers Wiki",
 "Magic Scrap Pile3": "魔法スクラップの山3",
 "Magic Scrap Pile3 Remnant": "魔法スクラップの山3の残骸",
 "Magic Scrap Pile3 Remnant - Dungeon Settlers Wiki": "魔法スクラップの山3の残骸 - Dungeon Settlers Wiki",
 "Magic attack": "魔法攻撃力",
 "Magic attack power": "魔法攻撃力",
 "Magic damage stat source": "魔法ダメージステータスの出所",
 "Magic res": "魔法耐性",
 "Magic resistance": "魔法耐性",
 "Magic scrap": "魔法スクラップ",
 "Magic scrap piles": "魔法の廃材の山",
 "Magic spells": "魔法呪文",
 "Magic stats from": "魔法ステータスの出所",
 "Magic, ignores defense": "魔法、防御を無視",
 "Magic, ignores defense & shields": "魔法、防御と盾を無視",
 "Magic, ignores shields": "魔法、シールドを無視",
 "MagicAttackPower": "MagicAttackPower",
 "MagicResistance_": "MagicResistance_",
 "MagicWorkshop": "MagicWorkshop",
 "Main": "メイン",
 "Main 1": "メイン1",
 "Main 1 - Dungeon Settlers Wiki": "メイン 1 - Dungeon Settlers Wiki",
 "Main 1 icon": "メイン 1 アイコン",
 "Main 2": "メイン2",
 "Main 2 - Dungeon Settlers Wiki": "メイン 2 - Dungeon Settlers Wiki",
 "Main 2 icon": "メイン 2 アイコン",
 "Main 4": "メイン4",
 "Main 4 - Dungeon Settlers Wiki": "メイン 4 - Dungeon Settlers Wiki",
 "Main 4 icon": "メイン 4 アイコン",
 "Main 5": "メイン5",
 "Main 5 - Dungeon Settlers Wiki": "メイン 5 - Dungeon Settlers Wiki",
 "Main 5 icon": "メイン 5 アイコン",
 "Main 6": "メイン6",
 "Main 6 - Dungeon Settlers Wiki": "メイン 6 - Dungeon Settlers Wiki",
 "Main 6 icon": "メイン 6 アイコン",
 "Main 7": "メイン7",
 "Main 7 - Dungeon Settlers Wiki": "メイン 7 - Dungeon Settlers Wiki",
 "Main 7 icon": "メイン 7 アイコン",
 "Main 8": "メイン8",
 "Main 8 - Dungeon Settlers Wiki": "メイン 8 - Dungeon Settlers Wiki",
 "Main 8 icon": "メイン 8 アイコン",
 "Main Quest 7": "メインクエスト7",
 "Main Quest 7 - Defeat Red Monster Rat": "メインクエスト7 - 赤いモンスターネズミを倒す",
 "Main Quest 8": "メインクエスト8",
 "Main Quest 8 - Defeat Red Cave Rat": "メインクエスト8 - レッドケーブラットを倒す",
 "Main SP": "メインSP",
 "Main SP left": "残りメインSP",
 "Main chain": "メインチェーン",
 "Main chain order:": "メインチェーンの順序:",
 "Main dungeon max floor - for checking the 'Yearning to Explore (Into the Depths)' event": "メインダンジョンの最大階 - 「探索への渇望（深部へ）」イベントの確認用",
 "Main finale": "メイン最終段階",
 "Main quest vs region clear": "メインクエストと地域クリア",
 "Main quests": "メインクエスト",
 "Main skill trees": "メインスキルツリー",
 "Main story": "メインストーリー",
 "Main story (Crawling Doom).": "メインストーリー（這い寄る破滅）。",
 "Main story chain, completed in order.": "メインストーリーのチェーン。順番にクリアします。",
 "Main story spine": "メインストーリーの背骨",
 "Main trees": "メインツリー",
 "Main, tutorial and NPC quest chains": "メイン、チュートリアル、NPCのクエストチェーン",
 "Main-quest finale": "メインクエストのフィナーレ",
 "Main/tutorial/NPC quest chains with objectives and rewards.": "目標と報酬付きのメイン/チュートリアル/NPCクエストチェーン。",
 "Main0": "Main0",
 "Main1": "Main1",
 "Main100": "Main100",
 "Main101": "Main101",
 "Main2": "Main2",
 "Main3": "Main3",
 "Main4": "Main4",
 "Main5": "Main5",
 "Main6": "Main6",
 "Main6 -> Main8 -> Main7": "Main6 → Main8 → Main7",
 "Main7": "Main7",
 "Main8": "Main8",
 "Main8 (2 units Lv2+) fires before Main7 (the boss kill)": "Main8（レベル2以上のユニット2体）がMain7（ボス討伐）より先に発火します",
 "Main:": "メイン:",
 "MainSkillPointIncrease": "MainSkillPointIncrease",
 "Maintain Order Active": "秩序維持 (アクティブ)",
 "Maintain Order Active - Dungeon Settlers Wiki": "秩序維持発動 - Dungeon Settlers Wiki",
 "Maintain Order Active icon": "秩序維持発動 アイコン",
 "Maintain an Average Mood of 5 or Higher for 12 Hours": "平均気分5以上を12時間維持する",
 "Major Stats": "主要ステータス",
 "Major stat": "主要ステータス",
 "Major stats": "主要ステータス",
 "Major stats then feed": "主要ステータスはさらに",
 "MajorStatIncreaseFactorForLevelUpByOfferingType": "MajorStatIncreaseFactorForLevelUpByOfferingType",
 "MajorStatIncrease_": "MajorStatIncrease_",
 "MajorStatToFinalStatFactor_": "MajorStatToFinalStatFactor_",
 "Make a copy of your Saves folder somewhere safe. This tool never touches your files, but a backup costs nothing.": "Savesフォルダのコピーを安全な場所に作成してください。このツールがファイルに触れることはありませんが、バックアップに損はありません。",
 "Make a first, short dungeon run": "最初の短いダンジョン探索を行う",
 "Make a new team and switch to it. Characters are added to it from the row below, or from the Team row on the Character tab.": "新しいチームを作成して切り替えます。キャラクターは下の行、またはキャラクタータブのチーム行から追加できます。",
 "Make a new team, switch to it, and put this character in it.": "新しいチームを作成して切り替え、このキャラクターをそこに入れる。",
 "Male": "男",
 "Male Gloth 3": "オスのグロス3",
 "Male Gloth 3 + Female Gloth 1": "オスのグロス 3 + メスのグロス 1",
 "Male Gloth Random": "オスのグロス（ランダム）",
 "Male Glowt 3 + Female Glowt 2 + Mudslowgel 1 = 40.5": "オス Glowt 3 + メス Glowt 2 + Mudslowgel 1 = 40.5",
 "Male Glowt 3 + Mudslowgel 2 = 27.5": "オスグロウト 3 + マッドスロウゲル 2 = 27.5",
 "Male Glowt 4 + Female Glowt 2 = 42": "オス Glowt 4 + メス Glowt 2 = 42",
 "Male Glowt 4 = 26": "オスグロウト 4 = 26",
 "Male faces only - no female art for": "男性の顔のみ - 次の女性アートはありません:",
 "MaleGloth": "MaleGloth",
 "Male_Aggressive": "Male_Aggressive",
 "Male_Barbaric": "Male_Barbaric",
 "Male_Cautious": "Male_Cautious",
 "Male_Cool": "Male_Cool",
 "Male_Kind": "Male_Kind",
 "Male_Vile": "Male_Vile",
 "Male_leisurely": "Male_leisurely",
 "Mana Oversaturation GAMESYSTEM_Environment_{affecterName}": "マナの過飽和 GAMESYSTEM_Environment_{affecterName}",
 "Mana Stone": "マナ石",
 "Mana Stone Burrow GAMESYSTEM_Environment_{affecterName}": "マナ石の巣穴 GAMESYSTEM_Environment_{affecterName}",
 "Mana device investigation done, here's your reward": "魔道装置の調査が完了しました。報酬です",
 "Mana stones spent to reach it": "到達に費やすマナストーン",
 "Mana-stone base quantity per prayer": "祈りごとのマナ石基本数量",
 "Mana-stone grade by level": "レベル別マナ石の品質",
 "ManaOversaturation": "ManaOversaturation",
 "ManaStoneBurrow": "ManaStoneBurrow",
 "ManaStoneReduceHour": "ManaStoneReduceHour",
 "Manage skills via the 'Skill' tab in the entity summary panel. Units have main and sub skill points, which can be used to learn skills</co": "エンティティサマリーパネルの「スキル」タブでスキルを管理します。ユニットは、スキルを習得するために使用できるメインスキルポイントとサブスキルポイントを持っています</co",
 "Management Construction Material Amount Factor By Difficulty": "管理 建設 素材 量 係数 難易度別",
 "Management Crafting Ingredient Amount Factor By Difficulty": "管理 制作 素材 量 係数 難易度別",
 "Management Difficulty: {2}": "管理難易度：{2}",
 "Management Drop Rate Factor By Difficulty": "管理 ドロップレート 係数 難易度別",
 "Management conditions are extremely harsh.": "管理条件が極めて厳しい。",
 "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long term planning and loss control.": "マネジメント条件は非常に厳しく、資源と時間は限られており、正確な長期的計画と損失コントロールが必要です。",
 "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long-term planning and loss control.": "マネジメント条件は非常に厳しく、資源と時間は限られており、正確な長期的計画と損失コントロールが必要です。",
 "Management difficulty": "管理難易度",
 "Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the": "管理難易度は戦闘には一切影響しない。制作、建設、研究にかかるコスト（および入植者の要求の厳しさ）をスケールする。このwikiの他の場所に記載されている素材と作業量の数値は",
 "Management difficulty: Devastation. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: 壊滅。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Devastation. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: 壊滅。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Easy. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: 簡単。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Easy. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: 簡単。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: ハード。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: ハード。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Normal. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: 通常。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Normal. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: 通常。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Very Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難易度: ベリーハード。ダンジョン滞在ステージ別の気分ペナルティ値。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Very Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難易度: ベリーハード。ユニットレベル別の待遇期待に対する気分値。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management_": "Management_",
 "Mandatory": "必須",
 "Mandatory root": "必須ルート",
 "Mandrake Fixed": "マンドレイク 固定",
 "Mandrake Remnant": "マンドレイクの残骸",
 "Mandrake Remnant - Dungeon Settlers Wiki": "マンドレイクの残骸 - Dungeon Settlers Wiki",
 "Manhattan r3": "マンハッタン r3",
 "Manhattan, radius 1": "マンハッタン、半径1",
 "Manhattan, radius 2": "マンハッタン距離、半径2",
 "Manhattan, radius 3": "マンハッタン、半径3",
 "Manhattan, radius 5": "マンハッタン、半径5",
 "Manifest: build/version info plus per-table row counts and schema notes.": "マニフェスト：ビルド/バージョン情報、テーブルごとの行数、スキーマ注記。",
 "Many parts of...": "ゲームの多くの部分は...",
 "Map": "マップ",
 "Map grids, settlement, and the current dungeon layout (rooms, floor, phase)": "マップグリッド、集落、現在のダンジョンレイアウト（部屋、フロア、フェーズ）",
 "Map spawns": "マップ出現",
 "MapExpForEachLevel": "MapExpForEachLevel",
 "MapSizeMax": "MapSizeMax",
 "Marked": "マーク済み",
 "Masterpiece": "マスターピース",
 "MasterpieceResult": "MasterpieceResult",
 "Mature": "成熟",
 "Mawmurk Random": "マウマーク（ランダム）",
 "Max HP": "最大HP",
 "Max HP bonus": "最大HPボーナス",
 "Max Level": "最大レベル",
 "Max durability": "最大耐久度",
 "Max health": "最大体力",
 "Max possible (": "最大可能値（",
 "Max range": "最大射程",
 "Max stack": "最大スタック",
 "Max stacks": "最大スタック",
 "MaxCapacity": "MaxCapacity",
 "MaxConversationPerRefresh": "MaxConversationPerRefresh",
 "MaxEnergy": "MaxEnergy",
 "MaxExpPerLevel": "MaxExpPerLevel",
 "MaxFloor": "MaxFloor",
 "MaxFuelAmount": "MaxFuelAmount",
 "MaxHealth_": "MaxHealth_",
 "MaxHunger": "MaxHunger",
 "MaxLevel": "MaxLevel",
 "MaxMood": "MaxMood",
 "MaxMorale": "MaxMorale",
 "MaxRecreation": "MaxRecreation",
 "MaxStress": "MaxStress",
 "MaxWeight": "MaxWeight",
 "MaxZoomSpeedFactor": "MaxZoomSpeedFactor",
 "Maximum": "最大値",
 "Maximum (cap)": "最大（上限）",
 "Maximum distance at which a player's unit is judged able to move": "プレイヤーのユニットが移動可能と判定される最大距離",
 "Maximum distance at which a player's unit is judged able to move during combat": "戦闘中にプレイヤーのユニットが移動可能と判定される最大距離",
 "Maximum distance at which an enemy unit is judged able to move in various situations such as attacking": "攻撃などのさまざまな状況で敵ユニットが移動可能と判定される最大距離",
 "Maximum number of jobs that can be worked at one Workstation. Temporarily capped at 6 for Alpha 1. Remove the limiter once scroll-related work is finished.": "1つの作業台で作業できる仕事の最大数。Alpha 1では暫定的に6に制限。スクロール関連の作業が終わったら制限を解除する。",
 "Maximum quantity of fuel items a building can hold": "建物が保持できる燃料アイテムの最大数量",
 "Meal classes": "食事の分類",
 "Meal classes and racial diets": "食事の分類と種族ごとの食性",
 "Meat Bug investigation done, here's your reward": "肉虫の調査完了、報酬はこちら",
 "Meat Grub": "ミートグラブ",
 "Meat Grub 1": "肉グラブ1",
 "Meat Grub 2": "肉グラブ2",
 "Meat Grub1 Remnant": "ミートグラブ1の残骸",
 "Meat Grub1 Remnant - Dungeon Settlers Wiki": "ミートグラブ1の残骸 - Dungeon Settlers Wiki",
 "Meat Grub2": "肉グラブ2",
 "Meat Grub2 Remnant": "ミートグラブ2の残骸",
 "Meat Grub2 Remnant - Dungeon Settlers Wiki": "ミートグラブ2の残骸 - Dungeon Settlers Wiki",
 "Meat-Eating Rage (Debuff, prints once)": "肉食の怒り（デバフ、1回表示）",
 "MeatGrub": "MeatGrub",
 "Mechanics": "メカニクス",
 "Mechanics - Dungeon Settlers Wiki": "メカニクス - Dungeon Settlers Wiki",
 "MedicineCapability": "MedicineCapability",
 "Medium": "中",
 "Medium Blue Crystal Random": "中型の青い結晶（ランダム）",
 "Medium Blue Crystal Remnant": "中型の青い結晶の残骸",
 "Medium Blue Crystal Remnant - Dungeon Settlers Wiki": "中くらいの青い結晶の残骸 - Dungeon Settlers Wiki",
 "Medium Copper Node Random": "中型銅鉱脈（ランダム）",
 "Medium Copper Node Remnant": "中型の銅鉱脈の残骸",
 "Medium Copper Node Remnant - Dungeon Settlers Wiki": "中型銅鉱脈の残骸 - Dungeon Settlers Wiki",
 "Medium Dirt Rock Fixed": "中くらいの土岩（固定）",
 "Medium Dirt Rock Random": "中くらいの土岩（ランダム）",
 "Medium Dirt Rock Remnant": "中型の土岩の残骸",
 "Medium Dirt Rock Remnant - Dungeon Settlers Wiki": "中くらいの土岩の残骸 - Dungeon Settlers Wiki",
 "Medium Green Crystal Random": "中型の緑の結晶（ランダム）",
 "Medium Green Crystal Remnant": "中型の緑の結晶の残骸",
 "Medium Green Crystal Remnant - Dungeon Settlers Wiki": "中くらいの緑の結晶の残骸 - Dungeon Settlers Wiki",
 "Medium Red Crystal Random": "中型の赤い結晶（ランダム）",
 "Medium Red Crystal Remnant": "中型の赤い結晶の残骸",
 "Medium Red Crystal Remnant - Dungeon Settlers Wiki": "中くらいの赤い結晶の残骸 - Dungeon Settlers Wiki",
 "Medium Silver Vein Random": "中程度の銀鉱脈（ランダム）",
 "Medium Silver Vein Remnant": "中程度の銀鉱脈の残骸",
 "Medium Silver Vein Remnant - Dungeon Settlers Wiki": "中程度の銀鉱脈の残骸 - Dungeon Settlers Wiki",
 "Medium Slime Random": "中型スライム（ランダム）",
 "Medium Spore Slime Random": "中型胞子スライム（ランダム）",
 "Medium-Sized Normal Battle Room": "中型 通常戦闘部屋",
 "Medium-Sized Normal Battle Room - Dungeon Settlers Wiki": "中型ノーマル戦闘部屋 - Dungeon Settlers Wiki",
 "Medium-Sized Normal Battle Room map": "中型の通常戦闘部屋マップ",
 "Medium-Sized Normal Battle Room マップ": "中型通常戦闘部屋 マップ",
 "Melee": "近接",
 "Melee generates ~30% more threat than ranged, so a front-line body keeps monsters off your squishier ranged and casters.": "近接は遠隔より約30%多く脅威を生み出すため、前衛の一体が打たれ弱い遠隔や術者からモンスターを遠ざけます。",
 "Melee skill-spammer": "近接スキル連発型",
 "MeleeHitChance": "MeleeHitChance",
 "Mend worn gear at a": "摩耗した装備を修理するには、集落にある",
 "Mental Break": "精神崩壊",
 "Mental breakdown": "精神崩壊",
 "Mental breakdown in {#} - survives it": "{#}で精神崩壊 - 生き延びます",
 "MentalBreak": "MentalBreak",
 "MentalBreakAfterEffectDuration": "MentalBreakAfterEffectDuration",
 "MentalBreakDuration": "MentalBreakDuration",
 "MentalBreakStressInitializer": "MentalBreakStressInitializer",
 "Menu": "メニュー",
 "Merchant": "商人",
 "Merchant Room": "商人の部屋",
 "Merchant trade pools: items, chances, amounts, discounts.": "商人の取引プール：アイテム、確率、数量、割引。",
 "MerchantRoom": "MerchantRoom",
 "Merchants": "商人",
 "Merchants - Dungeon Settlers Wiki": "商人 - Dungeon Settlers Wiki",
 "Merchants bring more than g...": "商人がもたらすのは品物だけでは……",
 "Metal Processing 1": "金属処理1",
 "Metal Processing 1 Complete": "金属加工 1 完了",
 "Metal Scarab Random": "金属スカラベ（ランダム）",
 "MetalScarab": "MetalScarab",
 "Method": "手法",
 "Mgmt difficulty": "管理難易度",
 "MiddleSlime": "MiddleSlime",
 "Min": "最小",
 "Min Size": "最小サイズ",
 "Min size": "最小サイズ",
 "MinPerHour": "MinPerHour",
 "MinZoomSpeedFactor": "MinZoomSpeedFactor",
 "Mind the": "次の点に注意：",
 "Mini Slime": "ミニスライム",
 "Minimum interior floor area, in tiles inside the walls": "最小の内部床面積（壁の内側のタイル数）",
 "Minimum layout meeting every requirement. Click to enlarge": "全要件を満たす最小レイアウト。クリックで拡大",
 "Minimum layout meeting every requirement: {#}. Click to enlarge": "全要件を満たす最小レイアウト：{#}。クリックで拡大",
 "MiningCapability": "MiningCapability",
 "Miscellaneous": "その他",
 "Missing \"": "「",
 "Missing HP %": "減少HP %",
 "Missing-HP scaling": "欠損HPスケーリング",
 "Missing-HP scaling calculator": "減少HPスケーリング計算機",
 "Missing-HP scaling effects": "欠損HPスケーリング効果",
 "Mobility & Vision": "機動力と視界",
 "Modest Treasure Chest Remnant": "質素な宝箱の残骸",
 "Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "質素な宝箱の残骸 - Dungeon Settlers Wiki",
 "Modified (1)": "変更 (1)",
 "Modified (2)": "変更済み (2)",
 "Modified (3)": "変更 (3)",
 "Modified (42)": "変更 (42)",
 "Modified ({#})": "変更後 ({#})",
 "Modified by effects": "効果により変動",
 "Modified by equipment": "装備によって変化",
 "Modified by skills": "スキルにより変化",
 "Modifier Keys": "修飾キー",
 "ModifierPerCurrentAndRequiredCraftingGap": "ModifierPerCurrentAndRequiredCraftingGap",
 "Modifiers": "補正",
 "Monster": "モンスター",
 "Monster Attacks Damage Ranking": "モンスター攻撃ダメージランキング",
 "Monster Detection & Aggro": "モンスターの探知とアグロ",
 "Monster Detection & Aggro - Dungeon Settlers Wiki": "モンスターの探知とアグロ - Dungeon Settlers Wiki",
 "Monster Difficulty Devastation": "モンスター難易度 壊滅",
 "Monster Difficulty Devastation - Dungeon Settlers Wiki": "モンスター難易度 壊滅 - Dungeon Settlers Wiki",
 "Monster Difficulty Devastation icon": "モンスター難易度 壊滅 アイコン",
 "Monster Difficulty Easy": "モンスター難易度 簡単",
 "Monster Difficulty Easy - Dungeon Settlers Wiki": "モンスター難易度 簡単 - Dungeon Settlers Wiki",
 "Monster Difficulty Easy icon": "モンスター難易度 簡単 アイコン",
 "Monster Difficulty Normal": "モンスター難易度 通常",
 "Monster Difficulty Normal - Dungeon Settlers Wiki": "モンスター難易度 通常 - Dungeon Settlers Wiki",
 "Monster Difficulty Normal icon": "モンスター難易度 通常 アイコン",
 "Monster Difficulty Very Hard": "モンスター難易度 ベリーハード",
 "Monster Difficulty Very Hard - Dungeon Settlers Wiki": "モンスター難易度 非常に難しい - Dungeon Settlers Wiki",
 "Monster Difficulty Very Hard icon": "モンスター難易度 非常に難しい アイコン",
 "Monster HP": "モンスターHP",
 "Monster Pool": "モンスタープール",
 "Monster Voice Kits": "モンスターボイスキット",
 "Monster abilities": "モンスターの能力",
 "Monster animations": "モンスターアニメーション",
 "Monster attack": "モンスター攻撃",
 "Monster attacks": "モンスターの攻撃",
 "Monster drops": "モンスターのドロップ",
 "Monster grades above Normal. Elites drop better loot; Bosses give a guaranteed mana stone plus special drops. Some inscriptions (e.g. Challenge) specifically boost damage to Elite and Boss enemies.": "通常より上のモンスター等級です。精鋭はより良い戦利品を落とし、ボスは確定のマナストーンに加えて特別なドロップを与えます。一部の刻印（例：挑戦）は精鋭とボスの敵へのダメージを特に強化します。",
 "Monster has Night Vision": "モンスターが夜間視界を持つ",
 "Monster modifiers": "モンスター補正",
 "Monster respawn interval": "モンスターのリスポーン間隔",
 "Monster skills": "モンスタースキル",
 "Monster skills (1)": "モンスタースキル (1)",
 "Monster skills (2)": "モンスタースキル (2)",
 "Monster skills (7)": "モンスタースキル (7)",
 "Monster skills:": "モンスタースキル：",
 "Monster spawn groups: pool, counts, region/room bindings.": "モンスター出現グループ：プール、数、地域/部屋の紐付け。",
 "Monster stat": "モンスターステータス",
 "Monster thorns (Spike / Crystal Turtle)": "モンスターの茨（トゲガメ / クリスタルタートル）",
 "Monster thorns / carapace (50%)": "モンスターの茨 / 甲羅（50%）",
 "Monster thorns.": "モンスターの茨。",
 "Monster trait": "モンスター特性",
 "Monster vision range (tiles)": "モンスターの視界範囲（マス）",
 "Monster's Vision Range": "モンスターの視界範囲",
 "MonsterRat": "MonsterRat",
 "MonsterSkill": "MonsterSkill",
 "Monsters": "モンスター",
 "Monsters & NPCs": "モンスターとNPC",
 "Monsters & units": "モンスターとユニット",
 "Monsters - Dungeon Settlers Wiki": "モンスター - Dungeon Settlers Wiki",
 "Monsters of the Beast Faction have {0}% more health and receive {1}% more experience.": "獣族のモンスターは{0}%多くのヘルスを持ち、{1}%多くの経験値を獲得します。",
 "Monsters only": "モンスターのみ",
 "Monsters respawn faster on higher combat difficulty (every 1200 min on Easy, 900 on Normal, 600 from Hard up), so floors refill quicker. And when": "戦闘難易度が高いほどモンスターのリスポーンが速くなり（簡単は1200分ごと、通常は900分、ハード以上は600分）、階の再充填が速まる。そして",
 "Monsters strengthen over time (AFFECTER_MagicSaturation). Ramp not decoded - flagged only, no numbers folded in.": "モンスターは時間とともに強化されます（AFFECTER_MagicSaturation）。上昇曲線は未解読で、表示のみで数値には反映していません。",
 "Monsters, NPCs and player units with stats, skills and drops": "モンスター、NPC、プレイヤーユニットのステータス、スキル、ドロップ",
 "Monsters, spawns and loot": "モンスター・スポーン・戦利品",
 "Mood": "気分",
 "Mood & Stress": "気分とストレス",
 "Mood & Stress page": "気分とストレスのページ",
 "Mood +": "気分 +",
 "Mood +2 on dungeon floor 3 or deeper (Pioneering Spirit effect)": "ダンジョン3階以深でムード+2（開拓精神の効果）",
 "Mood +2 while on dungeon floor {#} or deeper.": "ダンジョン{#}階以深でムード+2。",
 "Mood +2 while on dungeon floor {0} or deeper.": "ダンジョン{0}階以深でムード+2。",
 "Mood +2 within 5 tiles; lingers 60 seconds.": "5マス以内で気分+2。60秒間持続。",
 "Mood +4 and Energy Regeneration +0.03 within 5 tiles; lingers 60 seconds. (A stale dev note says +8; the engine applies +4.)": "5マス以内で気分+4、エネルギー回復+0.03。60秒間持続。（古い開発メモには+8とありますが、エンジンは+4を適用します。）",
 "Mood -": "気分 -",
 "Mood -2": "気分 -2",
 "Mood -2, Max Stamina -20%": "気分 -2、最大スタミナ -20%",
 "Mood -20": "ムード -20",
 "Mood -3": "気分-3",
 "Mood Simulator": "気分シミュレーター",
 "Mood Simulator - Dungeon Settlers Wiki": "気分シミュレーター - Dungeon Settlers Wiki",
 "Mood Value Decrease": "気分値の低下",
 "Mood and Stress": "気分とストレス",
 "Mood bonuses": "気分ボーナス",
 "Mood bonuses (+)": "気分ボーナス（+）",
 "Mood controls stress": "気分がストレスを制御します",
 "Mood equipment": "気分装備",
 "Mood is a per-settler value equal to the": "気分は入植者ごとの値で、",
 "Mood is the lever on Stress.": "気分はストレスを左右するレバーです。",
 "Mood items": "気分アイテム",
 "Mood penalties": "気分ペナルティ",
 "Mood penalties (-)": "気分ペナルティ（-）",
 "Mood penalty": "気分ペナルティ",
 "Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.": "ユニットが遠征に長く留まるほど適用される気分ペナルティで、段階的に4段階で強まります。",
 "Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "管理難易度によるムードペナルティ: -1 (簡単), -3 (通常), -4 (難しい), -5 (非常に難しい), -6 (壊滅的)。",
 "Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "管理難易度によるムードペナルティ: -10 (簡単), -12 (通常), -22 (難しい), -23 (非常に難しい), -24 (壊滅的)。",
 "Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "管理難易度によるムードペナルティ: -4 (簡単), -6 (通常), -10 (難しい), -11 (非常に難しい), -12 (壊滅的)。",
 "Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "管理難易度によるムードペナルティ: -7 (簡単), -9 (通常), -16 (難しい), -17 (非常に難しい), -18 (壊滅的)。",
 "Mood scale": "気分の目盛り",
 "Mood status": "気分ステータス",
 "Mood system: reflects the unit's current feelings": "気分システム：ユニットの現在の感情を反映",
 "Mood when eaten": "食べたときの気分",
 "Mood, before food, sleep or traits are counted.": "食事・睡眠・特性が計算される前の気分。",
 "MoodApplyCondition": "MoodApplyCondition",
 "MoodMax": "MoodMax",
 "MoodToStressFactor": "MoodToStressFactor",
 "MoodUnder-3": "MoodUnder-3",
 "Mood_": "Mood_",
 "Morale crisis": "士気の危機",
 "Morale increases, raising": "士気が上がり、上昇します",
 "More Topics": "その他のトピック",
 "More about save files": "セーブファイルについて詳しく",
 "More info": "詳細情報",
 "More information": "詳細情報",
 "More seasoned personnel will be needed for future expediti...": "今後の遠征にはより熟練した人材が必要にな……",
 "Most enemies see 8 tiles; a few scouts more, some sluggish monsters less. Night shortens everyone's sight unless they have Night Vision.": "ほとんどの敵は8マス見えます。一部の斥候はそれ以上、鈍重なモンスターはそれ以下です。夜間視界を持たない限り、夜はすべての視界が短くなります。",
 "Move 1.2": "移動 1.2",
 "Move 1.3": "移動 1.3",
 "Move 2": "移動 2",
 "Move 2.1": "移動 2.1",
 "Move 2.2": "移動 2.2",
 "Move 2.3": "移動 2.3",
 "Move 3": "移動 3",
 "Move Near the Marker": "マーカーの近くへ移動",
 "Move Start": "移動開始",
 "Move column down": "列を下へ移動",
 "Move column up": "列を上へ移動",
 "Move speed (100 = normal)": "移動速度（100 = 通常）",
 "Move to the Dungeon": "ダンジョンへ移動する",
 "Move to the Settlement": "入植地へ移動",
 "Move ×1, Pull ×1, Smash ×1, Step ×1": "移動×1、引き寄せ×1、叩きつけ×1、踏み込み×1",
 "MoveCameraAlert": "MoveCameraAlert",
 "MoveCamera_Down": "MoveCamera_Down",
 "MoveCamera_Left": "MoveCamera_Left",
 "MoveCamera_Right": "MoveCamera_Right",
 "MoveCamera_Up": "MoveCamera_Up",
 "MoveRule_": "MoveRule_",
 "MoveSpd": "移動速度",
 "Move_": "Move_",
 "Movement speed": "移動速度",
 "Movement speed (100 = normal walker)": "移動速度（100 = 通常の歩行者）",
 "MovementSpeed": "MovementSpeed",
 "Moves": "移動",
 "Mucus Spray": "粘液噴射",
 "Mucus Sprayer summon": "粘液噴霧草の召喚",
 "Mud Medium Slime Random": "泥中型スライム（ランダム）",
 "Mud Slime 1 + Thrower 3": "中型泥スライム1 + 投擲者3",
 "Mud Slogel Random": "泥スロゲル（ランダム）",
 "Mud Small Slime Random": "泥小スライム（ランダム）",
 "Multi-target basic attacks give each enemy its own hit, so the counter advances once per enemy struck. Derived from the data shape, not bench tested.": "複数対象の通常攻撃は敵ごとに個別のヒットを発生させるため、カウンターは命中させた敵1体につき1回進みます。データ構造から推測したもので、実機検証はしていません。",
 "MultipleAny": "MultipleAny",
 "MultipleAnyExceptMe": "MultipleAnyExceptMe",
 "MultipleHostile": "MultipleHostile",
 "Mushroom Random": "キノコ（ランダム）",
 "Mushroom Remnant": "キノコの残骸",
 "Mushroom Remnant - Dungeon Settlers Wiki": "キノコの残骸 - Dungeon Settlers Wiki",
 "Music & Sound": "音楽とサウンド",
 "Music and Sound": "音楽とサウンド",
 "Music and Sound - Dungeon Settlers Wiki": "音楽とサウンド - Dungeon Settlers Wiki",
 "My roster unit": "自分の編成ユニット",
 "My unit": "自分のユニット",
 "My, aren't you fussy.": "まあ、気難しいですね。",
 "Mystic Study Props": "神秘的な書斎の小道具",
 "Mystic Study Props - Dungeon Settlers Wiki": "神秘の書斎用品 - Dungeon Settlers Wiki",
 "N hidden": "N件非表示",
 "N skills": "N スキル",
 "NET MOOD": "正味の気分",
 "NPC": "NPC",
 "NPC 0": "NPC 0",
 "NPC 1": "NPC 1",
 "NPC 14": "NPC 14",
 "NPC 21": "NPC 21",
 "NPC 23": "NPC 23",
 "NPC 24": "NPC 24",
 "NPC 25": "NPC 25",
 "NPC 26": "NPC 26",
 "NPC 27": "NPC 27",
 "NPC 28": "NPC 28",
 "NPC 5": "NPC 5",
 "NPC 6": "NPC 6",
 "NPC Events": "NPC イベント",
 "NPC Spawns": "NPC出現",
 "NPC side quests": "NPCのサイドクエスト",
 "NPC spawn": "NPC出現",
 "NPC spawn:": "NPC出現：",
 "NPC spawns": "NPC出現",
 "NPC talk": "NPC会話",
 "NPC → event mappings.": "NPC → イベントの対応。",
 "NPC/Unit": "NPC/ユニット",
 "NPCBasic Bow Attack": "NPC基本弓攻撃",
 "NPCBasic Bow Attack - Dungeon Settlers Wiki": "NPC基本弓攻撃 - Dungeon Settlers Wiki",
 "NPCBasic Bow Attack icon": "NPC基本弓攻撃アイコン",
 "NPCBasic Bow Attack range and area on a dungeon room": "ダンジョンルームでのNPCBasic 弓攻撃の射程と範囲",
 "NPCBasic Bow Attack range and area shown on a dungeon room": "ダンジョンの部屋に表示されたNPC基本弓攻撃の射程と範囲",
 "NPCSC_EndrossiDungeon": "NPCSC_EndrossiDungeon",
 "NPCSC_EndrossiDungeon - NpcDead_Endrossi, KillCount_GiantStoneGolem_1, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiDungeon - NpcDead_Endrossi, KillCount_GiantStoneGolem_1, QuestFinish_InteractEndrossi4",
 "NPCSC_EndrossiSafe": "NPCSC_EndrossiSafe",
 "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, NpcDead_Endrossi, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, NpcDead_Endrossi, QuestFinish_InteractEndrossi4",
 "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4",
 "NPCSC_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant",
 "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant",
 "NPCSC_GuildMerchant - NpcDead_GuildMerchant": "NPCSC_GuildMerchant - NpcDead_GuildMerchant",
 "NPCSC_GuildMerchantDemo - NpcDead_GuildMerchant": "NPCSC_GuildMerchantDemo - NpcDead_GuildMerchant",
 "NPCSC_Perion": "NPCSC_Perion",
 "NPCSC_Perion - NpcDead_Perion": "NPCSC_Perion - NpcDead_Perion",
 "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2": "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2",
 "NPCSC_VeilSilenceMerchant - NpcDead_VeilSilenceMerchant": "NPCSC_VeilSilenceMerchant - NpcDead_VeilSilenceMerchant",
 "NPCSC_Xenon - NpcDead_Xenon": "NPCSC_Xenon - NpcDead_Xenon",
 "NPCSC_Xenon2": "NPCSC_Xenon2",
 "NPCSC_Xenon2 - NpcDead_Xenon": "NPCSC_Xenon2 - NpcDead_Xenon",
 "NPCSpawnCondition": "NPC出現条件",
 "NPCSpawnConditionTable.json": "NPCSpawnConditionTable.json",
 "NPC_000": "NPC_000",
 "NPC_001": "NPC_001",
 "NULL": "NULL",
 "Naked": "装備なし",
 "Name": "名前",
 "Name the new team": "新しいチームに名前を付ける",
 "Named & elf recruits": "固有名&エルフの募集",
 "Named campaign regions that exist in the data but are not playable in this build (few or no rooms yet).": "データ上には存在するが、このビルドではプレイできない名前付きのキャンペーン地域です（部屋がほとんど、または全くありません）。",
 "Named in game text": "ゲームテキスト内で言及",
 "Named in text": "テキスト内で言及",
 "Names-only census of the 387 AudioClip assets in build sharedassets0.assets.stock_23739108. Audio files themselves are not embedded in this wiki - listen in-game.": "ビルド sharedassets0.assets.stock_23739108 内の387個の AudioClip アセットの名称のみの一覧です。音声ファイル自体はこのウィキには埋め込まれていません。ゲーム内で聴いてください。",
 "Natural (from your background)": "生来（背景由来）",
 "NaturalHealthPointRestorePercentage": "NaturalHealthPointRestorePercentage",
 "NaturalHealthPointRestoreStructureQualityFactor": "NaturalHealthPointRestoreStructureQualityFactor",
 "NaturalHealthRestoreAmount": "NaturalHealthRestoreAmount",
 "NaturalIncrease_": "NaturalIncrease_",
 "NaturalWoundDecreasePercentage": "NaturalWoundDecreasePercentage",
 "Nature Staff": "自然の杖",
 "Nature Warden": "自然のウォーデン",
 "Nature magic": "自然魔法",
 "Nature magic focuses on healing and enhancing vitality.": "自然魔法は回復と活力の強化に特化しています。",
 "NatureMagic": "NatureMagic",
 "Nearby land becomes Corrupted Ground and cannot ...": "周囲の土地は汚染地となり、…できなくなる。",
 "Neatly dressed hides and bones are arranged around her.": "整えられた動物の皮と骨が彼女の周りに並んでいる。",
 "Neatly dressed hides and bones are arranged around her. \"Take whatever you need. Just make sure you pay a fair price.\"": "整えられた動物の皮と骨が彼女の周りに並んでいる。「必要なものは何でも取っていい。ただ、公正な価格を払うことを忘れずに。」",
 "NeedAmmoWeapon && EmptyAmmo": "NeedAmmoWeapon && EmptyAmmo",
 "NeededFoodQualityPerLevel": "NeededFoodQualityPerLevel",
 "Needs {#}.": "{#}必要。",
 "Needs_": "Needs_",
 "Negative": "負",
 "Negative effects": "マイナス効果",
 "Negative mood": "マイナスの気分は",
 "Net mood is 0, so nothing pushes stress either way.": "正味の気分が0なので、ストレスをどちらにも動かすものはありません。",
 "Neutral": "中立",
 "Neutral units:": "中立ユニット：",
 "Never clear": "決してクリアしないでください",
 "New": "新規",
 "New Build": "新規ビルド",
 "New Character": "新規キャラクター",
 "New addition - quest to create two Level 2 [characters]": "新規追加 - 2つのレベル2 [キャラクター]を作成するクエスト",
 "New allies acquire ...": "新しい味方が取得...",
 "New in this build": "このビルドの新要素",
 "New team": "新しいチーム",
 "New units are hired from a pool of": "新しいユニットは",
 "New units are hired from a pool of candidates that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before commi...": "新しいユニットは、ゲーム内480分ごとに更新される候補者プールから雇用します（決定前に候補者を調べて隠れた才能を明らかにすることもできます）...",
 "Newbie Treasure Chest Remnant": "初心者の宝箱の残骸",
 "Newbie Treasure Chest Remnant - Dungeon Settlers Wiki": "初心者の宝箱の残骸 - Dungeon Settlers Wiki",
 "Newly added: {#}.": "新規追加：{#}。",
 "News arrives that a creature believed to be the leader of the Gloths found in the Festering Burrow has annihilated many expeditions. If we c...": "ただれた巣穴で発見された、グロスの首領と思われる生物が多くの遠征隊を壊滅させたという知らせが届く。もし私たちが……",
 "News arrives that a creature believed to be the leader of the Gloths found in the Festering Burrow has annihilated many expeditions. If we can defeat the Elder Gloth, the Guild is certain to recogni": "ただれた巣穴で発見された、グロスの首領と思われる生物が多くの遠征隊を壊滅させたという知らせが届く。もしエルダーグロスを倒せれば、ギルドは間違いなく認め……",
 "News arrives that a creature believed to be the leader of the Gloths found in the Festering Burrow has annihilated many expeditions. If we can defeat the Elder Gloth, the Guild is certain to recogniz...": "ただれた巣穴で発見された、グロスの首領と思われる生物が多くの遠征隊を壊滅させたという知らせが届く。もしエルダーグロスを倒せれば、ギルドは間違いなく認めて……",
 "Next to the wooden cage holding trapped insects, someone wearing a mask stands. He stares at the acid bug trapped inside...": "捕らえられた虫を入れた木製のケージの横に、マスクを被った誰かが立っている。彼はケージの中に捕らえられた酸バグをじっと見つめる...",
 "Night": "夜間",
 "Night is a double-edged raid.": "夜襲は諸刃の剣。",
 "Night vision": "夜間視界",
 "No Research": "研究なし",
 "No Research in Progress": "進行中の研究なし",
 "No Upper Floor": "上の階なし",
 "No action (ends the event).": "アクションなし（イベントを終了）。",
 "No active skills - this character arrives with an empty shortcut bar.": "アクティブスキルなし。このキャラクターは空のショートカットバーで加入します。",
 "No additional placeholder region names in this build.": "このビルドに追加のプレースホルダー地域名はありません。",
 "No ammo bubble": "弾薬なしの吹き出し",
 "No arrows or ammunition in stock": "所持している矢および弾薬がない",
 "No authored layout for this floor.": "この階には作成されたレイアウトがありません。",
 "No changes": "変更なし",
 "No character selected": "キャラクターが選択されていません",
 "No characters yet. Build one in the Character Builder tab (it autosaves the moment it has a name) and it will appear here.": "キャラクターがまだありません。キャラクタービルダータブで作成すると（名前を付けた瞬間に自動保存されます）ここに表示されます。",
 "No comparison available for those two builds.": "これら2つのビルドの比較は利用できません。",
 "No default traits or skills.": "デフォルトの特性やスキルはありません。",
 "No direct stat modifiers (behavioural/marker trait).": "直接のステータス補正なし（挙動/マーカー特性）。",
 "No edible food available (food search failed)": "食べられる食料がない（食料探索に失敗）",
 "No equipment": "装備なし",
 "No form endpoint is configured yet (see": "フォームの送信先がまだ設定されていません (参照:",
 "No free inscription slots. Remove one (click a chosen inscription) or level up to gain another.": "空き刻印スロットがありません。いずれかを削除する (選択済みの刻印をクリック) か、レベルアップして獲得してください。",
 "No imported roster - use Test unit, or import a team in the Builder.": "インポートされた編成がありません。テストユニットを使うか、ビルダーでチームをインポートしてください。",
 "No inscription matches \"": "次に一致する刻印はありません「",
 "No inscription matches these filters.": "これらのフィルターに一致する刻印はありません。",
 "No item drops.": "アイテムドロップなし。",
 "No kit ticked - the squad walks in with nothing but its gear.": "キットが選択されていません。部隊は自身の装備以外何も持たずに入場します。",
 "No known modifiers in this build.": "このビルドでは既知の修正値はありません。",
 "No known obtention route - gated/unreleased content.": "既知の入手経路なし。未開放/未実装コンテンツ。",
 "No known source": "既知の入手元なし",
 "No longer in the game: {#}.": "ゲームから削除：{#}。",
 "No map for this template": "このテンプレートのマップはありません",
 "No matches for these filters.": "これらのフィルターに一致するものがありません。",
 "No matter how you look at it, this is far too suspicious. There is no n...": "どう見てもこれは疑わしい…",
 "No monster matches that search.": "その検索に一致するモンスターがいません。",
 "No monsters chosen yet - the room would be empty.": "まだモンスターが選ばれていません。部屋は空になります。",
 "No monsters from": "からのモンスターが",
 "No mood change": "気分変化なし",
 "No mood sources added yet.": "気分源はまだ追加されていません。",
 "No player clan units are stored in this save.": "このセーブにはプレイヤークランのユニットが保存されていません。",
 "No player-facing differences between these two builds.": "この2つのビルドの間に、プレイヤーが体感する違いはありません。",
 "No portrait": "ポートレートなし",
 "No portrait sprites for": "次のポートレートスプライトがありません:",
 "No results for \"": "検索結果なし: \"",
 "No room map for this template": "このテンプレートのルームマップはありません",
 "No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.": "このビルドのどの部屋や拠点エリアのレイアウトにもこの建物は配置されていません。未実装コンテンツか、特殊なメカニクスで出現する可能性があります。",
 "No saved builds yet": "保存済みのビルドはまだありません",
 "No saved roster unit - build a team in the Builder first.": "保存された編成ユニットがありません。先にビルダーでチームを作成してください。",
 "No skills assigned to this tree in the current build.": "現在のビルドでは、このツリーにスキルが割り当てられていません。",
 "No skills on this tree yet.": "このツリーにはまだスキルがありません。",
 "No spawn group or room placement found - likely unreleased or event-only.": "スポーングループや部屋配置が見つかりません。未実装またはイベント専用の可能性があります。",
 "No such monster in this build": "このビルドに該当するモンスターは存在しません",
 "No target - raw damage before enemy resistance.": "対象なし。敵の耐性適用前の素のダメージ。",
 "No team": "チームなし",
 "No tree": "ツリーなし",
 "No weapon": "武器なし",
 "No weapon equipped": "武器未装備",
 "No weapon skills learned yet - scoped by basic-attack damage type (": "武器スキルはまだ習得していません。基本攻撃のダメージタイプで絞り込み（",
 "NoManaDamagePerTick": "NoManaDamagePerTick",
 "Nocturnal. Lycans run on a night rhythm.": "夜行性。ライカンは夜のリズムで生きる。",
 "Nocturnal. Lycans run on a night rhythm. [Nocturnal - Nighttime] applies after dark and raises all six major stats by 15%. [Nocturnal - Daytime] applies during the day and lowers all six by 10%. A 25-point swing on every stat depending on the clock, so a Lycan team is built around fighting at night.": "夜行性。ライカンは夜のリズムで生きる。[夜行性-夜間]は日没後に適用され、6つの主要ステータスすべてを15%上昇させる。[夜行性-昼間]は日中に適用され、6つすべてを10%低下させる。時刻によってどのステータスも25ポイント変動するため、ライカン部隊は夜間戦闘を軸に編成される。",
 "Node": "ノード",
 "Node E000 - desc": "Node E000 - desc",
 "Node E010": "Node E010",
 "Node E020": "Node E020",
 "Node E100": "Node E100",
 "Node F1200 - desc": "Node F1200 - desc",
 "Node F1300 - desc": "Node F1300 - desc",
 "Node F1400 - desc": "Node F1400 - desc",
 "Node F1410 - desc": "Node F1410 - desc",
 "Node F1411 - desc": "Node F1411 - desc",
 "Node F1500 - desc": "Node F1500 - desc",
 "Node F1510 - desc": "Node F1510 - desc",
 "Node F1511 - desc": "Node F1511 - desc",
 "Node F1700": "Node F1700",
 "Node F1800": "Node F1800",
 "Node F2700": "Node F2700",
 "Node F2700 - desc": "ノード F2700 - 説明",
 "Node F2710": "Node F2710",
 "Node F2710 - desc": "ノード F2710 - 説明",
 "Node F2711": "Node F2711",
 "Node F2711 - desc": "ノード F2711 - 説明",
 "Node F2800": "Node F2800",
 "Node F2800 - desc": "Node F2800 - desc",
 "Node F2810": "Node F2810",
 "Node F2810 - desc": "Node F2810 - desc",
 "Node F2811": "Node F2811",
 "Node F2811 - desc": "Node F2811 - desc",
 "Node F2900": "Node F2900",
 "Node F2900 - desc": "Node F2900 - desc",
 "Node F2910": "Node F2910",
 "Node F2910 - desc": "ノード F2910 - 説明",
 "Node F2911": "Node F2911",
 "Node F2911 - desc": "ノード F2911 - 説明",
 "Node F300 - desc": "Node F300 - desc",
 "Node F3000": "Node F3000",
 "Node F3000 - desc": "Node F3000 - desc",
 "Node F3010": "Node F3010",
 "Node F3010 - desc": "Node F3010 - desc",
 "Node F3011": "Node F3011",
 "Node F3011 - desc": "Node F3011 - desc",
 "Node F3100": "Node F3100",
 "Node F3100 - desc": "Node F3100 - desc",
 "Node F3200": "Node F3200",
 "Node F3200 - desc": "Node F3200 - desc",
 "Node F3300": "Node F3300",
 "Node F3300 - desc": "Node F3300 - desc",
 "Node F3400": "Node F3400",
 "Node F3400 - desc": "Node F3400 - desc",
 "Node F3410": "Node F3410",
 "Node F3410 - desc": "ノード F3410 - 説明",
 "Node F3411": "Node F3411",
 "Node F3411 - desc": "ノード F3411 - 説明",
 "Node F3412": "Node F3412",
 "Node F3412 - desc": "ノード F3412 - 説明",
 "Node F3500": "Node F3500",
 "Node F3500 - desc": "Node F3500 - desc",
 "Node F3600": "Node F3600",
 "Node F3600 - desc": "Node F3600 - desc",
 "Node F3700": "Node F3700",
 "Node F3700 - desc": "Node F3700 - desc",
 "Node F3800": "Node F3800",
 "Node F3800 - desc": "Node F3800 - desc",
 "Node F3900": "Node F3900",
 "Node F3900 - desc": "Node F3900 - desc",
 "Node F3910": "Node F3910",
 "Node F3910 - desc": "Node F3910 - desc",
 "Node F3911": "Node F3911",
 "Node F3911 - desc": "Node F3911 - desc",
 "Node F3912": "Node F3912",
 "Node F3912 - desc": "Node F3912 - desc",
 "Node F4000": "Node F4000",
 "Node F4000 - desc": "Node F4000 - desc",
 "Node F4100": "Node F4100",
 "Node F4100 - desc": "Node F4100 - desc",
 "Node F4200": "Node F4200",
 "Node F4300": "Node F4300",
 "Node F4400": "Node F4400",
 "Node F4500": "Node F4500",
 "Node F4500 - desc": "Node F4500 - desc",
 "Node F4510": "Node F4510",
 "Node F4510 - desc": "Node F4510 - desc",
 "Node F4511": "Node F4511",
 "Node F4511 - desc": "Node F4511 - desc",
 "Node F4600": "Node F4600",
 "Node F4600 - desc": "Node F4600 - desc",
 "Node F4610": "Node F4610",
 "Node F4610 - desc": "Node F4610 - desc",
 "Node F4620": "Node F4620",
 "Node F4620 - desc": "Node F4620 - desc",
 "Node F4630": "Node F4630",
 "Node F4630 - desc": "Node F4630 - desc",
 "Node F4640": "Node F4640",
 "Node F4640 - desc": "Node F4640 - desc",
 "Node F4650": "Node F4650",
 "Node F4650 - desc": "Node F4650 - desc",
 "Node F4660": "Node F4660",
 "Node F4660 - desc": "Node F4660 - desc",
 "Node F4670": "Node F4670",
 "Node F4670 - desc": "Node F4670 - desc",
 "Node F4700": "Node F4700",
 "Node F4700 - desc": "Node F4700 - desc",
 "Node F4800": "Node F4800",
 "Node F4800 - desc": "Node F4800 - desc",
 "Node F4900": "Node F4900",
 "Node F4900 - desc": "Node F4900 - desc",
 "Node F4911": "Node F4911",
 "Node F4911 - desc": "Node F4911 - desc",
 "Node F800 - desc": "Node F800 - desc",
 "Node N000 - desc": "Node N000 - desc",
 "Node N1000": "Node N1000",
 "Node N1000 - desc": "Node N1000 - desc",
 "Node N1100": "Node N1100",
 "Node N1100 - desc": "Node N1100 - desc",
 "Node N1200": "Node N1200",
 "Node N1200 - desc": "Node N1200 - desc",
 "Node N1210": "Node N1210",
 "Node N1210 - desc": "Node N1210 - desc",
 "Node N1300": "Node N1300",
 "Node N1300 - desc": "Node N1300 - desc",
 "Node N1400": "Node N1400",
 "Node N1400 - desc": "Node N1400 - desc",
 "Node N1411": "Node N1411",
 "Node N1411 - desc": "Node N1411 - desc",
 "Node N1420": "Node N1420",
 "Node N1420 - desc": "Node N1420 - desc",
 "Node N1600 - desc": "Node N1600 - desc",
 "Node N1610 - desc": "Node N1610 - desc",
 "Node N1810": "Node N1810",
 "Node N1900 - desc": "Node N1900 - desc",
 "Node N200": "Node N200",
 "Node N200 - desc": "Node N200 - desc",
 "Node N210": "Node N210",
 "Node N210 - desc": "Node N210 - desc",
 "Node N2100": "Node N2100",
 "Node N2100 - desc": "ノード N2100 - 説明",
 "Node N2200": "Node N2200",
 "Node N2200 - desc": "ノード N2200 - 説明",
 "Node N2400": "Node N2400",
 "Node N2400 - desc": "ノード N2400 - 説明",
 "Node N2500": "Node N2500",
 "Node N2500 - desc": "Node N2500 - 説明",
 "Node N2600": "Node N2600",
 "Node N2600 - desc": "Node N2600 - 説明",
 "Node N2700": "Node N2700",
 "Node N2700 - desc": "Node N2700 - desc",
 "Node N2710": "Node N2710",
 "Node N2710 - desc": "Node N2710 - desc",
 "Node N2720": "Node N2720",
 "Node N2720 - desc": "Node N2720 - desc",
 "Node N2800": "Node N2800",
 "Node N2800 - desc": "Node N2800 - desc",
 "Node N300": "Node N300",
 "Node N300 - desc": "Node N300 - desc",
 "Node N310": "Node N310",
 "Node N310 - desc": "Node N310 - desc",
 "Node N400": "Node N400",
 "Node N400 - desc": "Node N400 - desc",
 "Node N410": "Node N410",
 "Node N410 - desc": "Node N410 - desc",
 "Node N500": "Node N500",
 "Node N500 - desc": "Node N500 - desc",
 "Node N510": "Node N510",
 "Node N510 - desc": "Node N510 - desc",
 "Node N600": "Node N600",
 "Node N600 - desc": "Node N600 - desc",
 "Node N700": "Node N700",
 "Node N700 - desc": "Node N700 - desc",
 "Node N800": "Node N800",
 "Node N800 - desc": "Node N800 - desc",
 "Node N900": "Node N900",
 "Node N900 - desc": "Node N900 - desc",
 "Node NodeD000": "ノード NodeD000",
 "Node NodeD010": "ノード NodeD010",
 "Node NodeDR000": "ノード NodeDR000",
 "Node NodeE000": "ノード NodeE000",
 "Node NodeE010": "ノード NodeE010",
 "Node NodeE020": "ノード NodeE020",
 "Node NodeE100": "ノード NodeE100",
 "Node NodeF000": "ノード NodeF000",
 "Node NodeF010": "ノード NodeF010",
 "Node NodeF100": "ノード NodeF100",
 "Node NodeF1000": "ノード NodeF1000",
 "Node NodeF1100": "ノード NodeF1100",
 "Node NodeF1200": "ノード NodeF1200",
 "Node NodeF1300": "ノード NodeF1300",
 "Node NodeF1400": "ノード NodeF1400",
 "Node NodeF1410": "ノード NodeF1410",
 "Node NodeF1411": "ノード NodeF1411",
 "Node NodeF1500": "ノード NodeF1500",
 "Node NodeF1510": "ノード NodeF1510",
 "Node NodeF1511": "ノード NodeF1511",
 "Node NodeF1600": "ノード NodeF1600",
 "Node NodeF1700": "ノード NodeF1700",
 "Node NodeF1800": "ノード NodeF1800",
 "Node NodeF1900": "ノード NodeF1900",
 "Node NodeF200": "ノード NodeF200",
 "Node NodeF2000": "ノード NodeF2000",
 "Node NodeF2100": "ノード NodeF2100",
 "Node NodeF2200": "ノード NodeF2200",
 "Node NodeF2300": "ノード NodeF2300",
 "Node NodeF2400": "ノード NodeF2400",
 "Node NodeF2500": "ノード NodeF2500",
 "Node NodeF2600": "ノード NodeF2600",
 "Node NodeF2700": "ノード NodeF2700",
 "Node NodeF2710": "ノード NodeF2710",
 "Node NodeF2711": "ノード NodeF2711",
 "Node NodeF2800": "ノード NodeF2800",
 "Node NodeF2810": "Node NodeF2810",
 "Node NodeF2811": "Node NodeF2811",
 "Node NodeF2900": "ノード NodeF2900",
 "Node NodeF2910": "ノード NodeF2910",
 "Node NodeF2911": "ノード NodeF2911",
 "Node NodeF300": "ノード NodeF300",
 "Node NodeF3000": "ノード NodeF3000",
 "Node NodeF3010": "Node NodeF3010",
 "Node NodeF3011": "Node NodeF3011",
 "Node NodeF3100": "ノード NodeF3100",
 "Node NodeF3200": "ノード NodeF3200",
 "Node NodeF3300": "ノード NodeF3300",
 "Node NodeF3400": "ノード NodeF3400",
 "Node NodeF3410": "ノード NodeF3410",
 "Node NodeF3411": "ノード NodeF3411",
 "Node NodeF3412": "ノード NodeF3412",
 "Node NodeF3500": "ノード NodeF3500",
 "Node NodeF3600": "ノード NodeF3600",
 "Node NodeF3700": "ノード NodeF3700",
 "Node NodeF3800": "Node NodeF3800",
 "Node NodeF3900": "Node NodeF3900",
 "Node NodeF3910": "Node NodeF3910",
 "Node NodeF3911": "Node NodeF3911",
 "Node NodeF3912": "Node NodeF3912",
 "Node NodeF400": "ノード NodeF400",
 "Node NodeF4000": "Node NodeF4000",
 "Node NodeF4100": "Node NodeF4100",
 "Node NodeF4200": "Node NodeF4200",
 "Node NodeF4300": "Node NodeF4300",
 "Node NodeF4400": "Node NodeF4400",
 "Node NodeF4500": "Node NodeF4500",
 "Node NodeF4510": "Node NodeF4510",
 "Node NodeF4511": "Node NodeF4511",
 "Node NodeF4600": "Node NodeF4600",
 "Node NodeF4610": "Node NodeF4610",
 "Node NodeF4620": "Node NodeF4620",
 "Node NodeF4630": "Node NodeF4630",
 "Node NodeF4640": "Node NodeF4640",
 "Node NodeF4650": "Node NodeF4650",
 "Node NodeF4660": "Node NodeF4660",
 "Node NodeF4670": "Node NodeF4670",
 "Node NodeF4700": "Node NodeF4700",
 "Node NodeF4800": "Node NodeF4800",
 "Node NodeF4900": "Node NodeF4900",
 "Node NodeF4911": "Node NodeF4911",
 "Node NodeF500": "ノード NodeF500",
 "Node NodeF600": "ノード NodeF600",
 "Node NodeF700": "ノード NodeF700",
 "Node NodeF800": "ノード NodeF800",
 "Node NodeF900": "ノード NodeF900",
 "Node NodeF911": "ノード NodeF911",
 "Node NodeN000": "ノード NodeN000",
 "Node NodeN100": "ノード NodeN100",
 "Node NodeN1000": "ノード NodeN1000",
 "Node NodeN1100": "ノード NodeN1100",
 "Node NodeN1200": "ノード NodeN1200",
 "Node NodeN1210": "ノード NodeN1210",
 "Node NodeN1300": "ノード NodeN1300",
 "Node NodeN1400": "ノード NodeN1400",
 "Node NodeN1411": "ノード NodeN1411",
 "Node NodeN1420": "ノード NodeN1420",
 "Node NodeN1500": "ノード NodeN1500",
 "Node NodeN1600": "ノード NodeN1600",
 "Node NodeN1610": "ノード NodeN1610",
 "Node NodeN1700": "ノード NodeN1700",
 "Node NodeN1710": "ノード NodeN1710",
 "Node NodeN1800": "ノード NodeN1800",
 "Node NodeN1810": "ノード NodeN1810",
 "Node NodeN1900": "ノード NodeN1900",
 "Node NodeN200": "ノード NodeN200",
 "Node NodeN2000": "ノード NodeN2000",
 "Node NodeN210": "ノード NodeN210",
 "Node NodeN2100": "ノード NodeN2100",
 "Node NodeN2200": "ノード NodeN2200",
 "Node NodeN2300": "ノード NodeN2300",
 "Node NodeN2400": "ノード NodeN2400",
 "Node NodeN2500": "ノード NodeN2500",
 "Node NodeN2600": "ノード NodeN2600",
 "Node NodeN2700": "Node NodeN2700",
 "Node NodeN2710": "Node NodeN2710",
 "Node NodeN2720": "Node NodeN2720",
 "Node NodeN2800": "Node NodeN2800",
 "Node NodeN300": "ノード NodeN300",
 "Node NodeN310": "ノード NodeN310",
 "Node NodeN400": "ノード NodeN400",
 "Node NodeN410": "ノード NodeN410",
 "Node NodeN500": "ノード NodeN500",
 "Node NodeN510": "ノード NodeN510",
 "Node NodeN600": "ノード NodeN600",
 "Node NodeN700": "ノード NodeN700",
 "Node NodeN800": "ノード NodeN800",
 "Node NodeN900": "ノード NodeN900",
 "Node NodeR000": "ノード NodeR000",
 "Node NodeR010": "ノード NodeR010",
 "Node NodeR020": "ノード NodeR020",
 "Node NodeR100": "ノード NodeR100",
 "Node NodeR1000": "Node NodeR1000",
 "Node NodeR1010": "Node NodeR1010",
 "Node NodeR1011": "Node NodeR1011",
 "Node NodeR110": "ノード NodeR110",
 "Node NodeR1100": "Node NodeR1100",
 "Node NodeR111": "ノード NodeR111",
 "Node NodeR112": "ノード NodeR112",
 "Node NodeR1200": "Node NodeR1200",
 "Node NodeR1210": "Node NodeR1210",
 "Node NodeR1211": "Node NodeR1211",
 "Node NodeR1212": "Node NodeR1212",
 "Node NodeR1300": "Node NodeR1300",
 "Node NodeR1310": "Node NodeR1310",
 "Node NodeR1320": "Node NodeR1320",
 "Node NodeR1321": "Node NodeR1321",
 "Node NodeR1322": "Node NodeR1322",
 "Node NodeR1400": "Node NodeR1400",
 "Node NodeR1413": "Node NodeR1413",
 "Node NodeR1420": "Node NodeR1420",
 "Node NodeR1421": "Node NodeR1421",
 "Node NodeR1422": "Node NodeR1422",
 "Node NodeR1423": "Node NodeR1423",
 "Node NodeR1430": "Node NodeR1430",
 "Node NodeR1500": "Node NodeR1500",
 "Node NodeR1510": "Node NodeR1510",
 "Node NodeR1520": "Node NodeR1520",
 "Node NodeR1521": "Node NodeR1521",
 "Node NodeR1522": "Node NodeR1522",
 "Node NodeR1523": "Node NodeR1523",
 "Node NodeR1600": "Node NodeR1600",
 "Node NodeR1610": "Node NodeR1610",
 "Node NodeR1611": "Node NodeR1611",
 "Node NodeR1612": "Node NodeR1612",
 "Node NodeR1700": "Node NodeR1700",
 "Node NodeR1710": "Node NodeR1710",
 "Node NodeR1711": "Node NodeR1711",
 "Node NodeR1800": "Node NodeR1800",
 "Node NodeR1810": "Node NodeR1810",
 "Node NodeR1811": "Node NodeR1811",
 "Node NodeR1900": "Node NodeR1900",
 "Node NodeR1910": "Node NodeR1910",
 "Node NodeR1912": "Node NodeR1912",
 "Node NodeR1920": "Node NodeR1920",
 "Node NodeR1921": "Node NodeR1921",
 "Node NodeR1930": "Node NodeR1930",
 "Node NodeR200": "ノード NodeR200",
 "Node NodeR210": "Node NodeR210",
 "Node NodeR211": "Node NodeR211",
 "Node NodeR300": "Node NodeR300",
 "Node NodeR310": "Node NodeR310",
 "Node NodeR400": "Node NodeR400",
 "Node NodeR410": "Node NodeR410",
 "Node NodeR411": "Node NodeR411",
 "Node NodeR412": "Node NodeR412",
 "Node NodeR500": "Node NodeR500",
 "Node NodeR510": "Node NodeR510",
 "Node NodeR511": "Node NodeR511",
 "Node NodeR600": "Node NodeR600",
 "Node NodeR610": "Node NodeR610",
 "Node NodeR611": "Node NodeR611",
 "Node NodeR700": "Node NodeR700",
 "Node NodeR710": "Node NodeR710",
 "Node NodeR711": "Node NodeR711",
 "Node NodeR712": "Node NodeR712",
 "Node NodeR800": "Node NodeR800",
 "Node NodeR810": "Node NodeR810",
 "Node NodeR820": "Node NodeR820",
 "Node NodeR821": "Node NodeR821",
 "Node NodeR822": "Node NodeR822",
 "Node NodeR900": "Node NodeR900",
 "Node NodeR910": "Node NodeR910",
 "Node NodeR911": "Node NodeR911",
 "Node NodeT000": "Node NodeT000",
 "Node NodeT010": "Node NodeT010",
 "Node NodeT100": "Node NodeT100",
 "Node NodeT1000": "Node NodeT1000",
 "Node NodeT1100": "Node NodeT1100",
 "Node NodeT1200": "Node NodeT1200",
 "Node NodeT1300": "Node NodeT1300",
 "Node NodeT1400": "Node NodeT1400",
 "Node NodeT1500": "Node NodeT1500",
 "Node NodeT1600": "ノード NodeT1600",
 "Node NodeT200": "Node NodeT200",
 "Node NodeT300": "Node NodeT300",
 "Node NodeT400": "Node NodeT400",
 "Node NodeT500": "Node NodeT500",
 "Node NodeT600": "Node NodeT600",
 "Node NodeT700": "Node NodeT700",
 "Node NodeT800": "Node NodeT800",
 "Node NodeT900": "Node NodeT900",
 "Node NodeT910": "Node NodeT910",
 "Node R010 - desc": "ノード R010 - 説明",
 "Node R020 - desc": "ノード R020 - 説明",
 "Node R1000": "Node R1000",
 "Node R1000 - desc": "Node R1000 - desc",
 "Node R1010": "Node R1010",
 "Node R1010 - desc": "Node R1010 - desc",
 "Node R1011": "Node R1011",
 "Node R1011 - desc": "Node R1011 - desc",
 "Node R1100": "Node R1100",
 "Node R1100 - desc": "Node R1100 - desc",
 "Node R112": "Node R112",
 "Node R1200": "Node R1200",
 "Node R1200 - desc": "Node R1200 - desc",
 "Node R1210": "Node R1210",
 "Node R1210 - desc": "Node R1210 - desc",
 "Node R1211": "Node R1211",
 "Node R1211 - desc": "Node R1211 - desc",
 "Node R1212": "Node R1212",
 "Node R1212 - desc": "Node R1212 - desc",
 "Node R1300": "Node R1300",
 "Node R1300 - desc": "Node R1300 - desc",
 "Node R1310": "Node R1310",
 "Node R1320": "Node R1320",
 "Node R1320 - desc": "Node R1320 - 説明",
 "Node R1321": "Node R1321",
 "Node R1321 - desc": "Node R1321 - 説明",
 "Node R1322": "Node R1322",
 "Node R1322 - desc": "Node R1322 - 説明",
 "Node R1400": "Node R1400",
 "Node R1400 - desc": "Node R1400 - 説明",
 "Node R1413": "Node R1413",
 "Node R1420": "Node R1420",
 "Node R1420 - desc": "Node R1420 - 説明",
 "Node R1421": "Node R1421",
 "Node R1421 - desc": "Node R1421 - 説明",
 "Node R1422": "Node R1422",
 "Node R1422 - desc": "Node R1422 - 説明",
 "Node R1423": "Node R1423",
 "Node R1423 - desc": "Node R1423 - 説明",
 "Node R1430": "Node R1430",
 "Node R1430 - desc": "Node R1430 - 説明",
 "Node R1500": "Node R1500",
 "Node R1500 - desc": "Node R1500 - 説明",
 "Node R1510": "Node R1510",
 "Node R1520": "Node R1520",
 "Node R1520 - desc": "Node R1520 - 説明",
 "Node R1521": "Node R1521",
 "Node R1521 - desc": "Node R1521 - 説明",
 "Node R1522": "Node R1522",
 "Node R1522 - desc": "Node R1522 - 説明",
 "Node R1523": "Node R1523",
 "Node R1523 - desc": "Node R1523 - 説明",
 "Node R1600": "Node R1600",
 "Node R1600 - desc": "Node R1600 - 説明",
 "Node R1610": "Node R1610",
 "Node R1610 - desc": "Node R1610 - 説明",
 "Node R1611": "Node R1611",
 "Node R1611 - desc": "Node R1611 - 説明",
 "Node R1612": "Node R1612",
 "Node R1612 - desc": "Node R1612 - 説明",
 "Node R1700": "Node R1700",
 "Node R1700 - desc": "Node R1700 - 説明",
 "Node R1710": "Node R1710",
 "Node R1710 - desc": "Node R1710 - 説明",
 "Node R1711": "Node R1711",
 "Node R1711 - desc": "Node R1711 - 説明",
 "Node R1800": "Node R1800",
 "Node R1800 - desc": "Node R1800 - 説明",
 "Node R1810": "Node R1810",
 "Node R1810 - desc": "Node R1810 - 説明",
 "Node R1811": "Node R1811",
 "Node R1811 - desc": "Node R1811 - 説明",
 "Node R1900": "Node R1900",
 "Node R1900 - desc": "Node R1900 - 説明",
 "Node R1910": "Node R1910",
 "Node R1912": "Node R1912",
 "Node R1920": "Node R1920",
 "Node R1920 - desc": "Node R1920 - 説明",
 "Node R1921": "Node R1921",
 "Node R1921 - desc": "Node R1921 - 説明",
 "Node R1930": "Node R1930",
 "Node R1930 - desc": "Node R1930 - 説明",
 "Node R410 - desc": "ノード R410 - 説明",
 "Node R500": "Node R500",
 "Node R500 - desc": "ノード R500 - 説明",
 "Node R510": "Node R510",
 "Node R510 - desc": "ノード R510 - 説明",
 "Node R511": "Node R511",
 "Node R511 - desc": "ノード R511 - 説明",
 "Node R600": "Node R600",
 "Node R600 - desc": "ノード R600 - 説明",
 "Node R610": "Node R610",
 "Node R610 - desc": "Node R610 - desc",
 "Node R611": "Node R611",
 "Node R611 - desc": "Node R611 - desc",
 "Node R700": "Node R700",
 "Node R700 - desc": "ノード R700 - 説明",
 "Node R710": "Node R710",
 "Node R710 - desc": "ノード R710 - 説明",
 "Node R711": "Node R711",
 "Node R711 - desc": "ノード R711 - 説明",
 "Node R712": "Node R712",
 "Node R712 - desc": "ノード R712 - 説明",
 "Node R800": "Node R800",
 "Node R800 - desc": "ノード R800 - 説明",
 "Node R810": "Node R810",
 "Node R820": "Node R820",
 "Node R820 - desc": "ノード R820 - 説明",
 "Node R821": "Node R821",
 "Node R821 - desc": "ノード R821 - 説明",
 "Node R822": "Node R822",
 "Node R822 - desc": "ノード R822 - 説明",
 "Node R900": "Node R900",
 "Node R900 - desc": "Node R900 - desc",
 "Node R910": "Node R910",
 "Node R910 - desc": "Node R910 - desc",
 "Node R911": "Node R911",
 "Node R911 - desc": "Node R911 - desc",
 "Node T1100 - desc": "ノード T1100 - 説明",
 "Node T910 - desc": "ノード T910 - 説明",
 "NodeD000": "NodeD000",
 "NodeD010": "NodeD010",
 "NodeDR000": "NodeDR000",
 "NodeE000": "NodeE000",
 "NodeE010": "NodeE010",
 "NodeE020": "NodeE020",
 "NodeE100": "NodeE100",
 "NodeF000": "NodeF000",
 "NodeF010": "NodeF010",
 "NodeF100": "NodeF100",
 "NodeF1000": "NodeF1000",
 "NodeF1100": "NodeF1100",
 "NodeF1200": "NodeF1200",
 "NodeF1300": "NodeF1300",
 "NodeF1400": "NodeF1400",
 "NodeF1410": "NodeF1410",
 "NodeF1411": "NodeF1411",
 "NodeF1500": "NodeF1500",
 "NodeF1510": "NodeF1510",
 "NodeF1511": "NodeF1511",
 "NodeF1600": "NodeF1600",
 "NodeF1700": "NodeF1700",
 "NodeF1800": "NodeF1800",
 "NodeF1900": "NodeF1900",
 "NodeF200": "NodeF200",
 "NodeF2000": "NodeF2000",
 "NodeF2100": "NodeF2100",
 "NodeF2200": "NodeF2200",
 "NodeF2300": "NodeF2300",
 "NodeF2400": "NodeF2400",
 "NodeF2500": "NodeF2500",
 "NodeF2600": "NodeF2600",
 "NodeF2700": "NodeF2700",
 "NodeF2710": "NodeF2710",
 "NodeF2711": "NodeF2711",
 "NodeF2800": "NodeF2800",
 "NodeF2810": "NodeF2810",
 "NodeF2811": "NodeF2811",
 "NodeF2900": "NodeF2900",
 "NodeF2910": "NodeF2910",
 "NodeF2911": "NodeF2911",
 "NodeF300": "NodeF300",
 "NodeF3000": "NodeF3000",
 "NodeF3010": "NodeF3010",
 "NodeF3011": "NodeF3011",
 "NodeF3100": "NodeF3100",
 "NodeF3200": "NodeF3200",
 "NodeF3300": "NodeF3300",
 "NodeF3400": "NodeF3400",
 "NodeF3410": "NodeF3410",
 "NodeF3411": "NodeF3411",
 "NodeF3412": "NodeF3412",
 "NodeF3500": "NodeF3500",
 "NodeF3600": "NodeF3600",
 "NodeF3700": "NodeF3700",
 "NodeF3800": "NodeF3800",
 "NodeF3900": "NodeF3900",
 "NodeF3910": "NodeF3910",
 "NodeF3911": "NodeF3911",
 "NodeF3912": "NodeF3912",
 "NodeF400": "NodeF400",
 "NodeF4000": "NodeF4000",
 "NodeF4100": "NodeF4100",
 "NodeF4200": "NodeF4200",
 "NodeF4300": "NodeF4300",
 "NodeF4400": "NodeF4400",
 "NodeF4500": "NodeF4500",
 "NodeF4510": "NodeF4510",
 "NodeF4511": "NodeF4511",
 "NodeF4600": "NodeF4600",
 "NodeF4610": "NodeF4610",
 "NodeF4620": "NodeF4620",
 "NodeF4630": "NodeF4630",
 "NodeF4640": "NodeF4640",
 "NodeF4650": "NodeF4650",
 "NodeF4660": "NodeF4660",
 "NodeF4670": "NodeF4670",
 "NodeF4700": "NodeF4700",
 "NodeF4800": "NodeF4800",
 "NodeF4900": "NodeF4900",
 "NodeF4911": "NodeF4911",
 "NodeF500": "NodeF500",
 "NodeF600": "NodeF600",
 "NodeF700": "NodeF700",
 "NodeF800": "NodeF800",
 "NodeF900": "NodeF900",
 "NodeF911": "NodeF911",
 "NodeN000": "NodeN000",
 "NodeN100": "NodeN100",
 "NodeN1000": "NodeN1000",
 "NodeN1100": "NodeN1100",
 "NodeN1200": "NodeN1200",
 "NodeN1210": "NodeN1210",
 "NodeN1300": "NodeN1300",
 "NodeN1400": "NodeN1400",
 "NodeN1411": "NodeN1411",
 "NodeN1420": "NodeN1420",
 "NodeN1500": "NodeN1500",
 "NodeN1600": "NodeN1600",
 "NodeN1610": "NodeN1610",
 "NodeN1700": "NodeN1700",
 "NodeN1710": "NodeN1710",
 "NodeN1800": "NodeN1800",
 "NodeN1810": "NodeN1810",
 "NodeN1900": "NodeN1900",
 "NodeN200": "NodeN200",
 "NodeN2000": "NodeN2000",
 "NodeN210": "NodeN210",
 "NodeN2100": "NodeN2100",
 "NodeN2200": "NodeN2200",
 "NodeN2300": "NodeN2300",
 "NodeN2400": "NodeN2400",
 "NodeN2500": "NodeN2500",
 "NodeN2600": "NodeN2600",
 "NodeN2700": "NodeN2700",
 "NodeN2710": "NodeN2710",
 "NodeN2720": "NodeN2720",
 "NodeN2800": "NodeN2800",
 "NodeN300": "NodeN300",
 "NodeN310": "NodeN310",
 "NodeN400": "NodeN400",
 "NodeN410": "NodeN410",
 "NodeN500": "NodeN500",
 "NodeN510": "NodeN510",
 "NodeN600": "NodeN600",
 "NodeN700": "NodeN700",
 "NodeN800": "NodeN800",
 "NodeN900": "NodeN900",
 "NodeR000": "NodeR000",
 "NodeR010": "NodeR010",
 "NodeR020": "NodeR020",
 "NodeR100": "NodeR100",
 "NodeR1000": "NodeR1000",
 "NodeR1010": "NodeR1010",
 "NodeR1011": "NodeR1011",
 "NodeR110": "NodeR110",
 "NodeR1100": "NodeR1100",
 "NodeR111": "NodeR111",
 "NodeR112": "NodeR112",
 "NodeR1200": "NodeR1200",
 "NodeR1210": "NodeR1210",
 "NodeR1211": "NodeR1211",
 "NodeR1212": "NodeR1212",
 "NodeR1300": "NodeR1300",
 "NodeR1310": "NodeR1310",
 "NodeR1320": "NodeR1320",
 "NodeR1321": "NodeR1321",
 "NodeR1322": "NodeR1322",
 "NodeR1400": "NodeR1400",
 "NodeR1413": "NodeR1413",
 "NodeR1420": "NodeR1420",
 "NodeR1421": "NodeR1421",
 "NodeR1422": "NodeR1422",
 "NodeR1423": "NodeR1423",
 "NodeR1430": "NodeR1430",
 "NodeR1500": "NodeR1500",
 "NodeR1510": "NodeR1510",
 "NodeR1520": "NodeR1520",
 "NodeR1521": "NodeR1521",
 "NodeR1522": "NodeR1522",
 "NodeR1523": "NodeR1523",
 "NodeR1600": "NodeR1600",
 "NodeR1610": "NodeR1610",
 "NodeR1611": "NodeR1611",
 "NodeR1612": "NodeR1612",
 "NodeR1700": "NodeR1700",
 "NodeR1710": "NodeR1710",
 "NodeR1711": "NodeR1711",
 "NodeR1800": "NodeR1800",
 "NodeR1810": "NodeR1810",
 "NodeR1811": "NodeR1811",
 "NodeR1900": "NodeR1900",
 "NodeR1910": "NodeR1910",
 "NodeR1912": "NodeR1912",
 "NodeR1920": "NodeR1920",
 "NodeR1921": "NodeR1921",
 "NodeR1930": "NodeR1930",
 "NodeR200": "NodeR200",
 "NodeR210": "NodeR210",
 "NodeR211": "NodeR211",
 "NodeR300": "NodeR300",
 "NodeR310": "NodeR310",
 "NodeR400": "NodeR400",
 "NodeR410": "NodeR410",
 "NodeR411": "NodeR411",
 "NodeR412": "NodeR412",
 "NodeR500": "NodeR500",
 "NodeR510": "NodeR510",
 "NodeR511": "NodeR511",
 "NodeR600": "NodeR600",
 "NodeR610": "NodeR610",
 "NodeR611": "NodeR611",
 "NodeR700": "NodeR700",
 "NodeR710": "NodeR710",
 "NodeR711": "NodeR711",
 "NodeR712": "NodeR712",
 "NodeR800": "NodeR800",
 "NodeR810": "NodeR810",
 "NodeR820": "NodeR820",
 "NodeR821": "NodeR821",
 "NodeR822": "NodeR822",
 "NodeR900": "NodeR900",
 "NodeR910": "NodeR910",
 "NodeR911": "NodeR911",
 "NodeT000": "NodeT000",
 "NodeT010": "NodeT010",
 "NodeT100": "NodeT100",
 "NodeT1000": "NodeT1000",
 "NodeT1100": "NodeT1100",
 "NodeT1200": "NodeT1200",
 "NodeT1300": "NodeT1300",
 "NodeT1400": "NodeT1400",
 "NodeT1500": "NodeT1500",
 "NodeT1600": "NodeT1600",
 "NodeT200": "NodeT200",
 "NodeT300": "NodeT300",
 "NodeT400": "NodeT400",
 "NodeT500": "NodeT500",
 "NodeT600": "NodeT600",
 "NodeT700": "NodeT700",
 "NodeT800": "NodeT800",
 "NodeT900": "NodeT900",
 "NodeT910": "NodeT910",
 "Nodes & chests": "ノードとチェスト",
 "Non-boss": "非ボス",
 "Non-damaging": "ダメージなし",
 "Non-fighting abilities bonus / malus": "非戦闘能力のボーナス／マイナス",
 "Non-player base value": "非プレイヤーの基本値",
 "Non-player default": "非プレイヤー初期値",
 "NonCombatOnly": "NonCombatOnly",
 "NonPlayerFactionUnitPathfindableDistance": "NonPlayerFactionUnitPathfindableDistance",
 "None": "なし",
 "None (36)": "なし (36)",
 "None - Dungeon Settlers Wiki": "なし - Dungeon Settlers Wiki",
 "None icon": "なし アイコン",
 "None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').": "メカニクス的には未実装ですが、各タルは固有の個性を必ず持つように設計されています（「仮面の下の顔」、「タル」は「仮面」を意味します）。",
 "None implemented. Lore ('famed for strong constitution and great craftsmanship; the mountains are our home and fortress') points to a future crafting/mining racial bonus.": "未実装。ロア（「強靭な耐久力と優れた職人技で名高い。山こそが我らの故郷であり要塞だ」）は、将来のクラフト/採掘の種族ボーナスを示唆しています。",
 "None implemented. Lore describes them as 'heretics who betrayed the other demon races to side with humans, so they are known, at least publicly', with a gaze-kill flavor, hinting at a hidden demon-races faction.": "未実装。ロアでは彼らを「他の悪魔種族を裏切り人間側についたため、少なくとも公にはそう知られている異端者」と描写し、視線で殺す風味とともに、隠された悪魔種族の勢力を示唆しています。",
 "None of these make a shield; they multiply it, refund it as healing, and turn shield gain into cooldown reduction. Bolt them onto any Guard Barrier or Fire Cloak engine.": "これらはいずれもシールドを生み出しません。シールドを増幅し、回復として還元し、シールド獲得をクールタイム短縮に変えます。任意のガードバリアや炎の外套のエンジンに組み合わせてください。",
 "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss": "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss",
 "Normal Support Wagon Berry Fixed": "通常支援ワゴン（ベリー・固定）",
 "Normal Support Wagon Grass Fixed": "通常支援ワゴン（草・固定）",
 "Normal Support Wagon Hardtack Fixed": "通常支援ワゴン（乾パン・固定）",
 "Normal Support Wagon Ointment Fixed": "通常 支援ワゴン 軟膏 固定",
 "Normal Support Wagon Tech Book Fixed": "通常支援ワゴン（技術書・固定）",
 "Normal Support Wagon Wood Fixed": "通常支援ワゴン（木材・固定）",
 "Normal hit": "通常ヒット",
 "Not a playable race yet. Newer builds added a Lycan combat-affecter family (a werewolf trait and an anti-Lycan passive) plus the first two placeholder names, groundwork toward a future werewolf-type race or enemy.": "まだプレイ可能な種族ではありません。新しいビルドではLycanの戦闘アフェクター系統（人狼の特性と対Lycanのパッシブ）と最初の2つの仮の名前が追加され、将来の人狼タイプの種族または敵への布石となっています。",
 "Not a save.": "セーブファイルではありません。",
 "Not active in this build.": "このビルドでは有効ではない。",
 "Not capped": "上限なし",
 "Not constructed, unlocked, or placed by any room, event, research, or farm in this build. It is either unreleased content or spawned by a special in-game mechanic (dungeon generation or an interactive structure that transforms during play).": "このビルドでは、どの部屋、イベント、研究、または農業によっても建設、アンロック、または配置されていません。未リリースコンテンツであるか、特殊なゲーム内メカニズム（ダンジョン生成またはプレイ中に変形するインタラクティブ構造）によって生成されます。",
 "Not enough data to call the exchange (one side deals no damage).": "打ち合いを判定するデータが不足しています（片方がダメージを与えません）。",
 "Not found in the data.": "データ内に見つかりません。",
 "Not housing": "住宅以外",
 "Not importable.": "インポートできません。",
 "Not modeled in this sheet": "このシートでは計算されません",
 "Not needed if using Battlemage without a fire staff": "火の杖なしで戦闘メイジを使う場合は不要",
 "Not obtainable in DS_B.0.3.26:": "DS_B.0.3.26では入手不可：",
 "Not obtainable in DS_B.0.3.40:": "DS_B.0.3.40では入手不可：",
 "Not on an expedition": "遠征中ではない",
 "Not recruitable": "募集不可",
 "Not rolled": "抽選対象外",
 "Not scaled by any major talent.": "いかなる主要タレントでもスケールしません。",
 "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables.": "DS_B.0.3.40 ではスキルに接続されていません - これは意図された効果についてのデザイナー自身による説明であり、テーブルから読み取った値ではありません。",
 "Not wired to a skill in DS_B.0.3.40 - this is the designers' own description of the intended effect, not a value read from the tables. (Does not appear in A2.0)": "DS_B.0.3.40 ではスキルに接続されていません - これは意図された効果についてのデザイナー自身による説明であり、テーブルから読み取った値ではありません。（A2.0 には登場しません）",
 "Not wired to a skill in DS_B.0.3.44 - this is the designers' own description of the intended effect, not a value read from the tables.": "DS_B.0.3.44ではスキルに紐付けられていない。これはテーブルから読み取った数値ではなく、意図された効果についてのデザイナー自身の説明です。",
 "Not wired to a skill in DS_B.0.3.44 - this is the designers' own description of the intended effect, not a value read from the tables. (Does not appear in A2.0)": "DS_B.0.3.44ではスキルに紐付けられていない。これはテーブルから読み取った数値ではなく、意図された効果についてのデザイナー自身の説明です。(A2.0には登場しません)",
 "Not written yet": "未記載",
 "Not-in-game: hidden": "ゲーム外: 非表示",
 "Not-in-game: shown": "ゲーム外: 表示",
 "Notable drops": "注目のドロップ",
 "Notable room odds (per floor)": "注目部屋の確率（階ごと）",
 "Note the odd internal ordering: the \"reach level 2\" step (Main8) fires before the boss-kill step (Main7). Also note the finale is a": "内部の順序が変わっている点に注意してください。「レベル2に到達」ステップ（Main8）はボス討伐ステップ（Main7）より先に発生します。また、最終段階は",
 "Notes": "備考",
 "Nothing (flat per stack; no attack-power scaling)": "なし（スタックごとに固定値、攻撃力スケーリングなし）",
 "Nothing equipped.": "何も装備していません。",
 "Nothing to compare yet - add a weapon (or a whole family) above. Your equipped weapon is always included.": "比較対象がまだありません。上で武器（またはファミリー全体）を追加してください。装備中の武器は常に含まれます。",
 "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations ...": "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations ...",
 "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations always followed close behind, and the adults wondered how far they might go. But after growing used to easy success, they often froze when faced with things that did not go their way.": "Noticeable from a young age, {0} could do in a few tries what took others a long time to learn. Praise and expectations always followed close behind, and the adults wondered how far they might go. But after growing used to easy success, they often froze when faced with things that did not go their way.",
 "Now pooled by:": "現在プール中:",
 "Npc": "NPC",
 "Npc10": "Npc10",
 "Npc11": "Npc11",
 "Npc12": "Npc12",
 "Npc13": "Npc13",
 "Npc14": "Npc14",
 "Npc15": "Npc15",
 "Npc17": "Npc17",
 "Npc18": "Npc18",
 "Npc2": "Npc2",
 "Npc21": "Npc21",
 "Npc24": "Npc24",
 "Npc25": "Npc25",
 "Npc26": "Npc26",
 "Npc27": "Npc27",
 "Npc28": "Npc28",
 "Npc3": "Npc3",
 "Npc4": "Npc4",
 "Npc5": "Npc5",
 "Npc6": "Npc6",
 "Npc7": "Npc7",
 "Npc8": "Npc8",
 "Npc9": "Npc9",
 "NpcQuestReportSpawnWeightMultiplier": "NpcQuestReportSpawnWeightMultiplier",
 "Number of days used for indicating food shortage in the dungeon alert window": "ダンジョンのアラートウィンドウで食料不足を示すために使う日数",
 "Number of environmental effects (positive/negative) by combat difficulty": "戦闘難易度別の環境効果（プラス/マイナス）の数",
 "Number of inventory slots": "インベントリスロットの数",
 "Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger": "睡眠関連のアフェクター効果（床で睡眠、ベッドで睡眠）が発動するまでのティック数",
 "Numbers": "数値",
 "Numbers are before target resistance (damage x 100 / (100 + R); most monsters have 0, armored ones up to 60 for a 37.5% cut) and before hit chance, dodge and guard. Combat difficulty does not change your own damage.": "数値は対象の耐性適用前（ダメージ x 100 / (100 + R); ほとんどのモンスターは0、装甲持ちは最大60で37.5%軽減）で、命中率、回避、ガードの適用前です。戦闘難易度は自分のダメージを変化させません。",
 "Numbers representing a unit's abilities. Each": "ユニットの能力を表す数値。それぞれ",
 "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities:": "ユニットの能力を表す数値。各メイン能力値は以下の能力に対応する:",
 "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities: [Strength] This main attribute proportionally increases maximum weight capacity, physical atta": "ユニットの能力を表す数値。各メイン能力値は以下の能力に対応する: [力] このメイン能力値は最大積載量、物理攻撃に比例して増加する",
 "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities:": "ユニットの能力を表す数値。各メインステータスは以下の能力に対応する:",
 "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities: 力 This major stat proportionally increases maximum weight, physical attack power,": "ユニットの能力を表す数値。各主要ステータスは以下の能力に対応する： 力 この主要ステータスは最大重量、物理攻撃力を比例的に増加させ、",
 "Nutrient Absorption GAMESYSTEM_Environment_{affecterName}": "栄養吸収 GAMESYSTEM_Environment_{affecterName}",
 "NutrientAbsorption": "NutrientAbsorption",
 "OPERATION_PlayableUntil_v0.3": "OPERATION_PlayableUntil_v0.3",
 "OPERATION_PlayableUntil_v0.4": "OPERATION_PlayableUntil_v0.4",
 "OPERATION_PlayableUntil_v0.5": "OPERATION_PlayableUntil_v0.5",
 "OPT": "選択",
 "OUTLOOK": "見通し",
 "Oats Growth2 Random": "オーツ 成長2（ランダム）",
 "Oats Random": "オーツ（ランダム）",
 "Objective": "目標",
 "Observe Endorsi": "エンドルシを観察",
 "Obtain": "入手",
 "Obtainable": "入手可能",
 "Obtained from": "入手元",
 "Odds: {#}": "確率: {#}",
 "Off:": "オフ：",
 "Offering": "供物",
 "Offering (level-up stat multiplier / mana-stone cost multiplier):": "オファリング (レベルアップ時のステータス倍率 / マナストーンコスト倍率):",
 "Offering multipliers": "捧げ物の倍率",
 "Offering tier does not change inscription rarity": "捧げ物のティアは刻印のレアリティを変えません",
 "Offering: Least": "捧げ物：最小",
 "Offering: Ordinary": "捧げ物：普通",
 "Offering: Plentiful": "捧げ物：豊富",
 "Offerings vs rarity": "捧げ物とレアリティ",
 "Official in-game text": "ゲーム内公式テキスト",
 "Official rank descriptions": "公式ランク説明",
 "Official tier descriptions": "公式ティア説明",
 "On a basic attack, a flat 25 percentage points are added to the hit's Damage Dealt Bonus. A second handler reads the skill's durability cost and its proper equipment and publishes the extra wear against that slot.": "通常攻撃時、ヒットの与ダメージボーナスに固定で25パーセンテージポイントが追加される。第2のハンドラーがスキルの耐久値コストとその対応装備を読み取り、そのスロットに追加の摩耗を発生させる。",
 "On a basic attack, multiply the hit by 1.25 before other bonuses dilute it.": "通常攻撃時、他のボーナスで薄まる前にヒットを1.25倍にする。",
 "On click": "クリック時",
 "On deconstruct / gather": "解体 / 採集時",
 "On deconstruct:": "解体時:",
 "On each grant the counter resets to 1, not to 0.": "付与のたびにカウンターは0ではなく1にリセットされる。",
 "On equip": "装備時",
 "On quest completion, multiplies the weight by {0}x if it is the matching floor (default 10)": "クエスト完了時、該当する階であれば重みを{0}倍にする（デフォルト10）",
 "On repeat visits the": "再訪時には",
 "On the proc, bonus = (target's missing HP / target's max HP) x 120, added as percentage points of Damage Dealt Bonus. The scaling is perfectly linear in the missing fraction, and there is no extra hundredth here: the result is already percentage points.": "発動時、ボーナス=(対象の欠損HP÷対象の最大HP)×120を、与ダメージボーナスのパーセンテージポイントとして加算。欠損割合に対して完全に線形にスケーリングし、ここではさらに100分の1を掛ける必要はない。結果はすでにパーセンテージポイントである。",
 "On the scarecrow": "かかしにて",
 "On top of that, stalling without clearing floors fires the": "さらに、フロアをクリアせずに停滞すると",
 "On use": "使用時",
 "On use:": "使用時:",
 "On {#}, {#} has changed from {#} to {#}.": "{#}の{#}が{#}から{#}に変更されました。",
 "On-death EXP": "撃破時経験値",
 "On-equip effects": "装備時効果",
 "On:": "オン：",
 "On: Items": "対象：アイテム",
 "On: Items + Buildings": "対象：アイテム + 建物",
 "On: Other units + Buildings": "対象：他のユニット＋建物",
 "On: Player units": "対象: プレイヤーユニット",
 "On: Player units + Other units": "対象：プレイヤーユニット + その他ユニット",
 "On: Player units + Other units + Buildings": "対象: プレイヤーユニット + その他のユニット + 建物",
 "On: Player units + Other units + Items": "対象: プレイヤーユニット + その他ユニット + アイテム",
 "OnEventOccur": "OnEventOccur",
 "OnResearchCompleted": "OnResearchCompleted",
 "Once everything useful has been salvage...": "有用なものすべてが回収されたら...",
 "Once it is comp...": "Once it is comp...",
 "Once it is completely dismantled, a tiny green essence ...": "完全に解体されると、小さな緑の本質が...",
 "Once per combat start, and no more than once per 60 ticks of the internal cooldown.": "戦闘開始ごとに1回、かつ内部クールダウン60ティックにつき最大1回。",
 "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn bri...": "遠征の成功に関するあなたのスピーチの準備が整うと、全員が集まる。彼らの目は...",
 "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition mem": "遠征の成功に関するあなたの演説の準備が完了すると、皆が集まる。彼らの目は以前より明るく輝き、希望で満ちている。遠征隊員を…",
 "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope. After looking over the expedition members gathered before you, you slowly begin to speak. \"We have done it! We conquered the Veil of Silence-that dark and perilous forest. This achievement was forged through the courage and determination of everyone standing here. No obstacle, no threat, could break our unwavering resolve.\" At your words, the expedition members erupt into applause and cheers. Pride shines clearly upon their faces. \"No matter what hardships lie ahead, we shall trust one another and move forward together!\" At your signal, the expedition members clash their cups together and drain their celebratory drinks in a single gulp.": "遠征の成功に関するあなたのスピーチの準備が整うと、全員が集まる。彼らの目は以前にも増して輝き、希望に満ちている。あなたの前に集まった遠征隊員を一瞥した後、あなたはゆっくり話し始める。「やった！我々は沈黙のベール、あの暗く危険な森を征服したのだ。この功績は、ここに立つすべての者の勇気と決意によって鍛え抜かれたものだ。どんな障害も、どんな脅威も、我々の揺るぎない決意を打ち砕くことはできなかった。」あなたの言葉で、遠征隊員たちは拍手と歓声を上げる。誇りが彼らの顔に明るく輝く。「これからどんな困難が待っていようとも、我々は互いに信頼し、一緒に進むのだ！」あなたの合図で、遠征隊員たちはカップを打ち合わせ、祝いの酒を一気に飲み干す。",
 "Once preparations for your speech regarding the expedition's success are complete, everyone gathers. Their eyes burn brighter than ever before, filled with hope...": "遠征の成功に関するあなたの演説の準備が完了すると、皆が集まる。彼らの目は以前より明るく輝き、希望で満ちている…",
 "Once the report ...": "Once the report ...",
 "Once you're done with the Acid Bug, investigate the Spore Bug next": "酸性虫の調査が終わったら、次は胞子虫を調べてください",
 "Once...": "それでは...",
 "OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0": "OnceOnMapEvent_Fixed27 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed27_0",
 "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0": "OnceOnMapEvent_Fixed28 && HasRemnantInMap_DiscardedMagicPowerDevice_1 && Cooldown_Fixed28_0",
 "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0": "OnceOnMapEvent_Fixed45 && HasRemnantInMap_DiscardedSpecimenRemnant_1 && Cooldown_Fixed45_0",
 "OnceOnMapEvent_Fixed46 && HasRemnantInMap_StrangeNiche_1 && Cooldown_Fixed46_0": "OnceOnMapEvent_Fixed46 && HasRemnantInMap_StrangeNiche_1 && Cooldown_Fixed46_0",
 "One counter stack is exactly 1 Energy, which is why the counter's max stack is 200.": "カウンターの1スタックはちょうどエネルギー1に相当し、そのためカウンターの最大スタックは200である。",
 "One damage model: hit = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist).": "単一のダメージモデル：hit = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist)。",
 "One depleted floor applies the -50% penalty to the whole region": "消耗したフロアが1つあると-50%ペナルティが地域全体に適用される",
 "One in-game day": "ゲーム内1日",
 "One is nowhere near enough.": "1つではまったく足りない。",
 "One is nowhere near enough. Wait- the link is lost?": "1つでは到底足りません。待って、リンクが失われましたか？",
 "One of the six core attributes - Strength, Constitution, Willpower, Intelligence, Agility, Perception - that feed derived combat stats. How fast each grows on level-up is set by its talent tier.": "派生戦闘ステータスの基礎となる6つの主要能力値（力、耐久力、意志力、知力、敏捷、認知）のひとつ。レベルアップ時の成長速度は才能ティアによって決まる。",
 "One point of a major stat adds the amount below to each final stat (from": "主要ステータス1ポイントは、各最終ステータスに下記の量を加算します(出典:",
 "One row per source.": "ソースごとに1行。",
 "One step per 1440 in-game minutes (1 in-game day) spent off safe floors. One in-game day is about 18 real minutes at 1x speed (64800 ticks at 45 ticks per in-game minute).": "安全フロア外で過ごしたゲーム内1440分(ゲーム内1日)ごとに1段階進む。ゲーム内1日は1倍速で現実時間約18分(1ゲーム内分あたり45ティック、64800ティック)。",
 "One stomp lands two debuffs on a whole pack, so Guard Barrier fires a burst of shields at once - a strong opener, though only every 30s.": "1回の踏みつけで集団全体に2つのデバフを付与するため、ガードバリアが一度に大量のシールドを発動します。強力な先制手ですが、30秒ごとのみです。",
 "One-handed weapons": "片手武器",
 "One-handed weapons (Sword and Blunt, plus the gated Dagger, Axe and Spear) can pair with a shield for sword-and-board play. This means a shield can never be combined with a bow or a staff on the same unit.": "片手武器（剣と鈍器、加えて解放待ちの短剣、斧、槍）は盾と組み合わせて剣と盾のスタイルにできる。つまり、同じユニットで盾を弓や杖と組み合わせることは決してできない。",
 "One-shot": "一回限り",
 "Only Physical and Magic (no elemental damage types)": "物理と魔法のみ（属性ダメージタイプはなし）",
 "Only a bow uses ammo. Equip one in the Primary slot first.": "弾薬を使うのは弓だけです。まずメイン枠に弓を装備してください。",
 "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben...": "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and ben...",
 "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and beneath the walls, checking the gaps under closed doors and the dark rooftops one by one. Because of that, they grew more used to the quiet footsteps of night than to the noise of day.": "Only after everyone had gone to sleep did {0}'s patrol begin. Carrying a dim lantern, they walked through alleys and beneath the walls, checking the gaps under closed doors and the dark rooftops one by one. Because of that, they grew more used to the quiet footsteps of night than to the noise of day.",
 "Only critical hits count, so the inscription is strongest on a high-crit build; a low-crit unit may never reach the cap in a single run.": "会心のみがカウントされるため、この刻印は高会心ビルドで最も強力です。会心の低いユニットは1回の探索で上限に到達しないこともあります。",
 "Only critical hits pay out ({#} gold each). Once you bank {#} gold you stop earning and instead gain a permanent +{#}% Critical Chance for the rest of the expedition.": "クリティカルヒットのみ報酬が出ます（1回につき{#}ゴールド）。{#}ゴールドを貯めると獲得は止まり、代わりに探索の残り時間中は永続で+{#}% クリティカル確率を得ます。",
 "Only on a guarded result, and only when the wearer is the victim.": "ガード判定の場合のみ、かつ装備者が被害者の場合のみ。",
 "Only the first two regions have real content; the rest are placeholders (see the": "実際のコンテンツがあるのは最初の2つの地域だけで、残りはプレースホルダーです（参照：",
 "Only the net difference is shown: something that changed several times across the builds in between appears once, with its start and end value, and something that changed and changed back does not appear at all.": "表示されるのは正味の差分のみです。途中のビルドで何度も変わった項目は開始値と最終値で1回だけ表示され、変わってから元に戻った項目はまったく表示されません。",
 "OnlyBasicAttack": "OnlyBasicAttack",
 "Opal (Water gem upgrade)": "オパール（水の宝石アップグレード）",
 "Opal Ore": "オパール鉱石",
 "Opal Ore - Dungeon Settlers Wiki": "オパール鉱石 - Dungeon Settlers Wiki",
 "Opal Ore icon": "オパール鉱石アイコン",
 "Open \"How do I use the file?\" below before you load it.": "読み込む前に、下の「このファイルはどう使う?」を開いてください。",
 "Open Game Guide": "ゲームガイドを開く",
 "Open in builder": "ビルダーで開く",
 "Open the Saves folder, then choose your clan .json below. The exact folder can vary by build. A browser cannot open a folder for you, so copy the path and paste it as above.": "Savesフォルダを開き、下で自分のクランの .json を選びます。正確なフォルダはビルドによって異なる場合があります。ブラウザはフォルダを開けないため、パスをコピーして上記のように貼り付けてください。",
 "Open trade with": "取引開始:",
 "OperationTable": "OperationTable",
 "Optional": "任意",
 "Options": "オプション",
 "Or browse and filter the full list": "または全リストを閲覧して絞り込む",
 "Order of computation": "計算の順序",
 "Order of enemies that must be cleared for the region clear: Stage 1, Stage 2, etc. If NULL, there is no boss, so clearing does not trigger an unlock.": "地域クリアのために倒す必要がある敵の順序: ステージ1、ステージ2など。NULLの場合はボスがいないため、クリアしても解放は発生しない。",
 "Other adjustments": "その他の調整",
 "Other future bosses in the data: a **three-phase Red Monster Rat** boss version (distinct from the elite Red Monster Rat you fight in the campaign) and a **Royal Slime** (tied to a Grand Crown 'melted into slime under a curse' and a Royal Slime Soul Stone). The released Legendary accessory is the **Devrick Pendant** (with its Devrick Talisman).": "データ内の他の将来のボス：**3フェーズの赤いモンスターネズミ**のボス版（キャンペーンで戦う精鋭の赤いモンスターネズミとは別物）と、**ロイヤルスライム**（「呪いでスライムに溶けた」グランドクラウンとロイヤルスライムの魂石に結びつく）。実装済みのレジェンダリーアクセサリーは**デヴリックのペンダント**（デヴリックのタリスマンを伴う）です。",
 "Other mood levers": "その他の気分の要因",
 "Other pools": "その他のプール",
 "Other skills": "その他スキル",
 "Other skills (1)": "その他のスキル (1)",
 "Other skills (3)": "その他のスキル (3)",
 "Other skills (4)": "その他のスキル (4)",
 "Other skills (monster / item-granted)": "その他のスキル（モンスター／アイテム付与）",
 "Other units (NPC/monster): no": "その他のユニット（NPC/モンスター）: なし",
 "Other units (NPC/monster): yes": "他のユニット（NPC/モンスター）：はい",
 "Other units + Buildings": "その他のユニット + 建物",
 "Other/Unused": "その他/未使用",
 "Output": "産出",
 "Overloaded (Caution, displays once)": "過負荷（注意、1回表示）",
 "Overview": "概要",
 "P.Atk": "物攻",
 "P.Atk 11": "物理攻撃力 11",
 "P.Atk 15": "物理攻撃力 15",
 "P.Atk 17": "物理攻撃力 17",
 "P.Atk 20": "物理攻撃力 20",
 "P.Atk 21": "物理攻撃力 21",
 "P.Atk 23": "物攻 23",
 "P.Atk 23 - M.Atk 9": "物理攻撃力 23 - 魔法攻撃力 9",
 "P.Atk 26": "物理攻撃力 26",
 "P.Atk 27": "P.Atk 27",
 "P.Atk 30": "物攻 30",
 "P.Atk 30 - M.Atk 14": "物理攻撃力 30 - 魔法攻撃力 14",
 "P.Atk 32": "物理攻撃力 32",
 "P.Atk 36": "物攻 36",
 "P.Atk 36 - M.Atk 14": "物理攻撃力 36 - 魔法攻撃力 14",
 "P.Atk 41": "物理攻撃力 41",
 "P.Atk 42": "物攻 42",
 "P.Atk 42 - M.Atk 23": "物理攻撃力 42 - 魔法攻撃力 23",
 "P.Atk 45": "物攻 45",
 "P.Atk 45 - M.Atk 14": "物理攻撃力 45 - 魔法攻撃力 14",
 "P.Atk 48": "物理攻撃力 48",
 "P.Atk 53": "物攻 53",
 "P.Atk 53 - M.Atk 14": "物理攻撃力 53 - 魔法攻撃力 14",
 "P.Atk 56": "物理攻撃力 56",
 "P.Atk 57": "物攻 57",
 "P.Atk 57 - M.Atk 14": "物理攻撃力 57 - 魔法攻撃力 14",
 "P.Atk 60": "物攻 60",
 "P.Atk 60 - M.Atk 14": "物理攻撃力 60 - 魔法攻撃力 14",
 "P.Atk 68": "物攻 68",
 "P.Atk 68 - M.Atk 34": "物理攻撃力 68 - 魔法攻撃力 34",
 "P.Atk 71": "物理攻撃力 71",
 "P.Atk 77": "物理攻撃力 77",
 "P.Atk 80": "物理攻撃力 80",
 "P.Atk 90": "物理攻撃力 90",
 "PAtk": "物理攻撃力",
 "PT Deva": "PTデーヴァ",
 "Packs a powerful strike but is vulnerable to heavy impacts.": "強力な打撃を放ちますが、重い衝撃に弱い。",
 "Packs the ticked units into one link. Whoever opens it rebuilds them - no account, no server, nothing stored.": "チェックしたユニットを1つのリンクにまとめます。開いた人の側で再構築されます。アカウントもサーバーも不要で、何も保存されません。",
 "Page not found": "ページが見つかりません",
 "Page not found - Dungeon Settlers Wiki": "ページが見つかりません - Dungeon Settlers Wiki",
 "Pain": "痛み",
 "Panic State (Debuff, prints once)": "パニック状態（デバフ、1回表示）",
 "Parsed and used as \"GAMESYSTEM_LevelUp_{statType}{talentType}\", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase": "\"GAMESYSTEM_LevelUp_{statType}{talentType}\"としてパースして使用するため、キー名を変更しないこと!!! {0}: 最小上昇値 {1}: 最大上昇値",
 "Party per round": "1ラウンドあたりのパーティ",
 "Party totals": "パーティ合計",
 "Passive": "パッシブ",
 "Passive - affects self": "パッシブ：自身に作用",
 "Passive skills": "パッシブスキル",
 "Passives": "パッシブスキル",
 "Password is available in the Discord channel accessible only to Playtesters. Search message: \"password lock\"": "パスワードは、プレイテスターのみがアクセスできるDiscordチャンネルにあります。「password lock」というメッセージを検索してください。",
 "Patrol": "巡回",
 "Pause, 1x, 2x, 3x": "一時停止、1倍、2倍、3倍",
 "Payouts and Bleeding stacks applied over a run of basic attacks.": "連続した通常攻撃で発生するペイアウトと、付与された出血スタック。",
 "Payouts and Burning stacks applied over a run of basic attacks.": "連続した通常攻撃で発生するペイアウトと、付与された燃焼スタック。",
 "Peach": "桃",
 "Per +1 point: Con {#} HP; Str {#} / Agi {#} / Per {#} Phys Atk; Int {#} / Will {#} / Per {#} Magic Atk.": "+1ポイントごと：耐久力 {#} HP；力 {#} / 敏捷 {#} / 認知 {#} 物理攻撃；知力 {#} / 意志 {#} / 認知 {#} 魔法攻撃。",
 "Per cast range": "使用ごとの射程",
 "Per neighbour": "隣接1体あたり",
 "Per room": "部屋ごと",
 "Per stack": "スタックごと",
 "Per stack / sec": "1スタック / 秒",
 "Per stack:": "スタックごと：",
 "Per victim": "対象1体あたり",
 "Per victim, before that victim's own resistance.": "対象1体あたり、その対象自身の耐性適用前。",
 "Per-floor": "階ごと",
 "Per-floor room and node odds in {#}": "{#}のフロアごとの部屋と鉱脈の確率",
 "Per-level gain ranges": "レベルごとの上昇範囲",
 "Per-point stat calculator": "ポイント単位ステータス計算機",
 "Per-point stat values": "1ポイントあたりのステータス値",
 "Per-point values": "1ポイントあたりの値",
 "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.": "地域ごとの条件（天候、資源の豊富さ、危険）で、探索中にプラスまたはマイナスの効果を与えます。難易度が高いほどマイナスの環境効果が多く抽選されます。",
 "Per-region weather/effects and depletion counters": "地域ごとの天候／効果と枯渇カウンター",
 "Per-room odds": "部屋ごとの確率",
 "Per-second damage": "1秒あたりのダメージ",
 "Per-skill damage breakdown is unavailable (the damage-ranking data was not built into this page).": "スキル別ダメージの内訳は利用できません（ダメージランキングデータがこのページに組み込まれていません）。",
 "Per-skill damage is unavailable (the damage-ranking data was not built into this page).": "スキル別ダメージは利用できません（ダメージランキングデータがこのページに組み込まれていません）。",
 "Per-skill damage uses the same engine as skills/damage-ranking: the caster's real attack stats and crit fold into each skill's recipe, mitigated by this target's resistances. Player damage does not scale with difficulty (only the target HP does), so a skill shows the same number here as on the ranking page at the matching difficulty.": "スキル別ダメージは skills/damage-ranking と同じエンジンを使用します。詠唱者の実際の攻撃ステータスとクリティカルが各スキルの計算式に組み込まれ、この対象の耐性で軽減されます。プレイヤーのダメージは難易度でスケールしません（対象HPのみがスケールします）ので、スキルは同じ難易度ならランキングページと同じ数値を表示します。",
 "Per-skill damage vs": "スキル別ダメージ 対",
 "Per-slot": "スロットごと",
 "Per-status value curves/scaling.": "ステータスごとの数値カーブ/スケーリング。",
 "Percent": "パーセント",
 "Percent stat": "割合ステータス",
 "Percent vs flat stats": "割合ステータスと固定ステータス",
 "Percent?": "パーセント?",
 "Percentage value determining how long a unit sleeps while in forced rest mode": "強制休息モード中にユニットがどれだけ眠るかを決める割合の値",
 "Perception Boost: Positive GAMESYSTEM_Environment_{affecterName}": "認知の上昇: プラス GAMESYSTEM_Environment_{affecterName}",
 "Perception Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "認知の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}",
 "Perception myth": "認知の俗説",
 "PerceptionFortify": "PerceptionFortify",
 "PerceptionWeaken": "PerceptionWeaken",
 "Perception_": "Perception_",
 "Peridot (Nature gem upgrade)": "ペリドット（自然の宝石アップグレード）",
 "Peridot Ore": "ペリドット鉱石",
 "Peridot Ore - Dungeon Settlers Wiki": "ペリドット鉱石 - Dungeon Settlers Wiki",
 "Peridot Ore icon": "ペリドット鉱石アイコン",
 "Perion (scholar, Festering Burrow)": "ペリオン（学者、ただれた巣穴）",
 "Perion Default": "ペリオン デフォルト",
 "Perion Default - Dungeon Settlers Wiki": "Perion Default - Dungeon Settlers Wiki",
 "Perion Default icon": "Perion Default アイコン",
 "Perion Quest 1": "ペリオンクエスト1",
 "Perion Quest 1 - Dungeon Settlers Wiki": "Perion Quest 1 - Dungeon Settlers Wiki",
 "Perion Quest 1 Reward": "ペリオンクエスト1 報酬",
 "Perion Quest 1 Reward - Dungeon Settlers Wiki": "Perion Quest 1 Reward - Dungeon Settlers Wiki",
 "Perion Quest 1 Reward icon": "Perion Quest 1 Reward アイコン",
 "Perion Quest 1 icon": "Perion Quest 1 アイコン",
 "Perion Quest End 1": "ペリオンクエスト完了1",
 "Perion Quest End 1 - Dungeon Settlers Wiki": "ペリオン クエスト終了 1 - Dungeon Settlers Wiki",
 "Perion Quest End 1 icon": "ペリオン クエスト終了 1 アイコン",
 "Perion Quest End 2": "ペリオン クエスト 終了 2",
 "Perion Quest End 2 - Dungeon Settlers ウィキ": "ペリオン クエスト終了 2 - Dungeon Settlers ウィキ",
 "Perion Quest End 2 アイコン": "ペリオン クエスト終了 2 アイコン",
 "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks.": "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks.",
 "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks. \"...Thanks to you, my research has made considerable progress.\" He brushes his hair to one side, clearly dissatisfied. \"But there is still far too much we don't know about the Dungeon. Not being able to enter and see it for myself is becoming unbearable.\"": "Perion is examining a fragment of a golem. Without pausing as you approach, he speaks. \"...Thanks to you, my research has made considerable progress.\" He brushes his hair to one side, clearly dissatisfied. \"But there is still far too much we don't know about the Dungeon. Not being able to enter and see it for myself is becoming unbearable.\"",
 "Perion rewards": "ペリオンの報酬",
 "Perion silently reads through the investigation records you brought.": "Perion silently reads through the investigation records you brought.",
 "Perion silently reads through the investigation records you brought. \"Remarkable... This was no ordinary magical experimentation on living creatures. It means they were even studying the ancient beings themselves.\" After a moment's thought, he lets out a quiet sigh. \"As for what they hoped to accomplish... there is no way to know now.\" He neatly stacks the documents beside him and places them in his bag. \"I will keep my promise. Once I've finished the remaining work, I'll head to the settlement. From now on, I will investigate the Dungeon firsthand as a member of the expedition.\"": "Perion silently reads through the investigation records you brought. \"Remarkable... This was no ordinary magical experimentation on living creatures. It means they were even studying the ancient beings themselves.\" After a moment's thought, he lets out a quiet sigh. \"As for what they hoped to accomplish... there is no way to know now.\" He neatly stacks the documents beside him and places them in his bag. \"I will keep my promise. Once I've finished the remaining work, I'll head to the settlement. From now on, I will investigate the Dungeon firsthand as a member of the expedition.\"",
 "Perion's discarded-device request line.": "ペリオンの捨てられた装置に関する依頼のセリフ。",
 "PerionDefault": "PerionDefault",
 "PerionQuest1": "PerionQuest1",
 "PerionQuest1Reward": "PerionQuest1Reward",
 "PerionQuest2": "PerionQuest2",
 "PerionQuest2End": "PerionQuest2End",
 "PerionQuestEnd1": "PerionQuestEnd1",
 "PerionQuestEnd2": "PerionQuestEnd2",
 "Permanently +3 Strength and +3 Constitution, and restores 100 HP over 10 seconds.": "永続的に力+3、耐久力+3、さらに10秒かけてHPを100回復します。",
 "Personality": "性格",
 "Per×0.05": "Per×0.05",
 "Per×0.3": "Per×0.3",
 "Per×0.4": "Per×0.4",
 "Per×0.5": "Per×0.5",
 "Phase 1 Unique": "フェーズ1固有",
 "Phase 1 Unique - Dungeon Settlers Wiki": "フェーズ1 固有 - Dungeon Settlers Wiki",
 "Phase 1 Unique map": "フェーズ1固有マップ",
 "Phase 2": "フェーズ2",
 "Phase 2 - Dungeon Settlers Wiki": "フェーズ2 - Dungeon Settlers Wiki",
 "Phase 2 Unique": "フェーズ2 固有",
 "Phase 2 Unique - Dungeon Settlers Wiki": "フェーズ2 固有 - Dungeon Settlers Wiki",
 "Phase 2 Unique map": "フェーズ2 固有 マップ",
 "Phase 2 map": "フェーズ2 マップ",
 "Phase change": "フェーズ変化",
 "Phase unit [n]: phase of floor n": "フェーズ単位 [n]: n階のフェーズ",
 "PhaseUnit": "PhaseUnit",
 "Phase_": "Phase_",
 "Phases": "フェーズ",
 "Phys": "物理",
 "Phys Res": "物理耐性",
 "Phys res": "物理耐性",
 "Phys. resist": "物理耐性",
 "PhysAtk": "物理攻撃",
 "PhysRes": "物理耐性",
 "Physical": "物理",
 "Physical 10 / Magic 18": "物理10 / 魔法18",
 "Physical 10 / Magic 40": "物理10 / 魔法40",
 "Physical 10 / Magic 49": "物理 10 / 魔法 49",
 "Physical 10 / Magic 60": "物理10 / 魔法60",
 "Physical 10 / Magic 63": "物理10 / 魔法63",
 "Physical 10 / Magic 75": "物理 10 / 魔法 75",
 "Physical 102 / Magic 16": "物理 102 / 魔法 16",
 "Physical 115 / Magic 16": "物理 115 / 魔法 16",
 "Physical 117 / Magic 16": "物理 117 / 魔法 16",
 "Physical 12 / Magic 20": "物理12 / 魔法20",
 "Physical 121 / Magic 20": "物理121 / 魔法20",
 "Physical 126 / Magic 20": "物理 126 / 魔法 20",
 "Physical 130 / Magic 16": "物理 130 / 魔法 16",
 "Physical 142 / Magic 20": "物理142 / 魔法20",
 "Physical 144 / Magic 20": "物理 144 / 魔法 20",
 "Physical 151 / Magic 16": "物理 151 / 魔法 16",
 "Physical 16 / Magic 135": "物理 16 / 魔法 135",
 "Physical 16 / Magic 170": "物理 16 / 魔法 170",
 "Physical 16 / Magic 58": "物理 16 / 魔法 58",
 "Physical 170 / Magic 16": "物理 170 / 魔法 16",
 "Physical 20 / Magic 108": "物理20 / 魔法108",
 "Physical 30 / Magic 20": "物理30 / 魔法20",
 "Physical 41 / Magic 20": "物理 41 / 魔法 20",
 "Physical 42 / Magic 20": "物理 42 / 魔法 20",
 "Physical 44 / Magic 20": "物理 44 / 魔法 20",
 "Physical 45 / Magic 20": "物理45 / 魔法20",
 "Physical 54 / Magic 20": "物理54 / 魔法20",
 "Physical 55 / Magic 16": "物理 55 / 魔法 16",
 "Physical 63 / Magic 20": "物理63 / 魔法20",
 "Physical 72 / Magic 16": "物理72 / 魔法16",
 "Physical 76 / Magic 20": "物理 76 / 魔法 20",
 "Physical 8 / Magic 117": "物理8 / 魔法117",
 "Physical 81 / Magic 20": "物理81 / 魔法20",
 "Physical 86 / Magic 20": "物理86 / 魔法20",
 "Physical 90 / Magic 16": "物理 90 / 魔法 16",
 "Physical 90 / Magic 20": "物理 90 / 魔法 20",
 "Physical 99 / Magic 16": "物理 99 / 魔法 16",
 "Physical 99 / Magic 20": "物理99 / 魔法20",
 "Physical Atk": "物理攻撃",
 "Physical Attack": "物理攻撃",
 "Physical Attack Power added": "追加された物理攻撃力",
 "Physical Attack Power base": "物理攻撃力の基本値",
 "Physical Attack per skill use": "スキル使用ごとの物理攻撃",
 "Physical Resistance and Magic Resistance only": "物理耐性と魔法耐性のみ",
 "Physical attack": "物理攻撃力",
 "Physical attack power": "物理攻撃力",
 "Physical attack speed increases by {0}%.": "物理攻撃速度が{0}%増加します。",
 "Physical damage stat source": "物理ダメージステータスの出所",
 "Physical from {#}, magic from {#}.": "物理 {#} から、魔法 {#} から。",
 "Physical melee - Greatsword": "物理近接 - 大剣",
 "Physical melee - Sword": "物理近接 - 剣",
 "Physical res 0 / Magic res 0": "物理耐性 0 / 魔法耐性 0",
 "Physical res 0 / Magic res 30": "物理耐性 0 / 魔法耐性 30",
 "Physical res 0 / Magic res 60": "物理耐性 0 / 魔法耐性 60",
 "Physical res 10 / Magic res 0": "物理耐性 10 / 魔法耐性 0",
 "Physical res 10 / Magic res 10": "物理耐性10 / 魔法耐性10",
 "Physical res 10 / Magic res 30": "物理耐性 10 / 魔法耐性 30",
 "Physical res 15 / Magic res 0": "物理耐性 15 / 魔法耐性 0",
 "Physical res 20 / Magic res 0": "物理耐性 20 / 魔法耐性 0",
 "Physical res 25 / Magic res 0": "物理耐性25 / 魔法耐性0",
 "Physical res 30 / Magic res 0": "物理耐性 30 / 魔法耐性 0",
 "Physical res 40 / Magic res 0": "物理耐性 40 / 魔法耐性 0",
 "Physical res 50 / Magic res 0": "物理耐性 50 / 魔法耐性 0",
 "Physical res 60 / Magic res 0": "物理耐性 60 / 魔法耐性 0",
 "Physical resistance": "物理耐性",
 "Physical spells": "物理呪文",
 "Physical stats from": "物理ステータスの出所",
 "Physical {#} ({#}) &middot; Magic {#} ({#}). Equipped tier exact, other tiers scaled.": "物理 {#}（{#}）&middot; 魔法 {#}（{#}）。装備中のティアは正確、他ティアはスケール値。",
 "Physical, ignores defense & shields": "物理、防御と盾を無視",
 "Physical, ignores shields": "物理、シールドを無視",
 "PhysicalAttackPower": "PhysicalAttackPower",
 "PhysicalAttackSpeed": "PhysicalAttackSpeed",
 "PhysicalCriticalChance": "PhysicalCriticalChance",
 "PhysicalCriticalMultiplier": "PhysicalCriticalMultiplier",
 "PhysicalEfficiencyAgainstArmor": "PhysicalEfficiencyAgainstArmor",
 "PhysicalResistance_": "PhysicalResistance_",
 "Pick Up Mode ({0} or screen bottom-right)": "Pick Up Mode ({0} or screen bottom-right)",
 "Pick a background first - it decides which trees this character has.": "まず背景を選択してください。このキャラクターが持つツリーを決定します。",
 "Pick a face for this recruit - shown on the Build card, saved with the build and its share link.": "この募集ユニットの顔を選択 - ビルドカードに表示され、ビルドと共有リンクと共に保存されます。",
 "Pick a weapon type, then a material set - the set brings that weapon plus the tier armour. Tweak any slot below.": "武器タイプを選び、次に素材セットを選択します。セットにはその武器とティア防具が含まれます。下で各スロットを調整できます。",
 "Pick an enemy above. Estimate only - ignores skill cooldowns, statuses, positioning and AoE.": "上で敵を選んでください。概算のみ：スキルのクールタイム、状態、位置取り、範囲攻撃は無視します。",
 "Pick any two builds to see what changed": "変更内容を確認するために任意の2つのビルドを選択してください",
 "Pick any two builds to see what changed between them.": "ビルドを2つ選ぶと、その間に何が変わったかを確認できます。",
 "Pick at least one character first.": "まず少なくとも1体のキャラクターを選んでください。",
 "Pick at least one character in the team above.": "上のチームに少なくとも1体のキャラクターを選んでください。",
 "Pick level, difficulty and mood effects; the net mood is computed for you": "レベル、難易度、気分効果を選ぶと、正味の気分が計算されます",
 "Pick team members above first.": "まず上でチームメンバーを選んでください。",
 "Pick this character's attack for the Weapon comparison below by clicking a row in the per-skill table.": "スキル別テーブルの行をクリックして、下の武器比較に使うこのキャラクターの攻撃を選びます。",
 "Pick two different builds.": "2つの異なるビルドを選択してください。",
 "Pick up to 3 (the game rolls 1 + a 30% chance of extras).": "最大3個まで選択 (ゲームは1個 + 30%の確率で追加をロールします)。",
 "Picked from SpawnGroupTable by region / phase / room type": "地域／段階／部屋タイプに応じてSpawnGroupTableから選出",
 "Picked up items are stored in the unit's <color=#ccb": "Picked up items are stored in the unit's <color=#ccb",
 "Picked-up items are stored in the unit's <color=#ccb": "Picked-up items are stored in the unit's <color=#ccb",
 "Pierce": "貫通",
 "Piercing Thrust": "貫通突き",
 "Pin this menu to the top while you scroll": "スクロール中もこのメニューを上部に固定",
 "Pinball Time": "ピンボールタイム",
 "Pinball Time PS: If the map is too large, armored beetles may escape from combat, so size adjustment seems necessary du...": "ピンボールタイムPS:マップが大きすぎる場合、装甲甲虫が戦闘から逃げるため、サイズ調整が必要に見えるdu...",
 "Pink Flowerbed": "ピンク色の花壇",
 "Pioneering Spirit": "開拓精神",
 "Pioneering Spirit Effect": "開拓者精神エフェクト",
 "Pioneering Spirit Effect - Dungeon Settlers ウィキ": "Pioneering Spirit Effect - Dungeon Settlers ウィキ",
 "Pioneering Spirit Effect アイコン": "Pioneering Spirit Effect アイコン",
 "Placed directly into {#} room templates ({#} rooms in {#}) - each row below shows the floor and the chance of that room being rolled.": "{#} 種の部屋テンプレートに直接配置されます（{#} の部屋、{#} 内）。下の各行は、その部屋が出現するフロアと抽選確率を示します。",
 "Placed into dungeon floors as they generate": "ダンジョンフロアが生成される際に配置される",
 "Placed into dungeon floors as they generate -": "ダンジョンフロアが生成される際に配置される -",
 "Placed on the base map in {#}.": "拠点マップの {#} に配置されます。",
 "Placeholder (unused)": "プレースホルダー（未使用）",
 "Placeholder chest loot; no dedicated monster drop tables yet": "宝箱の戦利品はプレースホルダー。専用のモンスタードロップテーブルはまだなし",
 "Plain JSON, ~1-2 MB per campaign autosave": "プレーンJSON、キャンペーンのオートセーブ1つあたり約1〜2 MB",
 "Plan a settler - background, skills, equipment, final stats": "入植者の設計 - 経歴、スキル、装備、最終ステータス",
 "Planned": "予定",
 "Plant Rage (Mood -2) from vegetarian food; no penalty for carnivore-only": "菜食から植物の怒り（気分-2）。肉食のみならペナルティなし",
 "Plant-Eating Rage (Debuff, prints once)": "菜食の怒り（デバフ、1回表示）",
 "PlayLoop_": "PlayLoop_",
 "Playable Until v0.3": "v0.3までプレイ可能",
 "Playable Until v0.4": "v0.4までプレイ可能",
 "Playable Until v0.5": "v0.5までプレイ可能",
 "Player": "プレイヤー",
 "Player Idle Start Tick": "プレイヤー アイドル 開始 ティック",
 "Player Management Difficulty Easy": "プレイヤー管理難度 簡単",
 "Player Management Difficulty Easy - Dungeon Settlers ウィキ": "Player Management Difficulty Easy - Dungeon Settlers ウィキ",
 "Player Management Difficulty Easy アイコン": "Player Management Difficulty Easy アイコン",
 "Player Management Difficulty Hard": "プレイヤー管理難度 難しい",
 "Player Management Difficulty Hard - Dungeon Settlers ウィキ": "Player Management Difficulty Hard - Dungeon Settlers ウィキ",
 "Player Management Difficulty Hard アイコン": "Player Management Difficulty Hard アイコン",
 "Player default": "プレイヤー初期値",
 "Player skills": "プレイヤースキル",
 "Player skills (1)": "プレイヤースキル（1）",
 "Player skills (2)": "プレイヤースキル (2)",
 "Player skills (3)": "プレイヤースキル（3）",
 "Player skills:": "プレイヤースキル:",
 "Player spell damage ranking": "プレイヤー呪文ダメージランキング",
 "Player spells": "プレイヤー呪文",
 "Player tree": "プレイヤーツリー",
 "Player unit base value": "プレイヤーユニットの基本値",
 "Player units": "プレイヤーユニット",
 "Player units + Other units": "プレイヤーユニット + その他のユニット",
 "Player units + Other units + Buildings": "プレイヤーユニット + その他のユニット + 建物",
 "Player units + Other units + Items": "プレイヤーユニット + その他のユニット + アイテム",
 "Player units: no": "プレイヤーユニット: 対象外",
 "Player units: yes": "プレイヤーユニット: あり",
 "PlayerCombatMaxCap": "PlayerCombatMaxCap",
 "PlayerFactionUnitPathfindableDistance": "PlayerFactionUnitPathfindableDistance",
 "PlayerMaxCap": "PlayerMaxCap",
 "PlayerPartyMax": "PlayerPartyMax",
 "PlayerSellDiscount": "PlayerSellDiscount",
 "Player_": "Player_",
 "Players": "プレイヤー",
 "Playing already?": "すでにプレイ中？",
 "Playing around it": "対策・立ち回り",
 "Playtester password": "プレイテスターパスワード",
 "Please describe the issue first.": "まず問題の内容を記入してください。",
 "Please leave it to me.": "それは僕に任せてください。",
 "Plus {#} more rooms.": "ほかに {#} 部屋あります。",
 "Points your clan earns from expeditions and objectives, spent to advance your clan rank.": "クランが探索や目標から得るポイントで、クランランクを進めるために消費します。",
 "PoisonImmune": "PoisonImmune",
 "Polarity": "極性",
 "Pool": "プール",
 "Pool Tier": "プールティア",
 "Pool composition": "プール構成",
 "Pooled with weight 0 by": "次によってウェイト0でプールされています：",
 "Poor 1-3, Moderate 2-4, Outstanding 2-5, Exceptional 3-6, Genius 3-7": "貧弱1～3、中程度2～4、優秀2～5、卓越3～6、天才3～7",
 "Poor, Moderate, Outstanding, Exceptional, Genius": "貧弱、中程度、優秀、卓越、天才",
 "Portal_": "Portal_",
 "Portrait": "肖像",
 "Português (Brasil)": "ポルトガル語 (ブラジル)",
 "Position": "位置",
 "Position and rotation information for placement within the campsite": "野営地内への配置のための位置と回転の情報",
 "Positive": "正",
 "Positive effects": "プラス効果",
 "Positive mood": "プラスの気分は",
 "Positivity": "ポジティブ",
 "Possessing primal instincts,": "Possessing primal instincts,",
 "Practical tip": "実用的なコツ",
 "Practical wall": "実質的な壁",
 "Praying here": "ここで祈る",
 "Pre-built settler templates the game recruits from - grouped by role. Each card shows the settler's background, traits, inscriptions, notable talents (only the ones that differ from Moderate) and its starting gear. Filter by race or level, or search by name or trait.": "ゲームが募集に使用する構築済みの開拓者テンプレートで、役割ごとに分類されています。各カードは開拓者の背景、特性、刻印、注目すべき才能（中程度と異なるもののみ）、初期装備を表示します。種族やレベルで絞り込むか、名前や特性で検索してください。",
 "Pre-input ticks (previously 12)": "先行入力ティック（以前は12）",
 "Prefer": "好む",
 "Preparing for the Red Monster Rat": "赤いモンスターネズミへの備え",
 "Prerequisites": "前提条件",
 "Press Win+R, paste this, press Enter.": "Win+R を押し、これを貼り付けてEnterを押します。",
 "Pretending nothing is amiss, she rummages needlessly through her quiver before speaking.": "何事もないふりをして、彼女は不必要に矢筒を探し回ってから話しかける。",
 "Preview": "プレビュー",
 "Price": "価格",
 "PriceRamdomPerModifierRange": "PriceRamdomPerModifierRange",
 "Primary skill points gained on level up": "レベルアップ時に得られる一次スキルポイント",
 "Primary weapon": "メイン武器",
 "Priority": "優先度",
 "Private Rooms": "個室",
 "PrivateRoom": "PrivateRoom",
 "Probability": "確率",
 "Processing 2 not completed": "加工2が未完了",
 "Processing Complete": "加工完了",
 "Processing not completed": "加工が未完了",
 "Prodigy (future background)": "Prodigy（今後の背景）",
 "Produce 1 Cloth Armor": "布防具を1個生産する",
 "Produce 4 Cloth": "布を4個生産する",
 "Produce Wooden Arrows": "木の矢を生産する",
 "Produces": "生産",
 "Progress will be saved if you are in the settlement.": "決済地にいる場合、進捗が保存されます。",
 "Prompt": "プロンプト",
 "Proper meal": "適切な食事",
 "Properties": "プロパティ",
 "Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear": "バリア適用前のダメージに比例（ヒットごとに約0.1倍）。ガードは軽減し、回避／命中失敗は消費なし、バリアは装備を保護しません",
 "ProposedInscriptionCount": "ProposedInscriptionCount",
 "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes.": "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes.",
 "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes. Gain 植物の怒り when eating vegetarian food. Ignore 気分 penalty when eating carniv": "沼地の誇り高き戦士であるリザードマンは、強靭な肉体と稲妻のような反射神経を持つ。菜食を食べると植物の怒りを得る。肉食を食べても気分のペナルティを無視する。",
 "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes.": "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes.",
 "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes. Gain 植物の怒り when eating vegetarian food. Ignore 気分 penalty when eating carniv": "沼地の誇り高き戦士であるリザードマンは、強靭な肉体と稲妻のような反射神経を持つ。菜食を食べると植物の怒りを得る。肉食を食べても気分のペナルティを無視する。",
 "Pull 1": "引き寄せ 1",
 "Pull 2": "引き寄せ 2",
 "QUEST_CommonMood": "QUEST_CommonMood",
 "QUEST_DiscardedDivice": "QUEST_DiscardedDivice",
 "QUEST_DiscardedSpecimen": "QUEST_DiscardedSpecimen",
 "QUEST_HuntAlphaAcidSlogel": "QUEST_HuntAlphaAcidSlogel",
 "QUEST_HuntElderGloth": "QUEST_HuntElderGloth",
 "QUEST_HuntMawmurk": "QUEST_HuntMawmurk",
 "QUEST_HuntWhiteMawmurk": "QUEST_HuntWhiteMawmurk",
 "QUEST_InteractEndrossi": "QUEST_InteractEndrossi",
 "QUEST_InteractEndrossi2": "QUEST_InteractEndrossi2",
 "QUEST_InteractEndrossi3": "QUEST_InteractEndrossi3",
 "QUEST_InteractEndrossi4": "QUEST_InteractEndrossi4",
 "QUEST_InteractEndrossi5": "QUEST_InteractEndrossi5",
 "QUEST_InteractPerion": "QUEST_InteractPerion",
 "QUEST_InteractPerion2": "QUEST_InteractPerion2",
 "QUEST_InteractXenon": "QUEST_InteractXenon",
 "QUEST_InteractXenon2": "QUEST_InteractXenon2",
 "QUEST_InteractXenon3": "QUEST_InteractXenon3",
 "QUEST_InteractXenon4": "QUEST_InteractXenon4",
 "QUEST_Main0": "QUEST_Main0",
 "QUEST_Main0 through Main8": "QUEST_Main0からMain8まで",
 "QUEST_Main0-8, the auto-advancing Crawling Doom scenario": "QUEST_Main0〜8、自動進行する這い寄る破滅シナリオ",
 "QUEST_Main1": "QUEST_Main1",
 "QUEST_Main100": "QUEST_Main100",
 "QUEST_Main2": "QUEST_Main2",
 "QUEST_Main3": "QUEST_Main3",
 "QUEST_Main4": "QUEST_Main4",
 "QUEST_Main5": "QUEST_Main5",
 "QUEST_Main6": "QUEST_Main6",
 "QUEST_Main7": "QUEST_Main7",
 "QUEST_Main8": "QUEST_Main8",
 "QUEST_Rank1Food": "QUEST_Rank1Food",
 "QUEST_Rank1Level": "QUEST_Rank1Level",
 "QUEST_Rank1Research1": "QUEST_Rank1Research1",
 "QUEST_Rank1Research2": "QUEST_Rank1Research2",
 "QUEST_Rank1Research3": "QUEST_Rank1Research3",
 "QUEST_Rank1Research4": "QUEST_Rank1Research4",
 "QUEST_Rank1Research5": "QUEST_Rank1Research5",
 "QUEST_Rank1Research6": "QUEST_Rank1Research6",
 "QUEST_Rank1Research7": "QUEST_Rank1Research7",
 "QUEST_Rank1Resource1": "QUEST_Rank1Resource1",
 "QUEST_Rank1Resource2": "QUEST_Rank1Resource2",
 "QUEST_Rank1RoomType1": "QUEST_Rank1RoomType1",
 "QUEST_Rank1RoomType2": "QUEST_Rank1RoomType2",
 "QUEST_Rank1RoomType3": "QUEST_Rank1RoomType3",
 "QUEST_Rank1RoomType4": "QUEST_Rank1RoomType4",
 "QUEST_Rank1RoomType5": "QUEST_Rank1RoomType5",
 "QUEST_Rank1RoomType6": "QUEST_Rank1RoomType6",
 "QUEST_Rank1RoomType7": "QUEST_Rank1RoomType7",
 "QUEST_Rank2Elite": "QUEST_Rank2Elite",
 "QUEST_Rank2Food": "QUEST_Rank2Food",
 "QUEST_Rank2Level": "QUEST_Rank2Level",
 "QUEST_Rank2Research1": "QUEST_Rank2Research1",
 "QUEST_Rank2Research10": "QUEST_Rank2Research10",
 "QUEST_Rank2Research11": "QUEST_Rank2Research11",
 "QUEST_Rank2Research12": "QUEST_Rank2Research12",
 "QUEST_Rank2Research13": "QUEST_Rank2Research13",
 "QUEST_Rank2Research14": "QUEST_Rank2Research14",
 "QUEST_Rank2Research15": "QUEST_Rank2Research15",
 "QUEST_Rank2Research16": "QUEST_Rank2Research16",
 "QUEST_Rank2Research2": "QUEST_Rank2Research2",
 "QUEST_Rank2Research3": "QUEST_Rank2Research3",
 "QUEST_Rank2Research4": "QUEST_Rank2Research4",
 "QUEST_Rank2Research5": "QUEST_Rank2Research5",
 "QUEST_Rank2Research6": "QUEST_Rank2Research6",
 "QUEST_Rank2Research7": "QUEST_Rank2Research7",
 "QUEST_Rank2Research8": "QUEST_Rank2Research8",
 "QUEST_Rank2Research9": "QUEST_Rank2Research9",
 "QUEST_Rank2Resource1": "QUEST_Rank2Resource1",
 "QUEST_Rank2Resource2": "QUEST_Rank2Resource2",
 "QUEST_Rank2RoomType1": "QUEST_Rank2RoomType1",
 "QUEST_Rank2RoomType2": "QUEST_Rank2RoomType2",
 "QUEST_Rank2RoomType3": "QUEST_Rank2RoomType3",
 "QUEST_Rank2RoomType4": "QUEST_Rank2RoomType4",
 "QUEST_Rank2RoomType5": "QUEST_Rank2RoomType5",
 "QUEST_Rank2RoomType6": "QUEST_Rank2RoomType6",
 "QUEST_Rank2RoomType7": "QUEST_Rank2RoomType7",
 "QUEST_Rank3Elite": "QUEST_Rank3Elite",
 "QUEST_Rank3Food": "QUEST_Rank3Food",
 "QUEST_Rank3Level": "QUEST_Rank3Level",
 "QUEST_Rank3Research1": "QUEST_Rank3Research1",
 "QUEST_Rank3Research2": "QUEST_Rank3Research2",
 "QUEST_Rank3Research3": "QUEST_Rank3Research3",
 "QUEST_Rank3Research4": "QUEST_Rank3Research4",
 "QUEST_Rank3Research5": "QUEST_Rank3Research5",
 "QUEST_Rank3Research6": "QUEST_Rank3Research6",
 "QUEST_Rank3Research7": "QUEST_Rank3Research7",
 "QUEST_Rank3Resource1": "QUEST_Rank3Resource1",
 "QUEST_Rank3Resource2": "QUEST_Rank3Resource2",
 "QUEST_Rank3RoomType1": "QUEST_Rank3RoomType1",
 "QUEST_Rank3RoomType2": "QUEST_Rank3RoomType2",
 "QUEST_Rank3RoomType3": "QUEST_Rank3RoomType3",
 "QUEST_Rank3RoomType4": "QUEST_Rank3RoomType4",
 "QUEST_Rank3RoomType5": "QUEST_Rank3RoomType5",
 "QUEST_Rank3RoomType6": "QUEST_Rank3RoomType6",
 "QUEST_Rank3RoomType7": "QUEST_Rank3RoomType7",
 "QUEST_ResearchInsect": "QUEST_ResearchInsect",
 "QUEST_ResearchInsect2": "QUEST_ResearchInsect2",
 "QUEST_ResearchInsect3": "QUEST_ResearchInsect3",
 "QUEST_ResearchInsect4": "QUEST_ResearchInsect4",
 "QUEST_Tuto0": "QUEST_Tuto0",
 "QUEST_Tuto0-16": "QUEST_Tuto0〜16",
 "QUEST_Tuto1": "QUEST_Tuto1",
 "QUEST_Tuto10": "QUEST_Tuto10",
 "QUEST_Tuto11": "QUEST_Tuto11",
 "QUEST_Tuto12": "QUEST_Tuto12",
 "QUEST_Tuto13": "QUEST_Tuto13",
 "QUEST_Tuto14": "QUEST_Tuto14",
 "QUEST_Tuto15": "QUEST_Tuto15",
 "QUEST_Tuto16": "QUEST_Tuto16",
 "QUEST_Tuto2": "QUEST_Tuto2",
 "QUEST_Tuto3": "QUEST_Tuto3",
 "QUEST_Tuto4": "QUEST_Tuto4",
 "QUEST_Tuto5": "QUEST_Tuto5",
 "QUEST_Tuto6": "QUEST_Tuto6",
 "QUEST_Tuto7": "QUEST_Tuto7",
 "QUEST_Tuto8": "QUEST_Tuto8",
 "QUEST_Tuto9": "QUEST_Tuto9",
 "Quest & story scenes": "クエスト＆ストーリーシーン",
 "Quest Units": "クエストユニット",
 "Quest Units - Dungeon Settlers Wiki": "クエストユニット - ダンジョンセトラーズ Wiki",
 "Quest scene": "クエストシーン",
 "Quest-order quirk": "クエスト順序の癖",
 "Quest-recruitable characters (current build)": "クエストで募集可能なキャラクター（現在のビルド）",
 "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_HuntElderGloth && CurrentRegion_FesteringBurrow && Cooldown_Npc14_0",
 "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && !QuestFinish_HuntElderGloth && CurrentRegion_VeilSilence && Cooldown_Npc24_0",
 "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0": "QuestFinish_InteractEndrossi3 && !QuestFinish_InteractEndrossi4 && Cooldown_Npc24_0",
 "QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0": "QuestFinish_InteractEndrossi4 && !QuestFinish_InteractEndrossi5 && Cooldown_Npc14_0",
 "QuestFinish_Main0 && !QuestFinish_Main1 && !RunningQuest_Main1 && ScenarioType_CrawlingDoom": "QuestFinish_Main0 && !QuestFinish_Main1 && !RunningQuest_Main1 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main1 && !QuestFinish_Main2 && !RunningQuest_Main2 && ScenarioType_CrawlingDoom": "QuestFinish_Main1 && !QuestFinish_Main2 && !RunningQuest_Main2 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main100 && CurrentMap_Base && ScenarioType_Establish": "QuestFinish_Main100 && CurrentMap_Base && ScenarioType_Establish",
 "QuestFinish_Main2": "QuestFinish_Main2",
 "QuestFinish_Main2 && !QuestFinish_Main3 && !RunningQuest_Main3 && ScenarioType_CrawlingDoom": "QuestFinish_Main2 && !QuestFinish_Main3 && !RunningQuest_Main3 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main3 && !QuestFinish_Main4 && !RunningQuest_Main4 && ScenarioType_CrawlingDoom": "QuestFinish_Main3 && !QuestFinish_Main4 && !RunningQuest_Main4 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main4": "QuestFinish_Main4",
 "QuestFinish_Main4 && !QuestFinish_Main5 && !RunningQuest_Main5 && ScenarioType_CrawlingDoom": "QuestFinish_Main4 && !QuestFinish_Main5 && !RunningQuest_Main5 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main5": "QuestFinish_Main5",
 "QuestFinish_Main5 && !QuestFinish_Main6 && !RunningQuest_Main6 && ScenarioType_CrawlingDoom": "QuestFinish_Main5 && !QuestFinish_Main6 && !RunningQuest_Main6 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main6": "QuestFinish_Main6",
 "QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main6 && !QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main6 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main6 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom": "QuestFinish_Main7 && !QuestFinish_Main8 && !RunningQuest_Main8 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom": "QuestFinish_Main7 && CurrentMap_Base && ScenarioType_CrawlingDoom",
 "QuestFinish_Main7 && EventFinished_Fixed9 && CurrentMap_Base": "QuestFinish_Main7 && EventFinished_Fixed9 && CurrentMap_Base",
 "QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom": "QuestFinish_Main8 && !QuestFinish_Main7 && !RunningQuest_Main7 && ScenarioType_CrawlingDoom",
 "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom": "QuestFinish_Main8 && CurrentMap_Base && ScenarioType_CrawlingDoom",
 "QuestFinish_Tuto1": "QuestFinish_Tuto1",
 "QuestFinish_Tuto10": "QuestFinish_Tuto10",
 "QuestFinish_Tuto11": "QuestFinish_Tuto11",
 "QuestFinish_Tuto12": "QuestFinish_Tuto12",
 "QuestFinish_Tuto14": "QuestFinish_Tuto14",
 "QuestFinish_Tuto4 || FirstStatRatioUnder_HealthTotal_89": "QuestFinish_Tuto4 || FirstStatRatioUnder_HealthTotal_89",
 "QuestFinish_Tuto6": "QuestFinish_Tuto6",
 "QuestTable.json": "QuestTable.json",
 "QuestTypeFinished_Decision && Cooldown_DecisionResult0_0": "QuestTypeFinished_Decision && Cooldown_DecisionResult0_0",
 "Quests": "クエスト",
 "Quests - Dungeon Settlers Wiki": "クエスト - Dungeon Settlers Wiki",
 "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" ma...": "クエストにはいくつかの種類があります。スクリプト化されたチュートリアル、自動進行するメインストーリー、名前付きNPCのサイドクエスト、そして繰り返し可能なギルドの「探索方針」の...",
 "Quests come in a few flavors: a scripted tutorial, an auto-advancing main story, side quests from named NPCs, and repeatable guild \"Expedition Resolution\" management goals.": "クエストにはいくつかの種類があります。スクリプト化されたチュートリアル、自動で進行するメインストーリー、名前付きNPCからのサイドクエスト、そして繰り返し可能なギルドの「遠征決議」運営目標です。",
 "Quick add:": "クイック追加：",
 "Quick sets:": "クイックセット:",
 "Quit Dungeon Settlers completely.": "Dungeon Settlersを完全に終了してください。",
 "R1 Abyss Boss Treasure Chest Remnant": "R1 深淵ボスの宝箱の残骸",
 "R1 Abyss Boss Treasure Chest Remnant - Dungeon Settlers Wiki": "R1アビス ボス宝箱の残骸 - Dungeon Settlers Wiki",
 "R1 Abyss Elite Treasure Chest Remnant": "R1 深淵エリートの宝箱の残骸",
 "R1 Abyss Elite Treasure Chest Remnant - Dungeon Settlers Wiki": "R1アビス エリート宝箱の残骸 - Dungeon Settlers Wiki",
 "R1 Abyss High Treasure Chest Remnant": "R1 深淵 (上級) の宝箱の残骸",
 "R1 Abyss High Treasure Chest Remnant - Dungeon Settlers Wiki": "R1アビス 高級宝箱の残骸 - Dungeon Settlers Wiki",
 "R1 Abyss Low Treasure Chest Remnant": "R1 深淵 (下級) の宝箱の残骸",
 "R1 Abyss Low Treasure Chest Remnant - Dungeon Settlers Wiki": "R1アビス 低級宝箱の残骸 - Dungeon Settlers Wiki",
 "R1 Abyss Treasure Boss Chest Random1": "R1 Abyss Treasure Boss Chest Random1",
 "R1 Abyss Treasure Boss Chest Random2": "R1 深淵の宝 ボスチェスト ランダム2",
 "R1 Abyss Treasure Elite Chest Random1": "R1 深淵エリートの宝箱 ランダム1",
 "R1 Abyss Treasure Elite Chest Random2": "R1 深淵の宝 エリートチェスト ランダム2",
 "R1 Abyss Treasure High Chest Random1": "R1 Abyss Treasure High Chest Random1",
 "R1 Abyss Treasure High Chest Random2": "R1 深淵高層の宝箱 ランダム2",
 "R1 Abyss Treasure Low Chest Random1": "R1 深淵低層の宝箱 ランダム1",
 "R1 Abyss Treasure Low Chest Random2": "R1 深淵の宝 下級チェスト ランダム2",
 "R1 Abyss treasure chests": "R1 アビスの宝箱",
 "R1 Codex Fixed": "R1 書（固定）",
 "R1 Dungeon Core Fixed": "R1 ダンジョンコア 固定",
 "R1 Dungeon Core Fixed2": "R1 ダンジョンコア 固定2",
 "R1 Dungeon Core Random1": "R1 ダンジョンコア ランダム1",
 "R1 Luxurious Treasure Chest Random": "R1 Luxurious Treasure Chest Random",
 "R1 Luxurious Treasure Chest Random2": "R1 Luxurious Treasure Chest Random2",
 "R1 Modest Treasure Chest Random": "R1 Modest Treasure Chest Random",
 "R1 Modest Treasure Chest Random2": "R1 Modest Treasure Chest Random2",
 "R1 Newbie Treasure Chest Random": "R1 初心者用宝箱 ランダム",
 "R1 Newbie Treasure Chest Random2": "R1 Newbie Treasure Chest Random2",
 "R1 Sturdy Treasure Chest Random": "R1 Sturdy Treasure Chest Random",
 "R1 Sturdy Treasure Chest Random2": "R1 Sturdy Treasure Chest Random2",
 "R1 Wooden Crate Random": "R1 Wooden Crate Random",
 "R1 Wooden Crate Random2": "R1 木箱 ランダム2",
 "R1 chests, crates & dungeon cores": "R1 の宝箱、木箱、ダンジョンコア",
 "R2 Abyss Boss Treasure Chest": "R2 深淵ボス宝箱",
 "R2 Abyss Boss Treasure Chest - Dungeon Settlers ウィキ": "R2 Abyss Boss Treasure Chest - Dungeon Settlers ウィキ",
 "R2 Abyss Boss Treasure Chest Remnant": "R2 深淵ボス 宝箱 残骸",
 "R2 Abyss Boss Treasure Chest Remnant - Dungeon Settlers ウィキ": "R2 Abyss Boss Treasure Chest Remnant - Dungeon Settlers ウィキ",
 "R2 Abyss Elite Treasure Chest": "R2 深淵エリート宝箱",
 "R2 Abyss Elite Treasure Chest - Dungeon Settlers ウィキ": "R2 Abyss Elite Treasure Chest - Dungeon Settlers ウィキ",
 "R2 Abyss Elite Treasure Chest Remnant": "R2 深淵エリート 宝箱 残骸",
 "R2 Abyss Elite Treasure Chest Remnant - Dungeon Settlers ウィキ": "R2 Abyss Elite Treasure Chest Remnant - Dungeon Settlers ウィキ",
 "R2 Abyss High Treasure Chest": "R2 深淵ハイ宝箱",
 "R2 Abyss High Treasure Chest - Dungeon Settlers ウィキ": "R2 Abyss High Treasure Chest - Dungeon Settlers ウィキ",
 "R2 Abyss High Treasure Chest Remnant": "R2 深淵高 宝箱 残骸",
 "R2 Abyss High Treasure Chest Remnant - Dungeon Settlers ウィキ": "R2 Abyss High Treasure Chest Remnant - Dungeon Settlers ウィキ",
 "R2 Abyss Low Treasure Chest": "R2 深淵ロー宝箱",
 "R2 Abyss Low Treasure Chest - Dungeon Settlers ウィキ": "R2 Abyss Low Treasure Chest - Dungeon Settlers ウィキ",
 "R2 Abyss Low Treasure Chest Remnant": "R2 深淵低 宝箱 残骸",
 "R2 Abyss Low Treasure Chest Remnant - Dungeon Settlers ウィキ": "R2 Abyss Low Treasure Chest Remnant - Dungeon Settlers ウィキ",
 "R2 Abyss Treasure Boss Chest Random1": "R2 深淵宝物ボス宝箱 ランダム1",
 "R2 Abyss Treasure Boss Chest Random2": "R2 深淵宝物ボス宝箱 ランダム2",
 "R2 Abyss Treasure Elite Chest Random1": "R2 深淵の宝 エリート宝箱 ランダム1",
 "R2 Abyss Treasure Elite Chest Random2": "R2 深淵宝物エリート宝箱 ランダム2",
 "R2 Abyss Treasure High Chest Random1": "R2 深淵宝物ハイ宝箱 ランダム1",
 "R2 Abyss Treasure High Chest Random2": "R2 深淵の宝 高レベル宝箱 ランダム2",
 "R2 Abyss Treasure Low Chest Random1": "R2 深淵の宝 低レベル宝箱 ランダム1",
 "R2 Abyss Treasure Low Chest Random2": "R2 深淵宝物ロー宝箱 ランダム2",
 "R2 Dungeon Core Fixed": "R2 ダンジョンコア 固定",
 "R2 Dungeon Core Fixed2": "R2 ダンジョンコア 固定2",
 "R2 Dungeon Core Random1": "R2 ダンジョンコア ランダム1",
 "R2 Luxurious Treasure Chest Random": "R2 Luxurious Treasure Chest Random",
 "R2 Luxurious Treasure Chest Random2": "R2 Luxurious Treasure Chest Random2",
 "R2 Luxurious Treasure Chest Remnant": "R2 豪華宝箱の残骸",
 "R2 Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 豪華宝箱の残骸 - Dungeon Settlers Wiki",
 "R2 Modest Treasure Chest Random": "R2 Modest Treasure Chest Random",
 "R2 Modest Treasure Chest Random2": "R2 Modest Treasure Chest Random2",
 "R2 Modest Treasure Chest Remnant": "R2 質素な宝箱の残骸",
 "R2 Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 質素な宝箱の残骸 - Dungeon Settlers Wiki",
 "R2 Sturdy Treasure Chest Random": "R2 Sturdy Treasure Chest Random",
 "R2 Sturdy Treasure Chest Random2": "R2 Sturdy Treasure Chest Random2",
 "R2 Sturdy Treasure Chest Remnant": "R2 頑丈な宝箱の残骸",
 "R2 Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 頑丈な宝箱の残骸 - Dungeon Settlers Wiki",
 "R2 Wooden Crate Random": "R2 Wooden Crate Random",
 "R2 Wooden Crate Random2": "R2 木箱 ランダム2",
 "R2 Wooden Crate Remnant": "R2 木箱の残骸",
 "R2 Wooden Crate Remnant - Dungeon Settlers Wiki": "R2 木箱の残骸 - Dungeon Settlers Wiki",
 "R2 chests, crates & dungeon cores": "R2 の宝箱、木箱、ダンジョンコア",
 "RECIPE_ArcronArmor": "RECIPE_ArcronArmor",
 "RECIPE_ArcronArrow": "RECIPE_ArcronArrow",
 "RECIPE_ArcronBow": "RECIPE_ArcronBow",
 "RECIPE_ArcronGreatSword": "RECIPE_ArcronGreatSword",
 "RECIPE_ArcronHelmet": "RECIPE_ArcronHelmet",
 "RECIPE_ArcronMace": "RECIPE_ArcronMace",
 "RECIPE_ArcronShield": "RECIPE_ArcronShield",
 "RECIPE_ArcronSpear": "RECIPE_ArcronSpear",
 "RECIPE_ArcronStick": "RECIPE_ArcronStick",
 "RECIPE_ArcronSword": "RECIPE_ArcronSword",
 "RECIPE_AshOfSolace": "RECIPE_AshOfSolace",
 "RECIPE_BasicCampingKit": "RECIPE_BasicCampingKit",
 "RECIPE_BlackSerum": "RECIPE_BlackSerum",
 "RECIPE_BloodWoodArmor": "RECIPE_BloodWoodArmor",
 "RECIPE_BloodWoodArrow": "RECIPE_BloodWoodArrow",
 "RECIPE_BloodWoodBow": "RECIPE_BloodWoodBow",
 "RECIPE_BloodWoodClub": "RECIPE_BloodWoodClub",
 "RECIPE_BloodWoodGreatSword": "RECIPE_BloodWoodGreatSword",
 "RECIPE_BloodWoodHelmet": "RECIPE_BloodWoodHelmet",
 "RECIPE_BloodWoodShield": "RECIPE_BloodWoodShield",
 "RECIPE_BloodWoodSpear": "RECIPE_BloodWoodSpear",
 "RECIPE_BloodWoodStick": "RECIPE_BloodWoodStick",
 "RECIPE_BloodWoodSword": "RECIPE_BloodWoodSword",
 "RECIPE_BlueCrystalBloodWoodStaff": "RECIPE_BlueCrystalBloodWoodStaff",
 "RECIPE_BlueCrystalBoneStaff": "RECIPE_BlueCrystalBoneStaff",
 "RECIPE_BlueCrystalCarapaceStaff": "RECIPE_BlueCrystalCarapaceStaff",
 "RECIPE_BlueCrystalNecklace": "RECIPE_BlueCrystalNecklace",
 "RECIPE_BlueCrystalRing": "RECIPE_BlueCrystalRing",
 "RECIPE_BlueCrystalWoodStaff": "RECIPE_BlueCrystalWoodStaff",
 "RECIPE_BoneArmor": "RECIPE_BoneArmor",
 "RECIPE_BoneClub": "RECIPE_BoneClub",
 "RECIPE_BoneGreatSword": "RECIPE_BoneGreatSword",
 "RECIPE_BoneHelmet": "RECIPE_BoneHelmet",
 "RECIPE_BoneMeal": "RECIPE_BoneMeal",
 "RECIPE_BoneShield": "RECIPE_BoneShield",
 "RECIPE_BoneSpear": "RECIPE_BoneSpear",
 "RECIPE_BoneStick": "RECIPE_BoneStick",
 "RECIPE_BoneSword": "RECIPE_BoneSword",
 "RECIPE_CarapaceArmor": "RECIPE_CarapaceArmor",
 "RECIPE_CarapaceArrow": "RECIPE_CarapaceArrow",
 "RECIPE_CarapaceBow": "RECIPE_CarapaceBow",
 "RECIPE_CarapaceClub": "RECIPE_CarapaceClub",
 "RECIPE_CarapaceGreatSword": "RECIPE_CarapaceGreatSword",
 "RECIPE_CarapaceHelmet": "RECIPE_CarapaceHelmet",
 "RECIPE_CarapaceShield": "RECIPE_CarapaceShield",
 "RECIPE_CarapaceSpear": "RECIPE_CarapaceSpear",
 "RECIPE_CarapaceStick": "RECIPE_CarapaceStick",
 "RECIPE_CarapaceSword": "RECIPE_CarapaceSword",
 "RECIPE_Ceramics": "RECIPE_Ceramics",
 "RECIPE_ClothArmor": "RECIPE_ClothArmor",
 "RECIPE_ClothBag": "RECIPE_ClothBag",
 "RECIPE_ClothCoif": "RECIPE_ClothCoif",
 "RECIPE_CopperArmor": "RECIPE_CopperArmor",
 "RECIPE_CopperArrow": "RECIPE_CopperArrow",
 "RECIPE_CopperBow": "RECIPE_CopperBow",
 "RECIPE_CopperGreatSword": "RECIPE_CopperGreatSword",
 "RECIPE_CopperHelmet": "RECIPE_CopperHelmet",
 "RECIPE_CopperIngot": "RECIPE_CopperIngot",
 "RECIPE_CopperMace": "RECIPE_CopperMace",
 "RECIPE_CopperShield": "RECIPE_CopperShield",
 "RECIPE_CopperSpear": "RECIPE_CopperSpear",
 "RECIPE_CopperStick": "RECIPE_CopperStick",
 "RECIPE_CopperSword": "RECIPE_CopperSword",
 "RECIPE_FireArcronStaff": "RECIPE_FireArcronStaff",
 "RECIPE_FireBloodWoodStaff": "RECIPE_FireBloodWoodStaff",
 "RECIPE_FireBoneStaff": "RECIPE_FireBoneStaff",
 "RECIPE_FireCarapaceStaff": "RECIPE_FireCarapaceStaff",
 "RECIPE_FireCopperStaff": "RECIPE_FireCopperStaff",
 "RECIPE_FireWoodStaff": "RECIPE_FireWoodStaff",
 "RECIPE_FlowerNecklace": "RECIPE_FlowerNecklace",
 "RECIPE_FortifiedBoneArmor": "RECIPE_FortifiedBoneArmor",
 "RECIPE_FortifiedBoneHelmet": "RECIPE_FortifiedBoneHelmet",
 "RECIPE_FortifiedBoneShield": "RECIPE_FortifiedBoneShield",
 "RECIPE_GlothEggOmelet": "RECIPE_GlothEggOmelet",
 "RECIPE_GoddessTears": "RECIPE_GoddessTears",
 "RECIPE_GrassPorridge": "RECIPE_GrassPorridge",
 "RECIPE_GreenCrystalBloodWoodStaff": "RECIPE_GreenCrystalBloodWoodStaff",
 "RECIPE_GreenCrystalBoneStaff": "RECIPE_GreenCrystalBoneStaff",
 "RECIPE_GreenCrystalCarapaceStaff": "RECIPE_GreenCrystalCarapaceStaff",
 "RECIPE_GreenCrystalNecklace": "RECIPE_GreenCrystalNecklace",
 "RECIPE_GreenCrystalRing": "RECIPE_GreenCrystalRing",
 "RECIPE_GreenCrystalWoodStaff": "RECIPE_GreenCrystalWoodStaff",
 "RECIPE_GrilledMeat": "RECIPE_GrilledMeat",
 "RECIPE_GrilledTurnip": "RECIPE_GrilledTurnip",
 "RECIPE_HideArmor": "RECIPE_HideArmor",
 "RECIPE_HideHelmet": "RECIPE_HideHelmet",
 "RECIPE_ImprovedGrassPorridge": "RECIPE_ImprovedGrassPorridge",
 "RECIPE_Jerky": "RECIPE_Jerky",
 "RECIPE_Leather": "RECIPE_Leather",
 "RECIPE_LeatherArmor": "RECIPE_LeatherArmor",
 "RECIPE_LeatherHelmet": "RECIPE_LeatherHelmet",
 "RECIPE_LowGradeFireElementalStone": "RECIPE_LowGradeFireElementalStone",
 "RECIPE_LowGradeFireElementalStoneByExchange": "RECIPE_LowGradeFireElementalStoneByExchange",
 "RECIPE_LowGradeNatureElementalStone": "RECIPE_LowGradeNatureElementalStone",
 "RECIPE_LowGradeNatureElementalStoneByExchange": "RECIPE_LowGradeNatureElementalStoneByExchange",
 "RECIPE_LowGradeWaterElementalStone": "RECIPE_LowGradeWaterElementalStone",
 "RECIPE_LowGradeWaterElementalStoneByExchange": "RECIPE_LowGradeWaterElementalStoneByExchange",
 "RECIPE_ManaStonePowderByLow": "RECIPE_ManaStonePowderByLow",
 "RECIPE_ManaStonePowderByMid": "RECIPE_ManaStonePowderByMid",
 "RECIPE_MeatPorridge": "RECIPE_MeatPorridge",
 "RECIPE_MeatSkewer": "RECIPE_MeatSkewer",
 "RECIPE_MeatStew": "RECIPE_MeatStew",
 "RECIPE_MidGradeFireElementalStone": "RECIPE_MidGradeFireElementalStone",
 "RECIPE_MidGradeFireElementalStoneByExchange": "RECIPE_MidGradeFireElementalStoneByExchange",
 "RECIPE_MidGradeNatureElementalStone": "RECIPE_MidGradeNatureElementalStone",
 "RECIPE_MidGradeNatureElementalStoneByExchange": "RECIPE_MidGradeNatureElementalStoneByExchange",
 "RECIPE_MidGradeWaterElementalStone": "RECIPE_MidGradeWaterElementalStone",
 "RECIPE_MidGradeWaterElementalStoneByExchange": "RECIPE_MidGradeWaterElementalStoneByExchange",
 "RECIPE_MonsterBarbecue": "RECIPE_MonsterBarbecue",
 "RECIPE_MushroomSkewer": "RECIPE_MushroomSkewer",
 "RECIPE_MushroomStew": "RECIPE_MushroomStew",
 "RECIPE_NatureArcronStaff": "RECIPE_NatureArcronStaff",
 "RECIPE_NatureBloodWoodStaff": "RECIPE_NatureBloodWoodStaff",
 "RECIPE_NatureBoneStaff": "RECIPE_NatureBoneStaff",
 "RECIPE_NatureCarapaceStaff": "RECIPE_NatureCarapaceStaff",
 "RECIPE_NatureCopperStaff": "RECIPE_NatureCopperStaff",
 "RECIPE_NatureWoodStaff": "RECIPE_NatureWoodStaff",
 "RECIPE_OatPorridge": "RECIPE_OatPorridge",
 "RECIPE_Ointment": "RECIPE_Ointment",
 "RECIPE_RedCrystalBloodWoodStaff": "RECIPE_RedCrystalBloodWoodStaff",
 "RECIPE_RedCrystalBoneStaff": "RECIPE_RedCrystalBoneStaff",
 "RECIPE_RedCrystalCarapaceStaff": "RECIPE_RedCrystalCarapaceStaff",
 "RECIPE_RedCrystalNecklace": "RECIPE_RedCrystalNecklace",
 "RECIPE_RedCrystalRing": "RECIPE_RedCrystalRing",
 "RECIPE_RedCrystalWoodStaff": "RECIPE_RedCrystalWoodStaff",
 "RECIPE_RefinedBlueCrystal": "RECIPE_RefinedBlueCrystal",
 "RECIPE_RefinedGreenCrystal": "RECIPE_RefinedGreenCrystal",
 "RECIPE_RefinedRedCrystal": "RECIPE_RefinedRedCrystal",
 "RECIPE_ReturnScroll": "RECIPE_ReturnScroll",
 "RECIPE_SilverIngot": "RECIPE_SilverIngot",
 "RECIPE_SilverNecklace": "RECIPE_SilverNecklace",
 "RECIPE_SilverRing": "RECIPE_SilverRing",
 "RECIPE_SlimePudding": "RECIPE_SlimePudding",
 "RECIPE_StoneBrick": "RECIPE_StoneBrick",
 "RECIPE_Straw": "RECIPE_Straw",
 "RECIPE_Textile": "RECIPE_Textile",
 "RECIPE_ThickClothArmor": "RECIPE_ThickClothArmor",
 "RECIPE_ThickClothCoif": "RECIPE_ThickClothCoif",
 "RECIPE_ThickTextile": "RECIPE_ThickTextile",
 "RECIPE_Torch": "RECIPE_Torch",
 "RECIPE_TurnipPorridge": "RECIPE_TurnipPorridge",
 "RECIPE_TurnipSalad": "RECIPE_TurnipSalad",
 "RECIPE_WaterArcronStaff": "RECIPE_WaterArcronStaff",
 "RECIPE_WaterBloodWoodStaff": "RECIPE_WaterBloodWoodStaff",
 "RECIPE_WaterBoneStaff": "RECIPE_WaterBoneStaff",
 "RECIPE_WaterCarapaceStaff": "RECIPE_WaterCarapaceStaff",
 "RECIPE_WaterCopperStaff": "RECIPE_WaterCopperStaff",
 "RECIPE_WaterWoodStaff": "RECIPE_WaterWoodStaff",
 "RECIPE_WoodArmor": "RECIPE_WoodArmor",
 "RECIPE_WoodArrow": "RECIPE_WoodArrow",
 "RECIPE_WoodBow": "RECIPE_WoodBow",
 "RECIPE_WoodClub": "RECIPE_WoodClub",
 "RECIPE_WoodGreatSword": "RECIPE_WoodGreatSword",
 "RECIPE_WoodHelmet": "RECIPE_WoodHelmet",
 "RECIPE_WoodPlank": "RECIPE_WoodPlank",
 "RECIPE_WoodShield": "RECIPE_WoodShield",
 "RECIPE_WoodSpear": "RECIPE_WoodSpear",
 "RECIPE_WoodStick": "RECIPE_WoodStick",
 "RECIPE_WoodSword": "RECIPE_WoodSword",
 "RECRUIT PRESETS": "募集プリセット",
 "RECRUIT WEIGHT BY CLAN RANK": "クラン階級別の募集ウェイト",
 "RESEARCH_AdvancedCusine": "RESEARCH_AdvancedCusine",
 "RESEARCH_AdvancedStoneHousing": "RESEARCH_AdvancedStoneHousing",
 "RESEARCH_AdvancedStorage": "RESEARCH_AdvancedStorage",
 "RESEARCH_AdvancedWoodHousing": "RESEARCH_AdvancedWoodHousing",
 "RESEARCH_ArcronProcessing": "RESEARCH_ArcronProcessing",
 "RESEARCH_BasicAlchemy": "RESEARCH_BasicAlchemy",
 "RESEARCH_BasicCrafts": "RESEARCH_BasicCrafts",
 "RESEARCH_BasicCuisine": "RESEARCH_BasicCuisine",
 "RESEARCH_BasicFarming": "RESEARCH_BasicFarming",
 "RESEARCH_BasicMonsterCusine": "RESEARCH_BasicMonsterCusine",
 "RESEARCH_BasicStorage": "RESEARCH_BasicStorage",
 "RESEARCH_BoneProcessing1": "RESEARCH_BoneProcessing1",
 "RESEARCH_BoneProcessing2": "RESEARCH_BoneProcessing2",
 "RESEARCH_Bonfire": "RESEARCH_Bonfire",
 "RESEARCH_BurrowMonsterCusine": "RESEARCH_BurrowMonsterCusine",
 "RESEARCH_Campsite": "RESEARCH_Campsite",
 "RESEARCH_CarapaceProcessing1": "RESEARCH_CarapaceProcessing1",
 "RESEARCH_CarapaceProcessing2": "RESEARCH_CarapaceProcessing2",
 "RESEARCH_Drying": "RESEARCH_Drying",
 "RESEARCH_Grave": "RESEARCH_Grave",
 "RESEARCH_HuntProcessing": "RESEARCH_HuntProcessing",
 "RESEARCH_ImprovedGrassPorridge": "RESEARCH_ImprovedGrassPorridge",
 "RESEARCH_LeatherProcessing1": "RESEARCH_LeatherProcessing1",
 "RESEARCH_MetalProcessing1": "RESEARCH_MetalProcessing1",
 "RESEARCH_RelifFood": "RESEARCH_RelifFood",
 "RESEARCH_StaffCrafting": "RESEARCH_StaffCrafting",
 "RESEARCH_StoneHousing": "RESEARCH_StoneHousing",
 "RESEARCH_ThornPurification": "RESEARCH_ThornPurification",
 "RESEARCH_WeaveProcessing": "RESEARCH_WeaveProcessing",
 "RESEARCH_WoodHousing": "RESEARCH_WoodHousing",
 "RESEARCH_WoodProcessing1": "RESEARCH_WoodProcessing1",
 "RESEARCH_WoodProcessing2": "RESEARCH_WoodProcessing2",
 "ROOMTYPE_Recreation_1_0": "ROOMTYPE_Recreation_1_0",
 "ROOMTYPE_Recreation_1_10": "ROOMTYPE_Recreation_1_10",
 "ROOM_DecentDiningRoom": "ROOM_DecentDiningRoom",
 "ROOM_DecentMagicWorkshop": "ROOM_DecentMagicWorkshop",
 "ROOM_DecentPrivateRoom": "ROOM_DecentPrivateRoom",
 "ROOM_DecentRecreationRoom": "ROOM_DecentRecreationRoom",
 "ROOM_DecentResearchLab": "ROOM_DecentResearchLab",
 "ROOM_DecentSharedRoom": "ROOM_DecentSharedRoom",
 "ROOM_DecentTemple": "ROOM_DecentTemple",
 "ROOM_DecentWorkshop": "ROOM_DecentWorkshop",
 "ROOM_Default": "ROOM_Default",
 "ROOM_FantasticDiningRoom": "ROOM_FantasticDiningRoom",
 "ROOM_FantasticMagicWorkshop": "ROOM_FantasticMagicWorkshop",
 "ROOM_FantasticPrivateRoom": "ROOM_FantasticPrivateRoom",
 "ROOM_FantasticRecreationRoom": "ROOM_FantasticRecreationRoom",
 "ROOM_FantasticResearchLab": "ROOM_FantasticResearchLab",
 "ROOM_FantasticSharedRoom": "ROOM_FantasticSharedRoom",
 "ROOM_FantasticTemple": "ROOM_FantasticTemple",
 "ROOM_FantasticWorkshop": "ROOM_FantasticWorkshop",
 "ROOM_ImpressiveDiningRoom": "ROOM_ImpressiveDiningRoom",
 "ROOM_ImpressiveMagicWorkshop": "ROOM_ImpressiveMagicWorkshop",
 "ROOM_ImpressivePrivateRoom": "ROOM_ImpressivePrivateRoom",
 "ROOM_ImpressiveRecreationRoom": "ROOM_ImpressiveRecreationRoom",
 "ROOM_ImpressiveResearchLab": "ROOM_ImpressiveResearchLab",
 "ROOM_ImpressiveSharedRoom": "ROOM_ImpressiveSharedRoom",
 "ROOM_ImpressiveTemple": "ROOM_ImpressiveTemple",
 "ROOM_ImpressiveWorkshop": "ROOM_ImpressiveWorkshop",
 "ROOM_LuxuriousDiningRoom": "ROOM_LuxuriousDiningRoom",
 "ROOM_LuxuriousMagicWorkshop": "ROOM_LuxuriousMagicWorkshop",
 "ROOM_LuxuriousPrivateRoom": "ROOM_LuxuriousPrivateRoom",
 "ROOM_LuxuriousRecreationRoom": "ROOM_LuxuriousRecreationRoom",
 "ROOM_LuxuriousResearchLab": "ROOM_LuxuriousResearchLab",
 "ROOM_LuxuriousSharedRoom": "ROOM_LuxuriousSharedRoom",
 "ROOM_LuxuriousTemple": "ROOM_LuxuriousTemple",
 "ROOM_LuxuriousWorkshop": "ROOM_LuxuriousWorkshop",
 "ROOM_MediocreDiningRoom": "ROOM_MediocreDiningRoom",
 "ROOM_MediocreMagicWorkshop": "ROOM_MediocreMagicWorkshop",
 "ROOM_MediocrePrivateRoom": "ROOM_MediocrePrivateRoom",
 "ROOM_MediocreRecreationRoom": "ROOM_MediocreRecreationRoom",
 "ROOM_MediocreResearchLab": "ROOM_MediocreResearchLab",
 "ROOM_MediocreSharedRoom": "ROOM_MediocreSharedRoom",
 "ROOM_MediocreTemple": "ROOM_MediocreTemple",
 "ROOM_MediocreWorkshop": "ROOM_MediocreWorkshop",
 "ROOM_MerchantRoom": "ROOM_MerchantRoom",
 "ROOM_NormalDiningRoom": "ROOM_NormalDiningRoom",
 "ROOM_NormalMagicWorkshop": "ROOM_NormalMagicWorkshop",
 "ROOM_NormalPrivateRoom": "ROOM_NormalPrivateRoom",
 "ROOM_NormalRecreationRoom": "ROOM_NormalRecreationRoom",
 "ROOM_NormalResearchLab": "ROOM_NormalResearchLab",
 "ROOM_NormalSharedRoom": "ROOM_NormalSharedRoom",
 "ROOM_NormalTemple": "ROOM_NormalTemple",
 "ROOM_NormalWorkshop": "ROOM_NormalWorkshop",
 "ROOM_PoorDiningRoom": "ROOM_PoorDiningRoom",
 "ROOM_PoorMagicWorkshop": "ROOM_PoorMagicWorkshop",
 "ROOM_PoorPrivateRoom": "ROOM_PoorPrivateRoom",
 "ROOM_PoorRecreationRoom": "ROOM_PoorRecreationRoom",
 "ROOM_PoorResearchLab": "ROOM_PoorResearchLab",
 "ROOM_PoorSharedRoom": "ROOM_PoorSharedRoom",
 "ROOM_PoorTemple": "ROOM_PoorTemple",
 "ROOM_PoorWorkshop": "ROOM_PoorWorkshop",
 "ROOT": "必須",
 "Race": "種族",
 "Race details": "種族の詳細",
 "Race weights": "種族の重み",
 "RaceWeights": "RaceWeights",
 "Races": "種族",
 "Races (1)": "種族 (1)",
 "Races (2)": "種族 (2)",
 "Races (3)": "種族 (3)",
 "Races (4)": "種族 (4)",
 "Races (5)": "種族（5）",
 "Races (6)": "種族 (6)",
 "Races ({#})": "種族（{#}）",
 "Races - Dungeon Settlers Wiki": "種族 - ダンジョンセトラーズ Wiki",
 "Races page": "種族ページ",
 "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.26):": "すべてのランクで募集重みがゼロの種族（DS_B.0.3.26では未実装）：",
 "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.40):": "すべてのランクで募集重みがゼロの種族（DS_B.0.3.40では未実装）：",
 "Races with zero recruit weight at every rank (unreleased in DS_B.0.3.44):": "すべてのランクで募集ウェイトが0の種族(DS_B.0.3.44では未実装):",
 "Radius": "Radius",
 "Rags And Wastes Fixed": "Rags And Wastes Fixed",
 "Rags And Wastes Random": "ぼろと廃棄物（ランダム）",
 "Raises all six talents one tier, capped at Genius": "6つの才能すべてを1段階引き上げます（天才が上限）",
 "Raises mood for 300 seconds.": "300秒間、気分が上昇する。",
 "Random": "ランダム",
 "Random Events": "ランダム イベント",
 "Random bonuses": "ランダムボーナス",
 "Random event (base-map, per StartCondition) - selection weight 100, shows an alert.": "ランダムイベント（ベースマップ、StartConditionごと） - 選択ウェイト100、アラートを表示。",
 "Random event (base-map, per StartCondition) - selection weight 3.": "ランダムイベント（ベースマップ、StartCondition別） - 選択重み3。",
 "Random event (dungeon, per StartCondition) - selection weight 100, shows an alert.": "ランダムイベント（ダンジョン、StartConditionごと） - 選択ウェイト100、アラートを表示。",
 "Random event pools per region/context.": "地域/状況ごとのランダムイベントプール。",
 "Random1": "Random1",
 "Random10": "Random10",
 "Random11": "Random11",
 "Random12": "Random12",
 "Random13": "Random13",
 "Random14": "Random14",
 "Random15": "Random15",
 "Random16": "Random16",
 "Random17": "ランダム17",
 "Random18": "Random18",
 "Random19": "ランダム19",
 "Random2": "Random2",
 "Random4": "Random4",
 "Random5": "Random5",
 "Random6": "Random6",
 "Random7": "Random7",
 "Random8": "Random8",
 "Random9": "Random9",
 "RandomDismiss": "RandomDismiss",
 "RandomInterval": "RandomInterval",
 "RandomWeight_": "RandomWeight_",
 "Range and area": "射程と範囲",
 "Range and area of Ash Of Solace": "安らぎの灰の射程と範囲",
 "Range and area of Base Campsite Bedrolls": "ベースキャンプ寝袋の射程と範囲",
 "Range and area of Base Campsite Camp Fire": "ベースキャンプ焚き火の射程と範囲",
 "Range and area of Base Campsite Deco1": "ベースキャンプ装飾1の射程と範囲",
 "Range and area of Base Campsite Deco2": "ベースキャンプ装飾2の射程と範囲",
 "Range and area of Base Campsite Lesser Guardian Stone": "ベースキャンプ下級守護石碑の射程と範囲",
 "Range and area of Base Campsite Repairstand": "ベースキャンプ修理台の射程と範囲",
 "Range and area of Basic Spear Attack": "基本槍攻撃の射程と範囲",
 "Range and area of Black Serum": "黒い血清の射程と範囲",
 "Range and area of Blood Soaked Fruit": "血染めの果実の射程と範囲",
 "Range and area of Blue Berry": "ブルーベリーの射程と範囲",
 "Range and area of Developers Letter": "開発者の手紙の射程と範囲",
 "Range and area of Get Huge Money": "大金を稼ぐの射程と範囲",
 "Range and area of Get Some Money": "小金を稼ぐの射程と範囲",
 "Range and area of Goddess Tears": "女神の涙の射程と範囲",
 "Range and area of NPCBasic Bow Attack": "NPC基本弓攻撃の射程と範囲",
 "Range and area of Shell Potion": "シェルポーションの射程と範囲",
 "Range and area of TODO": "TODOの射程と範囲",
 "Range and area of {#}": "{#} の射程と範囲",
 "Range and area on a dungeon room": "ダンジョン部屋における射程と範囲",
 "Range in context": "文脈内の射程",
 "Range in which warming effects (e.g. from a campfire) are applied": "暖める効果（例: たき火から）が適用される範囲",
 "Range of minute intervals for how long weather lasts": "天候が続く時間の分間隔の範囲",
 "Range reaches past this room, so the target sits at the edge.": "射程はこの部屋を超えて届くため、対象は端に位置します。",
 "Ranged": "遠距離",
 "Ranged - Bow": "遠距離 - 弓",
 "Ranged fire-mage": "遠隔の火メイジ",
 "RangedHitChance": "RangedHitChance",
 "Rank": "ランク",
 "Rank 1 Food": "ランク1 食料",
 "Rank 1 Level": "ランク1 レベル",
 "Rank 1 Research 1": "ランク1 研究1",
 "Rank 1 Research 2": "ランク1 研究2",
 "Rank 1 Research 3": "ランク1 研究3",
 "Rank 1 Research 4": "ランク1 研究4",
 "Rank 1 Research 5": "ランク1 研究5",
 "Rank 1 Research 6": "ランク1 研究6",
 "Rank 1 Research 7": "Rank 1 Research 7",
 "Rank 1 Resource 1": "ランク1 資源1",
 "Rank 1 Resource 2": "ランク1 資源2",
 "Rank 1 Room Type 1": "ランク1 部屋の種類1",
 "Rank 1 Room Type 2": "ランク1 部屋の種類2",
 "Rank 1 Room Type 3": "ランク1 部屋の種類3",
 "Rank 1 Room Type 4": "ランク1 部屋の種類4",
 "Rank 1 Room Type 5": "ランク1 部屋の種類5",
 "Rank 1 Room Type 6": "ランク1 部屋の種類6",
 "Rank 1 Room Type 7": "ランク1 部屋の種類7",
 "Rank 2 (ranks 3-7 are locked)": "ランク2（ランク3〜7はロック）",
 "Rank 2 Elite": "ランク2 エリート",
 "Rank 2 Food": "ランク2 食料",
 "Rank 2 Level": "ランク2 レベル",
 "Rank 2 Research 1": "ランク2 研究1",
 "Rank 2 Research 10": "ランク2 研究10",
 "Rank 2 Research 11": "ランク2 研究11",
 "Rank 2 Research 12": "ランク2 研究12",
 "Rank 2 Research 13": "ランク2 研究13",
 "Rank 2 Research 14": "ランク2 研究14",
 "Rank 2 Research 15": "ランク2 研究15",
 "Rank 2 Research 16": "ランク2 研究16",
 "Rank 2 Research 2": "ランク2 研究2",
 "Rank 2 Research 3": "ランク2 研究3",
 "Rank 2 Research 4": "ランク2 研究4",
 "Rank 2 Research 5": "ランク2 研究5",
 "Rank 2 Research 6": "ランク2 研究6",
 "Rank 2 Research 7": "ランク2 研究7",
 "Rank 2 Research 8": "ランク2 研究8",
 "Rank 2 Research 9": "ランク2 研究9",
 "Rank 2 Resource 1": "ランク2 資源1",
 "Rank 2 Resource 2": "ランク2 資源2",
 "Rank 2 Room Type 1": "ランク2 部屋の種類1",
 "Rank 2 Room Type 2": "ランク2 部屋の種類2",
 "Rank 2 Room Type 3": "ランク2 部屋の種類3",
 "Rank 2 Room Type 4": "ランク2 部屋の種類4",
 "Rank 2 Room Type 5": "ランク2 部屋の種類5",
 "Rank 2 Room Type 6": "ランク2 部屋の種類6",
 "Rank 2 Room Type 7": "ランク2 部屋の種類7",
 "Rank 3 Elite": "ランク3 エリート",
 "Rank 3 Food": "ランク3 食料",
 "Rank 3 Level": "ランク3 レベル",
 "Rank 3 Research 1": "ランク3 研究1",
 "Rank 3 Research 2": "ランク3 研究2",
 "Rank 3 Research 3": "ランク3 研究3",
 "Rank 3 Research 4": "ランク3 研究4",
 "Rank 3 Research 5": "ランク3 研究5",
 "Rank 3 Research 6": "ランク3 研究6",
 "Rank 3 Research 7": "ランク3 研究7",
 "Rank 3 Resource 1": "ランク3 資源1",
 "Rank 3 Resource 2": "ランク3 資源2",
 "Rank 3 Room Type 1": "ランク3 部屋の種類1",
 "Rank 3 Room Type 2": "ランク3 部屋の種類2",
 "Rank 3 Room Type 3": "ランク3 部屋の種類3",
 "Rank 3 Room Type 4": "ランク3 部屋の種類4",
 "Rank 3 Room Type 5": "ランク3 部屋の種類5",
 "Rank 3 Room Type 6": "ランク3 部屋の種類6",
 "Rank 3 Room Type 7": "ランク3 部屋の種類7",
 "Rank also changes": "ランクは",
 "Rank by Skill Damage among the monsters currently shown, highest first. The gold crown marks #1.": "現在表示中のモンスターをスキルダメージ順（高い順）でランク付け。金の王冠が1位を示します。",
 "Rank by Skill Damage among the skills shown, highest first. The gold crown marks #1.": "表示中のスキルをスキルダメージ順（高い順）でランク付け。金の王冠が1位を示します。",
 "Rank recruit ladder": "ランク募集ラダー",
 "Rank-up CP": "ランクアップCP",
 "Rank-up CP, recruit level & race weights": "ランクアップCP、勧誘レベル、種族の重み",
 "Rank1 Research1": "ランク1 研究1",
 "Rank1 Research2": "ランク1 研究2",
 "Rank1 Research3": "ランク1 研究3",
 "Rank1 Research4": "ランク1 研究4",
 "Rank1 Research5": "ランク1 研究5",
 "Rank1 Research6": "ランク1 研究6",
 "Rank1 Research7": "ランク1 研究7",
 "Rank1Food": "Rank1Food",
 "Rank1Level": "Rank1Level",
 "Rank1Research1": "Rank1Research1",
 "Rank1Research2": "Rank1Research2",
 "Rank1Research3": "Rank1Research3",
 "Rank1Research4": "Rank1Research4",
 "Rank1Research5": "Rank1Research5",
 "Rank1Research6": "Rank1Research6",
 "Rank1Research7": "Rank1Research7",
 "Rank1Resource1": "Rank1Resource1",
 "Rank1Resource2": "Rank1Resource2",
 "Rank1RoomType1": "Rank1RoomType1",
 "Rank1RoomType2": "Rank1RoomType2",
 "Rank1RoomType3": "Rank1RoomType3",
 "Rank1RoomType4": "Rank1RoomType4",
 "Rank1RoomType5": "Rank1RoomType5",
 "Rank1RoomType6": "Rank1RoomType6",
 "Rank1RoomType7": "Rank1RoomType7",
 "Rank2 Elite": "ランク2 エリート",
 "Rank2 Food": "ランク2 食糧",
 "Rank2 Level": "ランク2 レベル",
 "Rank2 Research1": "ランク2 研究1",
 "Rank2 Research10": "ランク2 研究10",
 "Rank2 Research11": "ランク2 研究11",
 "Rank2 Research12": "Rank2 Research12",
 "Rank2 Research13": "Rank2 Research13",
 "Rank2 Research14": "Rank2 Research14",
 "Rank2 Research15": "Rank2 Research15",
 "Rank2 Research16": "Rank2 Research16",
 "Rank2 Research2": "ランク2 研究2",
 "Rank2 Research3": "ランク2 研究3",
 "Rank2 Research4": "ランク2 研究4",
 "Rank2 Research5": "ランク2 研究5",
 "Rank2 Research6": "ランク2 研究6",
 "Rank2 Research7": "ランク2 研究7",
 "Rank2 Research8": "ランク2 研究8",
 "Rank2 Research9": "ランク2 研究9",
 "Rank2 Resource1": "ランク2 資源1",
 "Rank2 Resource2": "ランク2 資源2",
 "Rank2 Room Type1": "ランク2 部屋 タイプ1",
 "Rank2 Room Type2": "ランク2 部屋 タイプ2",
 "Rank2 Room Type3": "ランク2 部屋 タイプ3",
 "Rank2 Room Type4": "ランク2 部屋 タイプ4",
 "Rank2 Room Type5": "ランク2 部屋 タイプ5",
 "Rank2 Room Type6": "ランク2 部屋 タイプ6",
 "Rank2 Room Type7": "ランク2 部屋 タイプ7",
 "Rank2Elite": "Rank2Elite",
 "Rank2Food": "Rank2Food",
 "Rank2Level": "Rank2Level",
 "Rank2Research1": "Rank2Research1",
 "Rank2Research10": "Rank2Research10",
 "Rank2Research11": "Rank2Research11",
 "Rank2Research12": "Rank2Research12",
 "Rank2Research13": "Rank2Research13",
 "Rank2Research14": "Rank2Research14",
 "Rank2Research15": "Rank2Research15",
 "Rank2Research16": "Rank2Research16",
 "Rank2Research2": "Rank2Research2",
 "Rank2Research3": "Rank2Research3",
 "Rank2Research4": "Rank2Research4",
 "Rank2Research5": "Rank2Research5",
 "Rank2Research6": "Rank2Research6",
 "Rank2Research7": "Rank2Research7",
 "Rank2Research8": "Rank2Research8",
 "Rank2Research9": "Rank2Research9",
 "Rank2Resource1": "Rank2Resource1",
 "Rank2Resource2": "Rank2Resource2",
 "Rank2RoomType1": "Rank2RoomType1",
 "Rank2RoomType2": "Rank2RoomType2",
 "Rank2RoomType3": "Rank2RoomType3",
 "Rank2RoomType4": "Rank2RoomType4",
 "Rank2RoomType5": "Rank2RoomType5",
 "Rank2RoomType6": "Rank2RoomType6",
 "Rank2RoomType7": "Rank2RoomType7",
 "Rank3 Elite": "Rank3 Elite",
 "Rank3 Elite - desc": "ランク3 エリート - 説明",
 "Rank3 Food": "Rank3 Food",
 "Rank3 Food - desc": "ランク3 食料 - 説明",
 "Rank3 Level": "Rank3 Level",
 "Rank3 Level - desc": "ランク3 レベル - 説明",
 "Rank3 Research1": "Rank3 Research1",
 "Rank3 Research1 - desc": "ランク3 研究1 - 説明",
 "Rank3 Research2": "Rank3 Research2",
 "Rank3 Research2 - desc": "ランク3 研究2 - 説明",
 "Rank3 Research3": "Rank3 Research3",
 "Rank3 Research3 - desc": "ランク3 研究3 - 説明",
 "Rank3 Research4": "Rank3 Research4",
 "Rank3 Research4 - desc": "ランク3 研究4 - 説明",
 "Rank3 Research5": "Rank3 Research5",
 "Rank3 Research5 - desc": "ランク3 研究5 - 説明",
 "Rank3 Research6": "Rank3 Research6",
 "Rank3 Research6 - desc": "ランク3 研究6 - 説明",
 "Rank3 Research7": "Rank3 Research7",
 "Rank3 Research7 - desc": "ランク3 研究7 - 説明",
 "Rank3 Resource1": "Rank3 Resource1",
 "Rank3 Resource1 - desc": "ランク3 リソース1 - 説明",
 "Rank3 Resource2": "Rank3 Resource2",
 "Rank3 Resource2 - desc": "ランク3 リソース2 - 説明",
 "Rank3 Room Type1": "Rank3 Room Type1",
 "Rank3 Room Type1 - desc": "ランク3 ルームタイプ1 - 説明",
 "Rank3 Room Type2": "Rank3 Room Type2",
 "Rank3 Room Type2 - desc": "ランク3 ルームタイプ2 - 説明",
 "Rank3 Room Type3": "Rank3 Room Type3",
 "Rank3 Room Type3 - desc": "ランク3 ルームタイプ3 - 説明",
 "Rank3 Room Type4": "Rank3 Room Type4",
 "Rank3 Room Type4 - desc": "ランク3 ルームタイプ4 - 説明",
 "Rank3 Room Type5": "Rank3 Room Type5",
 "Rank3 Room Type5 - desc": "ランク3 ルームタイプ5 - 説明",
 "Rank3 Room Type6": "Rank3 Room Type6",
 "Rank3 Room Type6 - desc": "ランク3 ルームタイプ6 - 説明",
 "Rank3 Room Type7": "Rank3 Room Type7",
 "Rank3 Room Type7 - desc": "ランク3 ルームタイプ7 - 説明",
 "Rank3Elite": "Rank3Elite",
 "Rank3Food": "Rank3Food",
 "Rank3Level": "Rank3Level",
 "Rank3Research1": "Rank3Research1",
 "Rank3Research2": "Rank3Research2",
 "Rank3Research3": "Rank3Research3",
 "Rank3Research4": "Rank3Research4",
 "Rank3Research5": "Rank3Research5",
 "Rank3Research6": "Rank3Research6",
 "Rank3Research7": "Rank3Research7",
 "Rank3Resource1": "Rank3Resource1",
 "Rank3Resource2": "Rank3Resource2",
 "Rank3RoomType1": "Rank3RoomType1",
 "Rank3RoomType2": "Rank3RoomType2",
 "Rank3RoomType3": "Rank3RoomType3",
 "Rank3RoomType4": "Rank3RoomType4",
 "Rank3RoomType5": "Rank3RoomType5",
 "Rank3RoomType6": "Rank3RoomType6",
 "Rank3RoomType7": "Rank3RoomType7",
 "RankUp1to2": "RankUp1to2",
 "RankUp2to3": "RankUp2to3",
 "Ranked by Skill Damage. Free basic attacks (0 energy) are hidden by default; passives are not active casts and are excluded.": "スキルダメージでランク付け。無料の通常攻撃（エネルギー0）はデフォルトで非表示。パッシブは能動的な詠唱ではないため除外されます。",
 "Ranks defined": "定義されたランク数",
 "Rare inscription:": "レア刻印：",
 "Rare resource nodes per floor": "フロアごとのレア資源ノード",
 "Rarity chances": "レアリティ確率",
 "Rarity weights (per 1000)": "レアリティの重み（1000あたり）",
 "Rate at which a shop appears in a dungeon's Theme 1 random roll": "ダンジョンのテーマ1のランダム抽選で店が出現する確率",
 "Rate at which combat appears in a dungeon's Theme 1 random roll": "ダンジョンのテーマ1のランダム抽選で戦闘が出現する確率",
 "Rate at which resources appear in a dungeon's Theme 1 random roll": "ダンジョンのテーマ1のランダム抽選で資源が出現する確率",
 "Rate of increase of held coin per tick (PS: Until Guild trading is implemented there's no way to earn coin, so it increases naturally.)": "ティックごとの保有コインの増加率（PS: ギルド取引が実装されるまではコインを稼ぐ手段がないため、自然に増加する。）",
 "Raw": "生の",
 "Raw Hide x8": "生皮 x8",
 "Raw values": "生の値",
 "Raw values:": "生の値:",
 "Reaching a safe floor does two things: it": "安全フロアに到達すると、2つのことが起こる:それは",
 "Reaching the deepest floors marks Veil of Silence cleared (demo-only check), no boss kill needed - and region 1 stays locked regardless": "最深フロアに到達すると沈黙のベールがクリア扱いになる（デモ専用の判定）。ボス撃破は不要で、いずれにせよ地域1はロックされたままとなる",
 "Reactive": "リアクティブ",
 "Read out of the game binary of build 24354931.": "ビルド24354931のゲームバイナリから読み取り。",
 "Read out of the game binary of build {#}.": "ビルド{#}のゲームバイナリから読み取り。",
 "Read the threshold straight off the enemy's max HP: a fifth of it is the execute line.": "しきい値は敵の最大HPからそのまま読み取る。その5分の1が処刑ラインとなる。",
 "Reading whether a bonus is \"+10%\" or \"+10\" tells you which kind it is.": "ボーナスが「+10%」なのか「+10」なのかを読めば、どちらの種類かがわかる。",
 "Reads": "読み方",
 "Real time per day at 1x": "1倍での1日あたりの実時間",
 "Realizing an unacceptable truth increases perception but makes mood decreases.": "受け入れがたい真実を悟ると知覚は上がるが、気分は下がる。",
 "Receive the reward": "報酬を受け取る",
 "Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).": "受けるクリティカルダメージボーナス +50%（+50%を与えるはずのクリティカルが +100% を与えるようになります）。",
 "RecentPartnerBlockCount": "RecentPartnerBlockCount",
 "RecentTopicBlockCount": "RecentTopicBlockCount",
 "RecentTopicMaxCount": "RecentTopicMaxCount",
 "Recipe": "レシピ",
 "Recipe: {#}": "レシピ: {#}",
 "RecipeTable.json": "RecipeTable.json",
 "Recipes": "レシピ",
 "Recipes - Dungeon Settlers Wiki": "レシピ - Dungeon Settlers Wiki",
 "Recommended for intended gameplay experience.": "意図したゲームプレイ体験に推奨。",
 "Recover 600 Energy over a fight: 600 ÷ 60 =": "戦闘中にエネルギーを600回復: 600 ÷ 60 =",
 "Recover stack * {0} energy per second.": "毎秒スタック × {0} のエネルギーを回復します。",
 "Recover stack * {0} health per second.": "毎秒スタック × {0} の体力を回復します。",
 "Recover {0} Stamina every tick": "毎ティック {0} のスタミナを回復",
 "Recover {0} Stamina every tick (currently unused. Might never be used at all?)": "ティックごとにスタミナを{0}回復する（現在未使用。まったく使われないかも？）",
 "Recovery interval": "回復間隔",
 "Recovery runs on the campaign clock:": "回復はキャンペーン時計に従います：",
 "Recreaction_": "Recreaction_",
 "Recreation": "レクリエーション",
 "Recreation (3)": "娯楽 (3)",
 "Recreation Room": "レクリエーションルーム",
 "Recreation buffs": "レクリエーションのバフ",
 "Recreation buildings": "レクリエーション施設",
 "Recreation buildings - capacity, buff/bored affecters, workload.": "娯楽建物 - 収容数、バフ/退屈のaffecter、作業量。",
 "Recreation buildings settlers use to restore mood. Playing grants the buff affecter; overuse applies the bored affecter. Workload = ticks per play session.": "入植者が気分を回復するために使う娯楽用建物。利用すると強化アフェクターが付与され、使いすぎると退屈アフェクターが付与される。作業量＝1回の利用あたりのティック数。",
 "Recreation now lives on the": "余暇活動は現在こちらに移動しました：",
 "Recreation:": "娯楽:",
 "RecreationCondition": "RecreationCondition",
 "RecreationEffectApplyCondition": "RecreationEffectApplyCondition",
 "RecreationRegeneration": "RecreationRegeneration",
 "RecreationRoom": "休憩室",
 "RecreationTable.json": "RecreationTable.json",
 "Recreation_": "Recreation_",
 "Recruit Endorsi": "エンドルシを仲間にする",
 "Recruit Expedition Members": "遠征メンバーを募集",
 "Recruit Presets": "採用プリセット",
 "Recruit Presets - Dungeon Settlers Wiki": "募集プリセット - ダンジョンセトラーズ Wiki",
 "Recruit UIRefresh": "募集 UIRefresh",
 "Recruit UIRefresh - desc": "Recruit UIRefresh - 説明",
 "Recruit candidate": "募集候補",
 "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +200 - Uncommon +400 - Rare +800 - Legendary +2000.": "インスクリプションを持つ募集候補は、レアリティに応じて追加のゴールドがかかります: コモン +200、アンコモン +400、レア +800、レジェンダリー +2000。",
 "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +50 - Uncommon +100 - Rare +300 - Legendary +500.": "銘文付きでロールされた採用候補者は、希少度によって追加のゴールドをかけます: Common +50 - Uncommon +100 - Rare +300 - Legendary +500。",
 "Recruit generation": "勧誘生成",
 "Recruit presets:": "募集プリセット：",
 "Recruit roll quality - where your stat rolls land (the game's recruit RNG, made deterministic here). Pick worst / average / best:": "募集ロール品質 - ステータスロールの落ち着き先 (ゲームの募集RNGをここでは確定的にしたもの)。最低 / 平均 / 最高から選択:",
 "Recruit unit weights // (0306) Human, Lizardman, Elf, Dwarf, White Demon, Tal, Lycan": "募集ユニットの重み // (0306) 人間、リザードマン、エルフ、ドワーフ、白鬼、タル、Lycan",
 "Recruit up to 4 units": "最大4ユニットを勧誘する",
 "Recruit-generation stat rolls - the game's recruit RNG, applied here at the roll quality you pick below (worst / average / best). Not random in the builder; it follows your setting. One-time correction to the INITIAL attribute only - it does not scale level-up growth:": "募集生成のステータス抽選 - ゲームの募集RNGを、以下で選んだ抽選品質(最低/平均/最高)で適用します。ビルダー内ではランダムではなく、設定に従います。初期ステータスへの一度限りの補正のみで、レベルアップの成長率には影響しません:",
 "Recruit-generation stat rolls - the game's recruit RNG, applied here at the roll quality you pick below (worst / average / best). Not random in the builder; it follows your setting:": "募集生成のステータスロール - ゲームの募集RNGを、下で選んだロール品質 (最低 / 平均 / 最高) で適用します。ビルダー内ではランダムではなく、設定に従います:",
 "Recruiting well": "上手な勧誘",
 "Recruitment Additional Prices By Inscription Rarity": "募集 追加 価格 刻印 レアリティ別",
 "Recruitment Refresh Cost": "募集 リフレッシュ コスト",
 "Recruitment Unique Existing Names": "募集 ユニーク既存の名前",
 "Recruitment Unique Existing Profiles": "募集 ユニーク既存のプロフィール",
 "Recruitment guide": "募集ガイド",
 "Recruitment pool": "募集プール",
 "Recruitment rank": "募集ランク",
 "Recruitment unit weights // (0306) Human, Lizardman, Elf, Dwarf, Baekgwi, Tal": "募集ユニットの重み // (0306) 人間、リザードマン、エルフ、ドワーフ、Baekgwi、タル",
 "Recruitment: applied to newly recruited units": "募集：新しく募集したユニットに適用",
 "RecruitmentInspectRevealTalentAmount": "RecruitmentInspectRevealTalentAmount",
 "Recruitment_": "Recruitment_",
 "Red": "Red",
 "Red Banner": "赤バナー",
 "Red Carpet": "赤いカーペット",
 "Red Carpet B": "赤いカーペットB",
 "Red Carpet B - desc": "赤いじゅうたん B - 説明",
 "Red Carpet B - flavor": "赤いじゅうたん B - 風味",
 "Red Carpet B - name": "赤いじゅうたん B - 名前",
 "Red Crystal": "赤い結晶",
 "Red Dragon Breath (ancient fire dragon)": "赤竜の吐息（古代の火竜）",
 "Red Monster Rat (Main7) ends the story; it does NOT clear the region or unlock anything": "赤いモンスターネズミ（Main7）でストーリーは終わる。これは地域をクリアせず、何も解放しない",
 "Red Monster Rat 3-phase boss": "赤いモンスターネズミ 3フェーズボス",
 "Red Monster Rat Exclusive Room 1": "赤いモンスターネズミ専用部屋 1",
 "Red Monster Rat Exclusive Room 1 - Dungeon Settlers Wiki": "赤いモンスターネズミ専用部屋1 - Dungeon Settlers Wiki",
 "Red Monster Rat Exclusive Room 1 map": "赤いモンスターネズミ 専用部屋1 マップ",
 "Red Monster Rat Exclusive Room 1 マップ": "赤いモンスターネズミ専用部屋1 マップ",
 "Red Monster Rat Exclusive Room 2": "赤いモンスターネズミ専用部屋 2",
 "Red Monster Rat Exclusive Room 2 - Dungeon Settlers Wiki": "赤いモンスターネズミ専用部屋2 - Dungeon Settlers Wiki",
 "Red Monster Rat Exclusive Room 2 map": "赤いモンスターネズミ 専用部屋2 マップ",
 "Red Monster Rat Exclusive Room 2 マップ": "赤いモンスターネズミ専用部屋2 マップ",
 "Red Monster Rat Exclusive Room 3": "赤いモンスターネズミ専用部屋 3",
 "Red Monster Rat Exclusive Room 3 - Dungeon Settlers Wiki": "赤いモンスターネズミ専用部屋3 - Dungeon Settlers Wiki",
 "Red Monster Rat Exclusive Room 3 map": "赤いモンスターネズミ 専用部屋3 マップ",
 "Red Monster Rat Exclusive Room 3 マップ": "赤いモンスターネズミ専用部屋3 マップ",
 "Red Monster Rat Exclusive Room 4": "赤いモンスターネズミ専用部屋 4",
 "Red Monster Rat Exclusive Room 4 - Dungeon Settlers Wiki": "赤いモンスターネズミ専用部屋4 - Dungeon Settlers Wiki",
 "Red Monster Rat Exclusive Room 4 map": "赤いモンスターネズミ 専用部屋4 マップ",
 "Red Monster Rat Exclusive Room 4 マップ": "赤いモンスターネズミ専用部屋4 マップ",
 "Red Monster Rat Fixed": "Red Monster Rat Fixed",
 "Red Monster Rat Random": "赤いモンスターネズミ（ランダム）",
 "Red Monster Rat Soul Stone (works)": "赤いモンスターネズミの魂石（機能する）",
 "Red Rat Random": "赤いネズミ（ランダム）",
 "Red Stand Banner": "赤スタンドバナー",
 "Red Stone Golem Random": "赤石ゴーレム（ランダム）",
 "RedMonsterRat": "RedMonsterRat",
 "Red_Small": "Red_Small",
 "Reduces incoming damage by about 50%": "被ダメージを約50%削減する",
 "Reducing wear": "消耗の軽減",
 "Reference for every stat/status key in the game.": "ゲーム内の全ステータス/状態キーのリファレンス。",
 "Referenced by": "参照元",
 "Refers to the base Settlement Portal's durability decrease per hour.": "基本の入植地ポータルの1時間あたりの耐久度減少を指す。",
 "Refers to the item 'type' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "各レベルから次のレベルへレベルアップするために必要なアイテムの「種類」キー値を指す。{0}は使用しないプレースホルダーであり、値は\"None\"で固定される。",
 "Refers to the max Mood value. It isn't a value that actually fluctuates in use; it's mainly used as the max reference for displaying gauge bars, etc. in the UI. (The actual value has no maximum.)": "最大の気分値を指す。使用中に実際に変動する値ではなく、主にUIでゲージバーなどを表示するための最大の参照として使われる。（実際の値に上限はない。）",
 "Refers to the number of ticks per hour. Multiplying this by 24 gives the number of ticks per day.": "1時間あたりのティック数を指す。これに24を掛けると1日あたりのティック数になる。",
 "Refers to the slot background display range based on the Life stat. Below {0}: Bad Below {1}: Normal Below {2}: Good Below {3}: Great Otherwise (i.e., {3} or higher): Perfect": "Lifeステータスに基づくスロット背景の表示範囲を指す。{0}未満: Bad {1}未満: Normal {2}未満: Good {3}未満: Great それ以外（つまり{3}以上）: Perfect",
 "Refined Garnet": "精製されたガーネット",
 "Refined Garnet - Dungeon Settlers Wiki": "精製ガーネット - Dungeon Settlers Wiki",
 "Refined Garnet icon": "精製ガーネットアイコン",
 "Refined Opal": "精製されたオパール",
 "Refined Opal - Dungeon Settlers Wiki": "精製オパール - Dungeon Settlers Wiki",
 "Refined Opal icon": "精製オパールアイコン",
 "Refined Peridot": "精製されたペリドット",
 "Refined Peridot - Dungeon Settlers Wiki": "精製ペリドット - Dungeon Settlers Wiki",
 "Refined Peridot icon": "精製ペリドットアイコン",
 "Reflect -1% of the magic damage taken back to the attacker as magic damage.": "受けた魔法ダメージの-1%を魔法ダメージとして攻撃者に跳ね返す。",
 "Reflect / Thorns": "反射 / 茨",
 "Reflect 50% of the magic damage taken back to the attacker as magic damage.": "受けた魔法ダメージの50%を魔法ダメージとして攻撃者に跳ね返す。",
 "Reflect and thorns": "反射と茨",
 "Reflect damage calculator": "反射ダメージ計算機",
 "Reflect fraction": "反射割合",
 "Reflect source": "反射の発生源",
 "Reflected = the incoming hit's total damage x 100 x 0.01, sent back at the attacker as a fixed-value hit with no damage type.": "反射量=受けたヒットの合計ダメージ×100×0.01。ダメージタイプなしの固定値ヒットとして攻撃者に送り返される。",
 "Reflected back": "反射",
 "Reflected before the reflector's own damage bonuses and critical roll.": "反射者自身の与ダメージボーナスとクリティカル判定より前に反射される。",
 "Reflected damage = 200 × 100% =": "反射ダメージ = 200 × 100% =",
 "Reflects 50% of Magic Damage taken back to the attacker as Magic Damage.": "受けた魔法ダメージの50%を魔法ダメージとして攻撃者に反射する。",
 "Reflects 50% of Melee Damage taken back to the attacker as Physical Damage.": "受けた近接ダメージの50%を物理ダメージとして攻撃者に反射します。",
 "Reflects {0}% (currently: 50) of received magic damage to the attacker as neutral damage. (Infinite loop prevention)": "受けた魔法ダメージの{0}%(現在:50)を中立ダメージとして攻撃者に反射します。(無限ループ防止)",
 "Reflects {0}% (currently: 50) of received melee damage to the attacker as neutral damage. (Infinite loop prevention)": "受けた近接ダメージの{0}%（現在：50）を中立的なダメージとして攻撃者に反射します。（無限ループ防止）",
 "RefreshCost": "RefreshCost",
 "Regeneration aura": "再生オーラ",
 "Region": "地域",
 "Region 1 Common": "地域1 共通",
 "Region 1 Common - Dungeon Settlers Wiki": "地域1 コモン - Dungeon Settlers Wiki",
 "Region 1 Common map": "第1地域 共通マップ",
 "Region 1 Dungeon Merchant": "地域1 ダンジョン商人",
 "Region 1 Encounter after completing Alpha Sandstone Slogel Hunt": "アルファサンドストーン スロゲル狩猟完了後のリージョン1エンカウンター",
 "Region 1 Shared": "地域1共通",
 "Region 1 Shared - Dungeon Settlers Wiki": "地域1 共有 - Dungeon Settlers Wiki",
 "Region 1 Shared map": "地域1共有マップ",
 "Region 2 Common": "第2地域 共通",
 "Region 2 Common - Dungeon Settlers Wiki": "地域2 共通 - Dungeon Settlers Wiki",
 "Region 2 Common map": "地域2 共通マップ",
 "Region 2 Dungeon Merchant": "地域2 ダンジョン商人",
 "Region 2 Shared": "地域2共通",
 "Region 2 Shared - Dungeon Settlers Wiki": "地域2 共有 - Dungeon Settlers Wiki",
 "Region 2 Shared map": "地域2共有マップ",
 "Region Unlock & Progression": "地域の解放＆進行",
 "Region chain": "地域の連鎖",
 "Region enum": "リージョン列挙値",
 "Region id": "リージョンID",
 "Regional environment effect": "地域環境効果",
 "Regional environment effects": "地域環境効果",
 "Regions": "地域",
 "Regions - Dungeon Settlers Wiki": "地域 - Dungeon Settlers Wiki",
 "Related page (optional)": "関連ページ (任意)",
 "Related:": "関連:",
 "Relationship to Forgotten Abyss": "忘れられた深淵との関係",
 "Relative roll weights per expedition; how many positive/negative effects roll depends on the chosen combat difficulty (Easy 2/0 - Normal 1/0 - Hard 1/1 - Very Hard 1/2 - Devastation 1/3).": "遠征ごとの相対的な抽選ウェイト。プラス／マイナス効果が何個抽選されるかは選択した戦闘難易度によって決まります (Easy 2/0 - Normal 1/0 - Hard 1/1 - Very Hard 1/2 - Devastation 1/3)。",
 "Relaxed": "リラックス",
 "Relaxed (below 20)": "リラックス（20未満）",
 "Released": "解放",
 "Released casters use three crystal families that also route a staff's element: **Red Crystal (Fire), Blue Crystal (Water) and Green Crystal (Nature)**, used in both staves and random-affix jewelry. Each has a **higher-tier gem upgrade that is gated**: **Garnet** (upgrades Red/Fire), **Opal** (upgrades Blue/Water) and **Peridot** (upgrades Green/Nature). Their ores exist but are unnamed, and their staff/jewelry variants have no recipes or empty affix pools. The gated **Gold** jewelry line sits above Silver.": "実装済みの術者は、杖の属性を決める3つのクリスタル系統を使います。**レッドクリスタル（火）、ブルークリスタル（水）、グリーンクリスタル（自然）**で、杖とランダム接辞の宝飾品の両方に使われます。それぞれに**未開放の上位宝石アップグレード**があります。**ガーネット**（レッド/火をアップグレード）、**オパール**（ブルー/水をアップグレード）、**ペリドット**（グリーン/自然をアップグレード）。それらの鉱石は存在しますが名前がなく、杖/宝飾品のバリエーションはレシピがなかったり接辞プールが空だったりします。未開放の**金**の宝飾ラインは銀の上に位置します。",
 "Released equipment tiers run": "実装済みの装備ティアは次の順です：",
 "Released gear tiers": "実装済みの装備ティア",
 "Released in B.0.3.40. Recruitable from clan rank 3 onward at weight 25, the same weight as Elf, so roughly a 14% chance per candidate once unlocked. Perception-focused with a Greatsword penalty, pushing them toward bows and nature/water magic. The day/night stat swing is the largest conditional modifier any race carries.": "B.0.3.40で実装。クランランク3以降、ウェイト25で募集可能となり、これはエルフと同じウェイトのため、解放後は候補者ごとにおよそ14%の確率となる。知覚特化で大剣にペナルティがあり、弓や自然/水魔法へと誘導される。昼夜のステータス変動は、全種族の中で最大の条件付き修正である。",
 "Relief Food not completed": "救援食未完了",
 "Relief Rations Complete": "救援食料 完了",
 "Remember reveals": "公開状態を記憶する",
 "Remnant": "残地",
 "Remnant (81)": "残骸 (81)",
 "Remnant (89)": "Remnant (89)",
 "Remove": "削除",
 "Remove this character": "このキャラクターを削除",
 "Remove this inscription tree - frees its inscription slot.": "この刻印ツリーを削除 - 刻印スロットが空きます。",
 "Removed (1)": "削除済み (1)",
 "Removed (15)": "Removed (15)",
 "Removed (22)": "削除 (22)",
 "Removed (3)": "削除 (3)",
 "Removed (5)": "削除 (5)",
 "Removed (63)": "削除済み (63)",
 "Removed (8)": "Removed (8)",
 "Removed ({#})": "削除 ({#})",
 "Removes": "除去",
 "Removes poisoning.": "毒を除去する。",
 "Rendered from the game's real floor, wall and decoration tiles for this template. Edges without a wall are doorways where corridors connect this room to its neighbours. Monster, item and NPC spawn points are not shown.": "このテンプレート用に、ゲーム内の実際の床、壁、装飾タイルから描画しています。壁のない辺は、通路がこの部屋を隣接する部屋に接続する出入口です。モンスター、アイテム、NPCの出現地点は表示されていません。",
 "Renders the creep area at the base out to a distance of {0} from the creep": "拠点のクリープ範囲をクリープから距離{0}まで描画する",
 "Repairs": "修理",
 "Repairs are done at a Repair Stand; the game tables define no material cost per repair, so \"mend back to full\" is the durability restored, not an item price.": "修理は修理台で行います。ゲームのデータには修理ごとの素材コストが定義されていないため、「完全修理まで」は回復する耐久度を表し、アイテムの価格ではありません。",
 "Repairs with": "修理に使用",
 "Repeatable": "繰り返し可能",
 "Repeatable 'Expedition Resolution' goals that advance clan rank": "クランランクを進める繰り返し可能な「遠征決議」目標",
 "Repeatable on-death drops only. One-time first-kill bonuses (soul stones, etc.) are on each unit's page; bosses are on the": "繰り返し入手できる死亡時ドロップのみ。一度きりの初回撃破ボーナス（ソウルストーンなど）は各ユニットのページに記載。ボスは",
 "Report a bug / suggest a feature": "バグを報告 / 機能を提案",
 "Represents the current emotional state of a unit.": "ユニットの現在の感情状態を表します。",
 "Represents the current emotional state of a unit. You can check": "ユニットの現在の感情状態を表す。次で確認できる",
 "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## 気分 decrease": "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## 気分 decrease",
 "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel.": "ユニットの現在の感情状態を表します。「ステータス」パネルの「気分」タブで気分に影響する要因を確認できます。",
 "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "ユニットの現在の感情状態を表します。「ステータス」パネルの「気分」タブで気分に影響する要因を確認できます。気分が以下の場合",
 "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' section in the 'Status' tab. ## 気分 decrease": "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' section in the 'Status' tab. ## 気分 decrease",
 "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel.": "ユニットの現在の感情状態を表します。「ステータス」パネルの「気分」タブで気分に影響する要因を確認できます。",
 "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' tab in the 'Status' panel. If Mood is below": "ユニットの現在の感情状態を表します。「ステータス」パネルの「気分」タブで気分に影響する要因を確認できます。気分が以下の場合",
 "Request to Join Expedition": "遠征参加をリクエスト",
 "Request to Join the Expedition": "遠征への参加をリクエスト",
 "Required Furniture": "必要な家具",
 "Required average Quality of the room's walls (corners included) and interior floor tiles": "ルームの壁（角を含む）と内部床タイルに求められる平均品質",
 "Required equipment": "必要装備",
 "Required items": "必要素材",
 "Required level": "必要レベル",
 "Required total Quality of all buildings inside the room except walls, doors and floor tiles": "壁・ドア・床タイルを除くルーム内すべての建物に求められる合計品質",
 "RequiredItemAmountFactorForLevelUpByOfferingType": "RequiredItemAmountFactorForLevelUpByOfferingType",
 "RequiredItemAmountForLevelUp": "RequiredItemAmountForLevelUp",
 "RequiredItemForLevelUp": "RequiredItemForLevelUp",
 "Requirement met": "要件を満たしています",
 "Requires": "必要条件",
 "Requires a Bow": "弓が必要",
 "Requires a Club": "こん棒が必要",
 "Requires a Greatsword": "大剣が必要",
 "Requires a Nature Staff": "自然の杖が必要",
 "Requires a Sword": "剣が必要",
 "Requires a Water Staff": "水の杖が必要",
 "Requires a password due to limited content availability due to the playtest - will be lifted after release, at the team's approval": "プレイテストによりコンテンツの公開が限定されているためパスワードが必要です。リリース後、チームの承認を得て解除されます。",
 "Requires ammo": "弾薬が必要",
 "Requires:": "必要条件:",
 "Res P/M": "耐性 物／魔",
 "RescueWorkload": "RescueWorkload",
 "Research (1)": "研究 (1)",
 "Research Complete": "研究完了",
 "Research Insect": "昆虫の研究",
 "Research Insect2": "昆虫の研究2",
 "Research Insect3": "昆虫の研究3",
 "Research Insect4": "昆虫の研究4",
 "Research Lab bonus": "研究所ボーナス",
 "Research Papers": "研究論文",
 "Research Papers - Dungeon Settlers Wiki": "研究論文 - Dungeon Settlers Wiki",
 "Research Papers2": "研究論文2",
 "Research Papers2 - Dungeon Settlers Wiki": "研究論文2 - Dungeon Settlers Wiki",
 "Research Workload": "研究ワークロード",
 "Research capability +30% (Poor room) up to about +150-210% (top-quality rooms)": "研究能力+30%（貧弱な部屋）から最高品質の部屋でおよそ+150～210%まで",
 "Research complete": "研究完了",
 "Research progress and crops": "研究の進行状況と作物",
 "Research requirement multiplier": "研究要求量の乗数",
 "Research tree": "研究ツリー",
 "Research tree with unlocks": "解放要素付きの研究ツリー",
 "Research tree: grid position, workload, prerequisites, unlock results.": "研究ツリー：グリッド位置、作業量、前提条件、解放結果。",
 "Research workload": "研究作業量",
 "ResearchCapability": "ResearchCapability",
 "ResearchCondition": "ResearchCondition",
 "ResearchCycleTick": "ResearchCycleTick",
 "ResearchLab": "ResearchLab",
 "ResearchRequiredWorkloadFactorByDifficulty": "ResearchRequiredWorkloadFactorByDifficulty",
 "ResearchTable.json": "ResearchTable.json",
 "ResearchWorkloadTick": "ResearchWorkloadTick",
 "Researching here": "ここで研究する",
 "Reset - sure?": "リセットしますか？",
 "Reset discoveries": "発見をリセット",
 "Reset discoveries (N)": "発見をリセット (N)",
 "Resets all learned skills and refunds the SP.": "習得済みのスキルをすべてリセットし、SPを払い戻す。",
 "Resets the level to 0 and restarts the clock, so stepping off a safe floor starts the ladder again from the bottom.": "レベルを0にリセットしクロックを再始動する。そのため安全フロアを離れると、はしごはまた最下段からやり直しになる。",
 "Resets the level to 0, restarts the clock and sets the 'stop checking' flag, so the ladder is frozen while the squad stands on a safe floor.": "レベルを0にリセットし、クロックを再始動し、「チェック停止」フラグを立てる。そのため部隊が安全フロアに立っている間、はしごは凍結される。",
 "Resistance formula": "耐性の計算式",
 "Resistances": "耐性",
 "Resolutions": "探索方針",
 "Resource Requirements": "資源の要件",
 "Resource node": "資源ノード",
 "Resource node: {#}": "資源ノード:{#}",
 "Resource nodes": "資源ノード",
 "Resource | From | Floors | Chance": "資源 | 入手元 | 階層 | 確率",
 "Resources & Needs": "リソースと欲求",
 "Resources and time are very limited, requiring precise": "資源と時間は非常に限られており、正確な",
 "Resources and time are very limited, requiring precise long term planning and loss control.": "資源と時間は限られており、正確な長期的計画と損失コントロールが必要です。",
 "Resources and time are very limited, requiring precise long-term planning and loss control.": "資源と時間は限られており、正確な長期的計画と損失コントロールが必要です。",
 "Resources are extremely scarce and goods are expensive.": "資源が極めて乏しく、商品が非常に高価です。",
 "Resources are extremely scarce and goods are expensive. Your long term planning and delicate management skills will be put to the test.": "リソースは非常に不足しており、商品は高価です。あなたの長期的な計画と繊細な管理スキルが試されます。",
 "Resources are extremely scarce and goods are expensive. Your long-term planning and delicate management skills will be put to the test.": "リソースは非常に不足しており、商品は高価です。あなたの長期的な計画と繊細な管理スキルが試されます。",
 "Resources per Dungeon": "ダンジョンごとの資源",
 "Resources per Dungeon - Dungeon Settlers Wiki": "ダンジョンごとの資源 - Dungeon Settlers Wiki",
 "Resources you can gather in {#}": "{#}で採取できる資源",
 "Resources: {#}": "資源: {#}",
 "Respawn interval & Magic Saturation": "リスポーン間隔と魔力飽和",
 "Respect the clock": "時間を意識しましょう",
 "Rest": "Rest",
 "RestWoundDecreasePercentage": "RestWoundDecreasePercentage",
 "RestWoundDecreaseStructureQualityFactor": "RestWoundDecreaseStructureQualityFactor",
 "Resting his chin on one hand, he murmurs to himself.": "あごを片手で支えながら、彼は自分自身にぶつぶつと言う。",
 "Resting his chin on one hand, he murmurs to himself. \"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it alive?\" He": "あごを片手で支えながら、彼は自分自身にぶつぶつと言う。「昔から絶滅していたはずの昆虫に見えます…どのようなメカニズムがそれを生かし続けることができるのでしょうか？」彼は",
 "Restores 15 health to an ally per cast (about 0.9/s at this cadence)": "詠唱ごとに味方のHPを15回復(このペースで約0.9/秒)",
 "Restores 15 health to an ally per cast (about 1.2/s at this cadence)": "使用ごとに味方の体力を15回復（このペースで約1.2/秒）",
 "Restores 16 health to an ally per cast (about 1/s at this cadence)": "キャスト時に味方に16のヘルスを回復 (このペースで約1/秒)",
 "Restores 196 health to an ally per cast (about 125.7/s at this cadence)": "詠唱ごとに味方のHPを196回復(このペースで約125.7/秒)",
 "Restores 201 health to an ally per cast (about 126.4/s at this cadence)": "使用ごとに味方の体力を201回復（このペースで約126.4/秒）",
 "Restores 220 health to an ally per cast (about 145/s at this cadence)": "キャスト1回につき味方ユニット1体に体力220を回復(このペースで約145/s)",
 "Restores 300 HP over 10 seconds.": "10秒かけてHPを300回復します。",
 "Restores 400 HP over 10 seconds.": "10秒かけてHPを400回復します。",
 "Restores 49 health to an ally per cast (about 31.4/s at this cadence)": "詠唱ごとに味方のHPを49回復(このペースで約31.4/秒)",
 "Restores 50 health to an ally per cast (about 31.6/s at this cadence)": "1回の発動で味方の体力を50回復（この頻度で約31.6/秒）",
 "Restores 55 health to an ally per cast (about 36.3/s at this cadence)": "キャスト1回につき同盟国に55のヘルスを回復します（このテンポで約36.3/秒）",
 "Restores 800 HP over 10 seconds.": "10秒かけてHPを800回復します。",
 "Restores {0}": "{0}を回復",
 "Restores {0} エネルギー per stack every second.": "1秒ごとにスタックあたり{0}のエネルギーを回復する。",
 "Restores {0} 現在の体力 per stack every second.": "1秒ごとにスタックあたり{0}の現在の体力を回復する。",
 "Resulting crit chance": "算出されるクリティカル確率",
 "Retire UI Warning Retire Pay - desc": "リタイア UI 警告 リタイア料金 - 説明",
 "Reveal identity": "正体を表示",
 "Revive": "蘇生",
 "Reward": "報酬",
 "Rewards": "報酬",
 "RichManaStone": "RichManaStone",
 "Rider 2 + Shaman 1 + Thrower 1": "騎手 2 + シャーマン 1 + 投擲者 1",
 "Rider 4": "騎手 4",
 "Right click a skill in the 'Command Panel' quick slot to choose individ...": "'コマンドパネル'クイックスロット内のスキルを右クリックして個別に選択...",
 "Right click an item in the 'Inventory' to open the interaction menu.": "Right click an item in the 'Inventory' to open the interaction menu.",
 "Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume",
 "Right click to dismiss.": "右クリックして閉じます。",
 "Right-click (and Alt + right-click for the full list) opens the interaction menu. These are all the verbs it can offer;": "右クリック（完全なリストは Alt + 右クリック）でインタラクションメニューが開きます。以下は提示され得るすべての動詞です。",
 "Right-click a skill in the 'Command Panel' quick slot to choose individ...": "'コマンドパネル'クイックスロット内のスキルを右クリックして個別に選択...",
 "Right-click an item in the 'Inventory' to open the interaction menu.": "Right-click an item in the 'Inventory' to open the interaction menu.",
 "Right-click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume": "Right-click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume",
 "Right-click to dismiss.": "右クリックして閉じます。",
 "Roaring ×2, Slash ×2, Death ×1": "咆哮×2、斬撃×2、死亡×1",
 "Rock Remnant": "岩の残骸",
 "Rock Remnant - Dungeon Settlers Wiki": "岩の残骸 - Dungeon Settlers Wiki",
 "Rock Wall Fixed": "岩壁（固定）",
 "Rocky Area 1": "岩場 1",
 "Rocky Area 2": "岩場 2",
 "Rocky Area 3": "岩場 3",
 "Role": "役割",
 "Roll floor": "フロアをロール",
 "Rolls": "抽選",
 "Rolls 1 random bonus from:": "以下からランダムなボーナスを1つ抽選：",
 "Rolls 2 random bonuses from:": "以下から2つのランダムボーナスを抽選：",
 "Rolls as a negative regional environment effect in": "で負の地域環境効果として発生する",
 "Rolls as a positive regional environment effect in": "で正の地域環境効果として発生する",
 "Room": "部屋",
 "Room & Spawn Odds": "部屋と出現確率",
 "Room & Spawn Odds - Dungeon Settlers Wiki": "部屋・出現確率 - Dungeon Settlers Wiki",
 "Room Type : Sleeping Room": "部屋タイプ:寝室",
 "Room details": "部屋の詳細",
 "Room layouts by region": "地域別の部屋レイアウト",
 "Room map": "部屋マップ",
 "Room odds": "部屋の確率",
 "Room templates": "部屋テンプレート",
 "Room templates (curated count)": "ルームテンプレート (キュレーション数)",
 "Room theme": "部屋のテーマ",
 "Room theme for range previews": "射程プレビューの部屋テーマ",
 "Room tiers above Decent (Impressive, Luxurious and Fantastic) are defined in the game data with their housing bonuses, but have no size, furniture or quality requirements yet, so they cannot be built in this build. Their bonuses are listed here for reference.": "Decent より上のルームティア（Impressive、Luxurious、Fantastic）は、住宅ボーナスとともにゲームデータに定義されていますが、サイズ・家具・品質の要件がまだないため、このビルドでは建設できません。ここではボーナスを参考として掲載します。",
 "Room type": "部屋タイプ",
 "Room types": "部屋タイプ",
 "Room-composition probability tables": "部屋構成の確率表",
 "Room-type mix": "部屋タイプの構成",
 "RoomMoodCooltime": "RoomMoodCooltime",
 "RoomStayMin": "RoomStayMin",
 "RoomType": "RoomType",
 "RoomType_": "RoomType_",
 "Rooms": "部屋",
 "Rooms are the real in-game maps, connected door-to-door by corridors. Drag to pan; click any room to enlarge.": "部屋は実際のゲーム内マップで、通路によってドアからドアへ接続されています。ドラッグで移動、部屋をクリックで拡大。",
 "Rooms follow the authored graph positions (the intended layout)": "部屋は設計済みグラフの位置に従います（意図されたレイアウト）",
 "Rooms:": "部屋:",
 "Root (before tier 1)": "根 (ティア1の前)",
 "Rotatable": "回転可能",
 "Rotate floors.": "フロアをローテーションしましょう。",
 "Rotate floors/regions - never grind a single floor to 0": "フロア/地域をローテーションする。単一フロアを0まで削らないこと",
 "Rotate floors; a 0-depletion floor debuffs the whole region by -50% drops": "フロアをローテーションしましょう。消耗0のフロアは地域全体にドロップ-50%のデバフをかけます",
 "Rough DPS": "おおよそのDPS",
 "Rows": "行数",
 "Royal Slime (+ Grand Crown, Royal Slime Soul Stone)": "ロイヤルスライム（+ グランドクラウン、ロイヤルスライムの魂石）",
 "Rule of thumb:": "経験則:",
 "Run Away": "逃走",
 "RunningQuest_HuntMawmurk|| RunningQuest_HuntWhiteMawmurk|| RunningQuest_HuntAlphaAcidSlogel && Cooldown_Npc15_0": "RunningQuest_HuntMawmurk|| RunningQuest_HuntWhiteMawmurk|| RunningQuest_HuntAlphaAcidSlogel && Cooldown_Npc15_0",
 "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect && Cooldown_Npc6_0": "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect && Cooldown_Npc6_0",
 "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0": "RunningQuest_ResearchInsect4|| RunningQuest_ResearchInsect3|| RunningQuest_ResearchInsect2|| RunningQuest_ResearchInsect||(QuestFinish_InteractXenon2 && CurrentRegion_VeilSilence)||(QuestFinish_InteractXenon4 && CurrentRegion_FesteringBurrow) && Cooldown_Npc6_0",
 "Runs every tick against the in-game minutes elapsed since the penalty clock was last reset. While the level is below the number of intervals it compares that time to the current interval; on reaching it the level goes up by one and every unit swaps the stage it carries for the next one, so a unit only ever carries the stage matching its level.": "ペナルティクロックが最後にリセットされてからのゲーム内経過分数に対し、毎ティック実行される。レベルが間隔数を下回っている間は、その経過時間を現在の間隔と比較する。到達するとレベルが1上がり、すべてのユニットは自身が負う段階を次の段階に切り替える。そのためユニットは常にそのレベルに対応する段階だけを負う。",
 "Rustling through the nearby undergrowth, {0} calls out to you.": "近くの下生えをガサガサ掻き分けながら、{0}があなたに声をかけます。",
 "Rustling through the nearby undergrowth, {0} calls out to you. \"Captain, there's a hidden opening here.\" When you clear away the branches and leaves, you find a narrow": "近くの茂みをかき分ける音がして、{0}があなたに呼びかける。「隊長、ここに隠された入り口があります。」枝葉を払いのけると、狭い……",
 "Rustling through the nearby undergrowth, {0} calls out to you. \"Captain, there's a hidden opening here.\" When you clear away the branches and leaves, you find a narrow hole descending into the hollow of a fallen tree.": "近くの下生えをガサガサ掻き分けながら、{0}があなたに声をかけます。「司令官、ここに隠れた入り口があります。」枝や葉を取り除くと、倒れた木の根の中に降りていく狭い穴を見つけます。",
 "Rustling through the nearby undergrowth, {0} calls out to you. \"Commander, there's a hidden opening here.\" When you clear away the branches and leaves, you find a narro": "近くの茂みをかき分ける音がして、{0}があなたに呼びかける。「司令官、ここに隠された入り口があります。」枝葉を払いのけると、狭……",
 "Rustling through the nearby undergrowth, {0} calls out to you. \"Commander, there's a hidden opening here.\" When you clear away the branches and leaves, you find a narrow hole descending into the hollow of a fallen tree.": "近くの茂みをかき分ける音がして、{0}があなたに呼びかける。「司令官、ここに隠された入り口があります。」枝葉を払いのけると、倒木のうろへと下る狭い穴が見つかる。",
 "Rustling through the nearby undergrowth, {0} calls out to you. \"Commander, there's a hidden opening here.\" When you clear away the branches and leaves, you find a narrow hole...": "近くの茂みをかき分ける音がして、{0}があなたに呼びかける。「司令官、ここに隠された入り口があります。」枝葉を払いのけると、狭い穴が……",
 "Rustling through the nearby undergrowth, {0} calls out to you. \"Commander, there's a hidden opening here.\" When you clear away the branches...": "近くの茂みをかき分ける音がして、{0}があなたに呼びかける。「司令官、ここに隠された入り口があります。」枝葉を……",
 "SFX census (218 clips)": "SFX一覧（218クリップ）",
 "SKILL-TREE AFFINITIES": "スキルツリー適性",
 "SKILLS": "スキル",
 "SKILLTREE_Spear_0": "SKILLTREE_Spear_0",
 "SKILLTREE_Spear_1": "SKILLTREE_Spear_1",
 "SKILLTREE_Spear_2": "SKILLTREE_Spear_2",
 "SKILLTREE_Spear_3": "SKILLTREE_Spear_3",
 "SKILLTREE_Stake_0": "SKILLTREE_Stake_0",
 "SKILLTREE_Stake_1": "SKILLTREE_Stake_1",
 "SKILLTREE_Stake_2": "SKILLTREE_Stake_2",
 "SKILLTREE_Stake_3": "SKILLTREE_Stake_3",
 "SKILL_AccuracyPotion": "SKILL_AccuracyPotion",
 "SKILL_AccuracyPotion -": "SKILL_AccuracyPotion -",
 "SKILL_AcidSpit": "SKILL_AcidSpit",
 "SKILL_AcidSpit -": "SKILL_AcidSpit -",
 "SKILL_AcidSpread": "SKILL_AcidSpread",
 "SKILL_AcidSpread -": "SKILL_AcidSpread -",
 "SKILL_AgilityElixir": "SKILL_AgilityElixir",
 "SKILL_AgilityElixir -": "SKILL_AgilityElixir -",
 "SKILL_AidKit": "SKILL_AidKit",
 "SKILL_AidKit -": "SKILL_AidKit -",
 "SKILL_AlphaAcidSlogelSoul": "SKILL_AlphaAcidSlogelSoul",
 "SKILL_AlphaAcidSlogelSoul -": "SKILL_AlphaAcidSlogelSoul -",
 "SKILL_Anchor": "SKILL_Anchor",
 "SKILL_Anchor -": "SKILL_Anchor -",
 "SKILL_AnkleBreak": "SKILL_AnkleBreak",
 "SKILL_AnkleBreak -": "SKILL_AnkleBreak -",
 "SKILL_ArcaneEco": "SKILL_ArcaneEco",
 "SKILL_ArcaneEco -": "SKILL_ArcaneEco -",
 "SKILL_ArrowRain": "SKILL_ArrowRain",
 "SKILL_ArrowRain -": "SKILL_ArrowRain -",
 "SKILL_AshOfSolace": "SKILL_AshOfSolace",
 "SKILL_AshOfSolace -": "SKILL_AshOfSolace -",
 "SKILL_AttackSpeedPotion": "SKILL_AttackSpeedPotion",
 "SKILL_AttackSpeedPotion -": "SKILL_AttackSpeedPotion -",
 "SKILL_AutoRepair": "SKILL_AutoRepair",
 "SKILL_AutoRepair -": "SKILL_AutoRepair -",
 "SKILL_BarrierResurge": "SKILL_BarrierResurge",
 "SKILL_BarrierResurge -": "SKILL_BarrierResurge -",
 "SKILL_BaseCampsiteBedrolls": "SKILL_BaseCampsiteBedrolls",
 "SKILL_BaseCampsiteBedrolls -": "SKILL_BaseCampsiteBedrolls -",
 "SKILL_BaseCampsiteCampFire": "SKILL_BaseCampsiteCampFire",
 "SKILL_BaseCampsiteCampFire -": "SKILL_BaseCampsiteCampFire -",
 "SKILL_BaseCampsiteDeco1": "SKILL_BaseCampsiteDeco1",
 "SKILL_BaseCampsiteDeco1 -": "SKILL_BaseCampsiteDeco1 -",
 "SKILL_BaseCampsiteDeco2": "SKILL_BaseCampsiteDeco2",
 "SKILL_BaseCampsiteDeco2 -": "SKILL_BaseCampsiteDeco2 -",
 "SKILL_BaseCampsiteLesserGuardianStone": "SKILL_BaseCampsiteLesserGuardianStone",
 "SKILL_BaseCampsiteLesserGuardianStone -": "SKILL_BaseCampsiteLesserGuardianStone -",
 "SKILL_BaseCampsiteRepairstand": "SKILL_BaseCampsiteRepairstand",
 "SKILL_BaseCampsiteRepairstand -": "SKILL_BaseCampsiteRepairstand -",
 "SKILL_BasicAttack": "SKILL_BasicAttack",
 "SKILL_BasicAttack -": "SKILL_BasicAttack -",
 "SKILL_BasicBowAttack": "SKILL_BasicBowAttack",
 "SKILL_BasicBowAttack -": "SKILL_BasicBowAttack -",
 "SKILL_BasicClubAttack": "SKILL_BasicClubAttack",
 "SKILL_BasicClubAttack -": "SKILL_BasicClubAttack -",
 "SKILL_BasicGreatswordAttack": "SKILL_BasicGreatswordAttack",
 "SKILL_BasicGreatswordAttack -": "SKILL_BasicGreatswordAttack -",
 "SKILL_BasicMagicMissile": "SKILL_BasicMagicMissile",
 "SKILL_BasicMagicMissile -": "SKILL_BasicMagicMissile -",
 "SKILL_BasicMonsterBlunt": "SKILL_BasicMonsterBlunt",
 "SKILL_BasicMonsterBlunt -": "SKILL_BasicMonsterBlunt -",
 "SKILL_BasicMonsterPierce": "SKILL_BasicMonsterPierce",
 "SKILL_BasicMonsterPierce -": "SKILL_BasicMonsterPierce -",
 "SKILL_BasicMonsterSlash": "SKILL_BasicMonsterSlash",
 "SKILL_BasicMonsterSlash -": "SKILL_BasicMonsterSlash -",
 "SKILL_BasicPunchAttack": "SKILL_BasicPunchAttack",
 "SKILL_BasicPunchAttack -": "SKILL_BasicPunchAttack -",
 "SKILL_BasicRedMonsterRatAttack": "SKILL_BasicRedMonsterRatAttack",
 "SKILL_BasicRedMonsterRatAttack -": "SKILL_BasicRedMonsterRatAttack -",
 "SKILL_BasicSpearAttack": "SKILL_BasicSpearAttack",
 "SKILL_BasicSpearAttack -": "SKILL_BasicSpearAttack -",
 "SKILL_BasicSwordAttack": "SKILL_BasicSwordAttack",
 "SKILL_BasicSwordAttack -": "SKILL_BasicSwordAttack -",
 "SKILL_Bastion": "SKILL_Bastion",
 "SKILL_Bastion -": "SKILL_Bastion -",
 "SKILL_BattleCadence": "SKILL_BattleCadence",
 "SKILL_BattleCadence -": "SKILL_BattleCadence -",
 "SKILL_BattleStomp": "SKILL_BattleStomp",
 "SKILL_BattleStomp -": "SKILL_BattleStomp -",
 "SKILL_BecomeFire": "SKILL_BecomeFire",
 "SKILL_BecomeFire -": "SKILL_BecomeFire -",
 "SKILL_BlackSerum": "SKILL_BlackSerum",
 "SKILL_BlackSerum -": "SKILL_BlackSerum -",
 "SKILL_BladeGrinding": "SKILL_BladeGrinding",
 "SKILL_BladeGrinding -": "SKILL_BladeGrinding -",
 "SKILL_BladeSpirit": "SKILL_BladeSpirit",
 "SKILL_BladeSpirit -": "SKILL_BladeSpirit -",
 "SKILL_BlazingEcho": "SKILL_BlazingEcho",
 "SKILL_BlazingEcho -": "SKILL_BlazingEcho -",
 "SKILL_BlazingEchoGoblin": "SKILL_BlazingEchoGoblin",
 "SKILL_BlazingEchoGoblin -": "SKILL_BlazingEchoGoblin -",
 "SKILL_BloodRain": "SKILL_BloodRain",
 "SKILL_BloodRain -": "SKILL_BloodRain -",
 "SKILL_BloodSoakedFruit": "SKILL_BloodSoakedFruit",
 "SKILL_BloodSoakedFruit -": "SKILL_BloodSoakedFruit -",
 "SKILL_BloodTear": "SKILL_BloodTear",
 "SKILL_BloodTear -": "SKILL_BloodTear -",
 "SKILL_BloodyScratch": "SKILL_BloodyScratch",
 "SKILL_BloodyScratch -": "SKILL_BloodyScratch -",
 "SKILL_BlueBerry": "SKILL_BlueBerry",
 "SKILL_BlueBerry -": "SKILL_BlueBerry -",
 "SKILL_BraceStance": "SKILL_BraceStance",
 "SKILL_BraceStance -": "SKILL_BraceStance -",
 "SKILL_BubbleTackle": "SKILL_BubbleTackle",
 "SKILL_BubbleTackle -": "SKILL_BubbleTackle -",
 "SKILL_BulkShot": "SKILL_BulkShot",
 "SKILL_BulkShot -": "SKILL_BulkShot -",
 "SKILL_CallFemaleGloth": "SKILL_CallFemaleGloth",
 "SKILL_CallFemaleGloth -": "SKILL_CallFemaleGloth -",
 "SKILL_CallGloth": "SKILL_CallGloth",
 "SKILL_CallGloth -": "SKILL_CallGloth -",
 "SKILL_ChainGrap": "SKILL_ChainGrap",
 "SKILL_ChainGrap -": "SKILL_ChainGrap -",
 "SKILL_ChainHit": "SKILL_ChainHit",
 "SKILL_ChainHit -": "SKILL_ChainHit -",
 "SKILL_ChainKnightSentinelSoul": "SKILL_ChainKnightSentinelSoul",
 "SKILL_ChainKnightSentinelSoul -": "SKILL_ChainKnightSentinelSoul -",
 "SKILL_ChainSlash": "SKILL_ChainSlash",
 "SKILL_ChainSlash -": "SKILL_ChainSlash -",
 "SKILL_ChargeAttack": "SKILL_ChargeAttack",
 "SKILL_ChargeAttack -": "SKILL_ChargeAttack -",
 "SKILL_ChargingWhirlwind": "SKILL_ChargingWhirlwind",
 "SKILL_ChargingWhirlwind -": "SKILL_ChargingWhirlwind -",
 "SKILL_CheeringHowl": "SKILL_CheeringHowl",
 "SKILL_CheeringHowl -": "SKILL_CheeringHowl -",
 "SKILL_ClingingVines": "SKILL_ClingingVines",
 "SKILL_ClingingVines -": "SKILL_ClingingVines -",
 "SKILL_ColdFury": "SKILL_ColdFury",
 "SKILL_ColdFury -": "SKILL_ColdFury -",
 "SKILL_CombatMomentum": "SKILL_CombatMomentum",
 "SKILL_CombatMomentum -": "SKILL_CombatMomentum -",
 "SKILL_ConstitutionElixir": "SKILL_ConstitutionElixir",
 "SKILL_ConstitutionElixir -": "SKILL_ConstitutionElixir -",
 "SKILL_CrimsonRecoil": "SKILL_CrimsonRecoil",
 "SKILL_CrimsonRecoil -": "SKILL_CrimsonRecoil -",
 "SKILL_CriticalPotion": "SKILL_CriticalPotion",
 "SKILL_CriticalPotion -": "SKILL_CriticalPotion -",
 "SKILL_DeadlyFear": "SKILL_DeadlyFear",
 "SKILL_DeadlyFear -": "SKILL_DeadlyFear -",
 "SKILL_DeepWater": "SKILL_DeepWater",
 "SKILL_DeepWater -": "SKILL_DeepWater -",
 "SKILL_DeputyCaptainsInsignia": "SKILL_DeputyCaptainsInsignia",
 "SKILL_DeputyCaptainsInsignia -": "SKILL_DeputyCaptainsInsignia -",
 "SKILL_DestructiveSplit": "SKILL_DestructiveSplit",
 "SKILL_DestructiveSplit -": "SKILL_DestructiveSplit -",
 "SKILL_DevelopersLetter": "SKILL_DevelopersLetter",
 "SKILL_DevelopersLetter -": "SKILL_DevelopersLetter -",
 "SKILL_DisgustingMonsterMeat": "SKILL_DisgustingMonsterMeat",
 "SKILL_DisgustingMonsterMeat -": "SKILL_DisgustingMonsterMeat -",
 "SKILL_DistractingBlow": "SKILL_DistractingBlow",
 "SKILL_DistractingBlow -": "SKILL_DistractingBlow -",
 "SKILL_DodgePotion": "SKILL_DodgePotion",
 "SKILL_DodgePotion -": "SKILL_DodgePotion -",
 "SKILL_DoubleScratch": "SKILL_DoubleScratch",
 "SKILL_DoubleScratch -": "SKILL_DoubleScratch -",
 "SKILL_DualRequest": "SKILL_DualRequest",
 "SKILL_DualRequest -": "SKILL_DualRequest -",
 "SKILL_DustBulb": "SKILL_DustBulb",
 "SKILL_DustBulb -": "SKILL_DustBulb -",
 "SKILL_EarthCrash": "SKILL_EarthCrash",
 "SKILL_EarthCrash -": "SKILL_EarthCrash -",
 "SKILL_Eat": "SKILL_Eat",
 "SKILL_Eat -": "SKILL_Eat -",
 "SKILL_EatHerb": "SKILL_EatHerb",
 "SKILL_EatHerb -": "SKILL_EatHerb -",
 "SKILL_EbbAndFlow": "SKILL_EbbAndFlow",
 "SKILL_EbbAndFlow -": "SKILL_EbbAndFlow -",
 "SKILL_ElasticGuard": "SKILL_ElasticGuard",
 "SKILL_ElasticGuard -": "SKILL_ElasticGuard -",
 "SKILL_ElderGlothCharge": "SKILL_ElderGlothCharge",
 "SKILL_ElderGlothCharge -": "SKILL_ElderGlothCharge -",
 "SKILL_ElderGlothSoul": "SKILL_ElderGlothSoul",
 "SKILL_ElderGlothSoul -": "SKILL_ElderGlothSoul -",
 "SKILL_EmbracingWave": "SKILL_EmbracingWave",
 "SKILL_EmbracingWave -": "SKILL_EmbracingWave -",
 "SKILL_EmergencyEscape": "SKILL_EmergencyEscape",
 "SKILL_EmergencyEscape -": "SKILL_EmergencyEscape -",
 "SKILL_Evolve": "SKILL_Evolve",
 "SKILL_Evolve -": "SKILL_Evolve -",
 "SKILL_Executioner": "SKILL_Executioner",
 "SKILL_Executioner -": "SKILL_Executioner -",
 "SKILL_ExpeditionHorn": "SKILL_ExpeditionHorn",
 "SKILL_ExpeditionHorn -": "SKILL_ExpeditionHorn -",
 "SKILL_Explosion": "SKILL_Explosion",
 "SKILL_Explosion -": "SKILL_Explosion -",
 "SKILL_Explosion burning bonus": "SKILL_Explosion 燃焼ボーナス",
 "SKILL_ExtraBubble": "SKILL_ExtraBubble",
 "SKILL_ExtraBubble -": "SKILL_ExtraBubble -",
 "SKILL_EyeBallSoul": "SKILL_EyeBallSoul",
 "SKILL_EyeBallSoul -": "SKILL_EyeBallSoul -",
 "SKILL_FastHand": "SKILL_FastHand",
 "SKILL_FastHand -": "SKILL_FastHand -",
 "SKILL_FatalVerdict": "SKILL_FatalVerdict",
 "SKILL_FatalVerdict -": "SKILL_FatalVerdict -",
 "SKILL_FineRawMeat": "SKILL_FineRawMeat",
 "SKILL_FineRawMeat -": "SKILL_FineRawMeat -",
 "SKILL_FinesseEdge": "SKILL_FinesseEdge",
 "SKILL_FinesseEdge -": "SKILL_FinesseEdge -",
 "SKILL_FireBattleMage": "SKILL_FireBattleMage",
 "SKILL_FireBattleMage -": "SKILL_FireBattleMage -",
 "SKILL_FireCloak": "SKILL_FireCloak",
 "SKILL_FireCloak -": "SKILL_FireCloak -",
 "SKILL_FireMissile": "SKILL_FireMissile",
 "SKILL_FireMissile -": "SKILL_FireMissile -",
 "SKILL_FireMissileAttack": "SKILL_FireMissileAttack",
 "SKILL_FireMissileAttack -": "SKILL_FireMissileAttack -",
 "SKILL_FireProof": "SKILL_FireProof",
 "SKILL_FireProof -": "SKILL_FireProof -",
 "SKILL_FirstAssault": "SKILL_FirstAssault",
 "SKILL_FirstAssault -": "SKILL_FirstAssault -",
 "SKILL_FlameOfLife": "SKILL_FlameOfLife",
 "SKILL_FlameOfLife -": "SKILL_FlameOfLife -",
 "SKILL_FlowSeeker": "SKILL_FlowSeeker",
 "SKILL_FlowSeeker -": "SKILL_FlowSeeker -",
 "SKILL_Fortified": "SKILL_Fortified",
 "SKILL_Fortified -": "SKILL_Fortified -",
 "SKILL_GetHugeMoney": "SKILL_GetHugeMoney",
 "SKILL_GetHugeMoney -": "SKILL_GetHugeMoney -",
 "SKILL_GetSomeMoney": "SKILL_GetSomeMoney",
 "SKILL_GetSomeMoney -": "SKILL_GetSomeMoney -",
 "SKILL_GiantStoneGolemSoul": "SKILL_GiantStoneGolemSoul",
 "SKILL_GiantStoneGolemSoul -": "SKILL_GiantStoneGolemSoul -",
 "SKILL_GlacierDrop": "SKILL_GlacierDrop",
 "SKILL_GlacierDrop -": "SKILL_GlacierDrop -",
 "SKILL_GlothCharge": "SKILL_GlothCharge",
 "SKILL_GlothCharge -": "SKILL_GlothCharge -",
 "SKILL_GlothEggOmelet": "SKILL_GlothEggOmelet",
 "SKILL_GlothEggOmelet -": "SKILL_GlothEggOmelet -",
 "SKILL_GlothLash": "SKILL_GlothLash",
 "SKILL_GlothLash -": "SKILL_GlothLash -",
 "SKILL_GlothSpit": "SKILL_GlothSpit",
 "SKILL_GlothSpit -": "SKILL_GlothSpit -",
 "SKILL_GoblinAttack": "SKILL_GoblinAttack",
 "SKILL_GoblinAttack -": "SKILL_GoblinAttack -",
 "SKILL_GoblinChiefShamanSoul": "SKILL_GoblinChiefShamanSoul",
 "SKILL_GoblinChiefShamanSoul -": "SKILL_GoblinChiefShamanSoul -",
 "SKILL_GoblinCurse": "SKILL_GoblinCurse",
 "SKILL_GoblinCurse -": "SKILL_GoblinCurse -",
 "SKILL_GoblinRun": "SKILL_GoblinRun",
 "SKILL_GoblinRun -": "SKILL_GoblinRun -",
 "SKILL_GoblinThrowerRangedAttack": "SKILL_GoblinThrowerRangedAttack",
 "SKILL_GoblinThrowerRangedAttack -": "SKILL_GoblinThrowerRangedAttack -",
 "SKILL_GoddessTears": "SKILL_GoddessTears",
 "SKILL_GoddessTears -": "SKILL_GoddessTears -",
 "SKILL_GrassPorridge": "SKILL_GrassPorridge",
 "SKILL_GrassPorridge -": "SKILL_GrassPorridge -",
 "SKILL_GreenShade": "SKILL_GreenShade",
 "SKILL_GreenShade -": "SKILL_GreenShade -",
 "SKILL_GrilledMeat": "SKILL_GrilledMeat",
 "SKILL_GrilledMeat -": "SKILL_GrilledMeat -",
 "SKILL_GrilledTurnip": "SKILL_GrilledTurnip",
 "SKILL_GrilledTurnip -": "SKILL_GrilledTurnip -",
 "SKILL_GuardBarrier": "SKILL_GuardBarrier",
 "SKILL_GuardBarrier -": "SKILL_GuardBarrier -",
 "SKILL_GuardPotion": "SKILL_GuardPotion",
 "SKILL_GuardPotion -": "SKILL_GuardPotion -",
 "SKILL_GuardiansTaunt": "SKILL_GuardiansTaunt",
 "SKILL_GuardiansTaunt -": "SKILL_GuardiansTaunt -",
 "SKILL_Hammering": "SKILL_Hammering",
 "SKILL_Hammering -": "SKILL_Hammering -",
 "SKILL_HeadAim": "SKILL_HeadAim",
 "SKILL_HeadAim -": "SKILL_HeadAim -",
 "SKILL_HealingTouch": "SKILL_HealingTouch",
 "SKILL_HealingTouch -": "SKILL_HealingTouch -",
 "SKILL_HealingTouchAttack": "SKILL_HealingTouchAttack",
 "SKILL_HealingTouchAttack -": "SKILL_HealingTouchAttack -",
 "SKILL_HellLeech": "SKILL_HellLeech",
 "SKILL_HellLeech -": "SKILL_HellLeech -",
 "SKILL_Ignition": "SKILL_Ignition",
 "SKILL_Ignition -": "SKILL_Ignition -",
 "SKILL_ImprovedGrassPorridge": "SKILL_ImprovedGrassPorridge",
 "SKILL_ImprovedGrassPorridge -": "SKILL_ImprovedGrassPorridge -",
 "SKILL_Incinerate": "SKILL_Incinerate",
 "SKILL_Incinerate -": "SKILL_Incinerate -",
 "SKILL_Incinerate detonation": "SKILL_Incinerate 起爆",
 "SKILL_InevitableBlow": "SKILL_InevitableBlow",
 "SKILL_InevitableBlow -": "SKILL_InevitableBlow -",
 "SKILL_Initiative": "SKILL_Initiative",
 "SKILL_Initiative -": "SKILL_Initiative -",
 "SKILL_InnerGrove": "SKILL_InnerGrove",
 "SKILL_InnerGrove -": "SKILL_InnerGrove -",
 "SKILL_IntelligenceElixir": "SKILL_IntelligenceElixir",
 "SKILL_IntelligenceElixir -": "SKILL_IntelligenceElixir -",
 "SKILL_IronClad": "SKILL_IronClad",
 "SKILL_IronClad -": "SKILL_IronClad -",
 "SKILL_Jerky": "SKILL_Jerky",
 "SKILL_Jerky -": "SKILL_Jerky -",
 "SKILL_LadyBugCharge": "SKILL_LadyBugCharge",
 "SKILL_LadyBugCharge -": "SKILL_LadyBugCharge -",
 "SKILL_LastCinder": "SKILL_LastCinder",
 "SKILL_LastCinder -": "SKILL_LastCinder -",
 "SKILL_LifeBurst": "SKILL_LifeBurst",
 "SKILL_LifeBurst -": "SKILL_LifeBurst -",
 "SKILL_LifeCycle": "SKILL_LifeCycle",
 "SKILL_LifeCycle -": "SKILL_LifeCycle -",
 "SKILL_LumaFruit": "SKILL_LumaFruit",
 "SKILL_LumaFruit -": "SKILL_LumaFruit -",
 "SKILL_Maelstrom": "SKILL_Maelstrom",
 "SKILL_Maelstrom -": "SKILL_Maelstrom -",
 "SKILL_MagicMissile": "SKILL_MagicMissile",
 "SKILL_MagicMissile -": "SKILL_MagicMissile -",
 "SKILL_MagicResistancePotion": "SKILL_MagicResistancePotion",
 "SKILL_MagicResistancePotion -": "SKILL_MagicResistancePotion -",
 "SKILL_MagicalAttackPotion": "SKILL_MagicalAttackPotion",
 "SKILL_MagicalAttackPotion -": "SKILL_MagicalAttackPotion -",
 "SKILL_Mandrake": "SKILL_Mandrake",
 "SKILL_Mandrake -": "SKILL_Mandrake -",
 "SKILL_MeatPorridge": "SKILL_MeatPorridge",
 "SKILL_MeatPorridge -": "SKILL_MeatPorridge -",
 "SKILL_MeatSkewer": "SKILL_MeatSkewer",
 "SKILL_MeatSkewer -": "SKILL_MeatSkewer -",
 "SKILL_MeatStew": "SKILL_MeatStew",
 "SKILL_MeatStew -": "SKILL_MeatStew -",
 "SKILL_MetalCharge": "SKILL_MetalCharge",
 "SKILL_MetalCharge -": "SKILL_MetalCharge -",
 "SKILL_MetalSkinPotion": "SKILL_MetalSkinPotion",
 "SKILL_MetalSkinPotion -": "SKILL_MetalSkinPotion -",
 "SKILL_MockingGrin": "SKILL_MockingGrin",
 "SKILL_MockingGrin -": "SKILL_MockingGrin -",
 "SKILL_MonsterBarbecue": "SKILL_MonsterBarbecue",
 "SKILL_MonsterBarbecue -": "SKILL_MonsterBarbecue -",
 "SKILL_MucusSprayer": "SKILL_MucusSprayer",
 "SKILL_MucusSprayer -": "SKILL_MucusSprayer -",
 "SKILL_MudSpit": "SKILL_MudSpit",
 "SKILL_MudSpit -": "SKILL_MudSpit -",
 "SKILL_Mushroom": "SKILL_Mushroom",
 "SKILL_Mushroom -": "SKILL_Mushroom -",
 "SKILL_MushroomSkewer": "SKILL_MushroomSkewer",
 "SKILL_MushroomSkewer -": "SKILL_MushroomSkewer -",
 "SKILL_MushroomStew": "SKILL_MushroomStew",
 "SKILL_MushroomStew -": "SKILL_MushroomStew -",
 "SKILL_MysticWildHerb": "SKILL_MysticWildHerb",
 "SKILL_MysticWildHerb -": "SKILL_MysticWildHerb -",
 "SKILL_NPCBasicBowAttack": "SKILL_NPCBasicBowAttack",
 "SKILL_NPCBasicBowAttack -": "SKILL_NPCBasicBowAttack -",
 "SKILL_NatureSpirit": "SKILL_NatureSpirit",
 "SKILL_NatureSpirit -": "SKILL_NatureSpirit -",
 "SKILL_NoneAttack": "SKILL_NoneAttack",
 "SKILL_NoneAttack -": "SKILL_NoneAttack -",
 "SKILL_OatPorridge": "SKILL_OatPorridge",
 "SKILL_OatPorridge -": "SKILL_OatPorridge -",
 "SKILL_Ointment": "SKILL_Ointment",
 "SKILL_Ointment -": "SKILL_Ointment -",
 "SKILL_OpeningStrike": "SKILL_OpeningStrike",
 "SKILL_OpeningStrike -": "SKILL_OpeningStrike -",
 "SKILL_PerceptionElixir": "SKILL_PerceptionElixir",
 "SKILL_PerceptionElixir -": "SKILL_PerceptionElixir -",
 "SKILL_PhantomChain": "SKILL_PhantomChain",
 "SKILL_PhantomChain -": "SKILL_PhantomChain -",
 "SKILL_PhysicalAttackPotion": "SKILL_PhysicalAttackPotion",
 "SKILL_PhysicalAttackPotion -": "SKILL_PhysicalAttackPotion -",
 "SKILL_PiercingThrust": "SKILL_PiercingThrust",
 "SKILL_PiercingThrust -": "SKILL_PiercingThrust -",
 "SKILL_PlayerBloodyScratch": "SKILL_PlayerBloodyScratch",
 "SKILL_PlayerBloodyScratch -": "SKILL_PlayerBloodyScratch -",
 "SKILL_PommelStrike": "SKILL_PommelStrike",
 "SKILL_PommelStrike -": "SKILL_PommelStrike -",
 "SKILL_QuickDash": "SKILL_QuickDash",
 "SKILL_QuickDash -": "SKILL_QuickDash -",
 "SKILL_QuickRetreat": "SKILL_QuickRetreat",
 "SKILL_QuickRetreat -": "SKILL_QuickRetreat -",
 "SKILL_RapidFire": "SKILL_RapidFire",
 "SKILL_RapidFire -": "SKILL_RapidFire -",
 "SKILL_RapidFireAttack": "SKILL_RapidFireAttack",
 "SKILL_RapidFireAttack -": "SKILL_RapidFireAttack -",
 "SKILL_RatSwarm": "SKILL_RatSwarm",
 "SKILL_RatSwarm -": "SKILL_RatSwarm -",
 "SKILL_RecklessAssault": "SKILL_RecklessAssault",
 "SKILL_RecklessAssault -": "SKILL_RecklessAssault -",
 "SKILL_RedMonsterRatSoul": "SKILL_RedMonsterRatSoul",
 "SKILL_RedMonsterRatSoul -": "SKILL_RedMonsterRatSoul -",
 "SKILL_ReflectPotion": "SKILL_ReflectPotion",
 "SKILL_ReflectPotion -": "SKILL_ReflectPotion -",
 "SKILL_ResurrectionGoblin": "SKILL_ResurrectionGoblin",
 "SKILL_ResurrectionGoblin -": "SKILL_ResurrectionGoblin -",
 "SKILL_ReturnScroll": "SKILL_ReturnScroll",
 "SKILL_ReturnScroll -": "SKILL_ReturnScroll -",
 "SKILL_RoyalJelly": "SKILL_RoyalJelly",
 "SKILL_RoyalJelly -": "SKILL_RoyalJelly -",
 "SKILL_Run": "SKILL_Run",
 "SKILL_Run -": "SKILL_Run -",
 "SKILL_SaberGale": "SKILL_SaberGale",
 "SKILL_SaberGale -": "SKILL_SaberGale -",
 "SKILL_SavageBarrier": "SKILL_SavageBarrier",
 "SKILL_SavageBarrier -": "SKILL_SavageBarrier -",
 "SKILL_SeedBurst": "SKILL_SeedBurst",
 "SKILL_SeedBurst -": "SKILL_SeedBurst -",
 "SKILL_SentinelCry": "SKILL_SentinelCry",
 "SKILL_SentinelCry -": "SKILL_SentinelCry -",
 "SKILL_SentinelSmite": "SKILL_SentinelSmite",
 "SKILL_SentinelSmite -": "SKILL_SentinelSmite -",
 "SKILL_SentinelWarning": "SKILL_SentinelWarning",
 "SKILL_SentinelWarning -": "SKILL_SentinelWarning -",
 "SKILL_SharpEdge": "SKILL_SharpEdge",
 "SKILL_SharpEdge -": "SKILL_SharpEdge -",
 "SKILL_SharpShooter": "SKILL_SharpShooter",
 "SKILL_SharpShooter -": "SKILL_SharpShooter -",
 "SKILL_ShellHardening": "SKILL_ShellHardening",
 "SKILL_ShellHardening -": "SKILL_ShellHardening -",
 "SKILL_ShellPotion": "SKILL_ShellPotion",
 "SKILL_ShellPotion -": "SKILL_ShellPotion -",
 "SKILL_ShieldHandling": "SKILL_ShieldHandling",
 "SKILL_ShieldHandling -": "SKILL_ShieldHandling -",
 "SKILL_ShieldUp": "SKILL_ShieldUp",
 "SKILL_ShieldUp -": "SKILL_ShieldUp -",
 "SKILL_SkillCooldownPotion": "SKILL_SkillCooldownPotion",
 "SKILL_SkillCooldownPotion -": "SKILL_SkillCooldownPotion -",
 "SKILL_SkillElixir": "SKILL_SkillElixir",
 "SKILL_SkillElixir -": "SKILL_SkillElixir -",
 "SKILL_SkillResetElixir": "SKILL_SkillResetElixir",
 "SKILL_SkillResetElixir -": "SKILL_SkillResetElixir -",
 "SKILL_Slay": "SKILL_Slay",
 "SKILL_Slay -": "SKILL_Slay -",
 "SKILL_SlimePudding": "SKILL_SlimePudding",
 "SKILL_SlimePudding -": "SKILL_SlimePudding -",
 "SKILL_SnatchingPrey": "SKILL_SnatchingPrey",
 "SKILL_SnatchingPrey -": "SKILL_SnatchingPrey -",
 "SKILL_SnipingShot": "SKILL_SnipingShot",
 "SKILL_SnipingShot -": "SKILL_SnipingShot -",
 "SKILL_SnipingShot at 1 tile": "SKILL_SnipingShot 1タイル時",
 "SKILL_SnipingShot at 16 tiles": "SKILL_SnipingShot 16タイル時",
 "SKILL_SolarBloom": "SKILL_SolarBloom",
 "SKILL_SolarBloom -": "SKILL_SolarBloom -",
 "SKILL_SpearBash": "SKILL_SpearBash",
 "SKILL_SpearBash -": "SKILL_SpearBash -",
 "SKILL_Spit": "SKILL_Spit",
 "SKILL_Spit -": "SKILL_Spit -",
 "SKILL_Split": "SKILL_Split",
 "SKILL_Split -": "SKILL_Split -",
 "SKILL_SporeSpit": "SKILL_SporeSpit",
 "SKILL_SporeSpit -": "SKILL_SporeSpit -",
 "SKILL_StealthPotion": "SKILL_StealthPotion",
 "SKILL_StealthPotion -": "SKILL_StealthPotion -",
 "SKILL_StoneCharge": "SKILL_StoneCharge",
 "SKILL_StoneCharge -": "SKILL_StoneCharge -",
 "SKILL_StoneRaise": "SKILL_StoneRaise",
 "SKILL_StoneRaise -": "SKILL_StoneRaise -",
 "SKILL_StoneStomp": "SKILL_StoneStomp",
 "SKILL_StoneStomp -": "SKILL_StoneStomp -",
 "SKILL_StoneThrow": "SKILL_StoneThrow",
 "SKILL_StoneThrow -": "SKILL_StoneThrow -",
 "SKILL_StrangeSeed": "SKILL_StrangeSeed",
 "SKILL_StrangeSeed -": "SKILL_StrangeSeed -",
 "SKILL_StrengthElixir": "SKILL_StrengthElixir",
 "SKILL_StrengthElixir -": "SKILL_StrengthElixir -",
 "SKILL_StunCharge": "SKILL_StunCharge",
 "SKILL_StunCharge -": "SKILL_StunCharge -",
 "SKILL_SummonBubbleToad": "SKILL_SummonBubbleToad",
 "SKILL_SummonBubbleToad -": "SKILL_SummonBubbleToad -",
 "SKILL_SummonBubbling": "SKILL_SummonBubbling",
 "SKILL_SummonBubbling -": "SKILL_SummonBubbling -",
 "SKILL_SummonLadybug": "SKILL_SummonLadybug",
 "SKILL_SummonLadybug -": "SKILL_SummonLadybug -",
 "SKILL_SunHeartBloom": "SKILL_SunHeartBloom",
 "SKILL_SunHeartBloom -": "SKILL_SunHeartBloom -",
 "SKILL_Swallow": "SKILL_Swallow",
 "SKILL_Swallow -": "SKILL_Swallow -",
 "SKILL_SweepingCleave": "SKILL_SweepingCleave",
 "SKILL_SweepingCleave -": "SKILL_SweepingCleave -",
 "SKILL_SwiftPotion": "SKILL_SwiftPotion",
 "SKILL_SwiftPotion -": "SKILL_SwiftPotion -",
 "SKILL_SwordCounter": "SKILL_SwordCounter",
 "SKILL_SwordCounter -": "SKILL_SwordCounter -",
 "SKILL_SwordFlow": "SKILL_SwordFlow",
 "SKILL_SwordFlow -": "SKILL_SwordFlow -",
 "SKILL_SwordmanTaunt": "SKILL_SwordmanTaunt",
 "SKILL_SwordmanTaunt -": "SKILL_SwordmanTaunt -",
 "SKILL_SwordmansResolve": "SKILL_SwordmansResolve",
 "SKILL_SwordmansResolve -": "SKILL_SwordmansResolve -",
 "SKILL_TadpoleStomp": "SKILL_TadpoleStomp",
 "SKILL_TadpoleStomp -": "SKILL_TadpoleStomp -",
 "SKILL_ThrowNet": "SKILL_ThrowNet",
 "SKILL_ThrowNet -": "SKILL_ThrowNet -",
 "SKILL_TidalMark": "SKILL_TidalMark",
 "SKILL_TidalMark -": "SKILL_TidalMark -",
 "SKILL_TongueThrust": "SKILL_TongueThrust",
 "SKILL_TongueThrust -": "SKILL_TongueThrust -",
 "SKILL_ToughRawMeat": "SKILL_ToughRawMeat",
 "SKILL_ToughRawMeat -": "SKILL_ToughRawMeat -",
 "SKILL_Turnip": "SKILL_Turnip",
 "SKILL_Turnip -": "SKILL_Turnip -",
 "SKILL_TurnipPorridge": "SKILL_TurnipPorridge",
 "SKILL_TurnipPorridge -": "SKILL_TurnipPorridge -",
 "SKILL_TurnipSalad": "SKILL_TurnipSalad",
 "SKILL_TurnipSalad -": "SKILL_TurnipSalad -",
 "SKILL_TwinThrust": "SKILL_TwinThrust",
 "SKILL_TwinThrust -": "SKILL_TwinThrust -",
 "SKILL_TwinThrustAttack": "SKILL_TwinThrustAttack",
 "SKILL_TwinThrustAttack -": "SKILL_TwinThrustAttack -",
 "SKILL_TwoHandGrip": "SKILL_TwoHandGrip",
 "SKILL_TwoHandGrip -": "SKILL_TwoHandGrip -",
 "SKILL_UseOintment": "SKILL_UseOintment",
 "SKILL_UseOintment -": "SKILL_UseOintment -",
 "SKILL_VampirePotion": "SKILL_VampirePotion",
 "SKILL_VampirePotion -": "SKILL_VampirePotion -",
 "SKILL_VerticalSlash": "SKILL_VerticalSlash",
 "SKILL_VerticalSlash -": "SKILL_VerticalSlash -",
 "SKILL_VileInsult": "SKILL_VileInsult",
 "SKILL_VileInsult -": "SKILL_VileInsult -",
 "SKILL_WaterDive": "SKILL_WaterDive",
 "SKILL_WaterDive -": "SKILL_WaterDive -",
 "SKILL_WaveCicle": "SKILL_WaveCicle",
 "SKILL_WaveCicle -": "SKILL_WaveCicle -",
 "SKILL_WeaponDeflect": "SKILL_WeaponDeflect",
 "SKILL_WeaponDeflect -": "SKILL_WeaponDeflect -",
 "SKILL_WeightPotion": "SKILL_WeightPotion",
 "SKILL_WeightPotion -": "SKILL_WeightPotion -",
 "SKILL_WhirlwindSlash": "SKILL_WhirlwindSlash",
 "SKILL_WhirlwindSlash -": "SKILL_WhirlwindSlash -",
 "SKILL_WildFlurry": "SKILL_WildFlurry",
 "SKILL_WildFlurry -": "SKILL_WildFlurry -",
 "SKILL_WildHerb": "SKILL_WildHerb",
 "SKILL_WildHerb -": "SKILL_WildHerb -",
 "SKILL_WillPowerElixir": "SKILL_WillPowerElixir",
 "SKILL_WillPowerElixir -": "SKILL_WillPowerElixir -",
 "SKILL_Withstand": "SKILL_Withstand",
 "SKILL_Withstand -": "SKILL_Withstand -",
 "SP": "SP",
 "SP req": "SP必要",
 "SPAWN CONDITIONS": "出現条件",
 "SPAWN_FesteringBurrow_Phase1_Combat1": "SPAWN_FesteringBurrow_Phase1_Combat1",
 "SPAWN_FesteringBurrow_Phase1_Combat2": "SPAWN_FesteringBurrow_Phase1_Combat2",
 "SPAWN_FesteringBurrow_Phase1_Combat3": "SPAWN_FesteringBurrow_Phase1_Combat3",
 "SPAWN_FesteringBurrow_Phase1_HardCombat1": "SPAWN_FesteringBurrow_Phase1_HardCombat1",
 "SPAWN_FesteringBurrow_Phase1_HardCombat2": "SPAWN_FesteringBurrow_Phase1_HardCombat2",
 "SPAWN_FesteringBurrow_Phase1_HardCombat3": "SPAWN_FesteringBurrow_Phase1_HardCombat3",
 "SPAWN_FesteringBurrow_Phase1_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase1_PatrolAnomaly1",
 "SPAWN_FesteringBurrow_Phase1_PatrolBeast1": "SPAWN_FesteringBurrow_Phase1_PatrolBeast1",
 "SPAWN_FesteringBurrow_Phase2_Combat1": "SPAWN_FesteringBurrow_Phase2_Combat1",
 "SPAWN_FesteringBurrow_Phase2_Combat2": "SPAWN_FesteringBurrow_Phase2_Combat2",
 "SPAWN_FesteringBurrow_Phase2_Combat3": "SPAWN_FesteringBurrow_Phase2_Combat3",
 "SPAWN_FesteringBurrow_Phase2_Combat4": "SPAWN_FesteringBurrow_Phase2_Combat4",
 "SPAWN_FesteringBurrow_Phase2_Combat5": "SPAWN_FesteringBurrow_Phase2_Combat5",
 "SPAWN_FesteringBurrow_Phase2_HardCombat1": "SPAWN_FesteringBurrow_Phase2_HardCombat1",
 "SPAWN_FesteringBurrow_Phase2_HardCombat2": "SPAWN_FesteringBurrow_Phase2_HardCombat2",
 "SPAWN_FesteringBurrow_Phase2_HardCombat3": "SPAWN_FesteringBurrow_Phase2_HardCombat3",
 "SPAWN_FesteringBurrow_Phase2_HardCombat4": "SPAWN_FesteringBurrow_Phase2_HardCombat4",
 "SPAWN_FesteringBurrow_Phase2_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase2_PatrolAnomaly1",
 "SPAWN_FesteringBurrow_Phase2_PatrolBeast1": "SPAWN_FesteringBurrow_Phase2_PatrolBeast1",
 "SPAWN_FesteringBurrow_Phase3_Combat1": "SPAWN_FesteringBurrow_Phase3_Combat1",
 "SPAWN_FesteringBurrow_Phase3_Combat2": "SPAWN_FesteringBurrow_Phase3_Combat2",
 "SPAWN_FesteringBurrow_Phase3_Combat3": "SPAWN_FesteringBurrow_Phase3_Combat3",
 "SPAWN_FesteringBurrow_Phase3_Combat4": "SPAWN_FesteringBurrow_Phase3_Combat4",
 "SPAWN_FesteringBurrow_Phase3_Combat5": "SPAWN_FesteringBurrow_Phase3_Combat5",
 "SPAWN_FesteringBurrow_Phase3_Combat6": "SPAWN_FesteringBurrow_Phase3_Combat6",
 "SPAWN_FesteringBurrow_Phase3_Core": "SPAWN_FesteringBurrow_Phase3_Core",
 "SPAWN_FesteringBurrow_Phase3_HardCombat1": "SPAWN_FesteringBurrow_Phase3_HardCombat1",
 "SPAWN_FesteringBurrow_Phase3_HardCombat2": "SPAWN_FesteringBurrow_Phase3_HardCombat2",
 "SPAWN_FesteringBurrow_Phase3_HardCombat3": "SPAWN_FesteringBurrow_Phase3_HardCombat3",
 "SPAWN_FesteringBurrow_Phase3_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase3_PatrolAnomaly1",
 "SPAWN_FesteringBurrow_Phase3_PatrolBeast1": "SPAWN_FesteringBurrow_Phase3_PatrolBeast1",
 "SPAWN_FesteringBurrow_Phase4_Combat1": "SPAWN_FesteringBurrow_Phase4_Combat1",
 "SPAWN_FesteringBurrow_Phase4_Combat2": "SPAWN_FesteringBurrow_Phase4_Combat2",
 "SPAWN_FesteringBurrow_Phase4_Combat3": "SPAWN_FesteringBurrow_Phase4_Combat3",
 "SPAWN_FesteringBurrow_Phase4_Combat4": "SPAWN_FesteringBurrow_Phase4_Combat4",
 "SPAWN_FesteringBurrow_Phase4_Combat5": "SPAWN_FesteringBurrow_Phase4_Combat5",
 "SPAWN_FesteringBurrow_Phase4_HardCombat1": "SPAWN_FesteringBurrow_Phase4_HardCombat1",
 "SPAWN_FesteringBurrow_Phase4_HardCombat2": "SPAWN_FesteringBurrow_Phase4_HardCombat2",
 "SPAWN_FesteringBurrow_Phase4_HardCombat3": "SPAWN_FesteringBurrow_Phase4_HardCombat3",
 "SPAWN_FesteringBurrow_Phase4_HardCombat4": "SPAWN_FesteringBurrow_Phase4_HardCombat4",
 "SPAWN_FesteringBurrow_Phase4_HardCombat5": "SPAWN_FesteringBurrow_Phase4_HardCombat5",
 "SPAWN_FesteringBurrow_Phase4_PatrolAnomaly1": "SPAWN_FesteringBurrow_Phase4_PatrolAnomaly1",
 "SPAWN_FesteringBurrow_Phase4_PatrolBeast1": "SPAWN_FesteringBurrow_Phase4_PatrolBeast1",
 "SPAWN_VeilSilence_Phase1_Combat1": "SPAWN_VeilSilence_Phase1_Combat1",
 "SPAWN_VeilSilence_Phase1_Combat2": "SPAWN_VeilSilence_Phase1_Combat2",
 "SPAWN_VeilSilence_Phase1_Combat3": "SPAWN_VeilSilence_Phase1_Combat3",
 "SPAWN_VeilSilence_Phase1_Combat4": "SPAWN_VeilSilence_Phase1_Combat4",
 "SPAWN_VeilSilence_Phase1_HardCombat1": "SPAWN_VeilSilence_Phase1_HardCombat1",
 "SPAWN_VeilSilence_Phase1_HardCombat2": "SPAWN_VeilSilence_Phase1_HardCombat2",
 "SPAWN_VeilSilence_Phase1_HardCombat3": "SPAWN_VeilSilence_Phase1_HardCombat3",
 "SPAWN_VeilSilence_Phase1_PatrolAnomaly1": "SPAWN_VeilSilence_Phase1_PatrolAnomaly1",
 "SPAWN_VeilSilence_Phase1_PatrolBeast1": "SPAWN_VeilSilence_Phase1_PatrolBeast1",
 "SPAWN_VeilSilence_Phase1_PatrolInsect1": "SPAWN_VeilSilence_Phase1_PatrolInsect1",
 "SPAWN_VeilSilence_Phase2_Combat1": "SPAWN_VeilSilence_Phase2_Combat1",
 "SPAWN_VeilSilence_Phase2_Combat2": "SPAWN_VeilSilence_Phase2_Combat2",
 "SPAWN_VeilSilence_Phase2_Combat3": "SPAWN_VeilSilence_Phase2_Combat3",
 "SPAWN_VeilSilence_Phase2_Combat4": "SPAWN_VeilSilence_Phase2_Combat4",
 "SPAWN_VeilSilence_Phase2_HardCombat1": "SPAWN_VeilSilence_Phase2_HardCombat1",
 "SPAWN_VeilSilence_Phase2_HardCombat2": "SPAWN_VeilSilence_Phase2_HardCombat2",
 "SPAWN_VeilSilence_Phase2_HardCombat3": "SPAWN_VeilSilence_Phase2_HardCombat3",
 "SPAWN_VeilSilence_Phase2_HardCombat4": "SPAWN_VeilSilence_Phase2_HardCombat4",
 "SPAWN_VeilSilence_Phase2_PatrolAnomaly1": "SPAWN_VeilSilence_Phase2_PatrolAnomaly1",
 "SPAWN_VeilSilence_Phase2_PatrolBeast1": "SPAWN_VeilSilence_Phase2_PatrolBeast1",
 "SPAWN_VeilSilence_Phase2_PatrolInsect1": "SPAWN_VeilSilence_Phase2_PatrolInsect1",
 "SPAWN_VeilSilence_Phase3_Combat1": "SPAWN_VeilSilence_Phase3_Combat1",
 "SPAWN_VeilSilence_Phase3_Combat2": "SPAWN_VeilSilence_Phase3_Combat2",
 "SPAWN_VeilSilence_Phase3_Combat3": "SPAWN_VeilSilence_Phase3_Combat3",
 "SPAWN_VeilSilence_Phase3_Combat4": "SPAWN_VeilSilence_Phase3_Combat4",
 "SPAWN_VeilSilence_Phase3_Combat5": "SPAWN_VeilSilence_Phase3_Combat5",
 "SPAWN_VeilSilence_Phase3_Combat6": "SPAWN_VeilSilence_Phase3_Combat6",
 "SPAWN_VeilSilence_Phase3_Core": "SPAWN_VeilSilence_Phase3_Core",
 "SPAWN_VeilSilence_Phase3_HardCombat1": "SPAWN_VeilSilence_Phase3_HardCombat1",
 "SPAWN_VeilSilence_Phase3_HardCombat2": "SPAWN_VeilSilence_Phase3_HardCombat2",
 "SPAWN_VeilSilence_Phase3_HardCombat3": "SPAWN_VeilSilence_Phase3_HardCombat3",
 "SPAWN_VeilSilence_Phase3_HardCombat4": "SPAWN_VeilSilence_Phase3_HardCombat4",
 "SPAWN_VeilSilence_Phase3_HardCombat5": "SPAWN_VeilSilence_Phase3_HardCombat5",
 "SPAWN_VeilSilence_Phase3_PatrolAnomaly1": "SPAWN_VeilSilence_Phase3_PatrolAnomaly1",
 "SPAWN_VeilSilence_Phase3_PatrolBeast1": "SPAWN_VeilSilence_Phase3_PatrolBeast1",
 "SPAWN_VeilSilence_Phase3_PatrolInsect1": "SPAWN_VeilSilence_Phase3_PatrolInsect1",
 "SPAWN_VeilSilence_Phase4_Combat1": "SPAWN_VeilSilence_Phase4_Combat1",
 "SPAWN_VeilSilence_Phase4_Combat2": "SPAWN_VeilSilence_Phase4_Combat2",
 "SPAWN_VeilSilence_Phase4_Combat3": "SPAWN_VeilSilence_Phase4_Combat3",
 "SPAWN_VeilSilence_Phase4_Combat4": "SPAWN_VeilSilence_Phase4_Combat4",
 "SPAWN_VeilSilence_Phase4_HardCombat1": "SPAWN_VeilSilence_Phase4_HardCombat1",
 "SPAWN_VeilSilence_Phase4_HardCombat2": "SPAWN_VeilSilence_Phase4_HardCombat2",
 "SPAWN_VeilSilence_Phase4_HardCombat3": "SPAWN_VeilSilence_Phase4_HardCombat3",
 "SPAWN_VeilSilence_Phase4_HardCombat4": "SPAWN_VeilSilence_Phase4_HardCombat4",
 "SPAWN_VeilSilence_Phase4_HardCombat5": "SPAWN_VeilSilence_Phase4_HardCombat5",
 "SPAWN_VeilSilence_Phase4_PatrolAnomaly1": "SPAWN_VeilSilence_Phase4_PatrolAnomaly1",
 "SPAWN_VeilSilence_Phase4_PatrolBeast1": "SPAWN_VeilSilence_Phase4_PatrolBeast1",
 "SPAWN_VeilSilence_Phase4_PatrolInsect1": "SPAWN_VeilSilence_Phase4_PatrolInsect1",
 "STARTING GEAR": "初期装備",
 "STATUS_Agility": "STATUS_Agility",
 "STATUS_Agility -": "STATUS_Agility -",
 "STATUS_AgilityPerModifier": "STATUS_AgilityPerModifier",
 "STATUS_AgilityPerModifier -": "STATUS_AgilityPerModifier -",
 "STATUS_AttackSpeed": "STATUS_AttackSpeed",
 "STATUS_AttackSpeed -": "STATUS_AttackSpeed -",
 "STATUS_AttackSpeedFinalMultiflier": "STATUS_AttackSpeedFinalMultiflier",
 "STATUS_AttackSpeedFinalMultiflier -": "STATUS_AttackSpeedFinalMultiflier -",
 "STATUS_AttackSpeedPerModifier": "STATUS_AttackSpeedPerModifier",
 "STATUS_AttackSpeedPerModifier -": "STATUS_AttackSpeedPerModifier -",
 "STATUS_AxeSkillAptitude": "STATUS_AxeSkillAptitude",
 "STATUS_AxeSkillAptitude -": "STATUS_AxeSkillAptitude -",
 "STATUS_Barrier": "STATUS_Barrier",
 "STATUS_Barrier -": "STATUS_Barrier -",
 "STATUS_BluntSkillAptitude": "STATUS_BluntSkillAptitude",
 "STATUS_BluntSkillAptitude -": "STATUS_BluntSkillAptitude -",
 "STATUS_BowSkillAptitude": "STATUS_BowSkillAptitude",
 "STATUS_BowSkillAptitude -": "STATUS_BowSkillAptitude -",
 "STATUS_Constitution": "STATUS_Constitution",
 "STATUS_Constitution -": "STATUS_Constitution -",
 "STATUS_ConstitutionPerModifier": "STATUS_ConstitutionPerModifier",
 "STATUS_ConstitutionPerModifier -": "STATUS_ConstitutionPerModifier -",
 "STATUS_ConstructionCapability": "STATUS_ConstructionCapability",
 "STATUS_ConstructionCapability -": "STATUS_ConstructionCapability -",
 "STATUS_ConstructionCapabilityPerModifier": "STATUS_ConstructionCapabilityPerModifier",
 "STATUS_ConstructionCapabilityPerModifier -": "STATUS_ConstructionCapabilityPerModifier -",
 "STATUS_CookingCapability": "STATUS_CookingCapability",
 "STATUS_CookingCapability -": "STATUS_CookingCapability -",
 "STATUS_CookingCapabilityPerModifier": "STATUS_CookingCapabilityPerModifier",
 "STATUS_CookingCapabilityPerModifier -": "STATUS_CookingCapabilityPerModifier -",
 "STATUS_CooldownReduction": "STATUS_CooldownReduction",
 "STATUS_CooldownReduction -": "STATUS_CooldownReduction -",
 "STATUS_CooldownReductionPerModifier": "STATUS_CooldownReductionPerModifier",
 "STATUS_CooldownReductionPerModifier -": "STATUS_CooldownReductionPerModifier -",
 "STATUS_CraftingCapability": "STATUS_CraftingCapability",
 "STATUS_CraftingCapability -": "STATUS_CraftingCapability -",
 "STATUS_CraftingCapabilityPerModifier": "STATUS_CraftingCapabilityPerModifier",
 "STATUS_CraftingCapabilityPerModifier -": "STATUS_CraftingCapabilityPerModifier -",
 "STATUS_CriticalChance": "STATUS_CriticalChance",
 "STATUS_CriticalChance -": "STATUS_CriticalChance -",
 "STATUS_CriticalChanceFinalMultiflier": "STATUS_CriticalChanceFinalMultiflier",
 "STATUS_CriticalChanceFinalMultiflier -": "STATUS_CriticalChanceFinalMultiflier -",
 "STATUS_CriticalDamageBonus": "STATUS_CriticalDamageBonus",
 "STATUS_CriticalDamageBonus -": "STATUS_CriticalDamageBonus -",
 "STATUS_CriticalMultipierFinalMultiflier": "STATUS_CriticalMultipierFinalMultiflier",
 "STATUS_CriticalMultipierFinalMultiflier -": "STATUS_CriticalMultipierFinalMultiflier -",
 "STATUS_CrossbowSkillAptitude": "STATUS_CrossbowSkillAptitude",
 "STATUS_CrossbowSkillAptitude -": "STATUS_CrossbowSkillAptitude -",
 "STATUS_DaggerSkillAptitude": "STATUS_DaggerSkillAptitude",
 "STATUS_DaggerSkillAptitude -": "STATUS_DaggerSkillAptitude -",
 "STATUS_DamageDealtBonus": "STATUS_DamageDealtBonus",
 "STATUS_DamageDealtBonus -": "STATUS_DamageDealtBonus -",
 "STATUS_DamageTakenBonus": "STATUS_DamageTakenBonus",
 "STATUS_DamageTakenBonus -": "STATUS_DamageTakenBonus -",
 "STATUS_DamageTakenBonusPerModifier": "STATUS_DamageTakenBonusPerModifier",
 "STATUS_DamageTakenBonusPerModifier -": "STATUS_DamageTakenBonusPerModifier -",
 "STATUS_DarkMagicSkillAptitude": "STATUS_DarkMagicSkillAptitude",
 "STATUS_DarkMagicSkillAptitude -": "STATUS_DarkMagicSkillAptitude -",
 "STATUS_DespairOvercomeChance": "STATUS_DespairOvercomeChance",
 "STATUS_DespairOvercomeChance -": "STATUS_DespairOvercomeChance -",
 "STATUS_DodgeChance": "STATUS_DodgeChance",
 "STATUS_DodgeChance -": "STATUS_DodgeChance -",
 "STATUS_Durability": "STATUS_Durability",
 "STATUS_Durability -": "STATUS_Durability -",
 "STATUS_Energy": "STATUS_Energy",
 "STATUS_Energy -": "STATUS_Energy -",
 "STATUS_EnergyRegeneration": "STATUS_EnergyRegeneration",
 "STATUS_EnergyRegeneration -": "STATUS_EnergyRegeneration -",
 "STATUS_EnergyRegenerationFinalMultiflier": "STATUS_EnergyRegenerationFinalMultiflier",
 "STATUS_EnergyRegenerationFinalMultiflier -": "STATUS_EnergyRegenerationFinalMultiflier -",
 "STATUS_EnergyRegenerationPerModifier": "STATUS_EnergyRegenerationPerModifier",
 "STATUS_EnergyRegenerationPerModifier -": "STATUS_EnergyRegenerationPerModifier -",
 "STATUS_Exp": "STATUS_Exp",
 "STATUS_Exp -": "STATUS_Exp -",
 "STATUS_ExpGainedBonus": "STATUS_ExpGainedBonus",
 "STATUS_ExpGainedBonus -": "STATUS_ExpGainedBonus -",
 "STATUS_ExpireSpeed": "STATUS_ExpireSpeed",
 "STATUS_ExpireSpeed -": "STATUS_ExpireSpeed -",
 "STATUS_FarmingCapability": "STATUS_FarmingCapability",
 "STATUS_FarmingCapability -": "STATUS_FarmingCapability -",
 "STATUS_FarmingCapabilityPerModifier": "STATUS_FarmingCapabilityPerModifier",
 "STATUS_FarmingCapabilityPerModifier -": "STATUS_FarmingCapabilityPerModifier -",
 "STATUS_FinalDamageMultiplier": "STATUS_FinalDamageMultiplier",
 "STATUS_FinalDamageMultiplier -": "STATUS_FinalDamageMultiplier -",
 "STATUS_FireMagicSkillAptitude": "STATUS_FireMagicSkillAptitude",
 "STATUS_FireMagicSkillAptitude -": "STATUS_FireMagicSkillAptitude -",
 "STATUS_GatheringCapability": "STATUS_GatheringCapability",
 "STATUS_GatheringCapability -": "STATUS_GatheringCapability -",
 "STATUS_GatheringCapabilityPerModifier": "STATUS_GatheringCapabilityPerModifier",
 "STATUS_GatheringCapabilityPerModifier -": "STATUS_GatheringCapabilityPerModifier -",
 "STATUS_GreatSwordSkillAptitude": "STATUS_GreatSwordSkillAptitude",
 "STATUS_GreatSwordSkillAptitude -": "STATUS_GreatSwordSkillAptitude -",
 "STATUS_GuardChance": "STATUS_GuardChance",
 "STATUS_GuardChance -": "STATUS_GuardChance -",
 "STATUS_GuardDamageReduction": "STATUS_GuardDamageReduction",
 "STATUS_GuardDamageReduction -": "STATUS_GuardDamageReduction -",
 "STATUS_HealthBody": "STATUS_HealthBody",
 "STATUS_HealthBody -": "STATUS_HealthBody -",
 "STATUS_HealthHead": "STATUS_HealthHead",
 "STATUS_HealthHead -": "STATUS_HealthHead -",
 "STATUS_HealthPercentageRegeneration": "STATUS_HealthPercentageRegeneration",
 "STATUS_HealthPercentageRegeneration -": "STATUS_HealthPercentageRegeneration -",
 "STATUS_HealthTotal": "STATUS_HealthTotal",
 "STATUS_HealthTotal -": "STATUS_HealthTotal -",
 "STATUS_HitChance": "STATUS_HitChance",
 "STATUS_HitChance -": "STATUS_HitChance -",
 "STATUS_HolyMagicSkillAptitude": "STATUS_HolyMagicSkillAptitude",
 "STATUS_HolyMagicSkillAptitude -": "STATUS_HolyMagicSkillAptitude -",
 "STATUS_Hunger": "STATUS_Hunger",
 "STATUS_Hunger -": "STATUS_Hunger -",
 "STATUS_HungerRegeneration": "STATUS_HungerRegeneration",
 "STATUS_HungerRegeneration -": "STATUS_HungerRegeneration -",
 "STATUS_HungerRegenerationPerModifier": "STATUS_HungerRegenerationPerModifier",
 "STATUS_HungerRegenerationPerModifier -": "STATUS_HungerRegenerationPerModifier -",
 "STATUS_Intelligence": "STATUS_Intelligence",
 "STATUS_Intelligence -": "STATUS_Intelligence -",
 "STATUS_IntelligencePerModifier": "STATUS_IntelligencePerModifier",
 "STATUS_IntelligencePerModifier -": "STATUS_IntelligencePerModifier -",
 "STATUS_Level": "STATUS_Level",
 "STATUS_Level -": "STATUS_Level -",
 "STATUS_LifeSteal": "STATUS_LifeSteal",
 "STATUS_LifeSteal -": "STATUS_LifeSteal -",
 "STATUS_LoggingCapability": "STATUS_LoggingCapability",
 "STATUS_LoggingCapability -": "STATUS_LoggingCapability -",
 "STATUS_LoggingCapabilityPerModifier": "STATUS_LoggingCapabilityPerModifier",
 "STATUS_LoggingCapabilityPerModifier -": "STATUS_LoggingCapabilityPerModifier -",
 "STATUS_MagicAttackPower": "STATUS_MagicAttackPower",
 "STATUS_MagicAttackPower -": "STATUS_MagicAttackPower -",
 "STATUS_MagicAttackPowerFinalMultiflier": "STATUS_MagicAttackPowerFinalMultiflier",
 "STATUS_MagicAttackPowerFinalMultiflier -": "STATUS_MagicAttackPowerFinalMultiflier -",
 "STATUS_MagicAttackPowerPerModifier": "STATUS_MagicAttackPowerPerModifier",
 "STATUS_MagicAttackPowerPerModifier -": "STATUS_MagicAttackPowerPerModifier -",
 "STATUS_MagicDamageDealtBonus": "STATUS_MagicDamageDealtBonus",
 "STATUS_MagicDamageDealtBonus -": "STATUS_MagicDamageDealtBonus -",
 "STATUS_MagicResistance": "STATUS_MagicResistance",
 "STATUS_MagicResistance -": "STATUS_MagicResistance -",
 "STATUS_MagicResistancePerModifier": "STATUS_MagicResistancePerModifier",
 "STATUS_MagicResistancePerModifier -": "STATUS_MagicResistancePerModifier -",
 "STATUS_MainSkillPoint": "STATUS_MainSkillPoint",
 "STATUS_MainSkillPoint -": "STATUS_MainSkillPoint -",
 "STATUS_MaxDurability": "STATUS_MaxDurability",
 "STATUS_MaxDurability -": "STATUS_MaxDurability -",
 "STATUS_MaxEnergy": "STATUS_MaxEnergy",
 "STATUS_MaxEnergy -": "STATUS_MaxEnergy -",
 "STATUS_MaxEnergyPerModifier": "STATUS_MaxEnergyPerModifier",
 "STATUS_MaxEnergyPerModifier -": "STATUS_MaxEnergyPerModifier -",
 "STATUS_MaxExp": "STATUS_MaxExp",
 "STATUS_MaxExp -": "STATUS_MaxExp -",
 "STATUS_MaxHealthBody": "STATUS_MaxHealthBody",
 "STATUS_MaxHealthBody -": "STATUS_MaxHealthBody -",
 "STATUS_MaxHealthHead": "STATUS_MaxHealthHead",
 "STATUS_MaxHealthHead -": "STATUS_MaxHealthHead -",
 "STATUS_MaxHealthTotal": "STATUS_MaxHealthTotal",
 "STATUS_MaxHealthTotal -": "STATUS_MaxHealthTotal -",
 "STATUS_MaxHealthTotalFinalMultiflier": "STATUS_MaxHealthTotalFinalMultiflier",
 "STATUS_MaxHealthTotalFinalMultiflier -": "STATUS_MaxHealthTotalFinalMultiflier -",
 "STATUS_MaxHealthTotalPerModifier": "STATUS_MaxHealthTotalPerModifier",
 "STATUS_MaxHealthTotalPerModifier -": "STATUS_MaxHealthTotalPerModifier -",
 "STATUS_MaxHunger": "STATUS_MaxHunger",
 "STATUS_MaxHunger -": "STATUS_MaxHunger -",
 "STATUS_MaxHungerPerModifier": "STATUS_MaxHungerPerModifier",
 "STATUS_MaxHungerPerModifier -": "STATUS_MaxHungerPerModifier -",
 "STATUS_MaxStress": "STATUS_MaxStress",
 "STATUS_MaxStress -": "STATUS_MaxStress -",
 "STATUS_MaxStressPerModifier": "STATUS_MaxStressPerModifier",
 "STATUS_MaxStressPerModifier -": "STATUS_MaxStressPerModifier -",
 "STATUS_MaxWeight": "STATUS_MaxWeight",
 "STATUS_MaxWeight -": "STATUS_MaxWeight -",
 "STATUS_MaxWeightPerModifier": "STATUS_MaxWeightPerModifier",
 "STATUS_MaxWeightPerModifier -": "STATUS_MaxWeightPerModifier -",
 "STATUS_MiningCapability": "STATUS_MiningCapability",
 "STATUS_MiningCapability -": "STATUS_MiningCapability -",
 "STATUS_MiningCapabilityPerModifier": "STATUS_MiningCapabilityPerModifier",
 "STATUS_MiningCapabilityPerModifier -": "STATUS_MiningCapabilityPerModifier -",
 "STATUS_Mood": "STATUS_Mood",
 "STATUS_Mood -": "STATUS_Mood -",
 "STATUS_MovementSpeed": "STATUS_MovementSpeed",
 "STATUS_MovementSpeed -": "STATUS_MovementSpeed -",
 "STATUS_MovementSpeedFinalMultiflier": "STATUS_MovementSpeedFinalMultiflier",
 "STATUS_MovementSpeedFinalMultiflier -": "STATUS_MovementSpeedFinalMultiflier -",
 "STATUS_MovementSpeedPerModifier": "STATUS_MovementSpeedPerModifier",
 "STATUS_MovementSpeedPerModifier -": "STATUS_MovementSpeedPerModifier -",
 "STATUS_NatureMagicSkillAptitude": "STATUS_NatureMagicSkillAptitude",
 "STATUS_NatureMagicSkillAptitude -": "STATUS_NatureMagicSkillAptitude -",
 "STATUS_Perception": "STATUS_Perception",
 "STATUS_Perception -": "STATUS_Perception -",
 "STATUS_PerceptionPerModifier": "STATUS_PerceptionPerModifier",
 "STATUS_PerceptionPerModifier -": "STATUS_PerceptionPerModifier -",
 "STATUS_PhysicalAttackPower": "STATUS_PhysicalAttackPower",
 "STATUS_PhysicalAttackPower -": "STATUS_PhysicalAttackPower -",
 "STATUS_PhysicalAttackPowerFinalMultiflier": "STATUS_PhysicalAttackPowerFinalMultiflier",
 "STATUS_PhysicalAttackPowerFinalMultiflier -": "STATUS_PhysicalAttackPowerFinalMultiflier -",
 "STATUS_PhysicalAttackPowerPerModifier": "STATUS_PhysicalAttackPowerPerModifier",
 "STATUS_PhysicalAttackPowerPerModifier -": "STATUS_PhysicalAttackPowerPerModifier -",
 "STATUS_PhysicalDamageDealtBonus": "STATUS_PhysicalDamageDealtBonus",
 "STATUS_PhysicalDamageDealtBonus -": "STATUS_PhysicalDamageDealtBonus -",
 "STATUS_PhysicalResistance": "STATUS_PhysicalResistance",
 "STATUS_PhysicalResistance -": "STATUS_PhysicalResistance -",
 "STATUS_PhysicalResistancePerModifier": "STATUS_PhysicalResistancePerModifier",
 "STATUS_PhysicalResistancePerModifier -": "STATUS_PhysicalResistancePerModifier -",
 "STATUS_PrayNeedsBonus": "STATUS_PrayNeedsBonus",
 "STATUS_PrayNeedsBonus -": "STATUS_PrayNeedsBonus -",
 "STATUS_RecreationCapability": "STATUS_RecreationCapability",
 "STATUS_RecreationCapability -": "STATUS_RecreationCapability -",
 "STATUS_RecreationCapabilityPerModifier": "STATUS_RecreationCapabilityPerModifier",
 "STATUS_RecreationCapabilityPerModifier -": "STATUS_RecreationCapabilityPerModifier -",
 "STATUS_ResearchCapability": "STATUS_ResearchCapability",
 "STATUS_ResearchCapability -": "STATUS_ResearchCapability -",
 "STATUS_ResearchCapabilityPerModifier": "STATUS_ResearchCapabilityPerModifier",
 "STATUS_ResearchCapabilityPerModifier -": "STATUS_ResearchCapabilityPerModifier -",
 "STATUS_ShieldSkillAptitude": "STATUS_ShieldSkillAptitude",
 "STATUS_ShieldSkillAptitude -": "STATUS_ShieldSkillAptitude -",
 "STATUS_SpearSkillAptitude": "STATUS_SpearSkillAptitude",
 "STATUS_SpearSkillAptitude -": "STATUS_SpearSkillAptitude -",
 "STATUS_StorageCapacity": "STATUS_StorageCapacity",
 "STATUS_StorageCapacity -": "STATUS_StorageCapacity -",
 "STATUS_Strength": "STATUS_Strength",
 "STATUS_Strength -": "STATUS_Strength -",
 "STATUS_StrengthPerModifier": "STATUS_StrengthPerModifier",
 "STATUS_StrengthPerModifier -": "STATUS_StrengthPerModifier -",
 "STATUS_Stress": "STATUS_Stress",
 "STATUS_Stress -": "STATUS_Stress -",
 "STATUS_StressDecreaseBonus": "STATUS_StressDecreaseBonus",
 "STATUS_StressDecreaseBonus -": "STATUS_StressDecreaseBonus -",
 "STATUS_StressIncreaseBonus": "STATUS_StressIncreaseBonus",
 "STATUS_StressIncreaseBonus -": "STATUS_StressIncreaseBonus -",
 "STATUS_StressModifier": "STATUS_StressModifier",
 "STATUS_StressModifier -": "STATUS_StressModifier -",
 "STATUS_StressRegenerationFinalMultiflier": "STATUS_StressRegenerationFinalMultiflier",
 "STATUS_StressRegenerationFinalMultiflier -": "STATUS_StressRegenerationFinalMultiflier -",
 "STATUS_SubSkillPoint": "STATUS_SubSkillPoint",
 "STATUS_SubSkillPoint -": "STATUS_SubSkillPoint -",
 "STATUS_SurvivalSkillAptitude": "STATUS_SurvivalSkillAptitude",
 "STATUS_SurvivalSkillAptitude -": "STATUS_SurvivalSkillAptitude -",
 "STATUS_SwordSkillAptitude": "STATUS_SwordSkillAptitude",
 "STATUS_SwordSkillAptitude -": "STATUS_SwordSkillAptitude -",
 "STATUS_TalentAgility": "STATUS_TalentAgility",
 "STATUS_TalentAgility -": "STATUS_TalentAgility -",
 "STATUS_TalentConstitution": "STATUS_TalentConstitution",
 "STATUS_TalentConstitution -": "STATUS_TalentConstitution -",
 "STATUS_TalentIntelligence": "STATUS_TalentIntelligence",
 "STATUS_TalentIntelligence -": "STATUS_TalentIntelligence -",
 "STATUS_TalentPerception": "STATUS_TalentPerception",
 "STATUS_TalentPerception -": "STATUS_TalentPerception -",
 "STATUS_TalentStrength": "STATUS_TalentStrength",
 "STATUS_TalentStrength -": "STATUS_TalentStrength -",
 "STATUS_TalentWillPower": "STATUS_TalentWillPower",
 "STATUS_TalentWillPower -": "STATUS_TalentWillPower -",
 "STATUS_TamingCapability": "STATUS_TamingCapability",
 "STATUS_TamingCapability -": "STATUS_TamingCapability -",
 "STATUS_TamingCapabilityPerModifier": "STATUS_TamingCapabilityPerModifier",
 "STATUS_TamingCapabilityPerModifier -": "STATUS_TamingCapabilityPerModifier -",
 "STATUS_VisionRange": "STATUS_VisionRange",
 "STATUS_VisionRange -": "STATUS_VisionRange -",
 "STATUS_WaterMagicSkillAptitude": "STATUS_WaterMagicSkillAptitude",
 "STATUS_WaterMagicSkillAptitude -": "STATUS_WaterMagicSkillAptitude -",
 "STATUS_Weight": "STATUS_Weight",
 "STATUS_Weight -": "STATUS_Weight -",
 "STATUS_WillPower": "STATUS_WillPower",
 "STATUS_WillPower -": "STATUS_WillPower -",
 "STATUS_WillPowerPerModifier": "STATUS_WillPowerPerModifier",
 "STATUS_WillPowerPerModifier -": "STATUS_WillPowerPerModifier -",
 "STRESS": "ストレス",
 "STRESS RATE": "ストレス変化率",
 "Safe Floors": "安全フロア",
 "Safe Floors (Expedition Staging)": "安全フロア（遠征準備）",
 "Safe Floors (Expedition Staging) - Dungeon Settlers Wiki": "セーフフロア（遠征の待機エリア） - Dungeon Settlers Wiki",
 "Safe floor": "安全フロア",
 "Safe floors guide": "安全階ガイド",
 "Safe floors reset it": "安全フロアはこれをリセットする",
 "Safe-floor variant:": "安全フロア版:",
 "SafeFloor": "SafeFloor",
 "Same attacks, behaviour and phase triggers as the base form - only the highlighted stats differ. Fought only in the": "攻撃、行動、フェーズ発動条件は基本形態と同じで、強調表示されたステータスのみ異なります。戦うのは",
 "Sandbox": "サンドボックス",
 "Sandbox - desc": "サンドボックス - 説明",
 "Sandbox - flavor": "サンドボックス - 風味",
 "Sandbox - name": "サンドボックス - 名前",
 "Sandbox Easy": "サンドボックス 簡単",
 "Sandbox Hard": "サンドボックス ハード",
 "Sandbox Normal": "サンドボックス 通常",
 "Sandbox Recruitment Additional Individual Trait Grant Chance": "サンドボックス 募集 追加 個別 特性 付与 チャンス",
 "Sandbox Recruitment Background Trait Max Clan Rank": "サンドボックス 募集 背景 特性 最大 クラン ランク",
 "Sandbox Recruitment Individual Trait Min Count": "サンドボックス 募集 個別 特性 最少 カウント",
 "Sandbox Recruitment Race Weights": "サンドボックス 募集 種族 重み",
 "Sandbox Recruitment Talent Sum Range": "サンドボックス 募集 才能 合計 範囲",
 "SandboxRecruitment_": "SandboxRecruitment_",
 "Save Files": "セーブファイル",
 "Save Files (Advanced)": "セーブファイル（上級）",
 "Save Files (Advanced) - Dungeon Settlers Wiki": "セーブファイル（上級） - Dungeon Settlers Wiki",
 "Save as new": "新規保存",
 "Save this example into your roster as a new character. It never overwrites an existing build.": "この例をロスターに新しいキャラクターとして保存します。既存のビルドを上書きすることはありません。",
 "Save units in the Builder to pick a team.": "ビルダーにユニットを保存して、チームを選択します。",
 "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json": "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json",
 "Saved - this build autosaves as you edit": "保存済み - このビルドは編集中に自動保存されます",
 "Saves are plain": "セーブは素の",
 "Scales with": "依存する値",
 "Scaling coefficient applied to the numeric value used for Work Progress gain": "作業進捗の獲得に使われる数値に適用されるスケーリング係数",
 "Scare Crow Remnant": "かかしの残骸",
 "Scare Crow Remnant - Dungeon Settlers Wiki": "かかしの残骸 - Dungeon Settlers Wiki",
 "ScareCrow": "ScareCrow",
 "Scenario starter - not in the recruit pool": "シナリオ開始キャラクター - 募集プールには含まれない",
 "Scenarios": "シナリオ",
 "Scenarios - Dungeon Settlers Wiki": "シナリオ - Dungeon Settlers Wiki",
 "Scene": "シーン",
 "Scenes a player actually encounters: random-pool events and reactive scenes that fire when a game condition is met. Filter by kind, where they happen, and whether they can repeat.": "プレイヤーが実際に遭遇するシーン: ランダムプールのイベントと、ゲーム条件を満たしたときに発火するリアクティブなシーンです。種類・発生場所・繰り返し可能かどうかで絞り込めます。",
 "Scholar Desk": "学者の机",
 "Scholar Desk - Dungeon Settlers Wiki": "学者の机 - Dungeon Settlers Wiki",
 "Scope": "範囲",
 "Scope quirk": "適用範囲の癖",
 "Scout the outliers.": "外れ値を偵察せよ。",
 "Screenshot mode": "スクリーンショットモード",
 "Screenshot mode - press Esc to exit": "スクリーンショットモード - Escで終了",
 "Scroll to full stat sheet": "完全なステータスシートまでスクロール",
 "Search Dirty Corpses": "汚れた死体を調べる",
 "Search Dirty Corpses - Dungeon Settlers Wiki": "汚れた死体を漁る - Dungeon Settlers Wiki",
 "Search Dirty Corpses icon": "汚れた死体を漁る アイコン",
 "Search a monster...": "モンスターを検索...",
 "Search backgrounds by name, skill tree or bonus": "背景を名前、スキルツリー、ボーナスで検索",
 "Search everything... ( / )": "すべて検索... ( / )",
 "Search inscriptions by name or effect": "刻印を名前や効果で検索",
 "Search monsters by name": "名前でモンスターを検索",
 "Search monsters by name...": "名前でモンスターを検索……",
 "Search results": "検索結果",
 "Search the wiki": "Wikiを検索",
 "Searchable GameSystemTable": "検索可能なGameSystemTable",
 "Secondary skill points gained on level up": "レベルアップ時に得られる二次スキルポイント",
 "Seconds before the monster can reuse this attack. A basic attack has no skill cooldown, so this is its effective reuse from attack speed (1 / attack speed), marked with ~. Does not change with difficulty.": "モンスターがこの攻撃を再使用できるまでの秒数。通常攻撃はスキルのクールタイムがないため、攻撃速度からの実効再使用時間（1 / 攻撃速度）で、~で示します。難易度では変化しません。",
 "Seconds before the skill can be recast (before cooldown-reduction). A basic attack shows its effective reuse from attack speed, marked ~.": "スキルを再詠唱できるまでの秒数（クールタイム短縮適用前）。通常攻撃は攻撃速度からの実効再使用時間を表示し、~で示します。",
 "Section navigation": "セクションナビゲーション",
 "See": "参照:",
 "See Contribution - the specific value spent to rank up the clan.": "貢献度を参照。クランのランクアップに消費される具体的な値です。",
 "See:": "参照:",
 "Seeding workload": "種まき作業量",
 "Seedling regen": "苗木の回復",
 "Seems like it... was helpful.": "どうやら...役に立ったようだ。",
 "SelectUnit_1": "SelectUnit_1",
 "SelectUnit_10": "SelectUnit_10",
 "SelectUnit_2": "SelectUnit_2",
 "SelectUnit_3": "SelectUnit_3",
 "SelectUnit_4": "SelectUnit_4",
 "SelectUnit_5": "SelectUnit_5",
 "SelectUnit_6": "SelectUnit_6",
 "SelectUnit_7": "SelectUnit_7",
 "SelectUnit_8": "SelectUnit_8",
 "SelectUnit_9": "SelectUnit_9",
 "SelectUnit_All": "SelectUnit_All",
 "Selectable": "選択可能",
 "Self & Target": "自身と対象",
 "Self Repair": "自己修復",
 "Self only": "自分のみ",
 "Self-buff into Summon": "自己バフ→召喚",
 "Self-cast skills no longer draw a range/area grid. 48 skills (every soul-stone grant, plus stances like Twin Thrust, Anchor and Quick Retreat) carry a leftover Range value in the game data and were showing a targeting preview for something that cannot be aimed.": "自己詠唱スキルは範囲/エリアグリッドを表示しなくなりました。48個のスキル（すべての魂の石の付与、Twin Thrust、Anchor、Quick Retreatなどのスタンスを含む）は、ゲームデータに残された範囲値を保持し、照準を定めることができないものの照準プレビューを表示していました。",
 "Self-test (": "セルフテスト（",
 "Sell value": "売却額",
 "Send feedback": "フィードバックを送信",
 "Send report": "レポートを送信",
 "Sends 100 percent of every hit you take back at the attacker as typeless damage.": "受けたヒットの100パーセントを、無属性ダメージとして攻撃者に送り返す。",
 "Sentinel Warning Active": "センチネル警告 (アクティブ)",
 "Sentinel Warning Active - Dungeon Settlers Wiki": "センチネル警告発動 - Dungeon Settlers Wiki",
 "Sentinel Warning Active icon": "センチネル警告発動 アイコン",
 "Sentinels": "番兵値",
 "Separate system; not the same as the empty Forgotten Abyss region": "別のシステム。空の忘れられた深淵地域とは同一ではない",
 "Set Game Speed Fast": "ゲームスピード高速を設定",
 "Set Game Speed Fast ({0} or screen upper-left)": "Set Game Speed Fast ({0} or screen upper-left)",
 "Set by the skill that applies it": "それを付与するスキルによって設定されます",
 "Set directly": "直接設定",
 "Settled": "落ち着き",
 "Settled (20 to 40)": "落ち着き（20〜40）",
 "Settlement needs system (hunger / rest / exhaustion)": "拠点ニーズシステム (空腹 / 休息 / 疲労)",
 "Settlement task system: applied while performing the task": "拠点作業システム: 作業の実行中に適用",
 "Settlement, buildings and research": "居住地・建物・研究",
 "SettlementPortal_": "SettlementPortal_",
 "Settlement_": "Settlement_",
 "Settler emotion-bubble triggers (affecter-driven speech icons).": "入植者の感情バブルのトリガー（affecter駆動の吹き出しアイコン）。",
 "Settler name pool (101 names)": "開拓者名前プール（101名）",
 "Settler name pool (133 names)": "Settlerの名前プール（133個）",
 "Settler name pool (134 names)": "入植者名プール (134名)",
 "Settler name pool (2 names)": "開拓者名前プール（2名）",
 "Settler name pool (22 names)": "入植者名プール (22名)",
 "Settlers and recruiting": "入植者と募集",
 "Settlers and recruitment": "入植者と募集",
 "Several members' faces...": "メンバーの何人かの顔が...",
 "Several skills stack a buff that fades over time; each caps at a fixed number of stacks, so the buff has a clear maximum.": "いくつかのスキルは時間とともに消えるバフをスタックします。それぞれ固定のスタック数で上限に達するため、バフには明確な最大値があります。",
 "Severe": "深刻",
 "Severe (80+), breakdown at 100": "重度（80以上）、100で崩壊",
 "Severe Injury (Warning, prints once)": "重傷（警告、1回表示）",
 "Severe Overload (Caution, prints once)": "深刻な過負荷（注意、1回表示）",
 "Severe Stress (Warning, prints once)": "深刻なストレス（警告、1回表示）",
 "Severe stress": "深刻なストレス",
 "Shadow_": "Shadow_",
 "Share and import": "共有とインポート",
 "Share this whole party as one link, or pull your real clan straight out of a save file.": "パーティ全体を1つのリンクとして共有するか、セーブファイルから実際のクランを直接読み込みます。",
 "Shared team": "共有チーム",
 "Shared team - preview": "共有チーム：プレビュー",
 "Shared team link is broken": "共有チームリンクが壊れています",
 "SharedRoom": "SharedRoom",
 "She busily organizes her goods and writes in a ledger, but perks...": "彼女は忙しく商品を整理し、台帳に記入していますが…",
 "She does not seem interested in you.": "彼女はあなたに興味がないようです。",
 "She doesn't seem interested in you.": "彼女はあなたに興味を持っていないようです。",
 "She exhales slowly, struggling to contain her emotions.": "彼女はゆっくり息を吐き出し、感情を抑えようとしている。",
 "She gazes up at the sky for a moment, then ...": "彼女は空を見つめ、しばらく...",
 "She immediately shakes her head and snaps back sharply.": "彼女はすぐに首を振り、きつく言い返す。",
 "She is organizing goods and writing in a ledger when her ears perk up as you ...": "彼女は商品を整理し、台帳に記入していますが、あなたが近づくと…",
 "She lets out a short scoff.": "彼女は短く嗤う。",
 "She looks at you.": "彼女があなたを見ている。",
 "She looks displeased.": "彼女は不満そうな表情をしている。",
 "She looks displeased. \"Hey Expedition Leader, we can't trade without a Trading Post.\"": "彼女は不満そうな表情をしている。「おい、探索隊長、交易所がなければ取引はできないぞ。」",
 "She looks displeased. \"Listen, Expedition Leader, I can't trade without a Trading Post.\"": "彼女は不満そうな表情をしている。「いいですか、探索隊長、交易所がなければ取引はできません。」",
 "She no longer mocks you as openly as before, though she still does not seem f...": "彼女はもはかつてのようにあなたを馬鹿にすることはないが…",
 "She struggles to catch her breath.": "彼女は息を整えるのに苦労している。",
 "She studies the evidence in silence for a moment": "彼女はしばらく黙って証拠を調べる",
 "She studies the evidence in silence for a moment befor...": "彼女は沈黙の中で証拠を調べた後...",
 "She studies the evidence in silence for a moment before...": "彼女は沈黙の中で証拠を調べた後...",
 "She's surrounded by a swarm of rats and soon collapses...": "彼女はネズミの群れに囲まれ、やがて倒れる…",
 "Shell Combat": "殻・戦闘",
 "Shell Effect": "殻・効果",
 "Shell End": "殻・終了",
 "Shell Potion": "殻のポーション",
 "Shell Potion - Dungeon Settlers Wiki": "シェルポーション - Dungeon Settlers Wiki",
 "Shell Potion Duration": "シェル ポーション 継続時間",
 "Shell Potion Duration - Dungeon Settlers ウィキ": "Shell Potion Duration - Dungeon Settlers ウィキ",
 "Shell Potion Duration アイコン": "Shell Potion Duration アイコン",
 "Shell Potion icon": "シェルポーションアイコン",
 "Shell Potion range and area shown on a dungeon room": "ダンジョンの部屋に表示されたシェルポーションの射程と範囲",
 "Shell block charges": "殻のブロックチャージ",
 "Shell blocks": "殻ブロック",
 "Shell gained": "獲得した殻",
 "Shell held, assuming none was lost in between.": "殻の保持数(途中で失われていない前提)。",
 "Shells": "殻",
 "Shield": "盾",
 "Shield Guardian": "シールドガーディアン",
 "Shield incompatibility": "盾の非対応",
 "Shield tank (add-on)": "シールドタンク（アドオン）",
 "Shockwave compounds. The splash is a share of the damage that landed, so a Sinking proc multiplies it by the same factor: at a 72 point proc the splash goes from 67.5 to 116.1.": "Shockwaveは複利的に効く。スプラッシュは命中したダメージの一部であるため、Sinkingの発動は同じ倍率でそれを増幅する。72ポイントの発動では、スプラッシュは67.5から116.1になる。",
 "Shop": "ショップ",
 "Short": "短",
 "Short02_Black": "Short02_Black",
 "Short02_Blonde": "Short02_Blonde",
 "Short02_Orange": "Short02_Orange",
 "Short02_Red": "Short02_Red",
 "Short03_Black": "Short03_Black",
 "Short03_Brown": "Short03_Brown",
 "Short04_Blonde": "Short04_Blonde",
 "Short04_Brown": "Short04_Brown",
 "Short04_Red": "Short04_Red",
 "Short05_Black": "Short05_Black",
 "Short05_Blonde": "Short05_Blonde",
 "Short05_Brown": "Short05_Brown",
 "Short05_Red": "Short05_Red",
 "Short06_Black": "Short06_Black",
 "Short06_Brown": "Short06_Brown",
 "Short06_Orange": "Short06_Orange",
 "Short06_Red": "Short06_Red",
 "Short07_Black": "Short07_Black",
 "Short07_Brown": "Short07_Brown",
 "Short07_Orange": "Short07_Orange",
 "Short07_Red": "Short07_Red",
 "Short08_Brown": "Short08_Brown",
 "Short09_Black": "Short09_Black",
 "Short09_Red": "Short09_Red",
 "Short09_White": "Short09_White",
 "Short_Black": "Short_Black",
 "Short_Brown": "Short_Brown",
 "Short_Red": "Short_Red",
 "Short_White": "Short_White",
 "Shout ×4, Dead ×2": "叫び×4、死亡×2",
 "Show all": "すべて表示",
 "Show all {#} entries": "{#}件すべて表示",
 "Show basic attacks": "通常攻撃を表示",
 "Show everything": "すべて表示",
 "Show in the units bar": "ユニットバーに表示",
 "Show items granting any of:": "次のいずれかを付与するアイテムを表示:",
 "Show the Infinite Abyss corrupted form": "無限の深淵の侵食形態を表示",
 "Show the sidebar (keyboard: [ )": "サイドバーを表示（キーボード: [ ）",
 "Show the small explanatory hint lines (everywhere)": "小さな説明ヒント行を表示する (すべての場所)",
 "Show the units bar": "ユニットバーを表示",
 "Show tips": "ヒントを表示",
 "ShowEvent, HideAlert": "ShowEvent, HideAlert",
 "ShowGuide": "ShowGuide",
 "ShowUI_Research, HideAlert": "ShowUI_Research, HideAlert",
 "Showing only weapon types this character uses (from its skills + equipped weapon).": "このキャラクターが使用する武器タイプのみ表示します（スキル＋装備中の武器から）。",
 "Shown for ...": "... に表示",
 "Shown for stock Kragas, 木製大剣 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのクラガス、木製大剣で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。",
 "Shown for stock Kragas, 木製大剣 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫クラガス、木製大剣 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Kragas, 木製大剣 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Kragas ストックを示す、レベル5での 木製大剣(レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Liana, 木の弓 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのリアナ、木の弓で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。",
 "Shown for stock Liana, 木の弓 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫リアナ、木の弓 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Liana, 木の弓 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Liana ストックを示す、レベル 5 での 木の弓 (レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Liana, 炎の木の杖 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのリアナ、炎の木の杖で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。",
 "Shown for stock Liana, 炎の木の杖 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫リアナ、炎の木の杖 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Liana, 炎の木の杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Lianaストックを示す、レベル5での 炎の木の杖(レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Lowell, 木のこん棒 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのローウェル、木のこん棒で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。",
 "Shown for stock Lowell, 木のこん棒 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫ロウェル、木のこん棒 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Lowell, 木のこん棒 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Lowell ストックを示す、レベル 5 での 木のこん棒 (レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Lowell, 木の剣 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのローウェル、木の剣で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。",
 "Shown for stock Lowell, 木の剣 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫ロウェル、木の剣 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Lowell, 木の剣 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Lowell を示すストック、レベル 5 での 木の剣 (レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Mage recruit, 水・木の杖 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのメイジ徴募兵、水・木の杖で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。",
 "Shown for stock Mage recruit, 水・木の杖 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫魔術師新兵、水・木の杖 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Mage recruit, 水・木の杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Mage採用のストックを示す、レベル5での 水・木の杖(レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Perion, 自然木の杖 at level 4 (level cap). Pick a saved unit in the sidebar to recompute for your build.": "レベル4（レベル上限）のデフォルトのペリオン、自然木の杖で表示しています。サイドバーで保存済みユニットを選ぶと、あなたのビルドで再計算します。",
 "Shown for stock Perion, 自然木の杖 at level 4 (level cap). Pick your physical and magic units in the sidebar.": "在庫ペリオン、自然木の杖 レベル 4 (レベルキャップ) での表示。サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for stock Perion, 自然木の杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "Perion ストックを示す、レベル5での 自然木の杖(レベルキャップ)。 サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown for {#} at {#}. Pick your physical and magic units in the sidebar.": "{#} で {#} が表示されます。サイドバーで物理ユニットと魔法ユニットを選択してください。",
 "Shown on the profile of a settler with this background;": "この背景を持つ入植者のプロフィールに表示されます；",
 "Side files": "付随ファイル",
 "Side quests: NPC requests, hunts and research favors.": "サイドクエスト: NPCの依頼、狩り、研究の頼みごと。",
 "Sight is traced tile by tile and blocked by walls and obstacles (": "視界はマス単位でたどられ、壁や障害物に遮られます（",
 "SilentSerenity": "SilentSerenity",
 "Silver": "銀",
 "Silver jewelry affixes": "銀装飾品のアフィックス",
 "Silver rings and necklaces": "銀の指輪とネックレス",
 "Simple, yet sufficient for sharing a meal.": "シンプルでありながら、食事を共有するのに十分です。",
 "Simple-Minded": "単純思考",
 "SimpleCombat": "SimpleCombat",
 "Simulator seed": "シミュレーターシード",
 "Single-Faction Patrol": "単一派閥パトロール",
 "SingleAlly": "SingleAlly",
 "SingleHostile": "SingleHostile",
 "Sinking (target at 50% missing): 120% × 0.5 =": "沈没（対象がHP50%減少）: 120% × 0.5 =",
 "Sinking compounds into it. Sinking's bonus is already inside the damage the basic attack dealt, so the splash carries it: a 72 point Sinking proc turns a 67.5 splash into 116.1, exactly 1.72 times.": "Sinkingはこれに複利的に効く。Sinkingのボーナスはすでに通常攻撃が与えたダメージに含まれているため、スプラッシュにもそれが乗る。72ポイントのSinking発動は、67.5のスプラッシュを116.1、ちょうど1.72倍にする。",
 "Sinking does nothing for Storm. The proc is a fresh execution scaled off physical attack power, and Sinking's bonus is scoped to the execution that produced the base hit.": "SinkingはStormには何の効果もない。この発動は物理攻撃力を基準にした新規の実行であり、Sinkingのボーナスは基本ヒットを生んだ実行にのみ適用される。",
 "Sinking: 3rd-hit bonus": "沈没：3発目ボーナス",
 "Site sections": "サイトセクション",
 "Size (W×H)": "サイズ（幅×高さ）",
 "Skill": "スキル",
 "Skill Aptitudes": "スキル適性",
 "Skill DPS - estimate": "スキルDPS（推定）",
 "Skill Damage": "スキルダメージ",
 "Skill Damage divided by the energy cost. Higher = more damage per point of your shared energy pool. Free 0-energy basics are infinite (hidden by default).": "スキルダメージをエネルギーコストで割った値。高いほど共有エネルギー1あたりのダメージが大きい。無料のエネルギー0通常攻撃は無限（デフォルトで非表示）。",
 "Skill Damage x casts per minute (60 / effective cooldown, cooldown-reduction applied). Sustained output if you spammed this one skill.": "スキルダメージ × 1分あたり詠唱回数（60 / 実効クールタイム、クールタイム短縮適用）。このスキルだけを連打した場合の持続出力。",
 "Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon.": "Skill Reset Elixirs have a chance to be found in treasure chests in the dungeon.",
 "Skill Reset Potions have a chance to be found in treasure chests in the dungeon.": "Skill Reset Potions have a chance to be found in treasure chests in the dungeon.",
 "Skill Tree": "スキルツリー",
 "Skill Trees": "スキルツリー",
 "Skill Trees - Dungeon Settlers Wiki": "スキルツリー - Dungeon Settlers Wiki",
 "Skill animation": "スキルアニメーション",
 "Skill animations": "スキルアニメーション",
 "Skill cooldowns count down faster.": "スキルのクールタイムが早く進みます。",
 "Skill points": "スキルポイント",
 "Skill points to learn": "習得に必要なスキルポイント",
 "Skill tree icons now appear on every branch reference across the site, and the two new B.0.3.40 trees (": "スキルツリーのアイコンがサイト全体のすべてのブランチリファレンスに表示され、B.0.3.40の新しい2つのツリー(",
 "Skill tree icons now appear on every branch reference across the site, and the two new B.0.3.40 trees (**Spear** and **Stake**) have their icons imported.": "スキルツリーのアイコンがサイト全体のすべてのブランチ参照に表示されるようになり、2つの新しいB.0.3.40ツリー（**Spear**および**Stake**）のアイコンがインポートされました。",
 "Skill trees": "スキルツリー",
 "Skill trees, learned skills, skill points, quick slots": "スキルツリー、習得スキル、スキルポイント、クイックスロット",
 "Skill's Elixir PS: A consumable no longer given because main skill point supply became over-supplied.": "スキルのエリキサーPS：メインスキルポイント供給が過剰になったため、もはや与えられない消耗品。",
 "Skill-tree inscriptions are notable because they grant a weapon or magic tree the unit's background would not normally provide, letting you build unusual hybrids (see": "スキルツリー刻印は、ユニットの背景では通常得られない武器や魔法のツリーを付与できる点で注目に値し、変則的なハイブリッドビルドを可能にします（参照：",
 "SkillMaxRangeCorrection": "SkillMaxRangeCorrection",
 "SkillPointIncreaseOnLevelUp": "SkillPointIncreaseOnLevelUp",
 "SkillTable.json": "SkillTable.json",
 "SkillTreeTable.json": "SkillTreeTable.json",
 "Skills & trees": "スキルとツリー",
 "Skills and Quick Slots": "スキルとクイックスロット",
 "Skills and skill trees": "スキルとスキルツリー",
 "Skills are ranked by": "スキルは次の指標でランク付けされます：",
 "Skin": "肌",
 "Skip Safe Floor": "セーフフロアをスキップ",
 "Skip option": "スキップオプション",
 "Skip to content": "コンテンツへスキップ",
 "Slash": "斬撃",
 "Slay (Greatsword) grants Exposed Flaw to the CASTER, not the enemy (the in-game skill text reads 'grants you Exposed Flaw'). It is a self-malus - a 500%-Physical-Attack-Power nuke that briefly makes YOU undodgeable and guarantees crits against YOU for 1s (the cost of the huge hit; killing with it cuts its cooldown 70%). It does not trigger Guard Barrier (no enemy debuff) and it does not enable Blade Spirit (it does not make your hits crit). Use Deadly Fear for the greatsword Exposed-Flaw setup instead.": "討伐（大剣）は敵ではなく詠唱者に弱点露呈を付与する（ゲーム内スキル説明には『自分に弱点露呈を付与』とある）。これは自己マイナス効果で、物理攻撃力500%の大技であり、一時的に自分を回避不能にし、1秒間自分への会心を確定させる（大打撃の代償。これで敵を倒すとクールダウンが70%短縮）。敵デバフがないためガードバリアは発動せず、自分の攻撃を会心にしないため刃の精霊も機能させない。大剣で弱点露呈を活かすなら代わりに致命的恐怖を使うこと。",
 "Slay is NOT a debuff/shield synergy": "討伐はデバフ/シールドのシナジーではない",
 "Sleep / rest system": "睡眠 / 休息システム",
 "Sleep quality ladder": "睡眠の質の段階",
 "SleepCondition": "SleepCondition",
 "Sleep_": "Sleep_",
 "Sleeping (speech bubble persists)": "睡眠中（吹き出しが持続）",
 "Sleeping here": "ここで睡眠中",
 "Sleeping in a Bed (speech bubble persists)": "ベッドで睡眠中（吹き出しが持続）",
 "Sleeping in a Sleeping Bag (speech bubble persists)": "寝袋で睡眠中（吹き出しが持続）",
 "Sleeping_": "Sleeping_",
 "SlimUnisex": "SlimUnisex",
 "Slime": "スライム",
 "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses.": "スライムが分裂してオタマジャクシの食料になります。オタマジャクシを最初に倒すと白いマーモクのアーケインエコーのダメージが発生しますが、オタマジャクシをそのままにすると死体を食べるというジレンマが生じます。",
 "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses. - Dungeon Settlers ウィキ": "スライムが分裂してオタマジャクシの食べ物になります。最初にオタマジャクシを倒すとWhite Marmokの神秘的なエコーダメージを引き起こすというジレンマも生じます。ただし、オタマジャクシを生き残らせると、死体を食べます。- Dungeon Settlers ウィキ",
 "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok's Arcane Echo damage, but if the tadpole is left alive it will eat corpses. マップ": "スライムが分裂してオタマジャクシの食べ物になります。最初にオタマジャクシを倒すとWhite Marmokの神秘的なエコーダメージを引き起こすというジレンマも生じます。ただし、オタマジャクシを生き残らせると、死体を食べます。マップ",
 "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok...": "スライムが分裂してオタマジャクシのエサになる。また、オタマジャクシを最初に倒すと白いマルモクが発生するというジレンマを作り出すMarmok...",
 "SlimeCombat": "SlimeCombat",
 "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stack...": "スロゲルが逃げ、スローワーがネットをキャストするため、戦闘がかなり長く続く可能性があり、深淵のギミックの出血スタック...",
 "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat.": "スロゲルが逃げ、スロワーがネットを投げるため、戦闘がかなり長くなる可能性があり、アビスギミックの出血スタッキングが深刻な脅威になります。",
 "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat. - Dungeon Settlers ウィキ": "Slogelは逃げ、スローワーはネットを放つため、戦闘は長引く可能性があり、アビスギミックの出血スタックが深刻な脅威になる。- Dungeon Settlers ウィキ",
 "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stacking a serious threat. マップ": "Slogelは逃げ、スローワーはネットを投げるため、戦闘がかなり長く引きずられ、深淵のギミックの出血スタックが深刻な脅威になります。マップ",
 "Slot Machine Remnant": "スロットマシンの残骸",
 "Slot Machine Remnant - Dungeon Settlers Wiki": "スロットマシンの残骸 - Dungeon Settlers Wiki",
 "Slot: Accessory1": "スロット：アクセサリー1",
 "Slot: Accessory2": "スロット：アクセサリー2",
 "Slot: Ammo": "スロット: 弾薬",
 "Slot: Body": "スロット：胴",
 "Slot: Head": "スロット：頭",
 "Slot: Primary": "スロット: プライマリ",
 "Slot: Secondary": "スロット：副装備",
 "Small": "小",
 "Small Blue Crystal Random": "小型の青い結晶（ランダム）",
 "Small Blue Crystal Remnant": "小型の青い結晶の残骸",
 "Small Blue Crystal Remnant - Dungeon Settlers Wiki": "小さな青い結晶の残骸 - Dungeon Settlers Wiki",
 "Small Copper Node Random": "小さな銅鉱脈（ランダム）",
 "Small Copper Node Remnant": "小型の銅鉱脈の残骸",
 "Small Copper Node Remnant - Dungeon Settlers Wiki": "小型銅鉱脈の残骸 - Dungeon Settlers Wiki",
 "Small Dirt Rock Fixed": "小さな土岩（固定）",
 "Small Dirt Rock Random": "小さな土岩（ランダム）",
 "Small Dirt Rock Remnant": "小型の土岩の残骸",
 "Small Dirt Rock Remnant - Dungeon Settlers Wiki": "小さな土岩の残骸 - Dungeon Settlers Wiki",
 "Small Dust Root Fixed": "小さな塵の根（固定）",
 "Small Dust Root Random": "小さな塵の根（ランダム）",
 "Small Dust Root Remnant": "小さな塵の根の残骸",
 "Small Dust Root Remnant - Dungeon Settlers Wiki": "小さな塵の根の残骸 - Dungeon Settlers Wiki",
 "Small Green Crystal Random": "小型の緑の結晶（ランダム）",
 "Small Green Crystal Remnant": "小型の緑の結晶の残骸",
 "Small Green Crystal Remnant - Dungeon Settlers Wiki": "小さな緑の結晶の残骸 - Dungeon Settlers Wiki",
 "Small Red Crystal Random": "小型の赤い結晶（ランダム）",
 "Small Red Crystal Remnant": "小型の赤い結晶の残骸",
 "Small Red Crystal Remnant - Dungeon Settlers Wiki": "小さな赤い結晶の残骸 - Dungeon Settlers Wiki",
 "Small Room 1": "小部屋 1",
 "Small Room 10": "小部屋 10",
 "Small Room 11": "小部屋 11",
 "Small Room 12": "小部屋 12",
 "Small Room 13": "小部屋 13",
 "Small Room 14": "小部屋 14",
 "Small Room 15": "小部屋 15",
 "Small Room 16": "小部屋 16",
 "Small Room 17": "小部屋 17",
 "Small Room 18": "小部屋 18",
 "Small Room 19": "小部屋 19",
 "Small Room 2": "小部屋 2",
 "Small Room 20": "小部屋 20",
 "Small Room 21": "小部屋 21",
 "Small Room 22": "小部屋 22",
 "Small Room 23": "小部屋 23",
 "Small Room 24": "小部屋 24",
 "Small Room 25": "小部屋 25",
 "Small Room 3": "小部屋 3",
 "Small Room 4": "小部屋 4",
 "Small Room 5": "小部屋 5",
 "Small Room 6": "小部屋 6",
 "Small Room 7": "小部屋 7",
 "Small Room 8": "小部屋 8",
 "Small Room 9": "小部屋 9",
 "Small Silver Vein Random": "小さな銀鉱脈（ランダム）",
 "Small Silver Vein Remnant": "小さな銀鉱脈の残骸",
 "Small Silver Vein Remnant - Dungeon Settlers Wiki": "小さな銀鉱脈の残骸 - Dungeon Settlers Wiki",
 "Small Slime Random": "小スライム（ランダム）",
 "Small Spore Slime Random": "小さな胞子スライム（ランダム）",
 "Small Stone Golem": "小型石ゴーレム",
 "Small Talk Reaction": "雑談の反応",
 "Small Talk Topic": "雑談の話題",
 "Small Twisted Tree Fixed": "小さな歪んだ木（固定）",
 "Small Twisted Tree Remnant": "小さな歪んだ木の残骸",
 "Small Twisted Tree Remnant - Dungeon Settlers Wiki": "歪んだ小さな木の残骸 - Dungeon Settlers Wiki",
 "Small and fragile.": "小さくて壊れやすい。",
 "Small-Sized Normal Battle Room": "小型 通常戦闘部屋",
 "Small-Sized Normal Battle Room - Dungeon Settlers Wiki": "小サイズの通常戦闘部屋 - Dungeon Settlers Wiki",
 "Small-Sized Normal Battle Room map": "小型ノーマル戦闘部屋のマップ",
 "Small-Sized Normal Battle Room マップ": "小型通常戦闘部屋 マップ",
 "SmallDarkThornRadius": "SmallDarkThornRadius",
 "SmallStoneGolem": "SmallStoneGolem",
 "Smite": "天罰",
 "Smite 2": "天罰 2",
 "So a summon inherits the summoner's full Magic Attack Power into its health pool and half of it into its own attack. Base values differ by creature:": "つまり召喚物は、召喚者の魔法攻撃力の全量を体力に、その半分を自身の攻撃力に引き継ぐ。基本値は生物ごとに異なる：",
 "Some bonuses in Dungeon Settlers keep growing; others hit a wall. This page collects every effect with a": "Dungeon Settlersのボーナスには伸び続けるものもあれば、頭打ちになるものもあります。このページは",
 "Some expedition members are outside the portal area!": "一部の遠征隊員がポータルエリアの外にいます!",
 "Some expedition members were still sleeping in unsatisfactory conditions. It seemed necessary to add more Private Rooms so that those return...": "一部の遠征隊員は依然として満足のいかない環境で眠っていた。危険な遠征から戻ってくる者たちのために、個室をもっと増やす必要があるようだ……",
 "Some expedition members were still sleeping in unsatisfactory conditions. It seemed necessary to add more Private Rooms so that those returning from grueling expeditions could get enough rest. <c": "一部の遠征隊員は依然として満足のいかない環境で眠っていた。過酷な遠征から戻ってくる者たちが十分に休めるよう、個室をもっと増やす必要があるようだ。<c",
 "Some expedition members were still sleeping in unsatisfactory conditions. It seemed necessary to add more Private Rooms so that those returning from grueling expeditions could get enough rest. <colo...": "一部の遠征隊員は依然として満足のいかない環境で眠っていた。過酷な遠征から戻ってくる者たちが十分に休めるよう、個室をもっと増やす必要があるようだ。<colo...",
 "Something Small and Blue": "小さく青い何か",
 "Soul": "魂",
 "Soul Stone": "魂石",
 "Soul Stones": "魂石",
 "Soul stone - skill grant": "魂石 - スキル付与",
 "Soul stones": "ソウルストーン",
 "Soul-Stone Taming": "魂石による調教",
 "Soul-stone taming": "魂石によるテイム",
 "Sound Effects": "効果音",
 "Spawn": "出現",
 "Spawn 10×": "スポーン 10×",
 "Spawn 1×": "出現 1×",
 "Spawn 24×": "スポーン 24×",
 "Spawn 2×": "出現 2×",
 "Spawn 3×": "3×出現",
 "Spawn 4×": "スポーン 4×",
 "Spawn 5×": "スポーン 5×",
 "Spawn 8×": "スポーン 8×",
 "Spawn Acid Insect": "酸性昆虫を出現させる",
 "Spawn Acid Insect - Dungeon Settlers Wiki": "酸性昆虫召喚 - Dungeon Settlers Wiki",
 "Spawn Acid Insect icon": "酸性昆虫召喚 アイコン",
 "Spawn Blue Goblin": "ブルー ゴブリン スポーン",
 "Spawn Blue Goblin - Dungeon Settlers ウィキ": "Spawn Blue Goblin - Dungeon Settlers ウィキ",
 "Spawn Blue Goblin アイコン": "Spawn Blue Goblin アイコン",
 "Spawn Eyeball": "アイボール スポーン",
 "Spawn Gloth Pup": "グロスの幼獣を出現させる",
 "Spawn Gloth Pup - Dungeon Settlers Wiki": "グロスの幼獣召喚 - Dungeon Settlers Wiki",
 "Spawn Gloth Pup icon": "グロスの幼獣召喚 アイコン",
 "Spawn Grey Monster Rat": "灰色モンスターネズミを出現させる",
 "Spawn Grey Monster Rat - Dungeon Settlers Wiki": "灰色モンスターネズミ召喚 - Dungeon Settlers Wiki",
 "Spawn Grey Monster Rat icon": "灰色モンスターネズミ召喚 アイコン",
 "Spawn Grey Rat": "灰色ネズミを出現させる",
 "Spawn Grey Rat - Dungeon Settlers Wiki": "灰色ネズミ召喚 - Dungeon Settlers Wiki",
 "Spawn Grey Rat icon": "灰色ネズミ召喚 アイコン",
 "Spawn Group": "スポーングループ",
 "Spawn Groups": "出現グループ",
 "Spawn Groups - Dungeon Settlers Wiki": "スポーングループ - Dungeon Settlers Wiki",
 "Spawn Male Gloth": "オスのグロスを出現させる",
 "Spawn Male Gloth - Dungeon Settlers Wiki": "オスのグロス召喚 - Dungeon Settlers Wiki",
 "Spawn Male Gloth icon": "オスのグロス召喚 アイコン",
 "Spawn Mawmurk": "マウマークを出現させる",
 "Spawn Mawmurk - Dungeon Settlers Wiki": "マウマーク召喚 - Dungeon Settlers Wiki",
 "Spawn Mawmurk icon": "マウマーク召喚 アイコン",
 "Spawn Metal Scarab": "金属スカラベを出現させる",
 "Spawn Metal Scarab - Dungeon Settlers Wiki": "金属スカラベ召喚 - Dungeon Settlers Wiki",
 "Spawn Metal Scarab icon": "金属スカラベ召喚 アイコン",
 "Spawn condition": "出現条件",
 "Spawn conditions": "出現条件",
 "Spawn group": "スポーングループ",
 "Spawn groups": "スポーングループ",
 "Spawn probability {0} for large thornvines vs. small thornvines": "大きな茨の蔓と小さな茨の蔓の出現確率{0}",
 "SpawnGroup": "スポーングループ",
 "SpawnGroupTable.json": "SpawnGroupTable.json",
 "Spawns": "出現",
 "Spawns in": "出現場所：",
 "Spawns in base area": "拠点エリアに出現",
 "Spawns in the world": "ワールドに出現",
 "Spawns naturally in {#} rooms of {#} from phase {#} onward - each group below is one possible room population.": "{#} の部屋（{#}）に、フェーズ {#} 以降で自然に出現します。下の各グループは、あり得る部屋の構成の1つです。",
 "Spawns only in the {#} room {#} in {#}: one appears here per visit, alongside {#}.": "{#} の部屋 {#}（{#}）にのみ出現します。1回の訪問につき1体がここに出現し、{#} を伴います。",
 "Spawns only in the {#} room {#} in {#}: one appears here per visit.": "{#} の部屋 {#}（{#}）にのみ出現します。1回の訪問につき1体がここに出現します。",
 "Spawns only in the {#} room {#} in {#}: {#} appear here per visit, alongside {#}.": "{#} の部屋 {#}（{#}）にのみ出現します。1回の訪問につき {#} 体がここに出現し、{#} を伴います。",
 "Spawns only in the {#} room {#} in {#}: {#} appear here per visit.": "{#} の部屋 {#}（{#}）にのみ出現します。1回の訪問につき {#} 体がここに出現します。",
 "Spear (items, aptitude, no tree)": "槍（アイテム、適性あり、ツリーなし）",
 "Spear 0": "槍 0",
 "Spear 1": "槍 1",
 "Spear 2": "槍 2",
 "Spear 3": "槍 3",
 "Spears excel in range and controlling the battlefield.": "槍は射程と戦場制御に優れています。",
 "Special (65)": "特殊 (65)",
 "Special (71)": "Special (71)",
 "Special rooms per floor": "フロアごとの特殊部屋",
 "Specific Storage": "特定アイテム保管庫",
 "SpecificStorageTable": "SpecificStorageTable",
 "SpecificTarget": "SpecificTarget",
 "Specimen Large": "標本（大）",
 "Specimen Large - Dungeon Settlers Wiki": "標本 大 - Dungeon Settlers Wiki",
 "Specimen Medium": "標本（中）",
 "Specimen Medium - Dungeon Settlers Wiki": "標本 中 - Dungeon Settlers Wiki",
 "Specimen Small": "標本（小）",
 "Specimen Small - Dungeon Settlers Wiki": "標本 小 - Dungeon Settlers Wiki",
 "Spell Damage Ranking": "呪文ダメージランキング",
 "Spell Damage Ranking (Skill Damage, DPE)": "呪文ダメージランキング（スキルダメージ、DPE）",
 "Spell Damage Ranking - Dungeon Settlers Wiki": "呪文ダメージランキング - Dungeon Settlers Wiki",
 "Spells": "スペル",
 "Spike Turtle Random": "トゲガメ（ランダム）",
 "SpikeTurtle": "SpikeTurtle",
 "Spin": "回転",
 "Spin End": "回転終了",
 "Spin Start": "回転開始",
 "Spit ×3, MouthOpen ×2, ShellStart ×1": "Spit ×3, MouthOpen ×2, ShellStart ×1",
 "Splash = the damage the basic attack dealt x 30 x 0.01, dealt to every hostile in the square of half width 1 around the target. The target's own tile is skipped, which leaves up to 8 neighbours.": "スプラッシュ=通常攻撃が与えたダメージ×30×0.01。対象を中心とした半幅1の正方形範囲内の敵すべてに与えられる。対象自身のマスは除外されるため、最大8体の隣接対象が残る。",
 "Splash before each victim's own resistance and critical roll.": "スプラッシュは各対象自身の耐性とクリティカル判定より前に発生する。",
 "Splash hits cannot re-trigger Shockwave, Storm or Sinking. What publishes them is the inscription, not a skill, and all three of those gate on a basic-attack skill.": "スプラッシュヒットはShockwave、Storm、Sinkingを再発動させることはできない。それらを発生させるのはスキルではなく刻印であり、この3つはいずれも通常攻撃スキルであることを条件とする。",
 "Splits from": "分裂元：",
 "Splits into:": "分裂先：",
 "Spoiler - click to reveal": "ネタバレ - クリックで表示",
 "Spoiler - click to reveal spawn info": "ネタバレ - クリックでスポーン情報を表示",
 "Spoiler warning:": "ネタバレ注意：",
 "Spoiler-free experience": "ネタバレなしの体験",
 "Spoiler-free?": "ネタバレなし？",
 "Spoilers": "ネタバレ",
 "Spoils": "消費期限",
 "Spore Bug investigation done, here's your reward": "胞子虫の調査完了、報酬はこちら",
 "Spore Insect Random": "胞子虫（ランダム）",
 "SporeSlimeCombat": "SporeSlimeCombat",
 "Spray": "スプレー",
 "Spread Burning across a whole pack, let Ignition tax them for having it, then detonate the stacks for a burst that scales with how much Burning you piled on.": "群れ全体に燃焼を広げ、点火でその燃焼に応じて追加ダメージを課し、そのスタックを起爆して、積み上げた燃焼量に比例するバーストを叩き込む。",
 "Spread Burning, amplify every hit against burning targets, then detonate the stacks. A ranged damage package that does not lean on shields.": "燃焼を広げ、燃焼中の対象へのあらゆる攻撃を強化し、そのスタックを起爆する。シールドに依存しない遠隔ダメージ構成。",
 "SpreadingFireWarmth_": "SpreadingFireWarmth_",
 "Sprite animations extracted from the game's AnimatorController (": "ゲームのAnimatorControllerから抽出したスプライトアニメーション（",
 "Sprite height": "スプライトの高さ",
 "Sprouting Shell / Shell": "芽吹く甲殻 / 殻",
 "Sprouting Shell calculator": "芽吹く甲殻の計算機",
 "Square r1": "正方形 r1",
 "Square r2": "正方形 r2",
 "Square, radius 1": "正方形、半径1",
 "Square, radius 2": "正方形、半径2",
 "Square, radius 7": "正方形、半径7",
 "Squatting on the ground and examining the remains of a destroyed golem, he slowly turns to face you with apparent fatigu...": "地面にしゃがみ込み、破壊されたゴーレムの残骸を調べながら、彼は明らかな疲労を見せながらゆっくりあなたのほうを向くfatigu...",
 "Stack cap": "スタック上限",
 "Stacking": "重複",
 "Stacks": "スタック",
 "Stacks refresh onto the same target, so the Bleeding damage compounds against a single enemy you keep hitting.": "スタックは同じ対象上で更新されるため、攻撃し続けている単一の敵に対して出血ダメージが積み重なる。",
 "Stacks refresh onto the same target, so the Burning damage compounds against a single enemy you keep hitting.": "スタックは同じ対象上で更新されるため、攻撃し続けている単一の敵に対して燃焼ダメージが積み重なる。",
 "Stacks up to 1": "最大1まで重複",
 "Stacks up to 10": "最大10回まで重複",
 "Stacks up to 100": "最大100回まで重複",
 "Stacks up to 15": "最大15スタック",
 "Stacks up to 200": "最大200スタック",
 "Stacks up to 2000": "最大2000スタック",
 "Stacks up to 3": "最大 3 スタック",
 "Stacks up to 4": "最大 4 スタック",
 "Stacks up to 5": "最大5回まで重複",
 "Stacks up to 50": "最大50スタック",
 "Stacks up to 6": "最大6スタック",
 "Stacks up to 7": "最大7回まで重複",
 "Stacks up to 99": "最大99スタック",
 "Stacks up to 9999": "最大9999回まで重複",
 "Stacks up to 999999": "最大999999スタック",
 "Stacks up to {#}": "最大 {#} スタック",
 "Stacks without limit": "無制限に重複",
 "Staff Crafting Complete": "杖製作 完了",
 "Staff Crafting not completed": "スタッフ製作未完了",
 "Stage 1": "ステージ 1",
 "Stage 2": "ステージ 2",
 "Stage 3": "ステージ 3",
 "Stage 4": "ステージ4",
 "Stake": "ステイク",
 "Stake 0": "杭 0",
 "Stake 1": "杭 1",
 "Stake 2": "杭 2",
 "Stake 3": "杭 3",
 "Stalling": "Stalling",
 "Standalone endless-dungeon mode, separate from the campaign regions: see the": "キャンペーン地域とは別の、独立した無限ダンジョンモードです。参照：",
 "Standard": "Standard",
 "Standard Forest (internal)": "標準の森（内部）",
 "Standard Guild Merchant Transaction": "標準ギルドマーチャント取引",
 "Standard triangle synergy combat.": "標準的な三角形シナジーの戦闘。",
 "Standard triangle synergy combat. - Dungeon Settlers ウィキ": "標準的な三角形シナジー戦闘。- Dungeon Settlers ウィキ",
 "Standard triangle synergy combat. To avoid evolution, it is tactically advantageous to cut down tadpoles first.": "標準的な三角形相乗効果戦闘。進化を避けるには、戦術的にはオタマジャクシを最初に倒すのが有利です。",
 "Standard triangle synergy combat. マップ": "標準的な三角形シナジー戦闘。マップ",
 "StandardFemale": "StandardFemale",
 "StandardMale": "StandardMale",
 "Standing Banner": "立つバナー",
 "Start a new character or open one you already saved. Nothing is saved until you change something.": "新しいキャラクターを開始するか、すでに保存したものを開きます。何かを変更するまでは何も保存されません。",
 "Start a random": "ランダムに開始",
 "Start condition": "開始条件",
 "Start delay": "開始ディレイ",
 "Start node": "開始ノード",
 "Start quest": "クエスト開始",
 "Start the game and load it. If it asks about a different game version, that is normal - say yes.": "ゲームを起動して読み込んでください。別のゲームバージョンについて確認された場合、それは正常な動作です。「はい」を選んでください。",
 "Start_": "Start_",
 "Started by": "開始元",
 "Starting buildings:": "初期建物：",
 "Starting characters": "初期キャラクター",
 "Starting coin holdings": "開始時のコイン保有量",
 "Starting durability": "初期耐久度",
 "Starting gear (what this background hands a recruit in game):": "初期装備 (この背景がゲーム内で募集ユニットに与えるもの):",
 "Starting items": "初期アイテム",
 "Starting items (1)": "初期アイテム (1)",
 "Starting items (19)": "初期アイテム (19)",
 "Starting items (2)": "初期アイテム (2)",
 "Starting items (26)": "初期アイテム (26)",
 "Starting items (3)": "初期アイテム（3）",
 "Starting items (4)": "初期アイテム (4)",
 "Starting items (5)": "初期アイテム (5)",
 "Starting items (6)": "初期アイテム (6)",
 "Starting items (7)": "初期アイテム（7）",
 "Starting items:": "初期アイテム：",
 "Starting region": "開始地域",
 "Starting stress (0 to 100)": "開始時のストレス（0〜100）",
 "Starting talent sum": "開始時の才能合計",
 "Starting units:": "初期ユニット：",
 "Starts from the difficulty set in the units bar.": "ユニットバーで設定された難易度から開始します。",
 "StartupMuteSec": "StartupMuteSec",
 "Stat": "能力値",
 "Stat Sheet": "ステータスシート",
 "Stat calculator": "ステータス計算機",
 "Stat changes": "ステータス変化",
 "Stat definitions - percent vs flat, defaults, caps.": "ステータス定義 - パーセント対固定値、初期値、上限。",
 "Stat pipeline": "ステータスのパイプライン",
 "Stat reference - percent vs flat, defaults": "ステータス参照 - パーセント対固定値、初期値",
 "Stat source": "ステータス参照元",
 "Stat-grade scaling": "ステータスグレードの倍率",
 "StatAbove_Mood_-10 && StatUnder_Mood_-5": "StatAbove_Mood_-10 && StatUnder_Mood_-5",
 "StatAbove_Mood_-20 && StatUnder_Mood_-10": "StatAbove_Mood_-20 && StatUnder_Mood_-10",
 "StatAbove_Mood_-99 && StatUnder_Mood_-10": "StatAbove_Mood_-99 && StatUnder_Mood_-10",
 "StatIncreaseFactorByOffering": "StatIncreaseFactorByOffering",
 "StatRatioAbove_Energy_0 && StatRatioBelow_Energy_20": "StatRatioAbove_Energy_0 && StatRatioBelow_Energy_20",
 "StatRatioAbove_HealthHead_0 && StatRatioUnder_HealthHead_20": "StatRatioAbove_HealthHead_0 && StatRatioUnder_HealthHead_20",
 "StatRatioAbove_HealthHead_20 && StatRatioUnder_HealthHead_40": "StatRatioAbove_HealthHead_20 && StatRatioUnder_HealthHead_40",
 "StatRatioAbove_HealthTotal_0 && StatRatioUnder_HealthTotal_20": "StatRatioAbove_HealthTotal_0 && StatRatioUnder_HealthTotal_20",
 "StatRatioAbove_HealthTotal_20 && StatRatioUnder_HealthTotal_40": "StatRatioAbove_HealthTotal_20 && StatRatioUnder_HealthTotal_40",
 "StatRatioAbove_Hunger_0 && StatRatioUnder_Hunger_20": "StatRatioAbove_Hunger_0 && StatRatioUnder_Hunger_20",
 "StatRatioAbove_Stress_40 && StatRatioUnder_Stress_60": "StatRatioAbove_Stress_40 && StatRatioUnder_Stress_60",
 "StatRatioAbove_Stress_60 && StatRatioUnder_Stress_100": "StatRatioAbove_Stress_60 && StatRatioUnder_Stress_100",
 "Station(s)": "作業台",
 "Status Values": "ステータス値",
 "StatusResistance_": "StatusResistance_",
 "StatusTable.json": "StatusTable.json",
 "StatusValue": "ステータス値",
 "StatusValueTable.json": "StatusValueTable.json",
 "Status_": "Status_",
 "Statuses": "ステータス",
 "Statuses - Dungeon Settlers Wiki": "ステータス - Dungeon Settlers Wiki",
 "Stay stage 1": "滞在段階1",
 "Stay stage 2": "滞在段階2",
 "Stay stage 3": "滞在段階3",
 "Stay stage 4": "滞在段階4",
 "StayPenaltyTerm": "StayPenaltyTerm",
 "Stealth keeps you unseen and untargetable at any range. It ends the instant you deal damage.": "隠密はどの距離でも発見されず標的にされない状態を保ちます。ダメージを与えた瞬間に終了します。",
 "Stealth to reset, not to farm.": "隠密はリセット用であり、稼ぎ用ではない。",
 "Steam build id": "SteamビルドID",
 "Sticky bar": "スティッキーバー",
 "Still plainly...": "Still plainly...",
 "Still to earn": "残り獲得分",
 "Stock caster": "標準キャスター",
 "Stock caster (default)": "標準の使用者（デフォルト）",
 "Stock caster level": "標準の使用者レベル",
 "Stock level": "標準レベル",
 "Stock offered at": "在庫の提供元：",
 "Stone Decoration": "石の装飾",
 "Stone Decoration - Dungeon Settlers Wiki": "石の装飾 - Dungeon Settlers Wiki",
 "Stone Dining Chair": "石製ダイニングチェア",
 "Stone Housing Complete": "石造住宅 完了",
 "Stone Housing not completed": "石造り住居が未完了",
 "Stone Raise 1": "ストーンレイズ 1",
 "Stone Raise 2": "ストーンレイズ 2",
 "Stone Raise 3": "ストーンレイズ 3",
 "Storable: Specified Items": "保存可能: 指定アイテム",
 "Storage (10)": "収納 (10)",
 "Storage (13)": "Storage (13)",
 "Storage buildings are used to ...": "保管施設は…に使われる",
 "Storage buildings are used to stor...": "保管施設は…を保管するために使われ",
 "Storage capacity": "収納容量",
 "Storage_": "Storage_",
 "Storm and Shockwave procs do not charge the counter either. Their publisher is an inscription rather than a skill, so they fail the basic-attack gate.": "StormとShockwaveの発動もカウンターを充填しない。それらを発生させるのはスキルではなく刻印であるため、通常攻撃の条件を満たさない。",
 "Storm gains nothing. Its proc scales off physical attack power on a fresh execution, which never sees Sinking's bonus.": "Stormには何の恩恵もない。その発動は新規の実行で物理攻撃力を基準にスケーリングされ、Sinkingのボーナスを一切参照しない。",
 "Storm splash": "ストームスプラッシュ",
 "Story": "ストーリー",
 "Strange Niche Remnant": "奇妙なニッチ 残骸",
 "Strange Niche Remnant - Dungeon Settlers ウィキ": "Strange Niche Remnant - Dungeon Settlers ウィキ",
 "Strange smiles spread across their faces.": "彼らの顔に奇妙な笑みが広がります。",
 "Strange smiles spread across their faces. \"Very well. Then we shall make you @##$@.\" In an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members. Everything comes into sharper focus than before-but with that clarity, you also grasp truths you would rather never have known. When you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.": "彼らの顔に奇妙な笑みが広がります。「わかりました。では、あなたを@##$@にいたしましょう。」その瞬間、無数の声、イメージ、未知の知識の断片があなたと遠征隊員の心に流れ込みます。すべてが以前より鮮明になりますが、同時にあなたは決して知りたくなかった真実も把握します。正気に戻る頃には、その存在たちはすでに消えています。あなたは以前より世界を明確に認識していますが、同時に説明できない苦悩を感じています。",
 "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, s...": "呪われた子と呼ばれた{0}の周りには、説明しがたい奇妙な出来事がよく起こっていた。晴れた日でも...",
 "Strange things that were hard to explain often happened around {0}, who was called a cursed child. Even on clear days, shadows stretched long, and the wind would often turn cold the moment a stranger asked their name. But the curse that lasted longest was not some eerie power, but the memory of the people who feared them.": "呪われた子と呼ばれた{0}の周りには、説明しがたい奇妙な出来事がよく起こっていた。晴れた日でも影は長く伸び、見知らぬ者が名前を尋ねた瞬間に風は冷たくなった。しかし最も長く続いた呪いは、不気味な力ではなく、彼らを恐れた人々の記憶だった。",
 "StrategyRule_": "StrategyRule_",
 "Strategy_": "Strategy_",
 "Strength -> derived": "力 -> 派生",
 "Strength Boost: Positive GAMESYSTEM_Environment_{affecterName}": "力の上昇: プラス GAMESYSTEM_Environment_{affecterName}",
 "Strength Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "力の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}",
 "Strength, Constitution, Willpower, Intelligence, Agility, Perception": "力、耐久力、意志力、知力、敏捷、認知",
 "StrengthFortify": "StrengthFortify",
 "StrengthPerModifier_{0}": "StrengthPerModifier_{0}",
 "StrengthWeaken": "StrengthWeaken",
 "Strength_": "Strength_",
 "Stress at checkpoints": "チェックポイントでのストレス",
 "Stress at max -> Mental Break (Stress resets); max again during it -> instant death": "ストレスが最大 → 精神崩壊（ストレスがリセット）。その最中に再び最大 → 即死",
 "Stress is at 0 and mood keeps it there.": "ストレスは0で、気分がそれを維持します。",
 "Stress is at the maximum.": "ストレスが最大です。",
 "Stress never moves": "ストレスは動きません",
 "Stress over time projection": "時間経過によるストレス推移予測",
 "Stress reaches 0 in {#}": "{#}でストレスが0に到達",
 "Stress reset on mental breakdown": "精神崩壊時のストレスリセット",
 "Stress very high": "ストレスが非常に高い",
 "StressEffectApplyCondition": "StressEffectApplyCondition",
 "StressEffectCondition": "StressEffectCondition",
 "Stress_": "Stress_",
 "Stressed": "ストレス",
 "Stressed (40 to 80)": "ストレス（40〜80）",
 "Strike 1": "強打 1",
 "Strike 2": "強打 2",
 "StringValues": "StringValues",
 "Strongest attack per enemy": "敵ごとの最強攻撃",
 "Structure_": "Structure_",
 "Structures": "構造物",
 "Str×0.05": "Str×0.05",
 "Str×1": "Str×1",
 "Str×4": "Str×4",
 "Studies 1-2 are in Veil of Silence; 3-4 are in Festering Burrow.": "研究1〜2は沈黙のヴェール、3〜4はただれた巣穴で行います。",
 "StunImmune": "StunImmune",
 "Stuns for 1s once 2 stacks build up, then the stacks reset.": "2スタック蓄積するとスタンし、その後スタックがリセットされます。",
 "Sturdy Treasure Chest Remnant": "頑丈な宝箱の残骸",
 "Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "頑丈な宝箱の残骸 - Dungeon Settlers Wiki",
 "Sub": "サブ",
 "Sub SP": "サブSP",
 "Sub SP left": "残りサブSP",
 "Sub quests": "サブクエスト",
 "Sub skill trees": "サブスキルツリー",
 "Sub skill trees - Sub SP": "サブスキルツリー - サブSP",
 "Sub trees": "サブツリー",
 "Sub trees:": "サブツリー:",
 "Sub-faction": "サブ陣営",
 "Sub:": "サブ:",
 "SubBuilding": "SubBuilding",
 "SubBuilding (3)": "サブ建物 (3)",
 "SubFaction": "サブ陣営",
 "SubSkillPointIncrease": "SubSkillPointIncrease",
 "SubSkillTreeMinCount": "SubSkillTreeMinCount",
 "SubType": "SubType",
 "Such poor": "このような貧し……",
 "Such poor discipline? I'll be confiscating all of it.": "こんなに悪い規律ですか？すべて没収します。",
 "Suffix:": "接尾：",
 "Suggestion": "提案",
 "Summary Panels": "サマリーパネル",
 "Summary_Inventory": "Summary_Inventory",
 "Summary_Skill": "Summary_Skill",
 "Summary_Status": "Summary_Status",
 "Summary_WorkPlan": "Summary_WorkPlan",
 "Summon": "召喚",
 "Summon HP = your MAtk ×1 + base HP; summon MAtk = your MAtk ×0.5 + base MAtk (disassembly-verified). Summon abilities read your": "召喚HP = 自分の魔法攻撃力 ×1 + 基礎HP、召喚魔法攻撃力 = 自分の魔法攻撃力 ×0.5 + 基礎魔法攻撃力（逆アセンブルで確認済み）。召喚スキルは自分の",
 "Summon Ladybug": "てんとう虫召喚",
 "Summon Ladybug - Dungeon Settlers Wiki": "テントウムシ召喚 - Dungeon Settlers Wiki",
 "Summon Ladybug Count": "テントウムシ召喚数",
 "Summon Ladybug Count - Dungeon Settlers Wiki": "テントウムシ召喚数 - Dungeon Settlers Wiki",
 "Summon Ladybug Count icon": "テントウムシ召喚数 アイコン",
 "Summon Ladybug icon": "テントウムシ召喚アイコン",
 "Summon Magic Attack": "召喚魔法攻撃力",
 "Summon Max HP": "召喚物の最大HP",
 "Summon Max HP = (summoner's Magic Attack Power x 1.0) + the summon's base HP": "召喚物の最大HP =（召喚者の魔法攻撃力 x 1.0）+ 召喚物の基本HP",
 "Summon calculator": "召喚計算機",
 "Summon inherits the summoner's current HP/energy ratios": "召喚物は召喚者の現在のHP/エネルギー比を引き継ぐ",
 "Summon output, over the summon's lifetime (the cast itself deals no hit)": "召喚体の出力、召喚体の生存期間全体（詠唱自体はダメージを与えない）",
 "Summon scaling": "召喚のスケーリング",
 "Summon spam + Ebb and Flow + Extra Bubble": "召喚連発 + 潮の満ち引き + エクストラバブル",
 "Summon stats are derived from the summoner: HP = summoner Magic Attack ×1 + base HP; summon Magic Attack = summoner Magic Attack ×0.5 + base. The stat card above shows raw table base values.": "召喚ステータスは召喚者から算出されます：HP = 召喚者の魔法攻撃 ×1 + 基礎 HP、召喚の魔法攻撃 = 召喚者の魔法攻撃 ×0.5 + 基礎値。上のステータスカードはテーブルの生の基礎値を表示しています。",
 "Summon {0} 'Bubblings' at the designated location. Bubblings attack nearby enemies, and upon death they explode, dealing...": "{0}体の『Bubblings』を指定された場所に召喚する。Bubbligsは近くの敵を攻撃し、死亡時に爆発して...",
 "Summon's own Magic Attack Power = (summoner's Magic Attack Power x 0.5) + the summon's base Magic Attack Power": "召喚物自身の魔法攻撃力 =（召喚者の魔法攻撃力 x 0.5）+ 召喚物の基本魔法攻撃力",
 "Summonable units": "召喚可能なユニット",
 "Summoned Creatures": "召喚生物",
 "Summoned Creatures - Dungeon Settlers Wiki": "召喚生物 - Dungeon Settlers Wiki",
 "Summoned Creatures guide": "召喚クリーチャーガイド",
 "Summoned by": "召喚元：",
 "Summoned by:": "召喚元:",
 "Summoned or placed by": "により召喚または配置",
 "Summoned or placed by {#}.": "{#} により召喚または配置。",
 "Summoned unit": "召喚ユニット",
 "Summoned units": "召喚ユニット",
 "Summoner": "召喚師",
 "Summoner Magic Attack": "召喚者の魔法攻撃力",
 "Summoner mage": "召喚師メイジ",
 "Summons": "召喚",
 "Summons (Bubblings, Bubble Toad, Ladybug...) scale off the": "召喚獣(バブリング、バブルトード、テントウムシ...)は次に応じてスケールします",
 "Summons 1": "1体召喚",
 "Summons 1 'Bubblings' at the designated location. Bubblings attack nearby enemies and explode on death, dealing magic damage equal to 100% of": "指定された場所に「泡立つ」を1体召喚します。泡立つは近くの敵を攻撃し、死亡時に爆発して、100%に等しい魔法ダメージを与えます",
 "Summons 2": "2体召喚",
 "Summons 3 ladybug(s) at random empty locations within 3 tiles.": "3マス以内のランダムな空きマスにテントウムシを3体召喚します。",
 "Summons {#}": "{#} を召喚",
 "Summons {#}: HP = your {#} + {#} = {#}, {#} = half your {#} + {#} = {#}": "{#}を召喚：HP = あなたの{#} + {#} = {#}、{#} = あなたの{#}の半分 + {#} = {#}",
 "Summons {0} 'Bubbling(s)' at the designated location. Bubblings attack nearby enemies, and on death they explode, dealin...": "指定した位置に{0}体の「バブリング」を召喚します。バブリングは近くの敵を攻撃し、倒されると爆発して...",
 "Summons:": "召喚：",
 "Sunny Wet": "晴れて濡れた状態",
 "Sunny Wet - Dungeon Settlers Wiki": "晴れ・濡れ - Dungeon Settlers Wiki",
 "Sunny Wet icon": "晴れ・濡れ アイコン",
 "Supplies: only": "補給:のみ",
 "Support wagons": "補給馬車",
 "Supreme Mana Stones": "最上級マナ石",
 "Surely the Expedi...": "Surely the Expedi...",
 "Surely the Expedition": "きっと遠征",
 "SurpisedDuration": "SurpisedDuration",
 "Surround yourself with a cloak of flame, granting yourself a": "炎のマントで身を包み、自分に以下を付与する:",
 "Surround yourself with a cloak of flame, granting yourself a バリア equal to {1}% of 魔法攻撃力 for {0} seconds, dealing {2}% of 魔法攻撃力 as magic damage p": "炎のマントで自分を囲み、{0}秒間{1}%の魔法攻撃力に等しいバリアを自分に与え、{2}%の魔法攻撃力を魔法ダメージとして与える。",
 "Surrounding units": "周囲のユニット",
 "Surrounding vision range. Fog of War is updated based on this value. In the prototype, there is no 'final stat' for this value yet. Going forward, each unit will need to be given a final Vision stat. For example, how much of the map is revealed by vision could differ depending on whether a torch is used, etc.": "周囲の視界範囲。この値に基づいて戦場の霧が更新される。プロトタイプでは、この値の「最終ステータス」はまだない。今後、各ユニットに最終的な視界ステータスを与える必要がある。例えば、松明を使うかどうかによって視界で明らかになるマップの範囲が異なりうる、など。",
 "Survival": "サバイバル",
 "Sustained DPS": "持続DPS",
 "Swapping gear mid-fight has a cost since B.0.3.44": "B.0.3.44以降、戦闘中の装備交換にはコストがかかる",
 "Swarming Fleas GAMESYSTEM_Environment_{affecterName}": "群がるノミ GAMESYSTEM_Environment_{affecterName}",
 "SwarmingFleaEnv": "SwarmingFleaEnv",
 "Swing the greatsword vertically with force to deal physical damage equal to {0}% of physical attack power to units on th...": "大剣を縦に勢いよく振って、{0}%の物理攻撃力に等しい物理ダメージをユニットに与える...",
 "Swings the greatsword down hard vertically, dealing physical damage equal to {0}% of physical attack power to units on t...": "大剣を垂直に強く振り下ろし、対象がいるタイルと対象の直後ろのタイルにいるユニットに物理攻撃力の{0}%の物理ダメージを与え、{1}秒間[AFFECTER_Stun]を付与します。",
 "Swirling Tide (water boss)": "渦巻く潮流（水ボス）",
 "Sword Duelist": "剣デュエリスト",
 "Sword equipped": "剣装備",
 "Sword melee": "剣近接",
 "Sword tree (Chain Slash)": "剣ツリー（連続斬撃）",
 "Sword tree (Dual Request) or Shield tree (Guardian's Taunt)": "剣ツリー（デュアルリクエスト）または盾ツリー（守護者の挑発）",
 "Sword, Blunt (plus gated Dagger, Axe, Spear) - can use a shield": "剣、鈍器（加えて解放待ちの短剣、斧、槍）。盾を使用できる",
 "Symbiotic Insect": "共生昆虫",
 "Symbiotic Insect - Dungeon Settlers Wiki": "共生虫 - Dungeon Settlers Wiki",
 "Symbiotic Insect Effect": "共生昆虫の効果",
 "Symbiotic Insect Effect - Dungeon Settlers Wiki": "共生昆虫効果 - Dungeon Settlers Wiki",
 "Symbiotic Insect Effect icon": "共生昆虫効果 アイコン",
 "Symbiotic Insect icon": "共生虫アイコン",
 "Synergies": "シナジー",
 "Synergies - Dungeon Settlers Wiki": "シナジー - Dungeon Settlers Wiki",
 "System (9)": "システム (9)",
 "System base hit chance": "システムの基本命中率",
 "TALENT PER-MODIFIER RANGES": "才能 修正値ごとの範囲",
 "TALENT ROLL RANGES": "才能ロール範囲",
 "TEXTKEY_AFFECTER_AbundantRation_DESC": "TEXTKEY_AFFECTER_AbundantRation_DESC",
 "TEXTKEY_AFFECTER_AbundantRation_NAME": "TEXTKEY_AFFECTER_AbundantRation_NAME",
 "TEXTKEY_AFFECTER_Adventurous_DESC": "TEXTKEY_AFFECTER_Adventurous_DESC",
 "TEXTKEY_AFFECTER_AshOfSolace_FLAVOR": "TEXTKEY_AFFECTER_AshOfSolace_FLAVOR",
 "TEXTKEY_AFFECTER_BeastForest_DESC": "TEXTKEY_AFFECTER_BeastForest_DESC",
 "TEXTKEY_AFFECTER_Bleeding_DESC": "TEXTKEY_AFFECTER_Bleeding_DESC",
 "TEXTKEY_AFFECTER_BlessOfWorldTree_DESC": "TEXTKEY_AFFECTER_BlessOfWorldTree_DESC",
 "TEXTKEY_AFFECTER_BlessOfWorldTree_FLAVOR": "TEXTKEY_AFFECTER_BlessOfWorldTree_FLAVOR",
 "TEXTKEY_AFFECTER_BlessOfWorldTree_NAME": "TEXTKEY_AFFECTER_BlessOfWorldTree_NAME",
 "TEXTKEY_AFFECTER_BloomingNature_DESC": "TEXTKEY_AFFECTER_BloomingNature_DESC",
 "TEXTKEY_AFFECTER_BloomingNature_NAME": "TEXTKEY_AFFECTER_BloomingNature_NAME",
 "TEXTKEY_AFFECTER_BlueBlood_DESC": "TEXTKEY_AFFECTER_BlueBlood_DESC",
 "TEXTKEY_AFFECTER_BlueBlood_FLAVOR": "TEXTKEY_AFFECTER_BlueBlood_FLAVOR",
 "TEXTKEY_AFFECTER_BlueBlood_NAME": "TEXTKEY_AFFECTER_BlueBlood_NAME",
 "TEXTKEY_AFFECTER_BlueBlood_SUBNAME": "TEXTKEY_AFFECTER_BlueBlood_SUBNAME",
 "TEXTKEY_AFFECTER_BlueGoblin_DESC": "TEXTKEY_AFFECTER_BlueGoblin_DESC",
 "TEXTKEY_AFFECTER_BlueGoblin_FLAVOR": "TEXTKEY_AFFECTER_BlueGoblin_FLAVOR",
 "TEXTKEY_AFFECTER_BlueGoblin_NAME": "TEXTKEY_AFFECTER_BlueGoblin_NAME",
 "TEXTKEY_AFFECTER_BlueGoblin_SUBNAME": "TEXTKEY_AFFECTER_BlueGoblin_SUBNAME",
 "TEXTKEY_AFFECTER_BraceStance_DESC": "TEXTKEY_AFFECTER_BraceStance_DESC",
 "TEXTKEY_AFFECTER_BraceStance_FLAVOR": "TEXTKEY_AFFECTER_BraceStance_FLAVOR",
 "TEXTKEY_AFFECTER_BraceStance_NAME": "TEXTKEY_AFFECTER_BraceStance_NAME",
 "TEXTKEY_AFFECTER_BraceStance_SUBNAME": "TEXTKEY_AFFECTER_BraceStance_SUBNAME",
 "TEXTKEY_AFFECTER_Burning_DESC": "TEXTKEY_AFFECTER_Burning_DESC",
 "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_DESC": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_DESC",
 "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_FLAVOR": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_FLAVOR",
 "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_NAME": "TEXTKEY_AFFECTER_ChainKnightSentinelSoul_NAME",
 "TEXTKEY_AFFECTER_ChangeTwinThrust_DESC": "TEXTKEY_AFFECTER_ChangeTwinThrust_DESC",
 "TEXTKEY_AFFECTER_ChangeTwinThrust_FLAVOR": "TEXTKEY_AFFECTER_ChangeTwinThrust_FLAVOR",
 "TEXTKEY_AFFECTER_ChangeTwinThrust_NAME": "TEXTKEY_AFFECTER_ChangeTwinThrust_NAME",
 "TEXTKEY_AFFECTER_ChangeTwinThrust_SUBNAME": "TEXTKEY_AFFECTER_ChangeTwinThrust_SUBNAME",
 "TEXTKEY_AFFECTER_Congestion_DESC": "TEXTKEY_AFFECTER_Congestion_DESC",
 "TEXTKEY_AFFECTER_Congestion_FLAVOR": "TEXTKEY_AFFECTER_Congestion_FLAVOR",
 "TEXTKEY_AFFECTER_Congestion_NAME": "TEXTKEY_AFFECTER_Congestion_NAME",
 "TEXTKEY_AFFECTER_Congestion_SUBNAME": "TEXTKEY_AFFECTER_Congestion_SUBNAME",
 "TEXTKEY_AFFECTER_CurseOfDead_DESC": "TEXTKEY_AFFECTER_CurseOfDead_DESC",
 "TEXTKEY_AFFECTER_CurseOfDead_NAME": "TEXTKEY_AFFECTER_CurseOfDead_NAME",
 "TEXTKEY_AFFECTER_DiffusiveFlame_DESC": "TEXTKEY_AFFECTER_DiffusiveFlame_DESC",
 "TEXTKEY_AFFECTER_DiffusiveFlame_NAME": "TEXTKEY_AFFECTER_DiffusiveFlame_NAME",
 "TEXTKEY_AFFECTER_DullTongue_DESC": "TEXTKEY_AFFECTER_DullTongue_DESC",
 "TEXTKEY_AFFECTER_DullTongue_FLAVOR": "TEXTKEY_AFFECTER_DullTongue_FLAVOR",
 "TEXTKEY_AFFECTER_ElasticityInscription_DESC": "TEXTKEY_AFFECTER_ElasticityInscription_DESC",
 "TEXTKEY_AFFECTER_ElderGlothSoul_DESC": "TEXTKEY_AFFECTER_ElderGlothSoul_DESC",
 "TEXTKEY_AFFECTER_ElderGlothSoul_FLAVOR": "TEXTKEY_AFFECTER_ElderGlothSoul_FLAVOR",
 "TEXTKEY_AFFECTER_ElderGlothSoul_NAME": "TEXTKEY_AFFECTER_ElderGlothSoul_NAME",
 "TEXTKEY_AFFECTER_Elf_FLAVOR": "TEXTKEY_AFFECTER_Elf_FLAVOR",
 "TEXTKEY_AFFECTER_EnergyBoost_DESC": "TEXTKEY_AFFECTER_EnergyBoost_DESC",
 "TEXTKEY_AFFECTER_EnergyBoost_NAME": "TEXTKEY_AFFECTER_EnergyBoost_NAME",
 "TEXTKEY_AFFECTER_EnvelopingTide_DESC": "TEXTKEY_AFFECTER_EnvelopingTide_DESC",
 "TEXTKEY_AFFECTER_EnvelopingTide_NAME": "TEXTKEY_AFFECTER_EnvelopingTide_NAME",
 "TEXTKEY_AFFECTER_EyeBallSoul_DESC": "TEXTKEY_AFFECTER_EyeBallSoul_DESC",
 "TEXTKEY_AFFECTER_EyeBallSoul_FLAVOR": "TEXTKEY_AFFECTER_EyeBallSoul_FLAVOR",
 "TEXTKEY_AFFECTER_EyeBallSoul_NAME": "TEXTKEY_AFFECTER_EyeBallSoul_NAME",
 "TEXTKEY_AFFECTER_ForestTeaching_DESC": "TEXTKEY_AFFECTER_ForestTeaching_DESC",
 "TEXTKEY_AFFECTER_ForgottenIdol_DESC": "TEXTKEY_AFFECTER_ForgottenIdol_DESC",
 "TEXTKEY_AFFECTER_FrenziedBall_DESC": "TEXTKEY_AFFECTER_FrenziedBall_DESC",
 "TEXTKEY_AFFECTER_FrenziedBall_NAME": "TEXTKEY_AFFECTER_FrenziedBall_NAME",
 "TEXTKEY_AFFECTER_FullMoonWolf_DESC": "TEXTKEY_AFFECTER_FullMoonWolf_DESC",
 "TEXTKEY_AFFECTER_FullMoonWolf_NAME": "TEXTKEY_AFFECTER_FullMoonWolf_NAME",
 "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_DESC": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_DESC",
 "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_FLAVOR": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_FLAVOR",
 "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_NAME": "TEXTKEY_AFFECTER_GoblinChiefShamanSoul_NAME",
 "TEXTKEY_AFFECTER_GoblinChiefShaman_DESC": "TEXTKEY_AFFECTER_GoblinChiefShaman_DESC",
 "TEXTKEY_AFFECTER_GoblinChiefShaman_FLAVOR": "TEXTKEY_AFFECTER_GoblinChiefShaman_FLAVOR",
 "TEXTKEY_AFFECTER_GoblinChiefShaman_NAME": "TEXTKEY_AFFECTER_GoblinChiefShaman_NAME",
 "TEXTKEY_AFFECTER_GoblinChiefShaman_SUBNAME": "TEXTKEY_AFFECTER_GoblinChiefShaman_SUBNAME",
 "TEXTKEY_AFFECTER_GoblinHuntingMethod_DESC": "TEXTKEY_AFFECTER_GoblinHuntingMethod_DESC",
 "TEXTKEY_AFFECTER_GoblinHuntingMethod_NAME": "TEXTKEY_AFFECTER_GoblinHuntingMethod_NAME",
 "TEXTKEY_AFFECTER_GraveDisgraced_DESC": "TEXTKEY_AFFECTER_GraveDisgraced_DESC",
 "TEXTKEY_AFFECTER_GraveDisgraced_FLAVOR": "TEXTKEY_AFFECTER_GraveDisgraced_FLAVOR",
 "TEXTKEY_AFFECTER_GraveDisgraced_NAME": "TEXTKEY_AFFECTER_GraveDisgraced_NAME",
 "TEXTKEY_AFFECTER_GraveDisgraced_SUBNAME": "TEXTKEY_AFFECTER_GraveDisgraced_SUBNAME",
 "TEXTKEY_AFFECTER_GreatestWarrior_DESC": "TEXTKEY_AFFECTER_GreatestWarrior_DESC",
 "TEXTKEY_AFFECTER_GreatestWarrior_FLAVOR": "TEXTKEY_AFFECTER_GreatestWarrior_FLAVOR",
 "TEXTKEY_AFFECTER_GreatestWarrior_NAME": "TEXTKEY_AFFECTER_GreatestWarrior_NAME",
 "TEXTKEY_AFFECTER_HealthBoost_DESC": "TEXTKEY_AFFECTER_HealthBoost_DESC",
 "TEXTKEY_AFFECTER_HealthBoost_NAME": "TEXTKEY_AFFECTER_HealthBoost_NAME",
 "TEXTKEY_AFFECTER_HoldingFuneral_DESC": "TEXTKEY_AFFECTER_HoldingFuneral_DESC",
 "TEXTKEY_AFFECTER_HoldingFuneral_FLAVOR": "TEXTKEY_AFFECTER_HoldingFuneral_FLAVOR",
 "TEXTKEY_AFFECTER_HoldingFuneral_NAME": "TEXTKEY_AFFECTER_HoldingFuneral_NAME",
 "TEXTKEY_AFFECTER_HoldingFuneral_SUBNAME": "TEXTKEY_AFFECTER_HoldingFuneral_SUBNAME",
 "TEXTKEY_AFFECTER_Hyperopia_DESC": "TEXTKEY_AFFECTER_Hyperopia_DESC",
 "TEXTKEY_AFFECTER_Hyperopia_FLAVOR": "TEXTKEY_AFFECTER_Hyperopia_FLAVOR",
 "TEXTKEY_AFFECTER_Hyperopia_NAME": "TEXTKEY_AFFECTER_Hyperopia_NAME",
 "TEXTKEY_AFFECTER_Hyperopia_SUBNAME": "TEXTKEY_AFFECTER_Hyperopia_SUBNAME",
 "TEXTKEY_AFFECTER_Impatient _DESC": "TEXTKEY_AFFECTER_Impatient _DESC",
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 "TEXTKEY_GAMEGUIDE_Tooltip_DESC": "TEXTKEY_GAMEGUIDE_Tooltip_DESC",
 "TEXTKEY_GAMEGUIDE_Trait_DESC": "TEXTKEY_GAMEGUIDE_Trait_DESC",
 "TEXTKEY_GAMEGUIDE_UnitMove_DESC": "TEXTKEY_GAMEGUIDE_UnitMove_DESC",
 "TEXTKEY_GAMEGUIDE_WipNotice_DESC": "TEXTKEY_GAMEGUIDE_WipNotice_DESC",
 "TEXTKEY_GameOptionUI_DESC": "TEXTKEY_GameOptionUI_DESC",
 "TEXTKEY_GameOption_UIScaleOverRecommendedWarning": "TEXTKEY_GameOption_UIScaleOverRecommendedWarning",
 "TEXTKEY_ITEM_AcidSlogelSoulStone_FLAVOR": "TEXTKEY_ITEM_AcidSlogelSoulStone_FLAVOR",
 "TEXTKEY_ITEM_AntlerTonic_DESC": "TEXTKEY_ITEM_AntlerTonic_DESC",
 "TEXTKEY_ITEM_BloodSlimeSoulStone_DESC": "TEXTKEY_ITEM_BloodSlimeSoulStone_DESC",
 "TEXTKEY_ITEM_BloodWoodSpear_DESC": "TEXTKEY_ITEM_BloodWoodSpear_DESC",
 "TEXTKEY_ITEM_BloodstoneRing_DESC": "TEXTKEY_ITEM_BloodstoneRing_DESC",
 "TEXTKEY_ITEM_BloodstoneRing_FLAVOR": "TEXTKEY_ITEM_BloodstoneRing_FLAVOR",
 "TEXTKEY_ITEM_BloodstoneRing_NAME": "TEXTKEY_ITEM_BloodstoneRing_NAME",
 "TEXTKEY_ITEM_BloodstoneRing_SUBNAME": "TEXTKEY_ITEM_BloodstoneRing_SUBNAME",
 "TEXTKEY_ITEM_BlueCrystalNecklace_DESC": "TEXTKEY_ITEM_BlueCrystalNecklace_DESC",
 "TEXTKEY_ITEM_BlueCrystalRing_DESC": "TEXTKEY_ITEM_BlueCrystalRing_DESC",
 "TEXTKEY_ITEM_BlueDrunkardMushroom_FLAVOR": "TEXTKEY_ITEM_BlueDrunkardMushroom_FLAVOR",
 "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_DESC": "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_DESC",
 "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_FLAVOR": "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_FLAVOR",
 "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_NAME": "TEXTKEY_ITEM_ChainKnightSentinelSoulStone_NAME",
 "TEXTKEY_ITEM_DeputyCaptainsInsignia_DESC": "TEXTKEY_ITEM_DeputyCaptainsInsignia_DESC",
 "TEXTKEY_ITEM_DeputyCaptainsInsignia_FLAVOR": "TEXTKEY_ITEM_DeputyCaptainsInsignia_FLAVOR",
 "TEXTKEY_ITEM_DeputyCaptainsInsignia_NAME": "TEXTKEY_ITEM_DeputyCaptainsInsignia_NAME",
 "TEXTKEY_ITEM_DeputyCaptainsInsignia_SUBNAME": "TEXTKEY_ITEM_DeputyCaptainsInsignia_SUBNAME",
 "TEXTKEY_ITEM_DisgustingMonsterMeat_DESC": "TEXTKEY_ITEM_DisgustingMonsterMeat_DESC",
 "TEXTKEY_ITEM_ElderGlothSoulStone_DESC": "TEXTKEY_ITEM_ElderGlothSoulStone_DESC",
 "TEXTKEY_ITEM_ElderGlothSoulStone_FLAVOR": "TEXTKEY_ITEM_ElderGlothSoulStone_FLAVOR",
 "TEXTKEY_ITEM_ElderGlothSoulStone_NAME": "TEXTKEY_ITEM_ElderGlothSoulStone_NAME",
 "TEXTKEY_ITEM_EyeBallSoulStone_DESC": "TEXTKEY_ITEM_EyeBallSoulStone_DESC",
 "TEXTKEY_ITEM_EyeBallSoulStone_FLAVOR": "TEXTKEY_ITEM_EyeBallSoulStone_FLAVOR",
 "TEXTKEY_ITEM_EyeBallSoulStone_NAME": "TEXTKEY_ITEM_EyeBallSoulStone_NAME",
 "TEXTKEY_ITEM_FrostyHandshake_FLAVOR": "TEXTKEY_ITEM_FrostyHandshake_FLAVOR",
 "TEXTKEY_ITEM_GarnetNecklace_DESC": "TEXTKEY_ITEM_GarnetNecklace_DESC",
 "TEXTKEY_ITEM_GarnetRing_DESC": "TEXTKEY_ITEM_GarnetRing_DESC",
 "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_DESC": "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_DESC",
 "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_FLAVOR": "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_FLAVOR",
 "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_NAME": "TEXTKEY_ITEM_GoblinChiefShamanSoulStone_NAME",
 "TEXTKEY_ITEM_GreenCrystalNecklace_DESC": "TEXTKEY_ITEM_GreenCrystalNecklace_DESC",
 "TEXTKEY_ITEM_GreenCrystalRing_DESC": "TEXTKEY_ITEM_GreenCrystalRing_DESC",
 "TEXTKEY_ITEM_Hardtack_DESC": "TEXTKEY_ITEM_Hardtack_DESC",
 "TEXTKEY_ITEM_HideHelmet_FLAVOR": "TEXTKEY_ITEM_HideHelmet_FLAVOR",
 "TEXTKEY_ITEM_IronOre_FLAVOR": "TEXTKEY_ITEM_IronOre_FLAVOR",
 "TEXTKEY_ITEM_LowGradeNatureElementalStone_DESC": "TEXTKEY_ITEM_LowGradeNatureElementalStone_DESC",
 "TEXTKEY_ITEM_LumaFruit_FLAVOR": "TEXTKEY_ITEM_LumaFruit_FLAVOR",
 "TEXTKEY_ITEM_LumaLog_FLAVOR": "TEXTKEY_ITEM_LumaLog_FLAVOR",
 "TEXTKEY_ITEM_MonsterRatSoulStone_DESC": "TEXTKEY_ITEM_MonsterRatSoulStone_DESC",
 "TEXTKEY_ITEM_NatureBloodWoodStaff_DESC": "TEXTKEY_ITEM_NatureBloodWoodStaff_DESC",
 "TEXTKEY_ITEM_OpalNecklace_DESC": "TEXTKEY_ITEM_OpalNecklace_DESC",
 "TEXTKEY_ITEM_OpalRing_DESC": "TEXTKEY_ITEM_OpalRing_DESC",
 "TEXTKEY_ITEM_PeridotNecklace_DESC": "TEXTKEY_ITEM_PeridotNecklace_DESC",
 "TEXTKEY_ITEM_PeridotRing_DESC": "TEXTKEY_ITEM_PeridotRing_DESC",
 "TEXTKEY_ITEM_RedCrystalNecklace_DESC": "TEXTKEY_ITEM_RedCrystalNecklace_DESC",
 "TEXTKEY_ITEM_RedCrystalRing_DESC": "TEXTKEY_ITEM_RedCrystalRing_DESC",
 "TEXTKEY_ITEM_RedMonsterRatSoulStone_DESC": "TEXTKEY_ITEM_RedMonsterRatSoulStone_DESC",
 "TEXTKEY_ITEM_RedMosterRatBlood_DESC": "TEXTKEY_ITEM_RedMosterRatBlood_DESC",
 "TEXTKEY_ITEM_ShellPotion_DESC": "TEXTKEY_ITEM_ShellPotion_DESC",
 "TEXTKEY_ITEM_ShellPotion_FLAVOR": "TEXTKEY_ITEM_ShellPotion_FLAVOR",
 "TEXTKEY_ITEM_SilverNecklace_DESC": "TEXTKEY_ITEM_SilverNecklace_DESC",
 "TEXTKEY_ITEM_SilverOre_FLAVOR": "TEXTKEY_ITEM_SilverOre_FLAVOR",
 "TEXTKEY_ITEM_SilverRing_DESC": "TEXTKEY_ITEM_SilverRing_DESC",
 "TEXTKEY_ITEM_StickyBedstraw_DESC": "TEXTKEY_ITEM_StickyBedstraw_DESC",
 "TEXTKEY_ITEM_StickyBedstraw_FLAVOR": "TEXTKEY_ITEM_StickyBedstraw_FLAVOR",
 "TEXTKEY_ITEM_StickyBedstraw_NAME": "TEXTKEY_ITEM_StickyBedstraw_NAME",
 "TEXTKEY_ITEM_StickyBedstraw_SUBNAME": "TEXTKEY_ITEM_StickyBedstraw_SUBNAME",
 "TEXTKEY_ITEM_WoodGreatSword_FLAVOR": "TEXTKEY_ITEM_WoodGreatSword_FLAVOR",
 "TEXTKEY_InteractionInvalid_DropFail": "TEXTKEY_InteractionInvalid_DropFail",
 "TEXTKEY_InteractionInvalid_IndoorDisabled": "TEXTKEY_InteractionInvalid_IndoorDisabled",
 "TEXTKEY_InteractionInvalid_WorkUnavailable": "TEXTKEY_InteractionInvalid_WorkUnavailable",
 "TEXTKEY_InteractionOption_Demolition_NoTarget": "TEXTKEY_InteractionOption_Demolition_NoTarget",
 "TEXTKEY_InteractionOption_ForceAttack": "TEXTKEY_InteractionOption_ForceAttack",
 "TEXTKEY_InteractionOption_Heal": "TEXTKEY_InteractionOption_Heal",
 "TEXTKEY_LOCKEDBUILDING_ItemReason": "TEXTKEY_LOCKEDBUILDING_ItemReason",
 "TEXTKEY_Language_PortugueseBrazil": "TEXTKEY_Language_PortugueseBrazil",
 "TEXTKEY_NarrativeIntroNotice_1": "TEXTKEY_NarrativeIntroNotice_1",
 "TEXTKEY_NarrativeIntroNotice_2": "TEXTKEY_NarrativeIntroNotice_2",
 "TEXTKEY_NodeE000_DESC": "TEXTKEY_NodeE000_DESC",
 "TEXTKEY_NodeF1200_DESC": "TEXTKEY_NodeF1200_DESC",
 "TEXTKEY_NodeF1300_DESC": "TEXTKEY_NodeF1300_DESC",
 "TEXTKEY_NodeF1400_DESC": "TEXTKEY_NodeF1400_DESC",
 "TEXTKEY_NodeF1410_DESC": "TEXTKEY_NodeF1410_DESC",
 "TEXTKEY_NodeF1411_DESC": "TEXTKEY_NodeF1411_DESC",
 "TEXTKEY_NodeF1500_DESC": "TEXTKEY_NodeF1500_DESC",
 "TEXTKEY_NodeF1510_DESC": "TEXTKEY_NodeF1510_DESC",
 "TEXTKEY_NodeF1511_DESC": "TEXTKEY_NodeF1511_DESC",
 "TEXTKEY_NodeF2700_DESC": "TEXTKEY_NodeF2700_DESC",
 "TEXTKEY_NodeF2710_DESC": "TEXTKEY_NodeF2710_DESC",
 "TEXTKEY_NodeF2711_DESC": "TEXTKEY_NodeF2711_DESC",
 "TEXTKEY_NodeF2800_DESC": "TEXTKEY_NodeF2800_DESC",
 "TEXTKEY_NodeF2810_DESC": "TEXTKEY_NodeF2810_DESC",
 "TEXTKEY_NodeF2811_DESC": "TEXTKEY_NodeF2811_DESC",
 "TEXTKEY_NodeF2900_DESC": "TEXTKEY_NodeF2900_DESC",
 "TEXTKEY_NodeF2910_DESC": "TEXTKEY_NodeF2910_DESC",
 "TEXTKEY_NodeF2911_DESC": "TEXTKEY_NodeF2911_DESC",
 "TEXTKEY_NodeF3000_DESC": "TEXTKEY_NodeF3000_DESC",
 "TEXTKEY_NodeF300_DESC": "TEXTKEY_NodeF300_DESC",
 "TEXTKEY_NodeF3010_DESC": "TEXTKEY_NodeF3010_DESC",
 "TEXTKEY_NodeF3011_DESC": "TEXTKEY_NodeF3011_DESC",
 "TEXTKEY_NodeF3100_DESC": "TEXTKEY_NodeF3100_DESC",
 "TEXTKEY_NodeF3200_DESC": "TEXTKEY_NodeF3200_DESC",
 "TEXTKEY_NodeF3300_DESC": "TEXTKEY_NodeF3300_DESC",
 "TEXTKEY_NodeF3400_DESC": "TEXTKEY_NodeF3400_DESC",
 "TEXTKEY_NodeF3410_DESC": "TEXTKEY_NodeF3410_DESC",
 "TEXTKEY_NodeF3411_DESC": "TEXTKEY_NodeF3411_DESC",
 "TEXTKEY_NodeF3412_DESC": "TEXTKEY_NodeF3412_DESC",
 "TEXTKEY_NodeF3500_DESC": "TEXTKEY_NodeF3500_DESC",
 "TEXTKEY_NodeF3600_DESC": "TEXTKEY_NodeF3600_DESC",
 "TEXTKEY_NodeF3700_DESC": "TEXTKEY_NodeF3700_DESC",
 "TEXTKEY_NodeF3800_DESC": "TEXTKEY_NodeF3800_DESC",
 "TEXTKEY_NodeF3900_DESC": "TEXTKEY_NodeF3900_DESC",
 "TEXTKEY_NodeF3910_DESC": "TEXTKEY_NodeF3910_DESC",
 "TEXTKEY_NodeF3911_DESC": "TEXTKEY_NodeF3911_DESC",
 "TEXTKEY_NodeF3912_DESC": "TEXTKEY_NodeF3912_DESC",
 "TEXTKEY_NodeF4000_DESC": "TEXTKEY_NodeF4000_DESC",
 "TEXTKEY_NodeF4100_DESC": "TEXTKEY_NodeF4100_DESC",
 "TEXTKEY_NodeF4500_DESC": "TEXTKEY_NodeF4500_DESC",
 "TEXTKEY_NodeF4510_DESC": "TEXTKEY_NodeF4510_DESC",
 "TEXTKEY_NodeF4511_DESC": "TEXTKEY_NodeF4511_DESC",
 "TEXTKEY_NodeF4600_DESC": "TEXTKEY_NodeF4600_DESC",
 "TEXTKEY_NodeF4610_DESC": "TEXTKEY_NodeF4610_DESC",
 "TEXTKEY_NodeF4620_DESC": "TEXTKEY_NodeF4620_DESC",
 "TEXTKEY_NodeF4630_DESC": "TEXTKEY_NodeF4630_DESC",
 "TEXTKEY_NodeF4640_DESC": "TEXTKEY_NodeF4640_DESC",
 "TEXTKEY_NodeF4650_DESC": "TEXTKEY_NodeF4650_DESC",
 "TEXTKEY_NodeF4660_DESC": "TEXTKEY_NodeF4660_DESC",
 "TEXTKEY_NodeF4670_DESC": "TEXTKEY_NodeF4670_DESC",
 "TEXTKEY_NodeF4700_DESC": "TEXTKEY_NodeF4700_DESC",
 "TEXTKEY_NodeF4800_DESC": "TEXTKEY_NodeF4800_DESC",
 "TEXTKEY_NodeF4900_DESC": "TEXTKEY_NodeF4900_DESC",
 "TEXTKEY_NodeF4911_DESC": "TEXTKEY_NodeF4911_DESC",
 "TEXTKEY_NodeF800_DESC": "TEXTKEY_NodeF800_DESC",
 "TEXTKEY_NodeN000_DESC": "TEXTKEY_NodeN000_DESC",
 "TEXTKEY_NodeN1000_DESC": "TEXTKEY_NodeN1000_DESC",
 "TEXTKEY_NodeN1100_DESC": "TEXTKEY_NodeN1100_DESC",
 "TEXTKEY_NodeN1200_DESC": "TEXTKEY_NodeN1200_DESC",
 "TEXTKEY_NodeN1210_DESC": "TEXTKEY_NodeN1210_DESC",
 "TEXTKEY_NodeN1300_DESC": "TEXTKEY_NodeN1300_DESC",
 "TEXTKEY_NodeN1400_DESC": "TEXTKEY_NodeN1400_DESC",
 "TEXTKEY_NodeN1411_DESC": "TEXTKEY_NodeN1411_DESC",
 "TEXTKEY_NodeN1420_DESC": "TEXTKEY_NodeN1420_DESC",
 "TEXTKEY_NodeN1600_DESC": "TEXTKEY_NodeN1600_DESC",
 "TEXTKEY_NodeN1610_DESC": "TEXTKEY_NodeN1610_DESC",
 "TEXTKEY_NodeN1900_DESC": "TEXTKEY_NodeN1900_DESC",
 "TEXTKEY_NodeN200_DESC": "TEXTKEY_NodeN200_DESC",
 "TEXTKEY_NodeN2100_DESC": "TEXTKEY_NodeN2100_DESC",
 "TEXTKEY_NodeN210_DESC": "TEXTKEY_NodeN210_DESC",
 "TEXTKEY_NodeN2200_DESC": "TEXTKEY_NodeN2200_DESC",
 "TEXTKEY_NodeN2400_DESC": "TEXTKEY_NodeN2400_DESC",
 "TEXTKEY_NodeN2500_DESC": "TEXTKEY_NodeN2500_DESC",
 "TEXTKEY_NodeN2600_DESC": "TEXTKEY_NodeN2600_DESC",
 "TEXTKEY_NodeN2700_DESC": "TEXTKEY_NodeN2700_DESC",
 "TEXTKEY_NodeN2710_DESC": "TEXTKEY_NodeN2710_DESC",
 "TEXTKEY_NodeN2720_DESC": "TEXTKEY_NodeN2720_DESC",
 "TEXTKEY_NodeN2800_DESC": "TEXTKEY_NodeN2800_DESC",
 "TEXTKEY_NodeN300_DESC": "TEXTKEY_NodeN300_DESC",
 "TEXTKEY_NodeN310_DESC": "TEXTKEY_NodeN310_DESC",
 "TEXTKEY_NodeN400_DESC": "TEXTKEY_NodeN400_DESC",
 "TEXTKEY_NodeN410_DESC": "TEXTKEY_NodeN410_DESC",
 "TEXTKEY_NodeN500_DESC": "TEXTKEY_NodeN500_DESC",
 "TEXTKEY_NodeN510_DESC": "TEXTKEY_NodeN510_DESC",
 "TEXTKEY_NodeN600_DESC": "TEXTKEY_NodeN600_DESC",
 "TEXTKEY_NodeN700_DESC": "TEXTKEY_NodeN700_DESC",
 "TEXTKEY_NodeN800_DESC": "TEXTKEY_NodeN800_DESC",
 "TEXTKEY_NodeN900_DESC": "TEXTKEY_NodeN900_DESC",
 "TEXTKEY_NodeR010_DESC": "TEXTKEY_NodeR010_DESC",
 "TEXTKEY_NodeR020_DESC": "TEXTKEY_NodeR020_DESC",
 "TEXTKEY_NodeR1000_DESC": "TEXTKEY_NodeR1000_DESC",
 "TEXTKEY_NodeR1010_DESC": "TEXTKEY_NodeR1010_DESC",
 "TEXTKEY_NodeR1011_DESC": "TEXTKEY_NodeR1011_DESC",
 "TEXTKEY_NodeR1100_DESC": "TEXTKEY_NodeR1100_DESC",
 "TEXTKEY_NodeR1200_DESC": "TEXTKEY_NodeR1200_DESC",
 "TEXTKEY_NodeR1210_DESC": "TEXTKEY_NodeR1210_DESC",
 "TEXTKEY_NodeR1211_DESC": "TEXTKEY_NodeR1211_DESC",
 "TEXTKEY_NodeR1212_DESC": "TEXTKEY_NodeR1212_DESC",
 "TEXTKEY_NodeR1300_DESC": "TEXTKEY_NodeR1300_DESC",
 "TEXTKEY_NodeR1320_DESC": "TEXTKEY_NodeR1320_DESC",
 "TEXTKEY_NodeR1321_DESC": "TEXTKEY_NodeR1321_DESC",
 "TEXTKEY_NodeR1322_DESC": "TEXTKEY_NodeR1322_DESC",
 "TEXTKEY_NodeR1400_DESC": "TEXTKEY_NodeR1400_DESC",
 "TEXTKEY_NodeR1420_DESC": "TEXTKEY_NodeR1420_DESC",
 "TEXTKEY_NodeR1421_DESC": "TEXTKEY_NodeR1421_DESC",
 "TEXTKEY_NodeR1422_DESC": "TEXTKEY_NodeR1422_DESC",
 "TEXTKEY_NodeR1423_DESC": "TEXTKEY_NodeR1423_DESC",
 "TEXTKEY_NodeR1430_DESC": "TEXTKEY_NodeR1430_DESC",
 "TEXTKEY_NodeR1500_DESC": "TEXTKEY_NodeR1500_DESC",
 "TEXTKEY_NodeR1520_DESC": "TEXTKEY_NodeR1520_DESC",
 "TEXTKEY_NodeR1521_DESC": "TEXTKEY_NodeR1521_DESC",
 "TEXTKEY_NodeR1522_DESC": "TEXTKEY_NodeR1522_DESC",
 "TEXTKEY_NodeR1523_DESC": "TEXTKEY_NodeR1523_DESC",
 "TEXTKEY_NodeR1600_DESC": "TEXTKEY_NodeR1600_DESC",
 "TEXTKEY_NodeR1610_DESC": "TEXTKEY_NodeR1610_DESC",
 "TEXTKEY_NodeR1611_DESC": "TEXTKEY_NodeR1611_DESC",
 "TEXTKEY_NodeR1612_DESC": "TEXTKEY_NodeR1612_DESC",
 "TEXTKEY_NodeR1700_DESC": "TEXTKEY_NodeR1700_DESC",
 "TEXTKEY_NodeR1710_DESC": "TEXTKEY_NodeR1710_DESC",
 "TEXTKEY_NodeR1711_DESC": "TEXTKEY_NodeR1711_DESC",
 "TEXTKEY_NodeR1800_DESC": "TEXTKEY_NodeR1800_DESC",
 "TEXTKEY_NodeR1810_DESC": "TEXTKEY_NodeR1810_DESC",
 "TEXTKEY_NodeR1811_DESC": "TEXTKEY_NodeR1811_DESC",
 "TEXTKEY_NodeR1900_DESC": "TEXTKEY_NodeR1900_DESC",
 "TEXTKEY_NodeR1920_DESC": "TEXTKEY_NodeR1920_DESC",
 "TEXTKEY_NodeR1921_DESC": "TEXTKEY_NodeR1921_DESC",
 "TEXTKEY_NodeR1930_DESC": "TEXTKEY_NodeR1930_DESC",
 "TEXTKEY_NodeR410_DESC": "TEXTKEY_NodeR410_DESC",
 "TEXTKEY_NodeR500_DESC": "TEXTKEY_NodeR500_DESC",
 "TEXTKEY_NodeR510_DESC": "TEXTKEY_NodeR510_DESC",
 "TEXTKEY_NodeR511_DESC": "TEXTKEY_NodeR511_DESC",
 "TEXTKEY_NodeR600_DESC": "TEXTKEY_NodeR600_DESC",
 "TEXTKEY_NodeR610_DESC": "TEXTKEY_NodeR610_DESC",
 "TEXTKEY_NodeR611_DESC": "TEXTKEY_NodeR611_DESC",
 "TEXTKEY_NodeR700_DESC": "TEXTKEY_NodeR700_DESC",
 "TEXTKEY_NodeR710_DESC": "TEXTKEY_NodeR710_DESC",
 "TEXTKEY_NodeR711_DESC": "TEXTKEY_NodeR711_DESC",
 "TEXTKEY_NodeR712_DESC": "TEXTKEY_NodeR712_DESC",
 "TEXTKEY_NodeR800_DESC": "TEXTKEY_NodeR800_DESC",
 "TEXTKEY_NodeR820_DESC": "TEXTKEY_NodeR820_DESC",
 "TEXTKEY_NodeR821_DESC": "TEXTKEY_NodeR821_DESC",
 "TEXTKEY_NodeR822_DESC": "TEXTKEY_NodeR822_DESC",
 "TEXTKEY_NodeR900_DESC": "TEXTKEY_NodeR900_DESC",
 "TEXTKEY_NodeR910_DESC": "TEXTKEY_NodeR910_DESC",
 "TEXTKEY_NodeR911_DESC": "TEXTKEY_NodeR911_DESC",
 "TEXTKEY_NodeT1100_DESC": "TEXTKEY_NodeT1100_DESC",
 "TEXTKEY_NodeT910_DESC": "TEXTKEY_NodeT910_DESC",
 "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0": "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0",
 "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0, TEXTKEY_PLAYERNAME_Human_Female_67, TEXTKEY_PLAYERNAME_Elf_Male_66": "TEXTKEY_PLAYERNAME_Human_Male_0, TEXTKEY_PLAYERNAME_Human_Female_0, TEXTKEY_PLAYERNAME_LizardMan_Male_0, TEXTKEY_PLAYERNAME_Human_Female_67, TEXTKEY_PLAYERNAME_Elf_Male_66",
 "TEXTKEY_QUEST_DiscardedSpecimen_NAME": "TEXTKEY_QUEST_DiscardedSpecimen_NAME",
 "TEXTKEY_QUEST_InteractEndrossi2_NAME": "TEXTKEY_QUEST_InteractEndrossi2_NAME",
 "TEXTKEY_QUEST_InteractEndrossi3_NAME": "TEXTKEY_QUEST_InteractEndrossi3_NAME",
 "TEXTKEY_QUEST_InteractEndrossi4_NAME": "TEXTKEY_QUEST_InteractEndrossi4_NAME",
 "TEXTKEY_QUEST_InteractEndrossi5_NAME": "TEXTKEY_QUEST_InteractEndrossi5_NAME",
 "TEXTKEY_QUEST_InteractEndrossi_NAME": "TEXTKEY_QUEST_InteractEndrossi_NAME",
 "TEXTKEY_QUEST_InteractPerion2_NAME": "TEXTKEY_QUEST_InteractPerion2_NAME",
 "TEXTKEY_QUEST_InteractPerion_NAME": "TEXTKEY_QUEST_InteractPerion_NAME",
 "TEXTKEY_QUEST_InteractXenon2_NAME": "TEXTKEY_QUEST_InteractXenon2_NAME",
 "TEXTKEY_QUEST_InteractXenon3_NAME": "TEXTKEY_QUEST_InteractXenon3_NAME",
 "TEXTKEY_QUEST_InteractXenon4_NAME": "TEXTKEY_QUEST_InteractXenon4_NAME",
 "TEXTKEY_QUEST_InteractXenon_NAME": "TEXTKEY_QUEST_InteractXenon_NAME",
 "TEXTKEY_QUEST_Main100_NAME": "TEXTKEY_QUEST_Main100_NAME",
 "TEXTKEY_QUEST_Rank1Research7_NAME": "TEXTKEY_QUEST_Rank1Research7_NAME",
 "TEXTKEY_QUEST_ResearchInsect2_NAME": "TEXTKEY_QUEST_ResearchInsect2_NAME",
 "TEXTKEY_QUEST_ResearchInsect3_NAME": "TEXTKEY_QUEST_ResearchInsect3_NAME",
 "TEXTKEY_QUEST_ResearchInsect4_NAME": "TEXTKEY_QUEST_ResearchInsect4_NAME",
 "TEXTKEY_QUEST_ResearchInsect_NAME": "TEXTKEY_QUEST_ResearchInsect_NAME",
 "TEXTKEY_RESEARCH_BoneProcessing1_NAME": "TEXTKEY_RESEARCH_BoneProcessing1_NAME",
 "TEXTKEY_RESEARCH_BoneProcessing2_NAME": "TEXTKEY_RESEARCH_BoneProcessing2_NAME",
 "TEXTKEY_RESEARCH_CarapaceProcessing1_NAME": "TEXTKEY_RESEARCH_CarapaceProcessing1_NAME",
 "TEXTKEY_RESEARCH_CarapaceProcessing2_NAME": "TEXTKEY_RESEARCH_CarapaceProcessing2_NAME",
 "TEXTKEY_RESEARCH_Grave_NAME": "TEXTKEY_RESEARCH_Grave_NAME",
 "TEXTKEY_RESEARCH_LeatherProcessing1_NAME": "TEXTKEY_RESEARCH_LeatherProcessing1_NAME",
 "TEXTKEY_RESEARCH_MetalProcessing1_NAME": "TEXTKEY_RESEARCH_MetalProcessing1_NAME",
 "TEXTKEY_RESEARCH_WoodProcessing1_NAME": "TEXTKEY_RESEARCH_WoodProcessing1_NAME",
 "TEXTKEY_RESEARCH_WoodProcessing2_NAME": "TEXTKEY_RESEARCH_WoodProcessing2_NAME",
 "TEXTKEY_ROOM_DecentRecreationRoom_DESC": "TEXTKEY_ROOM_DecentRecreationRoom_DESC",
 "TEXTKEY_ROOM_DecentRecreationRoom_FLAVOR": "TEXTKEY_ROOM_DecentRecreationRoom_FLAVOR",
 "TEXTKEY_ROOM_DecentRecreationRoom_NAME": "TEXTKEY_ROOM_DecentRecreationRoom_NAME",
 "TEXTKEY_ROOM_FantasticRecreationRoom_DESC": "TEXTKEY_ROOM_FantasticRecreationRoom_DESC",
 "TEXTKEY_ROOM_FantasticRecreationRoom_FLAVOR": "TEXTKEY_ROOM_FantasticRecreationRoom_FLAVOR",
 "TEXTKEY_ROOM_FantasticRecreationRoom_NAME": "TEXTKEY_ROOM_FantasticRecreationRoom_NAME",
 "TEXTKEY_ROOM_ImpressiveRecreationRoom_DESC": "TEXTKEY_ROOM_ImpressiveRecreationRoom_DESC",
 "TEXTKEY_ROOM_ImpressiveRecreationRoom_FLAVOR": "TEXTKEY_ROOM_ImpressiveRecreationRoom_FLAVOR",
 "TEXTKEY_ROOM_ImpressiveRecreationRoom_NAME": "TEXTKEY_ROOM_ImpressiveRecreationRoom_NAME",
 "TEXTKEY_ROOM_ImpressiveResearchLab_FLAVOR": "TEXTKEY_ROOM_ImpressiveResearchLab_FLAVOR",
 "TEXTKEY_ROOM_LuxuriousRecreationRoom_DESC": "TEXTKEY_ROOM_LuxuriousRecreationRoom_DESC",
 "TEXTKEY_ROOM_LuxuriousRecreationRoom_FLAVOR": "TEXTKEY_ROOM_LuxuriousRecreationRoom_FLAVOR",
 "TEXTKEY_ROOM_LuxuriousRecreationRoom_NAME": "TEXTKEY_ROOM_LuxuriousRecreationRoom_NAME",
 "TEXTKEY_ROOM_MediocreRecreationRoom_DESC": "TEXTKEY_ROOM_MediocreRecreationRoom_DESC",
 "TEXTKEY_ROOM_MediocreRecreationRoom_FLAVOR": "TEXTKEY_ROOM_MediocreRecreationRoom_FLAVOR",
 "TEXTKEY_ROOM_MediocreRecreationRoom_NAME": "TEXTKEY_ROOM_MediocreRecreationRoom_NAME",
 "TEXTKEY_ROOM_NormalRecreationRoom_DESC": "TEXTKEY_ROOM_NormalRecreationRoom_DESC",
 "TEXTKEY_ROOM_NormalRecreationRoom_FLAVOR": "TEXTKEY_ROOM_NormalRecreationRoom_FLAVOR",
 "TEXTKEY_ROOM_NormalRecreationRoom_NAME": "TEXTKEY_ROOM_NormalRecreationRoom_NAME",
 "TEXTKEY_ROOM_PoorRecreationRoom_DESC": "TEXTKEY_ROOM_PoorRecreationRoom_DESC",
 "TEXTKEY_ROOM_PoorRecreationRoom_FLAVOR": "TEXTKEY_ROOM_PoorRecreationRoom_FLAVOR",
 "TEXTKEY_ROOM_PoorRecreationRoom_NAME": "TEXTKEY_ROOM_PoorRecreationRoom_NAME",
 "TEXTKEY_SKILLTREE_Blunt_DESC": "TEXTKEY_SKILLTREE_Blunt_DESC",
 "TEXTKEY_SKILLTREE_Bow_DESC": "TEXTKEY_SKILLTREE_Bow_DESC",
 "TEXTKEY_SKILLTREE_Greatsword_DESC": "TEXTKEY_SKILLTREE_Greatsword_DESC",
 "TEXTKEY_SKILLTREE_NatureMagic_DESC": "TEXTKEY_SKILLTREE_NatureMagic_DESC",
 "TEXTKEY_SKILLTREE_Spear_DESC": "TEXTKEY_SKILLTREE_Spear_DESC",
 "TEXTKEY_SKILLTREE_Stake_DESC": "TEXTKEY_SKILLTREE_Stake_DESC",
 "TEXTKEY_SKILLTREE_Stake_NAME": "TEXTKEY_SKILLTREE_Stake_NAME",
 "TEXTKEY_SKILLTREE_Stake_SUBNAME": "TEXTKEY_SKILLTREE_Stake_SUBNAME",
 "TEXTKEY_SKILLTREE_WaterMagic_DESC": "TEXTKEY_SKILLTREE_WaterMagic_DESC",
 "TEXTKEY_SKILL_Anchor_DESC": "TEXTKEY_SKILL_Anchor_DESC",
 "TEXTKEY_SKILL_Anchor_FLAVOR": "TEXTKEY_SKILL_Anchor_FLAVOR",
 "TEXTKEY_SKILL_Anchor_NAME": "TEXTKEY_SKILL_Anchor_NAME",
 "TEXTKEY_SKILL_Anchor_SUBNAME": "TEXTKEY_SKILL_Anchor_SUBNAME",
 "TEXTKEY_SKILL_Barricade_NAME": "TEXTKEY_SKILL_Barricade_NAME",
 "TEXTKEY_SKILL_BasicSpearAttack_DESC": "TEXTKEY_SKILL_BasicSpearAttack_DESC",
 "TEXTKEY_SKILL_BasicSpearAttack_FLAVOR": "TEXTKEY_SKILL_BasicSpearAttack_FLAVOR",
 "TEXTKEY_SKILL_BasicSpearAttack_NAME": "TEXTKEY_SKILL_BasicSpearAttack_NAME",
 "TEXTKEY_SKILL_BasicSpearAttack_SUBNAME": "TEXTKEY_SKILL_BasicSpearAttack_SUBNAME",
 "TEXTKEY_SKILL_BattleCadence_DESC": "TEXTKEY_SKILL_BattleCadence_DESC",
 "TEXTKEY_SKILL_BattleCadence_FLAVOR": "TEXTKEY_SKILL_BattleCadence_FLAVOR",
 "TEXTKEY_SKILL_BattleCadence_NAME": "TEXTKEY_SKILL_BattleCadence_NAME",
 "TEXTKEY_SKILL_BattleCadence_SUBNAME": "TEXTKEY_SKILL_BattleCadence_SUBNAME",
 "TEXTKEY_SKILL_BraceStance_DESC": "TEXTKEY_SKILL_BraceStance_DESC",
 "TEXTKEY_SKILL_BraceStance_FLAVOR": "TEXTKEY_SKILL_BraceStance_FLAVOR",
 "TEXTKEY_SKILL_BraceStance_NAME": "TEXTKEY_SKILL_BraceStance_NAME",
 "TEXTKEY_SKILL_BraceStance_SUBNAME": "TEXTKEY_SKILL_BraceStance_SUBNAME",
 "TEXTKEY_SKILL_BuffDish_NAME": "TEXTKEY_SKILL_BuffDish_NAME",
 "TEXTKEY_SKILL_Builder_NAME": "TEXTKEY_SKILL_Builder_NAME",
 "TEXTKEY_SKILL_DeadlyFear_DESC": "TEXTKEY_SKILL_DeadlyFear_DESC",
 "TEXTKEY_SKILL_DeliciousInDungeon_NAME": "TEXTKEY_SKILL_DeliciousInDungeon_NAME",
 "TEXTKEY_SKILL_DigGround_NAME": "TEXTKEY_SKILL_DigGround_NAME",
 "TEXTKEY_SKILL_DoubleOutput_NAME": "TEXTKEY_SKILL_DoubleOutput_NAME",
 "TEXTKEY_SKILL_FabricFloor_NAME": "TEXTKEY_SKILL_FabricFloor_NAME",
 "TEXTKEY_SKILL_FastCooking_NAME": "TEXTKEY_SKILL_FastCooking_NAME",
 "TEXTKEY_SKILL_FieldRepair_NAME": "TEXTKEY_SKILL_FieldRepair_NAME",
 "TEXTKEY_SKILL_FireCloak_DESC": "TEXTKEY_SKILL_FireCloak_DESC",
 "TEXTKEY_SKILL_GreenShade_DESC": "TEXTKEY_SKILL_GreenShade_DESC",
 "TEXTKEY_SKILL_HeartyServing_NAME": "TEXTKEY_SKILL_HeartyServing_NAME",
 "TEXTKEY_SKILL_HeavyLabor_NAME": "TEXTKEY_SKILL_HeavyLabor_NAME",
 "TEXTKEY_SKILL_Initiative_DESC": "TEXTKEY_SKILL_Initiative_DESC",
 "TEXTKEY_SKILL_Initiative_FLAVOR": "TEXTKEY_SKILL_Initiative_FLAVOR",
 "TEXTKEY_SKILL_Initiative_NAME": "TEXTKEY_SKILL_Initiative_NAME",
 "TEXTKEY_SKILL_Initiative_SUBNAME": "TEXTKEY_SKILL_Initiative_SUBNAME",
 "TEXTKEY_SKILL_JoyOfCreation_NAME": "TEXTKEY_SKILL_JoyOfCreation_NAME",
 "TEXTKEY_SKILL_LoggingMuscle_NAME": "TEXTKEY_SKILL_LoggingMuscle_NAME",
 "TEXTKEY_SKILL_LoggingTechnique_NAME": "TEXTKEY_SKILL_LoggingTechnique_NAME",
 "TEXTKEY_SKILL_MetalDebris_NAME": "TEXTKEY_SKILL_MetalDebris_NAME",
 "TEXTKEY_SKILL_MinerPower_NAME": "TEXTKEY_SKILL_MinerPower_NAME",
 "TEXTKEY_SKILL_NewDiscovery_NAME": "TEXTKEY_SKILL_NewDiscovery_NAME",
 "TEXTKEY_SKILL_OpeningStrike_DESC": "TEXTKEY_SKILL_OpeningStrike_DESC",
 "TEXTKEY_SKILL_OpeningStrike_FLAVOR": "TEXTKEY_SKILL_OpeningStrike_FLAVOR",
 "TEXTKEY_SKILL_OpeningStrike_NAME": "TEXTKEY_SKILL_OpeningStrike_NAME",
 "TEXTKEY_SKILL_OpeningStrike_SUBNAME": "TEXTKEY_SKILL_OpeningStrike_SUBNAME",
 "TEXTKEY_SKILL_PathOfScholar_NAME": "TEXTKEY_SKILL_PathOfScholar_NAME",
 "TEXTKEY_SKILL_PickaxeEnhancement_NAME": "TEXTKEY_SKILL_PickaxeEnhancement_NAME",
 "TEXTKEY_SKILL_PiercingThrust_DESC": "TEXTKEY_SKILL_PiercingThrust_DESC",
 "TEXTKEY_SKILL_PiercingThrust_FLAVOR": "TEXTKEY_SKILL_PiercingThrust_FLAVOR",
 "TEXTKEY_SKILL_PiercingThrust_NAME": "TEXTKEY_SKILL_PiercingThrust_NAME",
 "TEXTKEY_SKILL_PiercingThrust_SUBNAME": "TEXTKEY_SKILL_PiercingThrust_SUBNAME",
 "TEXTKEY_SKILL_QuickRetreat_DESC": "TEXTKEY_SKILL_QuickRetreat_DESC",
 "TEXTKEY_SKILL_QuickRetreat_FLAVOR": "TEXTKEY_SKILL_QuickRetreat_FLAVOR",
 "TEXTKEY_SKILL_QuickRetreat_NAME": "TEXTKEY_SKILL_QuickRetreat_NAME",
 "TEXTKEY_SKILL_QuickRetreat_SUBNAME": "TEXTKEY_SKILL_QuickRetreat_SUBNAME",
 "TEXTKEY_SKILL_RapidFireAttack_DESC": "TEXTKEY_SKILL_RapidFireAttack_DESC",
 "TEXTKEY_SKILL_RapidFire_DESC": "TEXTKEY_SKILL_RapidFire_DESC",
 "TEXTKEY_SKILL_RecklessAssault_DESC": "TEXTKEY_SKILL_RecklessAssault_DESC",
 "TEXTKEY_SKILL_RecklessAssault_FLAVOR": "TEXTKEY_SKILL_RecklessAssault_FLAVOR",
 "TEXTKEY_SKILL_RecklessAssault_NAME": "TEXTKEY_SKILL_RecklessAssault_NAME",
 "TEXTKEY_SKILL_RecklessAssault_SUBNAME": "TEXTKEY_SKILL_RecklessAssault_SUBNAME",
 "TEXTKEY_SKILL_ResearchJournal_NAME": "TEXTKEY_SKILL_ResearchJournal_NAME",
 "TEXTKEY_SKILL_ShieldHandling_DESC": "TEXTKEY_SKILL_ShieldHandling_DESC",
 "TEXTKEY_SKILL_SpearBash_DESC": "TEXTKEY_SKILL_SpearBash_DESC",
 "TEXTKEY_SKILL_SpearBash_FLAVOR": "TEXTKEY_SKILL_SpearBash_FLAVOR",
 "TEXTKEY_SKILL_SpearBash_NAME": "TEXTKEY_SKILL_SpearBash_NAME",
 "TEXTKEY_SKILL_SpearBash_SUBNAME": "TEXTKEY_SKILL_SpearBash_SUBNAME",
 "TEXTKEY_SKILL_StrangeSeed_DESC": "TEXTKEY_SKILL_StrangeSeed_DESC",
 "TEXTKEY_SKILL_StudentDiscount_NAME": "TEXTKEY_SKILL_StudentDiscount_NAME",
 "TEXTKEY_SKILL_SummonLadybug_DESC": "TEXTKEY_SKILL_SummonLadybug_DESC",
 "TEXTKEY_SKILL_SummonLadybug_FLAVOR": "TEXTKEY_SKILL_SummonLadybug_FLAVOR",
 "TEXTKEY_SKILL_SummonLadybug_NAME": "TEXTKEY_SKILL_SummonLadybug_NAME",
 "TEXTKEY_SKILL_SummonLadybug_SUBNAME": "TEXTKEY_SKILL_SummonLadybug_SUBNAME",
 "TEXTKEY_SKILL_SweetSap_NAME": "TEXTKEY_SKILL_SweetSap_NAME",
 "TEXTKEY_SKILL_SwordmanTaunt_DESC": "TEXTKEY_SKILL_SwordmanTaunt_DESC",
 "TEXTKEY_SKILL_TapeMeasure_NAME": "TEXTKEY_SKILL_TapeMeasure_NAME",
 "TEXTKEY_SKILL_TwinThrustAttack_DESC": "TEXTKEY_SKILL_TwinThrustAttack_DESC",
 "TEXTKEY_SKILL_TwinThrustAttack_FLAVOR": "TEXTKEY_SKILL_TwinThrustAttack_FLAVOR",
 "TEXTKEY_SKILL_TwinThrustAttack_NAME": "TEXTKEY_SKILL_TwinThrustAttack_NAME",
 "TEXTKEY_SKILL_TwinThrustAttack_SUBNAME": "TEXTKEY_SKILL_TwinThrustAttack_SUBNAME",
 "TEXTKEY_SKILL_TwinThrust_DESC": "TEXTKEY_SKILL_TwinThrust_DESC",
 "TEXTKEY_SKILL_TwinThrust_FLAVOR": "TEXTKEY_SKILL_TwinThrust_FLAVOR",
 "TEXTKEY_SKILL_TwinThrust_NAME": "TEXTKEY_SKILL_TwinThrust_NAME",
 "TEXTKEY_SKILL_TwinThrust_SUBNAME": "TEXTKEY_SKILL_TwinThrust_SUBNAME",
 "TEXTKEY_SKILL_WastelessMining_NAME": "TEXTKEY_SKILL_WastelessMining_NAME",
 "TEXTKEY_SKILL_WoodCarrier_NAME": "TEXTKEY_SKILL_WoodCarrier_NAME",
 "TEXTKEY_STATUS_ExpGainedBonus_NAME": "TEXTKEY_STATUS_ExpGainedBonus_NAME",
 "TEXTKEY_STATUS_Exp_NAME": "TEXTKEY_STATUS_Exp_NAME",
 "TEXTKEY_STATUS_MaxExp_DESC": "TEXTKEY_STATUS_MaxExp_DESC",
 "TEXTKEY_STATUS_Mood_DESC": "TEXTKEY_STATUS_Mood_DESC",
 "TEXTKEY_STATUS_RecreationCapabilityPerModifier_DESC": "TEXTKEY_STATUS_RecreationCapabilityPerModifier_DESC",
 "TEXTKEY_STATUS_RecreationCapabilityPerModifier_NAME": "TEXTKEY_STATUS_RecreationCapabilityPerModifier_NAME",
 "TEXTKEY_STATUS_RecreationCapability_DESC": "TEXTKEY_STATUS_RecreationCapability_DESC",
 "TEXTKEY_STATUS_RecreationCapability_NAME": "TEXTKEY_STATUS_RecreationCapability_NAME",
 "TEXTKEY_ScenarioType_CrawlingDoom_FLAVOR": "TEXTKEY_ScenarioType_CrawlingDoom_FLAVOR",
 "TEXTKEY_ScenarioType_Establish_DESC": "TEXTKEY_ScenarioType_Establish_DESC",
 "TEXTKEY_ScenarioType_Establish_FLAVOR": "TEXTKEY_ScenarioType_Establish_FLAVOR",
 "TEXTKEY_ScenarioType_Establish_NAME": "TEXTKEY_ScenarioType_Establish_NAME",
 "TEXTKEY_ScenarioType_Sandbox_DESC": "TEXTKEY_ScenarioType_Sandbox_DESC",
 "TEXTKEY_ScenarioType_Sandbox_FLAVOR": "TEXTKEY_ScenarioType_Sandbox_FLAVOR",
 "TEXTKEY_ScenarioType_Sandbox_NAME": "TEXTKEY_ScenarioType_Sandbox_NAME",
 "TEXTKEY_Shared_BuffAffecter_DESC": "TEXTKEY_Shared_BuffAffecter_DESC",
 "TEXTKEY_Shared_DebuffAffecter_DESC": "TEXTKEY_Shared_DebuffAffecter_DESC",
 "TEXTKEY_Shared_EXP_DESC": "TEXTKEY_Shared_EXP_DESC",
 "TEXTKEY_Shared_LevelUp_DESC": "TEXTKEY_Shared_LevelUp_DESC",
 "TEXTKEY_Shared_Level_DESC": "TEXTKEY_Shared_Level_DESC",
 "TEXTKEY_Shared_MainSkillPoint_DESC": "TEXTKEY_Shared_MainSkillPoint_DESC",
 "TEXTKEY_Shared_SubSkillPoint_DESC": "TEXTKEY_Shared_SubSkillPoint_DESC",
 "TEXTKEY_Shared_SuperHigh": "TEXTKEY_Shared_SuperHigh",
 "TEXTKEY_Shared_SuperLow": "TEXTKEY_Shared_SuperLow",
 "TEXTKEY_Shared_Talent_DESC": "TEXTKEY_Shared_Talent_DESC",
 "TEXTKEY_SummaryOptionUI_Activate_DESC": "TEXTKEY_SummaryOptionUI_Activate_DESC",
 "TEXTKEY_SummaryOptionUI_Activate_NAME": "TEXTKEY_SummaryOptionUI_Activate_NAME",
 "TEXTKEY_SummaryOptionUI_AutoAttack_DESC": "TEXTKEY_SummaryOptionUI_AutoAttack_DESC",
 "TEXTKEY_SummaryOptionUI_Disabled_DESC": "TEXTKEY_SummaryOptionUI_Disabled_DESC",
 "TEXTKEY_TEXTFIT_ConstructionSpecial_DESC": "TEXTKEY_TEXTFIT_ConstructionSpecial_DESC",
 "TEXTKEY_TEXTFIT_DungeonResultDead_DESC": "TEXTKEY_TEXTFIT_DungeonResultDead_DESC",
 "TEXTKEY_TEXTFIT_DungeonResultMissing_DESC": "TEXTKEY_TEXTFIT_DungeonResultMissing_DESC",
 "TEXTKEY_TEXTFIT_RecruitUIRefresh_DESC": "TEXTKEY_TEXTFIT_RecruitUIRefresh_DESC",
 "TEXTKEY_TEXTFIT_RetireUI_WarningRetirePay_DESC": "TEXTKEY_TEXTFIT_RetireUI_WarningRetirePay_DESC",
 "TEXTKEY_TEXTFIT_ToggleBedOwner_DESC": "TEXTKEY_TEXTFIT_ToggleBedOwner_DESC",
 "TEXTKEY_TEXTFIT_ToggleEntityInspect_DESC": "TEXTKEY_TEXTFIT_ToggleEntityInspect_DESC",
 "TEXTKEY_TEXTFIT_ToggleEntityWorkPlan_DESC": "TEXTKEY_TEXTFIT_ToggleEntityWorkPlan_DESC",
 "TEXTKEY_Tooltip_AttackRandomTags_DESC": "TEXTKEY_Tooltip_AttackRandomTags_DESC",
 "TEXTKEY_Tooltip_AttackRandomTags_NAME": "TEXTKEY_Tooltip_AttackRandomTags_NAME",
 "TEXTKEY_Tooltip_CraftingRequiredItems": "TEXTKEY_Tooltip_CraftingRequiredItems",
 "TEXTKEY_Tooltip_DefenseRandomTags_DESC": "TEXTKEY_Tooltip_DefenseRandomTags_DESC",
 "TEXTKEY_Tooltip_DefenseRandomTags_NAME": "TEXTKEY_Tooltip_DefenseRandomTags_NAME",
 "TEXTKEY_Tooltip_NoExpireDuration": "TEXTKEY_Tooltip_NoExpireDuration",
 "TEXTKEY_Tooltip_UtilityRandomTags_DESC": "TEXTKEY_Tooltip_UtilityRandomTags_DESC",
 "TEXTKEY_Tooltip_UtilityRandomTags_NAME": "TEXTKEY_Tooltip_UtilityRandomTags_NAME",
 "TEXTKEY_UNIT_AbyssAcidInsect_DESC": "TEXTKEY_UNIT_AbyssAcidInsect_DESC",
 "TEXTKEY_UNIT_AbyssAcidInsect_NAME": "TEXTKEY_UNIT_AbyssAcidInsect_NAME",
 "TEXTKEY_UNIT_AbyssAcidSlogel_DESC": "TEXTKEY_UNIT_AbyssAcidSlogel_DESC",
 "TEXTKEY_UNIT_AbyssAcidSlogel_NAME": "TEXTKEY_UNIT_AbyssAcidSlogel_NAME",
 "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_DESC": "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_DESC",
 "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_NAME": "TEXTKEY_UNIT_AbyssAlphaAcidSlogel_NAME",
 "TEXTKEY_UNIT_AbyssBee_DESC": "TEXTKEY_UNIT_AbyssBee_DESC",
 "TEXTKEY_UNIT_AbyssBee_NAME": "TEXTKEY_UNIT_AbyssBee_NAME",
 "TEXTKEY_UNIT_AbyssBlueStoneGolem_DESC": "TEXTKEY_UNIT_AbyssBlueStoneGolem_DESC",
 "TEXTKEY_UNIT_AbyssBlueStoneGolem_NAME": "TEXTKEY_UNIT_AbyssBlueStoneGolem_NAME",
 "TEXTKEY_UNIT_AbyssChainKnightSentinel_DESC": "TEXTKEY_UNIT_AbyssChainKnightSentinel_DESC",
 "TEXTKEY_UNIT_AbyssChainKnightSentinel_NAME": "TEXTKEY_UNIT_AbyssChainKnightSentinel_NAME",
 "TEXTKEY_UNIT_AbyssChallengerGloth_DESC": "TEXTKEY_UNIT_AbyssChallengerGloth_DESC",
 "TEXTKEY_UNIT_AbyssChallengerGloth_NAME": "TEXTKEY_UNIT_AbyssChallengerGloth_NAME",
 "TEXTKEY_UNIT_AbyssCrystalTurtle_DESC": "TEXTKEY_UNIT_AbyssCrystalTurtle_DESC",
 "TEXTKEY_UNIT_AbyssCrystalTurtle_NAME": "TEXTKEY_UNIT_AbyssCrystalTurtle_NAME",
 "TEXTKEY_UNIT_AbyssElderGloth_DESC": "TEXTKEY_UNIT_AbyssElderGloth_DESC",
 "TEXTKEY_UNIT_AbyssElderGloth_NAME": "TEXTKEY_UNIT_AbyssElderGloth_NAME",
 "TEXTKEY_UNIT_AbyssFemaleGloth_DESC": "TEXTKEY_UNIT_AbyssFemaleGloth_DESC",
 "TEXTKEY_UNIT_AbyssFemaleGloth_NAME": "TEXTKEY_UNIT_AbyssFemaleGloth_NAME",
 "TEXTKEY_UNIT_AbyssGiantStoneGolem_DESC": "TEXTKEY_UNIT_AbyssGiantStoneGolem_DESC",
 "TEXTKEY_UNIT_AbyssGiantStoneGolem_NAME": "TEXTKEY_UNIT_AbyssGiantStoneGolem_NAME",
 "TEXTKEY_UNIT_AbyssGlothPup_DESC": "TEXTKEY_UNIT_AbyssGlothPup_DESC",
 "TEXTKEY_UNIT_AbyssGlothPup_NAME": "TEXTKEY_UNIT_AbyssGlothPup_NAME",
 "TEXTKEY_UNIT_AbyssGoblinBrawler_DESC": "TEXTKEY_UNIT_AbyssGoblinBrawler_DESC",
 "TEXTKEY_UNIT_AbyssGoblinBrawler_NAME": "TEXTKEY_UNIT_AbyssGoblinBrawler_NAME",
 "TEXTKEY_UNIT_AbyssGoblinChiefShaman_DESC": "TEXTKEY_UNIT_AbyssGoblinChiefShaman_DESC",
 "TEXTKEY_UNIT_AbyssGoblinChiefShaman_NAME": "TEXTKEY_UNIT_AbyssGoblinChiefShaman_NAME",
 "TEXTKEY_UNIT_AbyssGoblinRider_DESC": "TEXTKEY_UNIT_AbyssGoblinRider_DESC",
 "TEXTKEY_UNIT_AbyssGoblinRider_NAME": "TEXTKEY_UNIT_AbyssGoblinRider_NAME",
 "TEXTKEY_UNIT_AbyssGoblinShaman_DESC": "TEXTKEY_UNIT_AbyssGoblinShaman_DESC",
 "TEXTKEY_UNIT_AbyssGoblinShaman_NAME": "TEXTKEY_UNIT_AbyssGoblinShaman_NAME",
 "TEXTKEY_UNIT_AbyssGoblinThrower_DESC": "TEXTKEY_UNIT_AbyssGoblinThrower_DESC",
 "TEXTKEY_UNIT_AbyssGoblinThrower_NAME": "TEXTKEY_UNIT_AbyssGoblinThrower_NAME",
 "TEXTKEY_UNIT_AbyssGoblinWorker_DESC": "TEXTKEY_UNIT_AbyssGoblinWorker_DESC",
 "TEXTKEY_UNIT_AbyssGoblinWorker_NAME": "TEXTKEY_UNIT_AbyssGoblinWorker_NAME",
 "TEXTKEY_UNIT_AbyssGreyMonsterRat_DESC": "TEXTKEY_UNIT_AbyssGreyMonsterRat_DESC",
 "TEXTKEY_UNIT_AbyssGreyMonsterRat_NAME": "TEXTKEY_UNIT_AbyssGreyMonsterRat_NAME",
 "TEXTKEY_UNIT_AbyssGreyRat_DESC": "TEXTKEY_UNIT_AbyssGreyRat_DESC",
 "TEXTKEY_UNIT_AbyssGreyRat_NAME": "TEXTKEY_UNIT_AbyssGreyRat_NAME",
 "TEXTKEY_UNIT_AbyssMaleGloth_DESC": "TEXTKEY_UNIT_AbyssMaleGloth_DESC",
 "TEXTKEY_UNIT_AbyssMaleGloth_NAME": "TEXTKEY_UNIT_AbyssMaleGloth_NAME",
 "TEXTKEY_UNIT_AbyssMawmurk_DESC": "TEXTKEY_UNIT_AbyssMawmurk_DESC",
 "TEXTKEY_UNIT_AbyssMawmurk_NAME": "TEXTKEY_UNIT_AbyssMawmurk_NAME",
 "TEXTKEY_UNIT_AbyssMediumSlime_DESC": "TEXTKEY_UNIT_AbyssMediumSlime_DESC",
 "TEXTKEY_UNIT_AbyssMediumSlime_NAME": "TEXTKEY_UNIT_AbyssMediumSlime_NAME",
 "TEXTKEY_UNIT_AbyssMediumSporeSlime_DESC": "TEXTKEY_UNIT_AbyssMediumSporeSlime_DESC",
 "TEXTKEY_UNIT_AbyssMediumSporeSlime_NAME": "TEXTKEY_UNIT_AbyssMediumSporeSlime_NAME",
 "TEXTKEY_UNIT_AbyssMetalScarab_DESC": "TEXTKEY_UNIT_AbyssMetalScarab_DESC",
 "TEXTKEY_UNIT_AbyssMetalScarab_NAME": "TEXTKEY_UNIT_AbyssMetalScarab_NAME",
 "TEXTKEY_UNIT_AbyssMudMediumSlime_DESC": "TEXTKEY_UNIT_AbyssMudMediumSlime_DESC",
 "TEXTKEY_UNIT_AbyssMudMediumSlime_NAME": "TEXTKEY_UNIT_AbyssMudMediumSlime_NAME",
 "TEXTKEY_UNIT_AbyssMudSlogel_DESC": "TEXTKEY_UNIT_AbyssMudSlogel_DESC",
 "TEXTKEY_UNIT_AbyssMudSlogel_NAME": "TEXTKEY_UNIT_AbyssMudSlogel_NAME",
 "TEXTKEY_UNIT_AbyssMudSmallSlime_DESC": "TEXTKEY_UNIT_AbyssMudSmallSlime_DESC",
 "TEXTKEY_UNIT_AbyssMudSmallSlime_NAME": "TEXTKEY_UNIT_AbyssMudSmallSlime_NAME",
 "TEXTKEY_UNIT_AbyssRedMonsterRat_DESC": "TEXTKEY_UNIT_AbyssRedMonsterRat_DESC",
 "TEXTKEY_UNIT_AbyssRedMonsterRat_NAME": "TEXTKEY_UNIT_AbyssRedMonsterRat_NAME",
 "TEXTKEY_UNIT_AbyssRedRat_DESC": "TEXTKEY_UNIT_AbyssRedRat_DESC",
 "TEXTKEY_UNIT_AbyssRedRat_NAME": "TEXTKEY_UNIT_AbyssRedRat_NAME",
 "TEXTKEY_UNIT_AbyssRedStoneGolem_DESC": "TEXTKEY_UNIT_AbyssRedStoneGolem_DESC",
 "TEXTKEY_UNIT_AbyssRedStoneGolem_NAME": "TEXTKEY_UNIT_AbyssRedStoneGolem_NAME",
 "TEXTKEY_UNIT_AbyssSmallSlime_DESC": "TEXTKEY_UNIT_AbyssSmallSlime_DESC",
 "TEXTKEY_UNIT_AbyssSmallSlime_NAME": "TEXTKEY_UNIT_AbyssSmallSlime_NAME",
 "TEXTKEY_UNIT_AbyssSmallSporeSlime_DESC": "TEXTKEY_UNIT_AbyssSmallSporeSlime_DESC",
 "TEXTKEY_UNIT_AbyssSmallSporeSlime_NAME": "TEXTKEY_UNIT_AbyssSmallSporeSlime_NAME",
 "TEXTKEY_UNIT_AbyssSpikeTurtle_DESC": "TEXTKEY_UNIT_AbyssSpikeTurtle_DESC",
 "TEXTKEY_UNIT_AbyssSpikeTurtle_NAME": "TEXTKEY_UNIT_AbyssSpikeTurtle_NAME",
 "TEXTKEY_UNIT_AbyssSporeInsect_DESC": "TEXTKEY_UNIT_AbyssSporeInsect_DESC",
 "TEXTKEY_UNIT_AbyssSporeInsect_NAME": "TEXTKEY_UNIT_AbyssSporeInsect_NAME",
 "TEXTKEY_UNIT_AbyssTadpoleEvolve_DESC": "TEXTKEY_UNIT_AbyssTadpoleEvolve_DESC",
 "TEXTKEY_UNIT_AbyssTadpoleEvolve_NAME": "TEXTKEY_UNIT_AbyssTadpoleEvolve_NAME",
 "TEXTKEY_UNIT_AbyssTadpole_DESC": "TEXTKEY_UNIT_AbyssTadpole_DESC",
 "TEXTKEY_UNIT_AbyssTadpole_NAME": "TEXTKEY_UNIT_AbyssTadpole_NAME",
 "TEXTKEY_UNIT_AbyssWeakGreyRat_DESC": "TEXTKEY_UNIT_AbyssWeakGreyRat_DESC",
 "TEXTKEY_UNIT_AbyssWeakGreyRat_NAME": "TEXTKEY_UNIT_AbyssWeakGreyRat_NAME",
 "TEXTKEY_UNIT_AbyssWhiteMawmurk_DESC": "TEXTKEY_UNIT_AbyssWhiteMawmurk_DESC",
 "TEXTKEY_UNIT_AbyssWhiteMawmurk_NAME": "TEXTKEY_UNIT_AbyssWhiteMawmurk_NAME",
 "TEXTKEY_UNIT_AbyssWildDog_DESC": "TEXTKEY_UNIT_AbyssWildDog_DESC",
 "TEXTKEY_UNIT_AbyssWildDog_NAME": "TEXTKEY_UNIT_AbyssWildDog_NAME",
 "TEXTKEY_UNIT_AbyssYellowStoneGolem_DESC": "TEXTKEY_UNIT_AbyssYellowStoneGolem_DESC",
 "TEXTKEY_UNIT_AbyssYellowStoneGolem_NAME": "TEXTKEY_UNIT_AbyssYellowStoneGolem_NAME",
 "TEXTKEY_UNIT_BubbleToad_DESC": "TEXTKEY_UNIT_BubbleToad_DESC",
 "TEXTKEY_UNIT_Bubbleling_DESC": "TEXTKEY_UNIT_Bubbleling_DESC",
 "TEXTKEY_UNIT_ChallengerGloth_DESC": "TEXTKEY_UNIT_ChallengerGloth_DESC",
 "TEXTKEY_UNIT_ElderGloth_DESC": "TEXTKEY_UNIT_ElderGloth_DESC",
 "TEXTKEY_UNIT_Endrossi_NAME": "TEXTKEY_UNIT_Endrossi_NAME",
 "TEXTKEY_UNIT_EyeBall_DESC": "TEXTKEY_UNIT_EyeBall_DESC",
 "TEXTKEY_UNIT_EyeBall_NAME": "TEXTKEY_UNIT_EyeBall_NAME",
 "TEXTKEY_UNIT_FemaleGloth_DESC": "TEXTKEY_UNIT_FemaleGloth_DESC",
 "TEXTKEY_UNIT_GlothPup_DESC": "TEXTKEY_UNIT_GlothPup_DESC",
 "TEXTKEY_UNIT_GoblinBrawler_DESC": "TEXTKEY_UNIT_GoblinBrawler_DESC",
 "TEXTKEY_UNIT_GoblinChiefShaman_DESC": "TEXTKEY_UNIT_GoblinChiefShaman_DESC",
 "TEXTKEY_UNIT_GoblinRider_DESC": "TEXTKEY_UNIT_GoblinRider_DESC",
 "TEXTKEY_UNIT_GoblinShaman_DESC": "TEXTKEY_UNIT_GoblinShaman_DESC",
 "TEXTKEY_UNIT_GoblinThrower_DESC": "TEXTKEY_UNIT_GoblinThrower_DESC",
 "TEXTKEY_UNIT_GoblinWorker_DESC": "TEXTKEY_UNIT_GoblinWorker_DESC",
 "TEXTKEY_UNIT_GreyMonsterRat_DESC": "TEXTKEY_UNIT_GreyMonsterRat_DESC",
 "TEXTKEY_UNIT_GuardArcher_DESC": "TEXTKEY_UNIT_GuardArcher_DESC",
 "TEXTKEY_UNIT_GuardArcher_NAME": "TEXTKEY_UNIT_GuardArcher_NAME",
 "TEXTKEY_UNIT_GuardCaptain_DESC": "TEXTKEY_UNIT_GuardCaptain_DESC",
 "TEXTKEY_UNIT_GuardCaptain_NAME": "TEXTKEY_UNIT_GuardCaptain_NAME",
 "TEXTKEY_UNIT_GuardSpearman_DESC": "TEXTKEY_UNIT_GuardSpearman_DESC",
 "TEXTKEY_UNIT_GuardSpearman_NAME": "TEXTKEY_UNIT_GuardSpearman_NAME",
 "TEXTKEY_UNIT_MaleGloth_DESC": "TEXTKEY_UNIT_MaleGloth_DESC",
 "TEXTKEY_UNIT_RedMonsterRat_DESC": "TEXTKEY_UNIT_RedMonsterRat_DESC",
 "TEXTKEY_UNIT_Xenon_DESC": "TEXTKEY_UNIT_Xenon_DESC",
 "TEXTKEY_UNIT_Xenon_NAME": "TEXTKEY_UNIT_Xenon_NAME",
 "TIMED": "時限",
 "TIP: During expedition, units": "ヒント:遠征中、ユニットは",
 "TIP: During expedition, units do n...": "ヒント: 遠征中、ユニットは...",
 "TIP: During expedition, units do...": "ヒント: 遠征中、ユニットは...",
 "TIP: Expedition members outside the portal room are considered missing.": "ヒント：ポータルの部屋の外にいる遠征メンバーは行方不明とみなされます。",
 "TIP: Some ranged attacks consume ammo, such as arrows.": "ヒント：矢などの一部の遠距離攻撃は弾薬を消費します。",
 "TIP: Units outside the portal's room are considered missing.": "ヒント：ポータルの部屋の外にいるユニットは行方不明とみなされます。",
 "TODO": "TODO",
 "TODO (affecter)": "TODO（アフェクター）",
 "TODO - desc": "TODO - 説明",
 "TODO - flavor": "TODO - フレーバー",
 "TODO - name": "TODO - 名前",
 "TODO - subname": "TODO - サブ名",
 "TODO icon": "TODO icon",
 "TODO range and area on a dungeon room": "ダンジョンルームでのTODOの射程と範囲",
 "TODO range and area shown on a dungeon room": "ダンジョンの部屋に表示されたTODOの射程と範囲",
 "TODO variant": "TODO 亜種",
 "TRADEPOOL_Endrossi": "TRADEPOOL_Endrossi",
 "TRADEPOOL_FesteringBurrowMerchant": "TRADEPOOL_FesteringBurrowMerchant",
 "TRADEPOOL_GuildMerchant1": "TRADEPOOL_GuildMerchant1",
 "TRADEPOOL_GuildMerchant2": "TRADEPOOL_GuildMerchant2",
 "TRADEPOOL_GuildMerchant3": "TRADEPOOL_GuildMerchant3",
 "TRADEPOOL_VeilSilenceMerchant": "TRADEPOOL_VeilSilenceMerchant",
 "TRAITS": "特性",
 "Tadpole": "オタマジャクシ",
 "Tadpole Evolve Random": "オタマジャクシ進化（ランダム）",
 "Tadpole Random": "オタマジャクシ（ランダム）",
 "TadpoleEvolve": "TadpoleEvolve",
 "Take 1×": "1×獲得",
 "Take defense ignoring magic damage equal to {0}% of": "Take defense ignoring magic damage equal to {0}% of",
 "Take defense ignoring magic damage equal to {0}% of 最大体力 per second. This effect cannot stack.": "毎秒、最大体力の{0}%に等しい防御無視の魔法ダメージを受ける。この効果は重複しない。",
 "Take defense-ignoring magic damage equal to {0}% of": "Take defense-ignoring magic damage equal to {0}% of",
 "Take defense-ignoring magic damage equal to {0}% of 最大体力 per second. This effect cannot stack.": "毎秒、最大体力の{0}%に等しい防御無視の魔法ダメージを受ける。この効果は重複しない。",
 "Take defense-ignoring magic damage of stack * {0} per second.": "1秒あたりスタック*{0}の防御無視の魔法ダメージを受ける。",
 "Take defense-ignoring typeless damage equal to 1% of": "次の1%に等しい防御無視の無属性ダメージを受ける",
 "Take defense-ignoring typeless damage equal to {0}% of [STATUS_MaxHealthTotal] every 10 seconds. This effect cannot stack.": "10秒ごとに[STATUS_MaxHealthTotal]の{0}%に等しい防御無視の無属性ダメージを受ける。この効果は重複しない。",
 "Take stack * {0}": "スタック×{0}を消費",
 "Take stack * {0} defense-ignoring physical damage per second.": "1秒あたりスタック*{0}の防御無視の物理ダメージを受ける。",
 "Talent growth": "才能成長",
 "Talent represents a character's growth potential": "才能はキャラクターの成長の伸びしろを表す",
 "Talent represents a character's growth potential for a": "才能は、あるステータスに対するキャラクターの成長ポテンシャルを表します",
 "Talent represents a character's growth potential for a 主要ステータス. The greater the talent, the more their 主要ステータス can increase when レベルアップ occurs. - 貧弱": "才能はキャラクターの主要ステータスの成長ポテンシャルを表します。才能が高いほど、レベルアップが起きた時に主要ステータスがより多く上昇します。 - 貧弱",
 "Talent represents a character's growth potential for a 主要ステータス. The greater the talent, the more their 主要ステータス increases when Leveling Up. - 貧弱 -": "才能はキャラクターの主要ステータスの成長ポテンシャルを表します。才能が高いほど、レベルアップ時に主要ステータスがより多く上昇します。 - 貧弱 -",
 "Talent represents a character's growth potential in a": "タレントはキャラクターの成長ポテンシャルを表します",
 "Talent represents a character's growth potential in a 主要ステータス. The higher the talent, the more that 主要ステータス can increase during レベルアップ. - 貧弱 -": "タレントはキャラクターの主要ステータスの成長ポテンシャルを表します。タレントが高いほど、レベルアップ中に主要ステータスが増加します。- 貧弱 -",
 "Talent scaling": "タレントスケーリング",
 "Talent scaling (player units):": "タレントスケーリング（プレイヤーユニット）：",
 "Talent sum (save values):": "才能合計 (セーブ値):",
 "Talent tendencies": "才能の傾向",
 "Talent tiers": "才能のティア",
 "TalentAgilityExceptional": "TalentAgilityExceptional",
 "TalentAgilityGenius": "TalentAgilityGenius",
 "TalentAgilityModerate": "TalentAgilityModerate",
 "TalentAgilityOutstanding": "TalentAgilityOutstanding",
 "TalentAgilityPoor": "TalentAgilityPoor",
 "TalentConstitutionExceptional": "TalentConstitutionExceptional",
 "TalentConstitutionGenius": "TalentConstitutionGenius",
 "TalentConstitutionModerate": "TalentConstitutionModerate",
 "TalentConstitutionOutstanding": "TalentConstitutionOutstanding",
 "TalentConstitutionPoor": "TalentConstitutionPoor",
 "TalentIntelligenceExceptional": "TalentIntelligenceExceptional",
 "TalentIntelligenceGenius": "TalentIntelligenceGenius",
 "TalentIntelligenceModerate": "TalentIntelligenceModerate",
 "TalentIntelligenceOutstanding": "TalentIntelligenceOutstanding",
 "TalentIntelligencePoor": "TalentIntelligencePoor",
 "TalentPerceptionExceptional": "TalentPerceptionExceptional",
 "TalentPerceptionGenius": "TalentPerceptionGenius",
 "TalentPerceptionModerate": "TalentPerceptionModerate",
 "TalentPerceptionOutstanding": "TalentPerceptionOutstanding",
 "TalentPerceptionPoor": "TalentPerceptionPoor",
 "TalentStrengthExceptional": "TalentStrengthExceptional",
 "TalentStrengthGenius": "TalentStrengthGenius",
 "TalentStrengthModerate": "TalentStrengthModerate",
 "TalentStrengthOutstanding": "TalentStrengthOutstanding",
 "TalentStrengthPoor": "TalentStrengthPoor",
 "TalentSumRange": "TalentSumRange",
 "TalentWillPowerExceptional": "TalentWillPowerExceptional",
 "TalentWillPowerGenius": "TalentWillPowerGenius",
 "TalentWillPowerModerate": "TalentWillPowerModerate",
 "TalentWillPowerOutstanding": "TalentWillPowerOutstanding",
 "TalentWillPowerPoor": "TalentWillPowerPoor",
 "Talents": "才能",
 "Talents & Stat Growth": "才能と能力値成長",
 "Talents & Stat Growth - Dungeon Settlers Wiki": "才能とステータス成長 - Dungeon Settlers Wiki",
 "Talents & stats": "才能とステータス",
 "Talents & stats guide": "才能・ステータスガイド",
 "Talk to Endorsi": "エンドルシと話す",
 "Talk to Endorsi twice more": "エンドルシにさらに2回話しかける",
 "Talk to Perion": "ペリオンに話しかける",
 "Taming is flagged as a not-yet-implemented feature. There are **16 monster Soul Stones**, but only **3 currently do anything**, and even those grant a single effect rather than the full 'creature skill tree' the design implies: the **Red Monster Rat** stone grants an active skill (Bloody Scratch), the **Alpha Acid Slogel** stone grants a barrier at low HP, and the **Giant Stone Golem** boss stone grants stacking damage reduction. The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.": "調教は未実装の機能としてフラグが立っています。**モンスターの魂石は16個**ありますが、現在**効果があるのは3個だけ**で、それらでさえデザインが示唆する完全な「クリーチャースキルツリー」ではなく単一の効果を付与するだけです。**赤いモンスターネズミ**の石はアクティブスキル（ブラッディスクラッチ）を、**アルファ酸性スロゲル**の石は低HP時のバリアを、**巨石ゴーレム**のボス石はスタックするダメージ軽減を付与します。残り13個は効果のない収集品で、その供給元モンスターのいくつか（通常スライム、ロイヤルスライム、ブラッドスライム、ボーンスパイダー、モンスターネズミ、狂犬）はまだ実際のユニットとして存在しません。",
 "Taming is flagged as a not-yet-implemented feature. There are **20 monster Soul Stones**, and **7 grant a Soul Trait** when used (a unit can hold only one Soul Trait; using another overwrites it) rather than the full 'creature skill tree' the design implies: **Red Monster Rat** (an active skill, Bloody Scratch), **Alpha Acid Slogel** (a barrier at low HP), **Giant Stone Golem** (stacking damage reduction), **Goblin Chief Shaman** (low-HP magic-power trade-off), **Elder Gloth** (physical damage scaling with Weight), **EyeBall** (damage scaling with distance to the target - its stone drops since B.0.3.44) and **Chain Knight Sentinel** (low-HP Fracture on hit). Six of those seven drop on the first kill of their monster; the Chain Knight Sentinel stone has no source yet (its boss cannot spawn). The other 13 are inert collectibles, and several of their source monsters (base Slime, Royal Slime, Blood Slime, Bone Spider, Monster Rat, Rabid Dog) don't exist as live units yet.": "テイムは未実装機能としてフラグが立てられている。**モンスターの魂石は20種**存在し、そのうち**7種は使用すると魂特性を付与する**(ユニットは魂特性を1つしか保持できず、別のものを使うと上書きされる)。これは設計が示唆する完全な「クリーチャースキルツリー」ではない:**赤いモンスターネズミ**(アクティブスキル、ブラッディスクラッチ)、**アルファ酸性スロゲル**(低HP時のバリア)、**巨石ゴーレム**(積み重なるダメージ軽減)、**ゴブリンチーフシャーマン**(低HP時の魔力トレードオフ)、**エルダーグロス**(重量に応じてスケーリングする物理ダメージ)、**アイボール**(対象との距離に応じてスケーリングするダメージ。石はB.0.3.44からドロップ)、**チェーンナイト・センチネル**(低HP時のヒットで骨折)。この7種のうち6種は対応モンスターの初回討伐でドロップする。チェーンナイト・センチネルの石はまだ入手源がない(そのボスは出現できない)。残り13種は効果のない収集品であり、そのうちいくつかの元モンスター(通常のスライム、ロイヤルスライム、ブラッドスライム、ボーンスパイダー、モンスターネズミ、狂犬)はまだ実際のユニットとして存在しない。",
 "TamingCapability": "TamingCapability",
 "Tank": "タンク",
 "Tank - Support": "タンク - サポート",
 "Tap tooltips": "タップでツールチップ",
 "Target Max Health (not the caster's attack power)": "対象の最大体力（使用者の攻撃力ではない）",
 "Target burning stacks": "対象の燃焼スタック",
 "Target burning stacks:": "対象の燃焼スタック：",
 "Target current HP (head + body)": "対象の現在HP（頭部 + 胴体）",
 "Target is a Boss": "対象がボスである",
 "Target max HP (head + body)": "対象の最大HP（頭部 + 胴体）",
 "Target missing HP (%)": "対象の欠損HP(%)",
 "Target unit condition": "対象ユニット条件",
 "Target's combined HP fraction": "対象の合算HP割合",
 "Target's missing HP": "対象の減少HP",
 "Target's missing HP (every 3rd basic)": "対象の欠損HP（通常攻撃3回ごと）",
 "Targeting range 8; the distance bonus maxes at 16 tiles (far corner of the range).": "対象範囲8。距離ボーナスは16マス（範囲の遠い隅）で最大になります。",
 "Task": "タスク",
 "Task - Dungeon Settlers Wiki": "作業 - Dungeon Settlers Wiki",
 "Task icon": "作業 アイコン",
 "TaskTalentScores": "TaskTalentScores",
 "Task_": "Task_",
 "Taunt + Mocking Grin": "挑発 + 嘲笑",
 "Taunt is a debuff that forces enemies to attack the taunter. Dual Request taunts one target (and gives you +50% damage to it, -30% damage from everyone else); Guardian's Taunt taunts a whole pack. Because Taunt is an enemy debuff, casting it also triggers Guard Barrier. Then Mocking Grin (Fortress) converts 20% of every hit you take from a taunted enemy into Barrier for 10s - so the more you are attacked, the more shield you generate, exactly inverting the usual downside of being the target. Dual Request's -30% damage taken and a shield stack (Fortified / Barrier Resurge) make this a genuinely sticky tank. The taunter and the Mocking Grin holder must be the same unit (it keys off 'your' Taunt).": "挑発は、敵に挑発者を攻撃させるデバフです。デュアルリクエストは1体を挑発し（その対象への与ダメージ+50%、他の全員からの被ダメージ-30%）、守護者の挑発は集団全体を挑発します。挑発は敵へのデバフなので、キャストするとガードバリアも発動します。次に嘲笑（要塞）は、挑発した敵から受ける攻撃ごとの20%を10秒間バリアに変換するため、攻撃されるほど多くのシールドを生成し、標的となる通常の欠点を完全に逆転させます。デュアルリクエストの被ダメージ-30%とシールドスタック（強化された/バリア再生）により、これは真に粘り強いタンクになります。挑発者と嘲笑の保持者は同じユニットでなければなりません（「自分の」挑発に紐づくため）。",
 "Taunt tank": "挑発タンク",
 "Team": "チーム",
 "Team & import": "チームとインポート",
 "Team 1": "チーム1",
 "Team Stats": "チームステータス",
 "Team composition": "チーム構成",
 "Team damage per second": "チームの 1 秒あたりのダメージ",
 "Team energy to kill": "敵を倒すためのチームエネルギー",
 "Team for DPS and energy": "DPS とエネルギーのためのチーム",
 "Team name for the imported party": "インポートしたパーティのチーム名",
 "Team name:": "チーム名：",
 "Team units": "チームユニット",
 "Tech Book x2": "技術書 x2",
 "Tech Book x2 per report (Acid Insect, Spore Insect, Meat Grub, Hell Leech) = 8 total": "報告ごとに技術書 x2（酸性昆虫、胞子虫、ミートグラブ、ヘルリーチ）＝合計8冊",
 "Technical support is needed.": "技術的サポートが必要です。",
 "Temp Tuto Skip": "Temp Tuto Skip",
 "TempTutoSkip": "TempTutoSkip",
 "Temp_Demo Wishlist": "Temp_Demo Wishlist",
 "Template balance fingerprint": "テンプレートのバランス指紋",
 "Template game version": "テンプレートのゲームバージョン",
 "Template weight": "テンプレート重み",
 "Templates in pool": "プール内のテンプレート",
 "TemplePray": "TemplePray",
 "Temple_": "Temple_",
 "Temporarily gain": "一時的に獲得",
 "Temporarily gain shell.": "一時的にシェルを獲得。",
 "Temporary-buff stack caps": "一時バフのスタック上限",
 "Test": "テスト",
 "Test Setting": "テスト設定",
 "Test Superman": "Test Superman",
 "Test Superman - Dungeon Settlers Wiki": "Test Superman - Dungeon Settlers Wiki",
 "Test Superman icon": "Test Superman アイコン",
 "Test Test Test": "テスト テスト テスト",
 "Test Test Test - Dungeon Settlers Wiki": "Test Test Test - Dungeon Settlers Wiki",
 "Test Test Test icon": "Test Test Test アイコン",
 "Test Trade": "テスト取引",
 "Test Trade - Dungeon Settlers Wiki": "Test Trade - Dungeon Settlers Wiki",
 "Test Trade Box": "テスト取引ボックス",
 "Test Trade Box - Dungeon Settlers Wiki": "テスト交易ボックス - Dungeon Settlers Wiki",
 "Test Trade icon": "Test Trade アイコン",
 "Test presets": "テストプリセット",
 "Test this build in-game": "このビルドをゲーム内でテスト",
 "Test this team in-game": "このチームをゲーム内でテスト",
 "Test unit": "テストユニット",
 "Test unit: Magic {#}, Physical {#}.": "テストユニット：魔法 {#}、物理 {#}。",
 "Text & descriptions": "テキストと説明",
 "Text / Localization": "テキスト / ローカライズ",
 "Text and wording": "テキストと表現",
 "Text polish": "テキストの整理",
 "Text varies per Expedition Resolution": "探索隊の決断ごとにテキストが変化する",
 "Text varies per Expedition Resolution - see": "テキストは遠征の結末ごとに異なります。参照:",
 "TextKeyTable_en.json": "TextKeyTable_en.json",
 "TextKeyTable_languages.json": "TextKeyTable_languages.json",
 "Thank you for playing the Dungeon Settlers demo.": "Dungeon Settlers デモをプレイしていただきありがとうございます。",
 "Thank you for playing the Dungeon Settlers demo. This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers. Many parts of the game are still in development,": "Dungeon Settlers デモをプレイしていただきありがとうございます。このデモはDungeon Settlersのコアゲームプレイループを早期に見るために準備されました。ゲームの多くの部分はまだ開発中です。",
 "Thanks! Your report was sent.": "ありがとうございます! レポートを送信しました。",
 "That file is not a Dungeon Settlers save.": "そのファイルはDungeon Settlersのセーブではありません。",
 "That file is not readable JSON.": "そのファイルは読み取り可能なJSONではありません。",
 "That makes a safe floor the natural staging post for a long push: a squad that reaches one on day 3 walks out of it in the same shape as a squad that just arrived, so a deep run that touches each safe floor never has to pay the worst rate at all.": "そのため安全フロアは長期進行の自然な中継地点になる。3日目に到達した部隊も、たった今到着した部隊と同じ状態でそこを出られるため、各安全フロアに触れながらの深部進行では、最悪のレートを一切支払わずに済む。",
 "That makes rotation strictly better than waiting: spreading runs across floors (and regions) keeps every counter above zero, so you never eat the -50% region penalty and never have to sit out a two-week recovery. Grinding one favorite floor to the bottom is the single most expensive habit in the game.": "そのため、待つよりもローテーションの方が明確に有利です：フロア（や地域）に分散して周回すればすべてのカウンターがゼロより上に保たれ、-50%の地域ペナルティを一切受けず、2週間の回復待ちに付き合わずに済みます。お気に入りのフロア1つを底まで削るのは、ゲーム内で最もコストの高い習慣です。",
 "That password is not right. Check the pinned Discord message.": "そのパスワードは違います。固定表示されたDiscordメッセージを確認してください。",
 "That's quite challenging.": "それはかなり難しい。",
 "That's the sound of a horn.": "それはホルンの音ですね。",
 "The": "その",
 "The +10% hit / +5% crit surround bonus per flanking unit. Note: authored in the data but": "側面をとるユニットごとの命中+10% / 会心+5%の包囲ボーナス。注意：データ上には記述されていますが、",
 "The -3 vision at night lets you approach closer, but your own units are just as blind - bring TODO if it is available.": "夜間の視界-3はより近づくことを可能にしますが、自軍ユニットも同じく目が利きません。利用できるならTODOを連れて行きましょう。",
 "The -3 vision at night lets you approach closer, but your own units are just as blind - bring ナイトビジョン if it is available.": "夜間の視界-3はより近づくことを可能にしますが、自軍ユニットも同じく目が利きません。利用できるならナイトビジョンを持つユニットを連れて行きましょう。",
 "The 20 is the ceiling on Shell stacks, not a cap on how many times the inscription may trigger.": "20は殻スタックの上限であり、刻印が発動できる回数の上限ではない。",
 "The 20 second duration and the 60 tick cooldown both come from the inscription's own values.": "20秒の持続時間と60ティックのクールダウンは、どちらもその刻印自身の値に基づく。",
 "The 2000 budget is inferred: the decrement and the remaining-budget test were read, but the line that seeds the budget from the second value was not located.": "2000という予算は推定値です。減算処理と残り予算の判定は確認できましたが、その予算を第2の値から設定している行は見つかっていません。",
 "The 25 is additive inside the damage dealt bracket, which is then multiplied by the critical multiplier.": "25は与ダメージボーナスのブラケット内で加算され、その後クリティカル倍率で乗算される。",
 "The Bleeding stacks are applied to the target of the attack that completed the cycle.": "出血スタックは、そのサイクルを完了させた攻撃の対象に付与される。",
 "The Bleeding stacks land on the target of the critical hit.": "出血スタックはクリティカルヒットの対象に付与される。",
 "The Burning stacks are applied to the target of the attack that completed the cycle.": "燃焼スタックは、そのサイクルを完了させた攻撃の対象に付与される。",
 "The Burning stacks land on the target of the critical hit.": "燃焼スタックはクリティカルヒットの対象に付与される。",
 "The Crawling Doom tutorial's scripted steps.": "這い寄る破滅チュートリアルの台本化された手順。",
 "The Drifting One": "漂うもの",
 "The EXP required to level up from the current level. Determines the maximum value of": "現在のレベルからレベルアップするために必要な EXP。最大値を決定します",
 "The EXP required to level up from the current level. Determines the maximum value of 経験値.": "現在のレベルからレベルアップするために必要な EXP。経験値の最大値を決定します。",
 "The EXP required to reach the next level. Determines the maximum value of": "次のレベルに到達するために必要な EXP。最大値を決定します",
 "The EXP required to reach the next level. Determines the maximum value of 経験値.": "次のレベルに到達するために必要な EXP。経験値の最大値を決定します。",
 "The Early-Access roadmap - the in-game": "アーリーアクセスのロードマップ、ゲーム内の",
 "The Elros Empire thread continues in unreleased content (future Elros bosses and regions): see": "エルロス帝国の筋書きは未実装コンテンツ（将来のエルロスのボスと地域）へと続きます。詳しくは",
 "The Golem-memorial arena; its Endorsi spawn requires the KillCount_GiantStoneGolem_1 record": "ゴーレムの慰霊碑アリーナ。そのエンドルシのスポーンにはKillCount_GiantStoneGolem_1の記録が必要",
 "The HP at or below which the enemy is executed.": "その値以下で敵が処刑されるHP。",
 "The Infinite Abyss is a standalone endless mode, separate from the campaign regions. Its corrupted monsters drop nothing directly - you farm it through the treasure chests below. See the": "無限の深淵は、キャンペーンの地域とは別の独立したエンドレスモードです。堕落したモンスターは直接何も落とさず、下記の宝箱を通じて周回します。参照:",
 "The Infinite Abyss is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "無限の深淵は独立したエンドレスダンジョンモードで、探索マップ上の空の忘れられた深淵の地域とは別物です。一部実装済みです。",
 "The Infinite Abyss uses one fixed layout on every floor (1-10): an Entry, a Combat room, an": "無限の深淵は全階層（1～10）で一つの固定レイアウトを使用します: 入口、戦闘部屋、",
 "The Inscription of Gloom tradeoff": "憂鬱の刻印のトレードオフ",
 "The Inscription of Reflection bounces 100% of every damage type. Monster carapaces (Spike Turtle, Crystal Turtle) reflect a portion of melee / magic damage instead.": "反射刻印はあらゆる種類のダメージを100%跳ね返します。モンスターの甲羅（トゲガメ、クリスタルタートル）は代わりに近接 / 魔法ダメージの一部を反射します。",
 "The Inscription of the Sprouting Shell turns recovered Energy into Shell charges, capped at 20.": "芽吹く甲殻の刻印は回復したエネルギーを殻のチャージに変換し、上限は20です。",
 "The Inspector's voice flows from the raven's beak.": "検査官の声がカラスのくちばしから流れる。",
 "The Intelligence talent of {#} has changed from {#} to {#}.": "{#}の知力才能が{#}から{#}に変更されました。",
 "The Korean text adds a clause not in the English description: hits against a target within 1 tile deal 50% less. Not folded into the numbers.": "韓国語のテキストには英語の説明にない一文が追加されています。1マス以内の対象への命中はダメージが50%減少します。数値には反映されていません。",
 "The Legendary": "レジェンダリーの",
 "The Lycan expedition members exchange disappointed looks, then...": "ライカン遠征メンバーは失望の視線を交わし、その後...",
 "The Perception myth": "認知の俗説",
 "The Poison row lists a non-zero MaxStack field but its description says it cannot stack; the shipped tooltip also states its damage is per second. The exact Poison tick interval is treated on the": "毒の行にはゼロ以外のMaxStackフィールドが記載されていますが、説明ではスタックできないとされています。実装されているツールチップでもダメージは毎秒と記されています。正確な毒のティック間隔は",
 "The Rare": "レアの",
 "The Sky-Colored Bird": "空色の鳥",
 "The Strength talent of {#} has changed from {#} to {#}.": "{#}の力才能が{#}から{#}に変更されました。",
 "The Temple had been built, but it was still in a shabby state. A more fitting space seemed necessary for the expedition members to find peac...": "神殿はすでに建てられていたが、まだ見窄らしい状態だった。遠征隊員が心の平穏を見出すには、もっとふさわしい空間が必要のようだ……",
 "The Temple had been built, but it was still in a shabby state. A more fitting space seemed necessary for the expedition members to find peace of mind. \"Since this is where we offe": "神殿はすでに建てられていたが、まだ見窄らしい状態だった。遠征隊員が心の平穏を見出すには、もっとふさわしい空間が必要のようだ。「ここは私たちが……",
 "The Temple had been built, but it was still in a shabby state. A more fitting space seemed necessary for the expedition members to find peace of mind. \"Since this is where we offer ou...": "神殿はすでに建てられていたが、まだ見窄らしい状態だった。遠征隊員が心の平穏を見出すには、もっとふさわしい空間が必要のようだ。「ここは私たちが祈……",
 "The TraitTable defines exactly 3 traits with": "TraitTableは次を持つ特性を正確に3つ定義しています：",
 "The TraitTable defines exactly 7 traits with": "TraitTableは正確に7つの特性を定義します",
 "The alternate room appearance used in range previews": "射程プレビューで使う別の部屋の外観",
 "The amount of experience required. {1} refers to the max experience amount at level 1. {0} is an unused placeholder, and its value is fixed to \"None\".": "必要な経験値の量。{1}はレベル1での最大経験値量を指す。{0}は未使用のプレースホルダーで、その値は\"None\"に固定されている。",
 "The amount of the first item in {#} has changed from {#} to {#}.": "{#}の1番目のアイテムの数量が{#}から{#}に変更されました。",
 "The amount of the second item in {#} has changed from {#} to {#}.": "{#}の2番目のアイテムの数量が{#}から{#}に変更されました。",
 "The amount of the third item in {#} has changed from {#} to {#}.": "{#}の3番目のアイテムの数量が{#}から{#}に変更されました。",
 "The area is a square of half width 1 around the target, read from the inscription's first value. It is not a ring of exactly 8: fewer neighbours means fewer hits.": "この範囲は、刻印の第一の値から読み取られる、対象を中心とした半幅1の正方形です。ちょうど8マスの輪ではなく、隣接対象が少なければヒット数も少なくなります。",
 "The area of effect of {#} has changed from {#} to {#} tiles.": "{#}の効果範囲が{#}から{#}タイルに変更されました。",
 "The artwork is crude, but the sequence-driving the prey onward, surrounding it, and delivering the final blow-is depicte...": "The artwork is crude, but the sequence-driving the prey onward, surrounding it, and delivering the final blow-is depicte...",
 "The assembled connected floor map": "組み立てられた接続済み階マップ",
 "The attack speed of {#} has changed from {#} to {#}.": "{#}の攻撃速度が{#}から{#}に変更されました。",
 "The availability condition changed for {#} dialogue options.": "{#}件の会話選択肢で利用条件が変更されました。",
 "The backgrounds available to {#} have changed from {#} to {#}.": "{#}が選択できる背景が{#}から{#}に変更されました。",
 "The barrier magnitude is carried as stacks of the Barrier effect for 20 seconds. That is why the Barrier row's own values cannot resolve it: the number is bound at runtime.": "バリアの量は、バリア効果のスタックとして20秒間保持されます。そのためバリアの行自身の値だけではこれを解決できません。数値は実行時に決定されるためです。",
 "The base price of {#} has changed from {#} to {#}.": "{#}の基本価格が{#}から{#}に変更されました。",
 "The base quantity cycles 4, 24, 72 within each grade band. In the current build, Greater and Supreme mana stones have no reliable drop, chest, recipe or merchant source, so leveling in practice slows sharply once a unit passes level 5.": "基本数量は各品質帯の中で4、24、72と循環します。現在のビルドでは、上位マナ石と最上級マナ石は確実なドロップ、宝箱、レシピ、商人の入手源がないため、実際にはユニットがレベル5を超えるとレベリングが急激に鈍ります。",
 "The base random event": "拠点のランダムイベント",
 "The baseline mood a settler of each level expects from their treatment (housing/food standard). Higher management difficulty lowers the baseline - on Devastation a level-5 settler starts at -9 mood expectation vs -2 on Easy.": "各レベルの入植者が待遇（住宅/食料の水準）に期待する基準の気分です。管理難易度が高いほど基準が下がり、壊滅ではレベル5の入植者は気分期待値-9から始まりますが、簡単では-2です。",
 "The blocking conditions changed for {#} NPC spawns.": "{#}件のNPC出現でブロック条件が変更されました。",
 "The bodies of units who die in the settlement will remain where they are.": "The bodies of units who die in the settlement will remain where they are.",
 "The bodies of units who die in the settlement will remain where they are. In the demo version, bodies can be temporarily removed through the portal. While carrying a unit's body, right-click the po": "The bodies of units who die in the settlement will remain where they are. In the demo version, bodies can be temporarily removed through the portal. While carrying a unit's body, right-click the po",
 "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to ...": "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to ...",
 "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population. There are two ways": "The body of an expedition member who dies in the settlement will remain where it is. Until the body is properly buried, that expedition member will continue to occupy population. There are two ways",
 "The body used by {#} has changed from {#} to {#}.": "{#}が使用する体型が{#}から{#}に変更されました。",
 "The bonus is additive with every other damage dealt bonus in the same bracket, so each extra source is worth less than the first one.": "このボーナスは同じブラケット内の他のすべての与ダメージボーナスと加算されるため、追加のソースを重ねるほど1つあたりの価値は下がる。",
 "The bonus is scoped to one hit and is additive with the other damage dealt bonuses, so it does not multiply them.": "このボーナスは1回のヒットに限定され、他の与ダメージボーナスと加算されるため、それらを乗算することはない。",
 "The bonus is written into the Damage Dealt Bonus of that one hit. A hit is (fixed + self coefficient + target coefficient) x (1 + multiplier + Damage Dealt Bonus / 100 + typed damage bonus / 100 + target damage taken / 100) x hit result x 100 / (100 + resistance) x final multiplier. Heavy Plumb lands inside the additive bonus bracket, and that whole bracket is then multiplied by the critical multiplier, before defense is applied.": "このボーナスは、そのヒットの与ダメージボーナスに書き込まれます。ヒットは(固定値+自己係数+対象係数)×(1+倍率+与ダメージボーナス/100+タイプ別ダメージボーナス/100+対象の被ダメージ/100)×命中結果×100/(100+耐性)×最終倍率で計算されます。Heavy Plumbは加算式ボーナスのブラケット内に入り、そのブラケット全体が防御適用前にクリティカル倍率で乗算されます。",
 "The bonus lands in the additive damage dealt bracket of that one hit, and that bracket is then multiplied by the critical multiplier. It is applied before defense.": "このボーナスは、そのヒットの加算式与ダメージボーナスのブラケットに入り、そのブラケットはその後クリティカル倍率で乗算されます。防御適用前に適用されます。",
 "The bonuses granted by equipping {#} have changed from {#} to {#}.": "{#}の装備時に付与されるボーナスが{#}から{#}に変更されました。",
 "The boss is removed from that room and your monsters take its place.": "その部屋からボスが取り除かれ、代わりに選んだモンスターが配置されます。",
 "The boss room (": "ボス部屋（",
 "The bottom of the Perception modifier range on {#} has changed from {#} to {#}.": "{#}の認知補正範囲の下限が{#}から{#}に変更されました。",
 "The build menu category of {#} has changed from {#} to {#}.": "{#}の建設メニュー分類が{#}から{#}に変更されました。",
 "The building record shape has no status component.": "建物のレコード構造にステータスコンポーネントがありません。",
 "The building subtype of {#} has changed from {#} to {#}.": "{#}の建物サブタイプが{#}から{#}に変更されました。",
 "The calculator covers the two confident stacking DoTs,": "計算機は、確実にスタックする2つのDoT、",
 "The campaign is split into": "キャンペーンは次の単位に分かれています：",
 "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in": "キャンペーンは、拠点と進行中の遠征が共有する単一のグローバル時計で進みます。ダンジョン専用の暦はありません。時間は",
 "The campaign runs on a single global clock shared by the settlement and any active expedition - there is no separate dungeon calendar. Time is measured in ti...": "キャンペーンは拠点と進行中の探索が共有する単一のグローバルクロックで動きます。ダンジョン専用のカレンダーはありません。時間はティックで計測され...",
 "The campaign's main chain is": "キャンペーンのメインチェーンは",
 "The carapace traits that grant these reflects carry FloatValue": "これらの反射を付与する甲羅の特性はFloatValue",
 "The caster's chance to land the hit. In My unit mode it is your unit's real hit chance (from the Builder); player targeted spells are otherwise 100%.": "使い手が攻撃を命中させる確率。自分のユニットモードでは、ユニットの実際の命中率（ビルダーから）です。それ以外ではプレイヤーの対象指定呪文は100%です。",
 "The casting caster's critical-hit chance (the crit multiplier is folded into Skill Damage). In My unit mode this is your chosen caster's real crit - the magic caster's for a magic spell, the physical caster's for a physical one.": "詠唱する使い手のクリティカル率（クリティカル倍率はスキルダメージに織り込み済み）。自分のユニットモードでは、選んだ使い手の実際のクリティカル率です。魔法呪文なら魔法の使い手、物理呪文なら物理の使い手のものです。",
 "The catalyst in...": "触媒が...",
 "The categories on {#} have changed from {#} to {#}.": "{#}のカテゴリーが{#}から{#}に変更されました。",
 "The chain's internal order is": "チェーンの内部順序は",
 "The chance of drawing the first item from {#} has changed from {#} to {#}.": "{#}から1番目のアイテムが引かれる確率が{#}から{#}に変更されました。",
 "The chance of drawing the second item from {#} has changed from {#} to {#}.": "{#}から2番目のアイテムが引かれる確率が{#}から{#}に変更されました。",
 "The chance of drawing the third item from {#} has changed from {#} to {#}.": "{#}から3番目のアイテムが引かれる確率が{#}から{#}に変更されました。",
 "The chance of each item appearing at {#} has changed from {#} to {#}.": "{#}で各アイテムが出現する確率が{#}から{#}に変更されました。",
 "The check is": "判定は",
 "The check is combined head+body HP, not either bar alone. Any damaging hit that leaves a non-boss enemy at": "判定は頭部+胴体の合算HPで、いずれか一方のバーだけではありません。ボス以外の敵を",
 "The choices offered at {#} have changed from {#} to {#}.": "{#}で提示される選択肢が{#}から{#}に変更されました。",
 "The chosen arena room is not in this template.": "選択した闘技場の部屋はこのテンプレートにありません。",
 "The clan rank from which {#} start appearing among recruits has changed from {#} to {#}.": "{#}が募集候補に現れ始めるクランランクが{#}から{#}に変更されました。",
 "The clan rank from which {#} starts appearing among recruits has changed from {#} to {#}.": "{#}が募集候補に現れ始めるクランランクが{#}から{#}に変更されました。",
 "The clan you begin a scenario with - the tutorial and basic starting settlers.": "シナリオ開始時のクラン。チュートリアルと基本の初期開拓者です。",
 "The clear forest air aids growth. All units": "澄んだ森の空気が成長を助ける。すべてのユニットは",
 "The clear forest air aids growth. All units gain": "澄んだ森の空気が成長を助ける。すべてのユニットは獲得する",
 "The clear forest air aids growth. All units gain experience gain bonuses.": "澄んだ森の空気が成長を助けます。すべてのユニットが経験値獲得ボーナスを得ます。",
 "The coefficient stat is hardcoded to physical attack power. A magic basic attack still procs Storm off physical attack power, and only the damage type is inherited, so the resistance the victim uses follows the attack while the scaling does not.": "係数のステータスは物理攻撃力にハードコードされています。魔法の通常攻撃であってもStormは物理攻撃力を基準に発動し、継承されるのはダメージタイプのみです。そのため対象が受ける耐性は攻撃に従いますが、スケーリングは従いません。",
 "The complete Dungeon Settlers database: items, monsters, skills, skill trees, buildings, events, quests, loot tables and a character builder, from the game's own data.": "Dungeon Settlersの完全データベース：アイテム、モンスター、スキル、スキルツリー、建物、イベント、クエスト、戦利品テーブル、キャラクタービルダーを、ゲーム自身のデータから収録。",
 "The complete in-game handbook (the Game Guide panel), 49 topics as shipped in this build. Keyword links work like the game's own hover references.": "完全なゲーム内ハンドブック（ゲームガイドパネル）、このビルドに同梱された49トピック。キーワードリンクはゲーム自身のホバー参照のように機能します。",
 "The complete in-game handbook (the Game Guide panel), 50 topics as shipped in this build. Keyword links work like the game's own hover references.": "完全なゲーム内ハンドブック(ゲームガイドパネル)、このビルドで配信された50のトピック。キーワードリンクはゲーム自体のホバーリファレンスのように機能します。",
 "The complete in-game handbook (the Game Guide panel), 56 topics as shipped in this build. Keyword links work like the game's own hover references.": "ゲーム内の完全なハンドブック(ゲームガイドパネル)。このビルドで出荷された56項目を収録。キーワードリンクはゲーム自体のホバー参照と同じように機能します。",
 "The completion requirement changed for 16 quests.": "16件のクエストで達成条件が変更されました。",
 "The completion requirement changed for {#} quests.": "{#}件のクエストで達成条件が変更されました。",
 "The composited in-game unit icon, with its equipped gear": "装備を反映したゲーム内の合成ユニットアイコン",
 "The condition on {#} has changed from {#} to {#}.": "{#}の条件が{#}から{#}に変更されました。",
 "The condition that makes {#} selectable has changed from {#} to {#}.": "{#}を選択可能にする条件が{#}から{#}に変更されました。",
 "The condition that offers {#} has changed from {#} to {#}.": "{#}が提示される条件が{#}から{#}に変更されました。",
 "The condition that raises {#} has changed from {#} to {#}.": "{#}が発生する条件が{#}から{#}に変更されました。",
 "The condition that starts {#} has changed from {#} to {#}.": "{#}が開始される条件が{#}から{#}に変更されました。",
 "The conditions on {#} have changed from {#} to {#}.": "{#}の条件が{#}から{#}に変更されました。",
 "The conditions that make {#} selectable have changed from {#} to {#}.": "{#}を選択可能にする条件が{#}から{#}に変更されました。",
 "The conditions that offer {#} have changed from {#} to {#}.": "{#}が提示される条件が{#}から{#}に変更されました。",
 "The conditions that raise {#} have changed from {#} to {#}.": "{#}が発生する条件が{#}から{#}に変更されました。",
 "The conditions that start {#} have changed from {#} to {#}.": "{#}が開始される条件が{#}から{#}に変更されました。",
 "The constant is written": "この定数は次のように書かれています",
 "The cooldown of {#} has changed from {#} to {#}.": "{#}のクールタイムが{#}から{#}に変更されました。",
 "The cooldown on {#} has changed from {#} to {#} in-game minutes.": "{#}のクールタイムが{#}から{#}ゲーム内分に変更されました。",
 "The counter effect's max stack of 4 is the 1, 2, 3, 4 then reset pattern, not a 4-attack cadence.": "カウンター効果の最大スタック4は、1・2・3・4と数えてからリセットされるパターンであり、4回攻撃するたびのサイクルではない。",
 "The counter is hidden. The effect is not exposed to the player, so there is no way to see how charged it is.": "カウンターは非表示です。この効果はプレイヤーに公開されないため、どれだけ充填されているか確認する方法はありません。",
 "The counter is invisible in game.": "カウンターはゲーム内では見えません。",
 "The counter runs 1, 2, 3, 4 and then subtracts 3 to land back on 1, so the first proc comes on the 4th qualifying basic attack and every 3rd one after that.": "カウンターは1・2・3・4と進み、その後3を引いて1に戻ります。そのため最初の発動は条件を満たす4回目の通常攻撃で起こり、以降は3回ごとに発動します。",
 "The crafting of magical tools was gradually taking shape, but it was still difficult to call the process stable. With an improved magic work...": "魔法の道具作りは徐々に形になりつつあったが、まだ安定した工程とは言い難かった。改良された魔法工……",
 "The crafting of magical tools was gradually taking shape, but it was still difficult to call the process stable. With an improved magic workshop, the work could be carried out far more efficiently.": "魔法の道具作りは徐々に形になりつつあったが、まだ安定した工程とは言い難かった。改良された魔法工房があれば、作業ははるかに効率的に行えるだろう。",
 "The crafting of magical tools was gradually taking shape, but it was still difficult to call the process stable. With an improved magic workshop, the work could be carried out far more efficiently. ...": "魔法の道具作りは徐々に形になりつつあったが、まだ安定した工程とは言い難かった。改良された魔法工房があれば、作業ははるかに効率的に行えるだろう。……",
 "The critical chance granted at the end reads the inscription's FIRST value, not its third. The third value exists only to fill the tooltip's placeholder, so editing it changes the text and nothing else. Both happen to be 10, which is what hides the bug.": "最後に付与されるクリティカル率は、刻印の第三の値ではなく第一の値を読み取ります。第三の値はツールチップのプレースホルダーを埋めるためだけに存在し、それを編集してもテキストが変わるだけで他には何も変わりません。たまたま両方とも10であるため、このバグは隠れています。",
 "The crow looks down at you, tilts its beak, and says with an oddly playful tone,": "カラスがあなたを見下ろし、くちばしを傾ける。奇妙に遊び心を持ったような口調で言う。",
 "The crow looks down at you, tilts its beak, and says with an oddly playful tone, \"Listen, there is only so much I can do to help. If you get wiped out again, we will really be in t": "カラスがあなたを見下ろし、くちばしを傾ける。奇妙に遊び心を持ったような口調で言う。「聞け、私ができることには限界がある。もし又も全滅したなら、本当に大変な事になるぞ。",
 "The crow looks down at you, tilts its beak, and-almost playfully-says,": "カラスがあなたを見下ろし、くちばしを傾ける。ほぼ遊び心を持ったような口調で言う。",
 "The crow looks down at you, tilts its beak, and-almost playfully-says, \"Listen, there's a limit to how much I can help. If you get wiped out again, we'll really be in trouble.\"</c": "カラスがあなたを見下ろし、くちばしを傾ける。ほぼ遊び心を持ったような口調で、「聞け、私にできることには限界がある。もし又も全滅したなら、本当に困った事になるぞ。」",
 "The currency of leveling. Grades are Lesser (Low), Intermediate (Mid), Greater (High) and Supreme; higher-level units need higher-grade stones to level up.": "レベルアップの通貨。等級は下級（Low）、中級（Mid）、上位（High）、最上級（Supreme）があり、高レベルユニットほどレベルアップに高等級のマナ石が必要になる。",
 "The current laboratory alone seems unable to handle the growing volume of research and records. The time was approaching when a better resea...": "今の研究所だけでは、増え続ける研究と記録の量に対応しきれないようだ。より良い研究環……",
 "The current laboratory alone seems unable to handle the growing volume of research and records. The time was approaching when a better research environment would be needed. \"If we": "今の研究所だけでは、増え続ける研究と記録の量に対応しきれないようだ。より良い研究環境が必要になる時が近づいていた。「もし私たちが……",
 "The current laboratory alone seems unable to handle the growing volume of research and records. The time was approaching when a better research environment would be needed. \"If we are...": "今の研究所だけでは、増え続ける研究と記録の量に対応しきれないようだ。より良い研究環境が必要になる時が近づいていた。「もし私たちが……」",
 "The custom AI is built on Behavior Designer trees whose distance/vision checks (": "カスタムAIはBehavior Designerのツリー上に構築されており、その距離/視界チェック(",
 "The damage dealt bonus changes by current": "The damage dealt bonus changes by current",
 "The damage dealt bonus changes by current 気分 × {0}%. The lower 気分 is, the more damage is dealt.": "与ダメージボーナスは現在の気分×{0}%だけ変化する。気分が低いほど与えるダメージが増加する。",
 "The damage pipeline, per-point stat coefficients, crit and resist math, DoT scaling, encirclement and summon scaling - every number cited to its table.": "ダメージのパイプライン、ポイントあたりのステータス係数、クリティカルと耐性の計算、DoTのスケーリング、包囲と召喚体のスケーリング。すべての数値をそれぞれのテーブルに紐付けて記載。",
 "The data ships a": "データには",
 "The decoration style of {#} has changed from {#} to {#}.": "{#}の装飾スタイルが{#}から{#}に変更されました。",
 "The deeper you go into a dungeon, the richer and rarer the Resources you can obtain.": "ダンジョンをより深く進むほど、より豊かでレアなリソースを取得できます。",
 "The default conversation for {#} has changed from {#} to {#}.": "{#}の既定の会話が{#}から{#}に変更されました。",
 "The default, most common recruit (recruitment weight 100 at every clan rank). The only race with an experience bonus. Has the largest procedural name pool.": "デフォルトで最も一般的な募集対象（すべてのクランランクで募集ウェイト100）。経験値ボーナスを持つ唯一の種族。最大の自動生成名前プールを持ちます。",
 "The demo has": "デモには",
 "The demo truth: the chain is broken on purpose": "デモの真実：連鎖は意図的に断たれている",
 "The depletion recovery interval: GAMESYSTEM_Campaign_DepletionTerm = 4,320 in-game minutes (3 in-game days) per stack. A floor farmed to 0 needs 15 in-game days (~4.5 real hours at 1x) to refill fully.": "消耗の回復間隔：GAMESYSTEM_Campaign_DepletionTerm = 1スタックあたりゲーム内4,320分（ゲーム内3日）。0まで周回した階層が完全に回復するにはゲーム内15日（1倍速で現実の約4.5時間）が必要です。",
 "The detection model": "探知モデル",
 "The dev comment on that constant is explicit:": "その定数への開発者コメントは明確です：",
 "The device does not respond, no matter which buttons you press or levers you pull. Time appears to have destroyed its co...": "The device does not respond, no matter which buttons you press or levers you pull. Time appears to have destroyed its co...",
 "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 65, with conditions and rewards) live on the": "遠征決議システムの土台となるダイアログの外枠です。拠点での方針プロンプトに加え、その却下シーンと完了シーンが含まれます。決議そのもの（条件と報酬を含む全65件）は次に掲載しています:",
 "The dialog shells behind the Expedition Resolution system - the policy prompt at base plus its dismissal and completion scenes. The resolutions themselves (all 66, with conditions and rewards) live on the": "遠征解決システムの背後にあるダイアログシェル - ベースでのポリシープロンプトとそのスキップおよび完了シーン。解決自体（条件と報酬を伴うすべて66個）は",
 "The draw weight of the first item in {#} has changed from {#} to {#}.": "{#}の1番目のアイテムの抽選重みが{#}から{#}に変更されました。",
 "The draw weight of the second item in {#} has changed from {#} to {#}.": "{#}の2番目のアイテムの抽選重みが{#}から{#}に変更されました。",
 "The draw weight of the third item in {#} has changed from {#} to {#}.": "{#}の3番目のアイテムの抽選重みが{#}から{#}に変更されました。",
 "The dump confirms the constants and the melee/ranged split (dev comment: [0] melee, [1] ranged) but the method bodies are stripped, so the exact arithmetic that applies the multiplier is inferred, not read line-by-line. No leash or return-to-spawn timer was found in the code - a monster that reaches": "ダンプは定数と近接/遠隔の区分（開発者コメント：[0] 近接、[1] 遠隔）を裏付けていますが、メソッド本体は除去されているため、倍率を適用する正確な計算は行単位で読んだものではなく推定です。コード中にリーシュやスポーン地点への帰還タイマーは見つかりませんでした。到達したモンスターは",
 "The dungeon runs on a day/night clock. Daytime is": "ダンジョンは昼夜のクロックで動きます。昼は",
 "The durability arithmetic itself was not disassembled. What is settled is that the extra wear is driven by the skill's durability cost and lands on the skill's proper equipment.": "耐久値の計算式自体は逆アセンブルされていません。確定しているのは、追加の摩耗がそのスキルの耐久値コストによって発生し、そのスキルの対応装備に反映されるという点だけです。",
 "The durability of {#} has changed from {#} to {#}.": "{#}の耐久度が{#}から{#}に変更されました。",
 "The durability routine receives the": "耐久計算処理が受け取るのは",
 "The duration of {#} has changed from {#} to {#}.": "{#}の持続時間が{#}から{#}に変更されました。",
 "The effects applied by equipping {#} have changed from {#} to {#}.": "{#}の装備時に適用される効果が{#}から{#}に変更されました。",
 "The effects carried by {#} have changed from {#} to {#}.": "{#}が持つ効果が{#}から{#}に変更されました。",
 "The encirclement constant is authored in the game data but no combat code reads it, so this bonus currently does nothing. The panel shows what it": "包囲の定数はゲームデータに記述されているが、戦闘コードはそれを読み取らないため、このボーナスは現在何も機能しない。パネルが示すのは、それが",
 "The end delay on {#} has changed from {#} to {#}.": "{#}の終了ディレイが{#}から{#}に変更されました。",
 "The enemy is assumed to always hit (100%) - no dodge/guard model exists for monsters in the data.": "敵は常に命中（100%）すると仮定します。データ上、モンスターには回避／ガードのモデルがありません。",
 "The energy cost of {#} has changed from {#} to {#}.": "{#}のエネルギー消費量が{#}から{#}に変更されました。",
 "The entries behind {#} have changed from {#} to {#}.": "{#}を構成する項目が{#}から{#}に変更されました。",
 "The equipment required to use {#} has changed from {#} to {#}.": "{#}の使用に必要な装備が{#}から{#}に変更されました。",
 "The events linked to {#} have changed from {#} to {#}.": "{#}に紐づくイベントが{#}から{#}に変更されました。",
 "The exact gain is rolled randomly inside the tier's range at each level-up, then multiplied by your": "正確な上昇量はレベルアップごとにティアの範囲内でランダムに決まり、その後あなたの",
 "The exact skill it grants is not defined in stock DS_B.0.3.26 yet (gated / unreleased content).": "付与される正確なスキルは、通常のDS_B.0.3.26ではまだ定義されていない (制限付き / 未実装コンテンツ)。",
 "The exact skill it grants is not defined in stock DS_B.0.3.40 yet (gated / unreleased content).": "付与される正確なスキルは、通常のDS_B.0.3.40ではまだ定義されていない (制限付き / 未実装コンテンツ)。",
 "The exact skill it grants is not defined in stock DS_B.0.3.44 yet (gated / unreleased content).": "付与される正確なスキルは、標準のDS_B.0.3.44ではまだ定義されていません(ゲート済み/未実装コンテンツ)。",
 "The exact skill it grants is not defined in stock {#} yet (gated / unreleased content).": "付与される正確なスキルは、標準の{#}ではまだ定義されていません(ゲート済み/未実装コンテンツ)。",
 "The exchange": "打ち合い",
 "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with fi...": "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with fi...",
 "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with filth and dust, but no one pays it any mind. Once every eye is on you, you raise your voice. \"We conquered that accursed tunnel. We brought down the rotting refuse and every hideous monster within it.\" The expedition members slap one another on the back and burst into cheers. Laughter rings out all around. \"But this is not the end. The heart of the calamity still awaits us deeper below. Carry today's victory in your hearts-and tomorrow, let us march into even deeper darkness!\" At your signal, the expedition members let out a mighty roar and celebrate their victory together.": "The expedition members gather one by one to celebrate the success of this expedition. Their armor is still caked with filth and dust, but no one pays it any mind. Once every eye is on you, you raise your voice. \"We conquered that accursed tunnel. We brought down the rotting refuse and every hideous monster within it.\" The expedition members slap one another on the back and burst into cheers. Laughter rings out all around. \"But this is not the end. The heart of the calamity still awaits us deeper below. Carry today's victory in your hearts-and tomorrow, let us march into even deeper darkness!\" At your signal, the expedition members let out a mighty roar and celebrate their victory together.",
 "The expedition members have begun to doubt the expedition's recent ability to achieve its g...": "遠征メンバーは遠征の最近の目標達成能力を疑うようになりました。...",
 "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol...": "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark viol...",
 "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"No... They're already dead.\" Every expression hardens. While recovering the body, the expedition members discover a small amount of money.": "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"No... They're already dead.\" Every expression hardens. While recovering the body, the expedition members discover a small amount of money.",
 "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"Thank goodness. They're still alive!\" The survivor regains consciousness a short while later and decides to remain with the expedition.": "The expedition members immediately plunge into the contaminated zone. Pollutants coil around their bodies, and dark violet liquid covers their armor and skin. No one has a moment to spare for their own safety. After barely managing to seize the drifting figure and drag them out, one member checks their condition. \"Thank goodness. They're still alive!\" The survivor regains consciousness a short while later and decides to remain with the expedition.",
 "The expedition members receive meals more generous than usual and eat with visibly greater sati...": "遠征隊員はいつもより豪華な食事を受け取り、目に見えて満足げに食べる……",
 "The expedition members receive meals more generous than usual and eat with visibly greater satisf...": "The expedition members receive meals more generous than usual and eat with visibly greater satisf...",
 "The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "遠征隊員はいつもより豪華な食事を受け取り、目に見えて満足げに食べる。",
 "The expedition members' eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and...": "The expedition members' eyes widen at your words. In an instant, their expressions shift from exhaustion to surprise and...",
 "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrib...": "遠征隊の最終目標は、自我を持つダンジョンであるアルクテオンのコアを破壊し、世界に襲いかかった恐ろしい黙示録に...",
 "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the wor...": "遠征の最終的な目標は、自己認識を持つダンジョン・アークティオンの核を破壊し、世界に訪れた恐ろしい黙示録に…",
 "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have f": "遠征の最終的な目標は、自己認識を持つダンジョン・アークティオンの核を破壊し、世界に訪れた恐ろしい黙示録に終止符を打つことです。最近の遠征以来…",
 "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have failed to produce any visible results, the expedition members seem to be growing restless. \"Captain, what if we go deeper on the next expedition?\" Someone makes the suggestion loudly in front of all the gathered members. \"If we stop here, everyone will think we're cowards.\" After deep consideration, you realize that now, while the members are filled with motivation, may be the perfect opportunity to move on to the next stage of the expedition.": "遠征隊の最終目標は、自我を持つダンジョンであるアルクテオンのコアを破壊し、世界に襲いかかった恐ろしい黙示録に終止符を打つことだ。最近の遠征が目立った成果を上げられていないため、遠征隊員たちは落ち着かなくなっているようだ。「隊長、次の遠征でもっと深く進みませんか？」誰かが集まったすべての者の前で大声で提案する。「ここで止まれば、誰もが俺たちを臆病者だと思うだろう。」深く考えた結果、今、隊員たちが活気に満ちている間が、遠征隊の次の段階に進むための最良の機会かもしれないと気づく。",
 "The expedition's ultimate goal is to destroy the core of Arcteon, the self-aware dungeon, and bring an end to the terrible apocalypse that has come upon the world. Since the recent expeditions have failed to produce any visible results, the expedition members seem to be growing restless. \"Commander, what if we go deeper on the next expedition?\" Someone makes the suggestion loudly in front of all the gathered members. \"If we stop here, everyone will think we're cowards.\" After deep consideration, you realize that now, while the members are filled with motivation, may be the perfect opportunity to move on to the next stage of the expedition.": "遠征の最終目標は、自我を持つダンジョン「アークテオン」の核を破壊し、世界を襲った恐ろしい災厄に終止符を打つことだ。ここ最近の遠征は目に見える成果を上げられずにいるため、遠征隊員たちは苛立ちを募らせているようだ。「司令官、次の遠征ではもっと深くまで行ってみてはどうでしょう?」誰かが集まった隊員たち全員の前で声高に提案する。「ここで止まれば、皆が私たちを臆病者だと思うでしょう。」よく考えた末、あなたは今この隊員たちの士気が高まっている今こそ、次の段階へ進む絶好の機会かもしれないと悟る。",
 "The expedition's ultimate goal is to destroy the core of Arcteon, the sentient dungeon, and put an end to the terrible a...": "The expedition's ultimate goal is to destroy the core of Arcteon, the sentient dungeon, and put an end to the terrible a...",
 "The experience required to reach the next level climbs on a roughly quadratic curve: 30 to reach level 2, then 250, 567, 1,017, 1,600, 2,315, 3,167, 4,153, 5,273, 6,531, 7,926, and finally 9,457 to reach level 12.": "次のレベルに到達するのに必要な経験値は、おおよそ二次曲線で上昇します。レベル2到達に30、以降250、567、1,017、1,600、2,315、3,167、4,153、5,273、6,531、7,926、そして最後にレベル12到達に9,457です。",
 "The extra hit before the target's magic resistance and its own critical roll.": "この追加ヒットは、対象の魔法耐性および独自のクリティカル判定より前に発生する。",
 "The extra hit is its own execution. Having a fixed value it carries no attack power term, but it still runs the whole damage pipeline: the attacker's damage dealt bonus and magic damage dealt bonus scale it, it rolls its own critical and guard, and the target's magic resistance mitigates it.": "追加ヒットはそれ自体が独立した実行です。固定値のため攻撃力の項は持ちませんが、ダメージパイプライン全体を通過します。攻撃者の与ダメージボーナスと魔法与ダメージボーナスによってスケーリングされ、独自のクリティカルとガード判定を行い、対象の魔法耐性によって軽減されます。",
 "The eyes used by {#} have changed from {#} to {#}.": "{#}が使用する目が{#}から{#}に変更されました。",
 "The face portrait": "顔のポートレート",
 "The facial decoration used by {#} has changed from {#} to {#}.": "{#}が使用する顔の装飾が{#}から{#}に変更されました。",
 "The fifth group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される5番目のオブジェクトグループが{#}から{#}に変更されました。",
 "The figure read is the hit's total damage, which is the pre-shield number, not the health you actually lost. A barrier that ate the hit does not shrink the reflection.": "読み取られる数値はヒットの合計ダメージであり、シールド適用前の数値であって、実際に失ったHPではありません。ヒットを受け止めたバリアがあっても、反射量が小さくなることはありません。",
 "The first group of items scattered in {#} has changed from {#} to {#}.": "{#}に散らばる1番目のアイテムグループが{#}から{#}に変更されました。",
 "The first group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される1番目のオブジェクトグループが{#}から{#}に変更されました。",
 "The first item in {#} has changed from {#} to {#}.": "{#}の1番目のアイテムが{#}から{#}に変更されました。",
 "The first playable region and the home base area, about 114 room templates across 5 floors. Monsters include Grey Rat, Red Rat, the elite Red Monster Rat, Acid Insect, Acid Slogel, Alpha Acid Slogel, Mawmurk/White Mawmurk, stone golems (Red/Blue/Yellow) and slimes. Home to the in-dungeon merchant Aric, the hunter Endorsi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note the 1-based loot naming versus the 0-based region id).": "最初にプレイ可能な地域であり、拠点エリアでもあります。5階層にわたって約114のルームテンプレートがあります。モンスターには灰色ネズミ、赤いネズミ、エリートの赤いモンスターネズミ、酸性昆虫、酸性スロゲル、アルファ酸性スロゲル、マウマーク／白いマウマーク、石ゴーレム（赤／青／黄）、スライムがいます。ダンジョン内商人のアリック、ハンターのエンドルシ（仲間にできるクエスト提供者）、学者の Xenon が住んでいます。ドロップテーブルは DROP_R1* の接頭辞が付きます（ドロップ名は1始まり、地域IDは0始まりである点に注意）。",
 "The following content is planned for Early Access. - Boss of the first region, Veil of Silence - Second region, Festeri...": "以下の内容は早期アクセスで実装予定です。- 第一地域「沈黙のヴェール」のボス - 第二地域、Festeri…",
 "The following content is planned for Early Access. - The boss of the first region, the Veil of Silence - The second reg...": "以下の内容は早期アクセスで実装予定です。- 第一地域「沈黙のヴェール」のボス - 第二地…",
 "The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees - Ach...": "以下の内容は正式リリースで実装予定です。- 地域3〜6とそのボス - 追加の研究ツリー - Ach…",
 "The following content is planned for the full release. - Regions 3-6 and their bosses - Additional research trees - New...": "以下の内容は正式リリースで実装予定です。- 地域3〜6とそのボス - 追加の研究ツリー - New…",
 "The formulas are:": "計算式は次のとおり：",
 "The fourth group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される4番目のオブジェクトグループが{#}から{#}に変更されました。",
 "The full dataset is machine-readable:": "全データセットは機械可読です：",
 "The game": "ゲーム",
 "The game auto saves to a single slot on exit.": "ゲームはゲーム終了時に単一スロットにオートセーブします。",
 "The game auto saves to a single slot on exit. Recommended for intended gameplay experience.": "ゲームはゲーム終了時に単一スロットにオートセーブします。意図したゲームプレイ体験のためにお勧めします。",
 "The game auto-saves to a single slot on exit.": "ゲームはゲーム終了時に単一スロットにオートセーブします。",
 "The game auto-saves to a single slot on exit. Recommended for intended gameplay experience.": "ゲームはゲーム終了時に単一スロットにオートセーブします。意図したゲームプレイ体験のためにお勧めします。",
 "The game calls Burning defense-ignoring in English and barrier-ignoring in Korean; raw numbers shown ignore the difference.": "ゲームでは燃焼を英語で防御無視、韓国語でバリア無視と呼びますが、表示される生の数値はこの違いを無視しています。",
 "The game data also defines an": "ゲームデータは次のものも定義している：",
 "The game reads the": "ゲームは",
 "The game's internal term for any applied effect on a unit: buffs, debuffs, inscriptions, racial traits, aura and status effects are all 'affecters'. In-game you mostly meet them as named buffs/debuffs (Barrier, Burning, Stun) and as inscriptions.": "ユニットに適用されるあらゆる効果を指すゲーム内部の用語です。バフ、デバフ、刻印、種族特性、オーラ、状態異常はすべて「アフェクター」です。ゲーム中では主に名前付きのバフ/デバフ（バリア、燃焼、気絶）や刻印として目にします。",
 "The game's own Poison text (": "ゲーム自身の毒のテキスト(",
 "The game's own encyclopedia entries for the campaign backstory, quoted verbatim from the localization table.": "キャンペーンの背景設定に関するゲーム自身の百科事典項目を、ローカライズテーブルからそのまま引用しています。",
 "The game's own encyclopedia text for each expedition rank (": "各探索ランクに対するゲーム内の百科事典テキスト（",
 "The gate is the skill row's hit type and damage type, not the words basic attack. 96 of the 252 skills in the table are melee physical and every one of them gets the bonus. Ranged physical (9 skills), ranged magic (35) and melee magic (3) get nothing.": "条件となるのは「通常攻撃」という言葉ではなく、スキル行のヒットタイプとダメージタイプです。テーブル内の252スキルのうち96は近接物理で、そのすべてがこのボーナスを得ます。遠隔物理(9スキル)、遠隔魔法(35)、近接魔法(3)は何も得ません。",
 "The gold available at {#} has changed from {#} to {#}.": "{#}が所持するゴールドが{#}から{#}に変更されました。",
 "The gold is a money change, and a visible counter effect is stacked on the wearer alongside it so the running total is readable.": "ゴールドは資金の変動であり、それと合わせて装備者に可視のカウンター効果がスタックされるため、累計を読み取ることができます。",
 "The goods sold at {#} have changed from {#} to {#}.": "{#}で販売される商品が{#}から{#}に変更されました。",
 "The greater the talent, the more their": "才能が高いほど、その",
 "The greatsword excels in powerful": "大剣は強力な",
 "The greatsword excels in powerful strikes but is slower in speed.": "大剣は強力な一撃に優れますが、速度は遅めです。",
 "The green square is the baseline - a recruit with all-Moderate talents has no bonus and no malus.": "緑の四角が基準値です。才能がすべて中程度の募集ユニットにはボーナスもマイナスもありません。",
 "The guild and dungeon merchant talk shells.": "ギルド商人とダンジョン商人が貝殻について話す。",
 "The hair used by {#} has changed from {#} to {#}.": "{#}が使用する髪型が{#}から{#}に変更されました。",
 "The heal is published as its own execution on the wearer.": "回復は装備者への独立した実行として発生します。",
 "The health granted by {#} has changed from {#} to {#}.": "{#}が付与する体力が{#}から{#}に変更されました。",
 "The health of {#} has changed from {#} to {#}.": "{#}の体力が{#}から{#}に変更されました。",
 "The higher the talent, the more that": "タレントが高いほど",
 "The illustration shown at {#} has changed from {#} to {#}.": "{#}で表示される挿絵が{#}から{#}に変更されました。",
 "The in-game text of {#} has changed from {#} to {#}.": "{#}のゲーム内テキストが{#}から{#}に変更されました。",
 "The in-game text says additional magic damage equal to 10 percent of physical attack power; in the code, 10 percent of the damage the basic attack just dealt. Physical attack power is never read anywhere in the routine.": "ゲーム内テキストでは物理攻撃力の10パーセントに等しい追加魔法ダメージとされていますが、コード上では直前の通常攻撃が与えたダメージの10パーセントです。物理攻撃力はこの処理のどこでも参照されません。",
 "The in-game text says every 3rd basic attack; in the code, the first proc lands on the 4th qualifying attack, then every 3rd after that.": "ゲーム内テキストでは通常攻撃3回ごととされていますが、コード上では最初の発動は条件を満たす4回目の攻撃で起こり、以降は3回ごとです。",
 "The in-game text says the type of damage depends on the type of the basic attack; in the code, only the damage type is inherited. The number itself always scales off physical attack power.": "ゲーム内テキストではダメージの種類は通常攻撃の種類によるとされていますが、コード上では継承されるのはダメージタイプのみです。数値自体は常に物理攻撃力を基準にスケーリングされます。",
 "The in-game text says then Critical Chance increases by the third value; in the code, the routine loads the first value instead. The bonus is +10 critical chance because the first value is 10, not because the third one is.": "ゲーム内テキストではその後クリティカル率が第三の値だけ上昇するとされていますが、コード上では代わりに第一の値が読み込まれます。ボーナスがクリティカル率+10なのは、第一の値が10であるためで、第三の値が10だからではありません。",
 "The in-game text says up to 5 enemies; in the code, the loop's counter allows 7 published hits. Which of the two the designer meant is not settled, so treat 5 as the intended figure and 7 as the code's ceiling.": "ゲーム内テキストでは最大5体の敵とされていますが、コード上ではループのカウンターが最大7回のヒット発生を許容します。デザイナーがどちらを意図していたかは確定していないため、5を意図値、7をコード上の上限として扱ってください。",
 "The in-game text says {#}; in the code, {#}": "ゲーム内テキストでは{#}とされていますが、コード上では{#}",
 "The in-game time it takes for one Mana Stone to be consumed when Mana Stones are used as fuel in a generator (After the prototype, fuel consumption rate will need to be adjusted separately per structure via the structure sheet)": "マナ石が発電機の燃料として使われるとき、1個のマナ石が消費されるのにかかるゲーム内時間（プロトタイプ後、燃料消費率は建造物シートを通じて建造物ごとに個別に調整が必要になる）",
 "The infamous Red Monster Rat that lives in the forest. It": "森に生息する悪名高い赤いモンスターネズミ。それは",
 "The infamous Red Monster Rat that lives in the forest. It has Incredible power.": "森に住む悪名高い赤いモンスターネズミ。信じられない力を持っている。",
 "The ingredient amounts for {#} have changed from {#} to {#}.": "{#}の材料数量が{#}から{#}に変更されました。",
 "The inscription deals no lethal damage of its own. It applies a status, and that status does the killing.": "この刻印自体は致命的なダメージを与えない。状態を付与し、その状態が実際にとどめを刺す。",
 "The inscription save-scumming note": "刻印のセーブスカミングに関するメモ",
 "The inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 per 1000). Candidates also come with a": "候補が生まれつき持つ刻印は、レベルアップ時の抽選と同じレアリティ重み（1000あたり 807 / 170 / 20 / 3）を使います。候補には",
 "The inspector's voice flows from the raven's beak.": "監督官の声がカラスのくちばしから流れる。",
 "The internal keyword changed for {#} events.": "{#}件のイベントの内部キーワードが変更されました。",
 "The internal keyword changed for {#}.": "{#}の内部キーワードが変更されました。",
 "The items gathered from {#} have changed from {#} to {#}.": "{#}から採取されるアイテムが{#}から{#}に変更されました。",
 "The keyword recorded by {#} has changed from {#} to {#}.": "{#}が記録するキーワードが{#}から{#}に変更されました。",
 "The ladder": "はしご",
 "The largest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#}で各アイテムが在庫される最大数量が{#}から{#}に変更されました。",
 "The level required for {#} has changed from {#} to {#}.": "{#}に必要なレベルが{#}から{#}に変更されました。",
 "The level-5 wall is real": "レベル5の壁は本物です",
 "The liquid inside the glass tanks slowly begins to swirl, and the fingers of the sleeping goblins twitch ever so slightl...": "The liquid inside the glass tanks slowly begins to swirl, and the fingers of the sleeping goblins twitch ever so slightl...",
 "The longer a unit stays in a dungeon, the more": "ユニットがダンジョンに滞在する時間が長いほど、より",
 "The longer a unit stays in a dungeon, the more its Mood decreases due to the dungeon's Magic.": "ユニットがダンジョンに留まるほど、ダンジョンの魔法によってムードが低下します。",
 "The longer a unit stays in a dungeon, the more the dungeon's magic gradually lowers its Mood.": "ユニットがダンジョンに留まるほど、ダンジョンの魔法がそのムードを段々と低下させます。",
 "The loot dropped by {#} has changed from {#} to {#}.": "{#}がドロップする戦利品が{#}から{#}に変更されました。",
 "The lower": "The lower",
 "The lower end of the price adjustment at {#} has changed from {#} to {#}.": "{#}の価格調整の下限が{#}から{#}に変更されました。",
 "The magic attack granted by {#} has changed from {#} to {#}.": "{#}が付与する魔法攻撃力が{#}から{#}に変更されました。",
 "The magic attack of {#} has changed from {#} to {#}.": "{#}の魔法攻撃力が{#}から{#}に変更されました。",
 "The main chain's finale (Main7) is killing the": "メインチェーンのフィナーレ（Main7）は",
 "The main quest chain - each scene opens the next Main quest.": "メインクエストの連鎖です。各シーンが次のメインクエストを開きます。",
 "The main skill trees open to {#} have changed from {#} to {#}.": "{#}が選択できるメインスキルツリーが{#}から{#}に変更されました。",
 "The management difficulty of {#} has changed from {#} to {#}.": "{#}の管理難易度が{#}から{#}に変更されました。",
 "The master clock (day / hour / min / tick)": "マスタークロック（日／時／分／ティック）",
 "The materials needed to build {#} have changed from {#} to {#}.": "{#}の建設に必要な材料が{#}から{#}に変更されました。",
 "The materials needed to repair {#} have changed from {#} to {#}.": "{#}の修理に必要な材料が{#}から{#}に変更されました。",
 "The materials returned for dismantling {#} have changed from {#} to {#}.": "{#}の解体時に返却される材料が{#}から{#}に変更されました。",
 "The max stack of 4 on the table row is that counter, not a 4-attack cycle.": "テーブル行にある最大スタック4はそのカウンターのことであり、4回攻撃のサイクルではない。",
 "The model": "モデル",
 "The moment you give permission, the Lycan expedition m...": "許可を与えた瞬間、ライカン遠征メンバーが...",
 "The moment you present proof of the hunt, her expression hardens.": "狩りの証拠を提示した瞬間、彼女の表情が硬くなる。",
 "The moment you present proof of the hunt, her expression hardens. \"...What is this.\" She immediately shakes her head and snaps back sharply. \"That thing": "狩りの証拠を提示した瞬間、彼女の表情が硬くなる。「...これは何だ。」彼女はすぐに首を振り、きつく言い返す。「その生き物",
 "The monster's Magic Attack Power at the selected difficulty (drives its magic hits).": "選択した難易度でのモンスターの魔法攻撃力（魔法攻撃を駆動）。",
 "The monster's Physical Attack Power at the selected difficulty (drives its physical hits).": "選択した難易度でのモンスターの物理攻撃力（物理攻撃を駆動）。",
 "The monster's total max health at the selected difficulty (HP scales Very Hard x1.5, Devastation x2).": "選択した難易度でのモンスターの総最大HP（HPはベリーハード x1.5、壊滅 x2でスケール）。",
 "The monsters in {#} have changed from {#} to {#}.": "{#}のモンスターが{#}から{#}に変更されました。",
 "The monsters placed in {#} have changed from {#} to {#}.": "{#}に配置されるモンスターが{#}から{#}に変更されました。",
 "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from": "気分帯（とても不幸〜とても幸せ）とストレス帯は次から直接来ています",
 "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from {#}; see the {#} page for every mood source and the standing modifiers in full.": "気分帯（とても不幸〜とても幸せ）とストレス帯は{#}から直接来ています。すべての気分源と常時修正値の詳細は{#}ページを参照してください。",
 "The mood ladder a squad climbs while it is inside the dungeon: when each stage lands, what it costs on every management difficulty, and how safe floors reset it.": "部隊がダンジョン内にいる間に上っていく気分のはしご:各段階がいつ発生するか、それが各管理難易度でどれだけのコストになるか、そして安全フロアがそれをどうリセットするか。",
 "The movement speed of {#} has changed from {#} to {#}.": "{#}の移動速度が{#}から{#}に変更されました。",
 "The neutral units present at the start of {#} have changed from {#} to {#}.": "{#}の開始時に存在する中立ユニットが{#}から{#}に変更されました。",
 "The newly appointed Vice Captain {0} calmly surveys the members. \"The dungeon is encroaching on the continent. If we ca...": "新しく任命された副隊長{0}がメンバーを静かに見渡す。\"ダンジョンが大陸に迫っている。もし私たちが...",
 "The newly appointed Vice Captain {0} humbly receives the badge you bestow with both hands. He immediately turns and face...": "新しく任命された副隊長{0}は両手であなたが与えたバッジを恭しく受け取ります。彼はすぐに向き直し...",
 "The newly appointed Vice Captain {0} quietly receives the badge you hand over. He closes his eyes briefly and inhales de...": "新しく任命された副隊長{0}があなたが渡すバッジを静かに受け取る。彼は目を閉じて一呼吸し、吸い込ん...",
 "The newly appointed Vice Captain {0} summons the members before a campfire. \"The dungeon will not welcome us. It will t...": "新しく任命された副隊長{0}がキャンプファイアの前にメンバーを召集する。\"ダンジョンは我々を歓迎しない。それは...",
 "The newly appointed deputy": "新たに任命された副",
 "The newly appointed deputy captain, {0}, calmly surveys the expedition members.": "新たに任命された副隊長の{0}は、遠征隊員を落ち着いて眺める。",
 "The newly appointed deputy captain, {0}, calmly surveys the expedition members. \"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers-an": "新たに任命された副隊長、{0}は落ち着いた様子で遠征隊員たちを見渡す。「ダンジョンは大陸を飲み込みつつある。この災厄を止められなければ、森も川も……」",
 "The newly appointed deputy captain, {0}, calmly surveys the expedition members. \"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers-and eventually even the World Tree-will wither away.\" After a brief silence, {0} continues in a resolute voice. \"Remember this: the blessing of the sacred World Tree will be with us on our journey.\" The expedition members steel themselves, their expressions firm with resolve.": "新たに任命された副隊長の{0}は、遠征隊員を落ち着いて眺める。「ダンジョンが大陸を飲み込んでいる。この災禍を止められなければ、森と川は-やがて世界樹まで-しおれてしまうだろう。」短い沈黙の後、{0}は決然とした声で続ける。「覚えておけ。聖なる世界樹の祝福が我々の旅に付き添うだろう。」遠征隊員たちは自分たちを引き締め、表情には揺るぎない決意がみなぎる。",
 "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent, then slowly survey the expedition memb": "副隊長として新しく任命された{0}は、あなたから静かに徽章を受け取った。彼らは一瞬目を閉じ、香りを嗅ぐかのように息を吸い込み、その後遠征隊員を…",
 "The newly appointed deputy captain, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent,...": "副隊長として新しく任命された{0}は、あなたから静かに徽章を受け取った。彼らは一瞬目を閉じ、香りを嗅ぐかのように息を吸い込み…",
 "The newly appointed deputy captain, {0}, summons the expedition members to the campfire.": "副隊長として新しく任命された{0}は、遠征隊員をキャンプファイアに呼ぶ。",
 "The newly appointed deputy captain, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us without end and, in the end, try to swall": "副隊長として新しく任命された{0}は、遠征隊員をキャンプファイアに呼ぶ。「ダンジョンは我々を歓迎しない。それは終わりなく我々を試し、最終的には…",
 "The newly appointed deputy commander, {0}, calmly surveys the expedition members.": "新たに任命された副司令官、{0}は落ち着いた様子で遠征隊員たちを見渡す。",
 "The newly appointed deputy commander, {0}, calmly surveys the expedition members. \"The Dungeon is consuming the continent. If we fail to sto...": "新たに任命された副司令官、{0}は落ち着いた様子で遠征隊員たちを見渡す。「ダンジョンは大陸を飲み込みつつある。この災厄を止められなけれ……",
 "The newly appointed deputy commander, {0}, calmly surveys the expedition members. \"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers - and...": "新たに任命された副司令官、{0}は落ち着いた様子で遠征隊員たちを見渡す。「ダンジョンは大陸を飲み込みつつある。この災厄を止められなければ、森も川も……」",
 "The newly appointed deputy commander, {0}, calmly surveys the expedition members. \"The Dungeon is consuming the continent. If we fail to stop this calamity, the forests and rivers-and eventually even the World Tree-will wither away.\" After a brief silence, {0} continues in a resolute voice. \"Remember this: the blessing of the sacred World Tree will be with us on our journey.\" The expedition members steel themselves, their expressions firm with resolve.": "新たに任命された副司令官、{0}は落ち着いた様子で遠征隊員たちを見渡す。「ダンジョンは大陸を飲み込みつつある。この災厄を止められなければ、森も川も、そしてやがては世界樹すら枯れ果てるだろう。」少しの沈黙の後、{0}は決意のこもった声で続ける。「覚えておいてくれ。聖なる世界樹の祝福が、この旅路で私たちと共にある。」遠征隊員たちは表情を引き締め、覚悟を固める。",
 "The newly appointed deputy commander, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as th...": "新たに任命された副司令官、{0}はあなたから静かに徽章を受け取る。しばし目を閉じ、何かの匂いを嗅ぐように息を吸い込……",
 "The newly appointed deputy commander, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent, then slowly survey the expedition me": "新たに任命された副司令官、{0}はあなたから静かに徽章を受け取る。しばし目を閉じ、何かの匂いを嗅ぐように息を吸い込むと、ゆっくりと遠征隊員た……",
 "The newly appointed deputy commander, {0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a scent, then slowly survey the expedition me...": "新たに任命された副司令官、{0}はあなたから静かに徽章を受け取る。しばし目を閉じ、何かの匂いを嗅ぐように息を吸い込むと、ゆっくりと遠征隊員たち……",
 "The newly appointed deputy commander, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us without end and, in the end, try to swa": "新たに任命された副司令官、{0}は遠征隊員たちを焚き火に呼び集める。「ダンジョンは私たちを歓迎しない。それは絶えず私たちを試し、最後には飲み込もうとするだろ……",
 "The newly appointed deputy commander, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us without end and, in the end, try to swallo...": "新たに任命された副司令官、{0}は遠征隊員たちを焚き火に呼び集める。「ダンジョンは私たちを歓迎しない。それは絶えず私たちを試し、最後には飲み込もうとするだろう……",
 "The newly appointed deputy commander, {0}, summons the expedition members to the campfire. \"The Dungeon will not welcome us. It will test us...": "新たに任命された副司令官、{0}は遠征隊員たちを焚き火に呼び集める。「ダンジョンは私たちを歓迎しない。それは絶えず私たちを試……",
 "The node type of {#} has changed from {#} to {#}.": "{#}のノードタイプが{#}から{#}に変更されました。",
 "The odds you actually want:": "本当に知りたい確率:",
 "The offer condition changed for {#} decisions.": "{#}件の決断で提示条件が変更されました。",
 "The only exclusion is the boss tag. Elite monsters are executable, which the tooltip does not say.": "唯一の除外はボスタグです。エリートモンスターは処刑可能ですが、これはツールチップには書かれていません。",
 "The original room appearance used in range previews": "射程プレビューで使う元の部屋の外観",
 "The other switches on the new-campaign screen, with their official descriptions.": "新規キャンペーン画面のその他のスイッチと、その公式説明です。",
 "The outcome changed for {#} dialogue options.": "{#}件の会話選択肢で結果が変更されました。",
 "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division)": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 GAMESYSTEM_Dungeon_Floor_Phase_Divisionに基づくが、拡張性のためこれはForest_Darkのフェーズ区分（3フェーズ区分）",
 "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Dark (3-phase division) Name changed": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 GAMESYSTEM_Dungeon_Floor_Phase_Divisionに基づくが、拡張性のためこれはForest_Darkのフェーズ区分（3フェーズ区分）名称変更",
 "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division)": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 GAMESYSTEM_Dungeon_Floor_Phase_Divisionに基づくが、拡張性のためこれはForest_Standardのフェーズ区分（4フェーズ区分）",
 "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Based on GAMESYSTEM_Dungeon_Floor_Phase_Division, but for extensibility this is the phase division for Forest_Standard (4-phase division) Name changed HY: Phase by floor. E.g. Floor 1 - Phase 1 / Floor 4 - Phase 3, like that.": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 GAMESYSTEM_Dungeon_Floor_Phase_Divisionに基づくが、拡張性のためこれはForest_Standardのフェーズ区分（4フェーズ区分）名称変更 HY: 階ごとのフェーズ。例: 1階 - フェーズ1 / 4階 - フェーズ3、といった具合。",
 "The part working out how the dungeon's appearance changes by phase depending on which floor is crossed Default: 2, 4 (Phase 1's last floor is Floor 2, Phase 2's last floor is Floor 4. Since the last value is 4, Floor 4 is treated as this Region's final floor)": "どの階を越えるかに応じてダンジョンの外観がフェーズごとにどう変わるかを算出する部分 デフォルト: 2, 4（フェーズ1の最終階は2階、フェーズ2の最終階は4階。最後の値が4なので、4階がこの地域の最終階として扱われる）",
 "The per-stack stat changes applied by {#} have been adjusted from {#} to {#}.": "{#}がスタックごとに適用する能力値変化が{#}から{#}に調整されました。",
 "The per-stage mood penalty scales with management difficulty - Easy -1/-4/-7/-10, Normal -3/-6/-9/-12, up to Devastation -6/-12/-18/-24 - and after the party returns a": "段階ごとの気分ペナルティは経営難易度に応じて増えます：イージー-1/-4/-7/-10、ノーマル-3/-6/-9/-12、最大で壊滅-6/-12/-18/-24まで。そしてパーティーが帰還した後、",
 "The percentage threshold used to judge that enough sleep has been had. Once asleep, the unit won't wake until Stamina has recovered to this value. Note that it will not wake even if another shared task comes up in the meantime (it can still be woken by force-switching to control mode).": "十分に睡眠を取ったと判断するためのパーセンテージのしきい値。眠りに入ると、スタミナがこの値まで回復するまでユニットは目覚めません。その間に別の共有タスクが発生しても目覚めない点に注意してください（操作モードに強制切り替えすれば起こすことは可能です）。",
 "The percentage value of how much Hunger must recover before regaining consciousness, when in an 'Unconscious' state due to hunger-related causes such as being hungry.": "空腹などの空腹に関連する原因で「気絶」状態にあるとき、意識を取り戻すまでに空腹をどれだけ回復する必要があるかのパーセント値。",
 "The percentage value of how much Stamina must recover before regaining consciousness, when in an 'Unconscious' state due to stamina-related causes such as Deadly or the final Stamina penalty.": "『無意識』状態（デッドリーや最終スタミナペナルティなどスタミナ関連の原因による）から意識を取り戻す前に、スタミナがどれだけ回復する必要があるかを示すパーセンテージ値。",
 "The percentage value that determines how long a unit sleeps for when in Sleep Priority mode.": "睡眠優先モードのときにユニットがどれだけ眠るかを決めるパーセント値。",
 "The personal traits available to {#} have changed from {#} to {#}.": "{#}が取得できる個人特性が{#}から{#}に変更されました。",
 "The personal traits of {#} have changed from {#} to {#}.": "{#}の個人特性が{#}から{#}に変更されました。",
 "The phases {#} can appear in have changed from {#} to {#}.": "{#}が出現できるフェーズが{#}から{#}に変更されました。",
 "The physical attack granted by {#} has changed from {#} to {#}.": "{#}が付与する物理攻撃力が{#}から{#}に変更されました。",
 "The physical attack of {#} has changed from {#} to {#}.": "{#}の物理攻撃力が{#}から{#}に変更されました。",
 "The pile of game beside her still": "彼女の傍らに積まれた獲物はまだ",
 "The pile of game beside her still reeks of fresh blood.": "彼女の側の獲物の山は、生の血の臭いがまだ漂っている。",
 "The pile of game beside her still reeks of fresh blood. \"They have sharp noses. They tear into the weak and frightened first.\" She lets out a short scoff. <color=#a6": "彼女の側の獲物の山は、生の血の臭いがまだ漂っている。「彼らは鋭い嗅覚を持っている。彼らは弱くて怖い者に最初に襲いかかる。」彼女は短く嗤う。",
 "The pile of slain game beside her still carries the thick scent of fresh blood.": "彼女の側の倒れた獲物の山は、まだ生の血の濃い臭いを放っている。",
 "The pile of slain game beside her still carries the thick scent of fresh blood. \"They've a keen nose for weakness. The fearful and feeble are always the first to be torn apart.\"</co": "彼女の側の倒れた獲物の山は、まだ生の血の濃い臭いを放っている。「彼らは弱さに敏感な嗅覚を持っている。恐れ心と虚弱な者が常に最初に引き裂かれる。」",
 "The pipes are corroded in places, and pools of co...": "パイプのいくつかは腐食しており…",
 "The pool read is the combined head and body health, not one of the two.": "読み取られるHPプールは頭部と胴体の合計であり、どちらか一方ではない。",
 "The position of {#} on the research board has changed from {#} to {#}.": "{#}の研究ボード上の位置が{#}から{#}に変更されました。",
 "The pounding of drums, lively pipes, and murmurs in an unknown tongue ming...": "The pounding of drums, lively pipes, and murmurs in an unknown tongue ming...",
 "The prayer tier you choose at level-up (Least, Ordinary, Plentiful). It trades mana-stone cost against the size of your stat gains; it does NOT affect inscription rarity.": "レベルアップ時に選ぶ祈りのティア（最小、普通、豊富）。マナ石のコストと能力値上昇量のトレードオフになるが、刻印のレアリティには影響しない。",
 "The preview changed for {#} dialogue options.": "{#}件の会話選択肢でプレビューが変更されました。",
 "The preview shown for {#} has changed from {#} to {#}.": "{#}に表示されるプレビューが{#}から{#}に変更されました。",
 "The primary target is explicitly skipped, so it is never hit twice.": "メイン対象は明示的に除外されるため、二重にヒットすることはない。",
 "The published data dump advertised the wrong game build (it still said B.0.3.26 while every table was B.0.3.40). Build identity is now derived, not hand-written.": "公開されたデータダンプが誤ったゲームビルドを公表しました（すべてのテーブルがB.0.3.40であっても、B.0.3.26と記載されていました）。ビルド識別子は手動で作成されるのではなく、導出されるようになりました。",
 "The quality rating of {#} has changed from {#} to {#}.": "{#}の品質評価が{#}から{#}に変更されました。",
 "The random expedition-name generator combines one entry from each pool (": "ランダム探索名ジェネレーターは各プールから1つずつエントリーを組み合わせる（",
 "The range of {#} has changed from {#} to {#} tiles.": "{#}の射程が{#}から{#}タイルに変更されました。",
 "The rarity of {#} has changed from {#} to {#}.": "{#}のレア度が{#}から{#}に変更されました。",
 "The raven perched on your forearm glows blue in the eyes.": "君の前腕に止まったカラスの目が青く光る。",
 "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the pos...": "腕にとまったカラスの目が青く光る。やがてしわがれた男の声がその嘴から発せられる。「報告を受けている、あなたの遠征……",
 "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the position of deputy captain in your expedit": "腕にとまったカラスの目が青く光る。やがてしわがれた男の声がその嘴から発せられる。「報告を受けている。あなたの遠征隊の副隊長の職が……",
 "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the position of deputy captain in your expedition is vacant.\" \"Well... there were circumstances.\" The Inspector grumbles in exasperation, then continues his lecture. \"The deeper your expedition ventures, the harder it will become for you to handle everything alone. Do you understand? Appoint a new deputy captain as soon as you can. \"": "君の前腕に止まったカラスの目が青く光る。すぐに荒々しい男の声がそのくちばしから発せられる。「君の遠征隊の副隊長の職が空いているという報告を受けた。」「まあ...事情があったんだ。」検査官はうんざりしたように不平を言い、その後も講義を続ける。「遠征隊が深く進めば進むほど、すべてを一人で処理するのが難しくなる。わかるか？できるだけ早く新しい副隊長を任命しろ。」",
 "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the position of deputy commander in your exped": "腕にとまったカラスの目が青く光る。やがてしわがれた男の声がその嘴から発せられる。「報告を受けている。あなたの遠征隊の副司令官の職……",
 "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the position of deputy commander in your expeditio...": "腕にとまったカラスの目が青く光る。やがてしわがれた男の声がその嘴から発せられる。「報告を受けている。あなたの遠征隊の副司令官の職が……",
 "The raven perched on your forearm glows blue in the eyes. A gruff male voice soon issues from its beak. \"I've received a report that the position of deputy commander in your expedition is vacant.\" \"Well... there were circumstances.\" The Inspector grumbles in exasperation, then continues his lecture. \"The deeper your expedition ventures, the harder it will become for you to handle everything alone. Do you understand? Appoint a new deputy commander as soon as you can. \"": "腕にとまったカラスの目が青く光る。やがてしわがれた男の声がその嘴から発せられる。「報告を受けている。あなたの遠征隊の副司令官の職が空席だとな。」「まあ……色々と事情がありまして。」検査官はうんざりしたように唸ると、説教を続ける。「遠征が深くなるほど、お前一人ですべてを処理するのは難しくなる。わかるか?できるだけ早く新しい副司令官を任命しろ。」",
 "The recruit weighting for Lycans at {#} has changed from {#} to {#}.": "{#}でのライカンの募集重みが{#}から{#}に変更されました。",
 "The recurring gold cost of keeping a recruited unit in your clan; higher-level units cost more upkeep.": "勧誘したユニットをクランに留めておくために継続してかかるゴールドコスト。高レベルユニットほど維持費が高い。",
 "The reflected amount is the post-defense damage, read BEFORE your own barrier or guard soaks it. A shield that eats the whole hit still reflects the full": "反射される量は防御後のダメージで、自分のバリアやガードが受け止める前に読み取られます。被弾を丸ごと吸収するシールドでも、",
 "The region tier a drop pool belongs to: DROP_R1* pools serve Veil of Silence and DROP_R2* pools serve Festering Burrow. Chest loot and monster drops are wired to these region-tiered pools.": "ドロッププールが属する地域ティア。DROP_R1*プールは沈黙のヴェール、DROP_R2*プールはただれた巣穴に対応する。宝箱の戦利品とモンスターのドロップはこれらの地域ティア別プールに紐付いている。",
 "The region-clear boss of Veil of Silence (the only region wired with a clear-boss in the current build). A multi-phase fight using StoneStomp, StoneThrow, StoneRaise and EarthCrash. Its defeated body remains as a settlement prop. The Crawling Doom campaign's scripted finale is a separate elite fight against the Red Monster Rat.": "沈黙のヴェールのクリアボス（現ビルドでクリアボスが設定されている唯一の地域）。StoneStomp、StoneThrow、StoneRaise、EarthCrash を用いる複数フェーズの戦闘です。倒された亡骸は拠点のオブジェクトとして残ります。這い寄る破滅キャンペーンのスクリプト化された最終決戦は、赤いモンスターネズミとの別個のエリート戦です。",
 "The requirement to complete {#} has changed from {#} to {#}.": "{#}の完了条件が{#}から{#}に変更されました。",
 "The research tree progresses": "研究ツリーは",
 "The reward changed for {#} decisions.": "{#}件の決断で報酬が変更されました。",
 "The reward for the first kill of {#} has changed from {#} to {#}.": "{#}の初回撃破報酬が{#}から{#}に変更されました。",
 "The reward for {#} has changed from {#} to {#}.": "{#}の報酬が{#}から{#}に変更されました。",
 "The room itself is rolled on {#} in about {#} of visits.": "部屋自体は {#} で、訪問の約 {#} で抽選されます。",
 "The room type of {#} has changed from {#} to {#}.": "{#}の部屋タイプが{#}から{#}に変更されました。",
 "The same boss room with the boss taken out and the monsters you choose put in instead.": "同じボス部屋で、ボスを取り除き、選択したモンスターを代わりに配置したもの。",
 "The save generator could not be downloaded.": "セーブジェネレーターをダウンロードできませんでした。",
 "The save generator did not load.": "セーブジェネレーターが読み込まれませんでした。",
 "The save generator was initialised without the team-name slugifier.": "セーブジェネレーターは、チーム名のスラッグ変換機能なしで初期化されました。",
 "The scarecrow": "かかし",
 "The scripted opening area (about 10 room templates) used by the tutorial quest chain, where you learn camera control, gathering, and basic combat against Weak Grey Rats and a Weak Acid Insect before returning to the settlement. Not a replayable expedition region.": "チュートリアルのクエストチェーンで使われるスクリプト化された開始エリア（約10のルームテンプレート）。ここでカメラ操作、採集、そして弱い灰色ネズミや虚弱な酸性昆虫との基本戦闘を学んだあと、拠点に戻ります。繰り返し遊べる探索地域ではありません。",
 "The second group of items scattered in {#} has changed from {#} to {#}.": "{#}に散らばる2番目のアイテムグループが{#}から{#}に変更されました。",
 "The second group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される2番目のオブジェクトグループが{#}から{#}に変更されました。",
 "The second item in {#} has changed from {#} to {#}.": "{#}の2番目のアイテムが{#}から{#}に変更されました。",
 "The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with about 77 room templates across 5 floors and unlockable after Veil of Silence. Its bestiary is the goblin warband (Worker, Brawler, Thrower, Rider, Shaman, Chief Shaman), the Gloth boar family (Pup, Male, Female, Challenger, Elder), Mud Slimes/Slogels, the Crystal Turtle and White Mawmurk. Home to the merchant Cedric and the scholar Perion. Loot tables are prefixed DROP_R2*.": "2番目の地域（内部名は Shadow_Forest、表示名はただれた巣穴）。5階層にわたって約77のルームテンプレートがあり完全に作り込まれており、沈黙のヴェールをクリアすると解放されます。生息するのはゴブリンの戦団（ワーカー、ブローラー、スローワー、ライダー、シャーマン、首長シャーマン）、グロスのイノシシ一族（幼獣、オス、メス、チャレンジャー、エルダー）、泥スライム／スロゲル、クリスタルタートル、白いマウマークです。商人のセドリックと学者のペリオンが住んでいます。ドロップテーブルは DROP_R2* の接頭辞が付きます。",
 "The selection weight of {#} has changed from {#} to {#}.": "{#}の選択重みが{#}から{#}に変更されました。",
 "The severity of {#} has changed from {#} to {#}.": "{#}の深刻度が{#}から{#}に変更されました。",
 "The shortcut bar is saved with the character, but it does not travel in a shared team link yet - whoever opens the link gets the default bar.": "ショートカットバーはキャラクターと共に保存されますが、まだ共有チームリンクには反映されません。リンクを開いた人にはデフォルトのバーが表示されます。",
 "The six major stats, Max Health, Physical/Magic Attack Power, Attack Speed": "6つの主要ステータス、最大体力、物理／魔法攻撃力、攻撃速度",
 "The sixth group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される6番目のオブジェクトグループが{#}から{#}に変更されました。",
 "The skill point cost of {#} has changed from {#} to {#}.": "{#}のスキルポイント消費が{#}から{#}に変更されました。",
 "The skill's effect animation, extracted from the game sprites. Frame timing is approximate.": "ゲームのスプライトから抽出したスキルのエフェクトアニメーション。フレームのタイミングは概算です。",
 "The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.": "訓練用のかかし（ゲームの練習用ダミー）にスキルの効果が命中し、ヒットを受けてのけぞる様子。フレームのタイミングはおおよそです。",
 "The skill's raw damage coefficient (% of attack power per cast), before crit, weapon or resist.": "スキルの素のダメージ係数（詠唱あたりの攻撃力の割合%）。クリティカル・武器・耐性適用前。",
 "The skills granted by equipping {#} have changed from {#} to {#}.": "{#}の装備時に付与されるスキルが{#}から{#}に変更されました。",
 "The smallest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#}で各アイテムが在庫される最小数量が{#}から{#}に変更されました。",
 "The spawn room for {#} has changed from {#} to {#}.": "{#}の出現部屋が{#}から{#}に変更されました。",
 "The splash is always physical, whatever the damage type of the basic attack that triggered it.": "スプラッシュは、発動元の通常攻撃のダメージタイプにかかわらず、常に物理です。",
 "The stack limit on {#} has changed from {#} to {#}.": "{#}の最大スタック数が{#}から{#}に変更されました。",
 "The start delay on {#} has changed from {#} to {#}.": "{#}の開始ディレイが{#}から{#}に変更されました。",
 "The starting equipment for {#} has changed from {#} to {#}.": "{#}の初期装備が{#}から{#}に変更されました。",
 "The starting items for {#} have changed from {#} to {#}.": "{#}の初期アイテムが{#}から{#}に変更されました。",
 "The starting positions of the buildings in {#} have changed from {#} to {#}.": "{#}の建物の初期配置位置が{#}から{#}に変更されました。",
 "The starting skills of {#} have changed from {#} to {#}.": "{#}の初期スキルが{#}から{#}に変更されました。",
 "The starting traits of {#} have changed from {#} to {#}.": "{#}の初期特性が{#}から{#}に変更されました。",
 "The stat changes applied by {#} have been adjusted from {#} to {#}.": "{#}が適用する能力値変化が{#}から{#}に調整されました。",
 "The stat changes granted by {#} have been adjusted from {#} to {#}.": "{#}が付与する能力値変化が{#}から{#}に調整されました。",
 "The stat inscriptions scale by grade Low / Mid / High, which is usually 1x / 2x / 3x (for example Attack Speed +10 / +20 / +30, Max Weight +20 / +40 / +60), though a few are non-linear (Life Steal +5% / +7% / +10%, Critical Chance +5% / +10% / +15%, resistances +5% / +10% / +15%).": "ステータス刻印は低級/中級/高級のグレードで倍率が変わり、通常は1倍/2倍/3倍です（例：攻撃速度+10/+20/+30、最大重量+20/+40/+60）。ただし一部は非線形です（ライフスティール+5%/+7%/+10%、クリティカル確率+5%/+10%/+15%、耐性+5%/+10%/+15%）。",
 "The stat pipeline": "ステータスのパイプライン",
 "The step type of {#} has changed from {#} to {#}.": "{#}のステップ種別が{#}から{#}に変更されました。",
 "The storage capacity of {#} has changed from {#} to {#}.": "{#}の収納容量が{#}から{#}に変更されました。",
 "The stored list changed for {#} game constants.": "{#}件のゲーム定数で保存リストが変更されました。",
 "The sub skill trees open to {#} have changed from {#} to {#}.": "{#}が選択できるサブスキルツリーが{#}から{#}に変更されました。",
 "The sub-faction of {#} has changed from {#} to {#}.": "{#}のサブ陣営が{#}から{#}に変更されました。",
 "The subtype of {#} has changed from {#} to {#}.": "{#}のサブタイプが{#}から{#}に変更されました。",
 "The summon's own abilities that quote a percent of magic attack power use the summoner's live stat, not the summon's halved value.": "魔法攻撃力の割合を参照する召喚体自身の能力は、召喚体の半減値ではなく召喚者のライブステータスを使用します。",
 "The summoner's LIVE Magic Attack Power": "召喚者のライブ魔法攻撃力",
 "The target cannot dodge and every remaining hit against it is a guaranteed critical.": "対象は回避できず、残りの攻撃はすべて確定クリティカルになる。",
 "The targeting condition changed for {#} events.": "{#}件のイベントでターゲティング条件が変更されました。",
 "The third group of objects placed in {#} has changed from {#} to {#}.": "{#}に配置される3番目のオブジェクトグループが{#}から{#}に変更されました。",
 "The third item in {#} has changed from {#} to {#}.": "{#}の3番目のアイテムが{#}から{#}に変更されました。",
 "The threat radius a monster engages within (": "モンスターが交戦を始める脅威半径です（",
 "The three": "3種類の",
 "The tooltip shows +6% Physical Attack per stack (so +36% at 6 stacks). The mechanical per-stack stat template (": "ツールチップには1スタックあたり物理攻撃力+6%（6スタックで+36%）と表示されます。メカニクス上の1スタックあたりステータステンプレート（",
 "The top of the Perception modifier range on {#} has changed from {#} to {#}.": "{#}の認知補正範囲の上限が{#}から{#}に変更されました。",
 "The training scarecrow": "訓練用かかし",
 "The trigger condition changed for 17 events.": "17件のイベントで発動条件が変更されました。",
 "The trigger condition changed for {#} alerts.": "{#}件のアラートで発動条件が変更されました。",
 "The trigger condition changed for {#} events.": "{#}件のイベントで発動条件が変更されました。",
 "The trigger is the resolved result on the hit's log, which means a critical that was actually processed, not merely a critical roll.": "トリガーとなるのはヒットログ上の確定結果であり、つまり単なるクリティカル判定ではなく、実際に処理されたクリティカルを意味する。",
 "The two": "2つの",
 "The type of {#} has changed from {#} to {#}.": "{#}のタイプが{#}から{#}に変更されました。",
 "The unit condition on {#} has changed from {#} to {#}.": "{#}のユニット条件が{#}から{#}に変更されました。",
 "The unit died during the expedition.": "ユニットは遠征中に死亡しました。",
 "The unit went missing during the expedition.": "ユニットは遠征中に行方不明になった。",
 "The unit went missing during the expedition. TIP: Units outside the portal's room are considered missing.": "ユニットは遠征中に行方不明になった。ヒント：ポータルの部屋の外にいるユニットは行方不明とみなされます。",
 "The unlock list changed for {#} research options.": "{#}件の研究オプションで解放リストが変更されました。",
 "The upper end of the price adjustment at {#} has changed from {#} to {#}.": "{#}の価格調整の上限が{#}から{#}に変更されました。",
 "The value for what % of max Head Health is set when entering the Deadly state due to damage": "ダメージによって致命状態に入るとき、最大頭部体力の何%に設定されるかの値",
 "The value for what % of max Stamina is set when entering the Deadly state due to damage": "ダメージによって致命状態に入るとき、最大スタミナの何%に設定されるかの値",
 "The values behind {#} have changed from {#} to {#}.": "{#}を構成する数値が{#}から{#}に変更されました。",
 "The values behind {#} were adjusted.": "{#}の数値が調整されました。",
 "The victim cap could not be settled from the binary. The loop's own predicate publishes up to 7 hits while the table value and the design note both say 5. The wiki reports the predicate and flags the reading as unconfirmed in game.": "対象数の上限はバイナリからは確定できませんでした。ループ自体の条件式は最大7回のヒット発生を許容しますが、テーブルの値とデザインノートはどちらも5としています。本Wikiでは条件式の値を報告しつつ、実機での確認は取れていないことを明記しています。",
 "The vision range of {#} has changed from {#} to {#} tiles.": "{#}の視界範囲が{#}から{#}タイルに変更されました。",
 "The wake-up is": "起動は",
 "The warmth fades": "温もりが薄れていく",
 "The warmth fades swiftly-only silent ruin remains.": "暖かさは急速に消え去り、静寂の廃墟だけが残ります。",
 "The weapon or magic tree this skill belongs to.": "このスキルが属する武器または魔法のツリー。",
 "The weapon-and-level recruit pool the game draws from as your clan rank rises.": "クランランクが上がるにつれてゲームが引き出す、武器とレベルの募集プールです。",
 "The weight of {#} has changed from {#} to {#}.": "{#}の重量が{#}から{#}に変更されました。",
 "The weighting of each background for {#} has changed from {#} to {#}.": "{#}の背景ごとの重みが{#}から{#}に変更されました。",
 "The weighting of each personal trait for {#} has changed from {#} to {#}.": "{#}の個人特性ごとの重みが{#}から{#}に変更されました。",
 "The weighting of each sub skill tree for {#} has changed from {#} to {#}.": "{#}のサブスキルツリーごとの重みが{#}から{#}に変更されました。",
 "The wording mentions 'enemy units' and a 'killing aura', but the skill data targets a single enemy (Default area, radius 0, single hostile): the damage and debuff apply to one target.": "説明文では「敵ユニット」や「殺戮のオーラ」に触れているが、スキルデータは単体の敵を対象とする（Default範囲、半径0、単体敵）。ダメージとデバフは1体の対象に適用される。",
 "The work needed for {#} has changed from {#} to {#}.": "{#}に必要な作業量が{#}から{#}に変更されました。",
 "Theme1_": "Theme1_",
 "Theme2_": "Theme2_",
 "Then": "次に",
 "Then I'll be going.": "では、私は行きます。",
 "Then I'll increase the rations.": "では、配給を増やしましょう。",
 "Then a rustling comes from the nearby ...": "その時、近くからガサガサという音が...。",
 "Then you glance dow...": "Then you glance dow...",
 "There are": "合計で",
 "There is": "次のものは存在しない：",
 "There is a file with the same name. If you save, that file will be deleted. Are you sure you want to continue?": "同じ名前のファイルがあります。保存すると、そのファイルは削除されます。続行してもよろしいですか？",
 "There is no inscription or trait in DS_B.0.3.26 that directly reduces durability loss. Wear is managed through play instead:": "DS_B.0.3.26には耐久度の損耗を直接減らす刻印や特性はありません。摩耗は立ち回りで管理します：",
 "There is no inscription or trait in DS_B.0.3.40 that directly reduces durability loss. Wear is managed through play instead:": "DS_B.0.3.40には耐久度の損耗を直接減らす刻印や特性はありません。摩耗は立ち回りで管理します：",
 "There is no inscription or trait in DS_B.0.3.44 that directly reduces durability loss. Wear is managed through play instead:": "DS_B.0.3.44には、耐久値の消耗を直接軽減する刻印や特性は存在しません。摩耗はプレイを通じて管理します:",
 "There is no table constant that caps the Life Steal stat itself, nor any global ceiling on Critical Chance, Dodge or Guard chance. If the engine clamps these (for example crit at 100%), that clamp lives in code, not in the game tables, and could not be confirmed here.": "ライフスティールのステータス自体に上限を設けるテーブル定数は存在せず、クリティカル確率、回避、ガード確率にグローバルな上限もありません。エンジンがこれらを制限している（例えばクリティカルを100%で）としても、その制限はゲームテーブルではなくコード内にあり、ここでは確認できませんでした。",
 "There's no time for that now.": "今それに時間を使う余裕はありません。",
 "These are effects that bring negative changes to a player's stats.": "これらはプレイヤーのステータスに負の変化をもたらす効果です。",
 "These are effects that bring negative changes to a player's stats. - 弱体化 - 脆弱 - 鈍足 - 足を引きずる状態 - 致命的な弱点 -": "これらはプレイヤーのステータスに負の変化をもたらす効果です。- 弱体化 - 脆弱 - 鈍足 - 足を引きずる状態 - 致命的な弱点 -",
 "These are effects that bring positive changes to a player's stats.": "これらはプレイヤーのステータスに正の変化をもたらす効果です。",
 "These are effects that bring positive changes to a player's stats. - 攻撃 - 鉄壁 - 要塞化 - ヘイスト - 猛攻 -": "これらはプレイヤーのステータスに正の変化をもたらす効果です。- 攻撃 - 鉄壁 - 要塞化 - ヘイスト - 猛攻 -",
 "These are in-game events that occurred during gameplay, providing explanations for various situations that arose.": "これらはゲームプレイ中に発生したゲーム内イベントであり、発生した様々な状況の説明を提供します。",
 "These do not create the first Barrier; they multiply it, convert it to healing, or turn it into cooldown reduction. Bolt them onto a Guard Barrier or Fire Cloak engine.": "これらは最初のバリアを生み出しません。バリアを増幅し、回復に変換し、あるいはクールタイム短縮に変えます。ガードバリアや炎の外套のエンジンに組み合わせてください。",
 "These rules were read out of the game binary of build": "これらのルールは、次のビルドのゲームバイナリから読み取られました",
 "These scripted scenes fire": "これらのスクリプト付きシーンは",
 "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of bla...": "{0}が生まれた夜、村の犬たちは夜明けまで遠吠えを続け、井戸の水には不可思議な臭いが漂っていたという...",
 "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of black earth. People whispered for a long time about lamps going out and bowls cracking after the child passed by, and no one reached out a hand first. So they grew more used to the sound of closing doors than to smiling faces.": "They say that on the night {0} was born, the village dogs howled until dawn, and the well water carried the smell of black earth. People whispered for a long time about lamps going out and bowls cracking after the child passed by, and no one reached out a hand first. So they grew more used to the sound of closing doors than to smiling faces.",
 "They say they can hear the song of the forest. It's something beyond my understanding, though.": "彼らは森の歌が聞こえると言っています。ただし、それは私の理解を超えています。",
 "They scale with your": "次の値に応じてスケールします",
 "They then turn to face the expedition members with a triu...": "彼らは勝ち誇った態度で遠征隊員に向きを変え…",
 "Things had improved, but the expedition members still wanted to dine in a better environment. Providing a Normal Dining Room would also have a positive effect on the expedition's morale. <color=#": "状況は改善したが、遠征隊員たちはまだより良い環境で食事をしたいと望んでいた。普通の食堂を用意すれば、遠征の士気にも良い影響があるだろう。<color=#",
 "Things had improved, but the expedition members still wanted to dine in a better environment. Providing a Normal Dining Room would also have a positive effect on the expedition's morale. <color=#a69...": "状況は改善したが、遠征隊員たちはまだより良い環境で食事をしたいと望んでいた。普通の食堂を用意すれば、遠征の士気にも良い影響があるだろう。<color=#a69...",
 "Things had improved, but the expedition members still wanted to dine in a better environment. Providing a Normal Dining Room would also have...": "状況は改善したが、遠征隊員たちはまだより良い環境で食事をしたいと望んでいた。普通の食堂を用意すれば……",
 "Things the tooltip does not tell you": "ツールチップが教えてくれないこと",
 "Things this race can never have (backgrounds outside its recruit pool, another race's scenario starter, a race-locked acquired trait) stay visible but greyed out and cannot be picked. Turn this on to build impossible what-if combinations anyway.": "この種族が決して持てないもの(募集プール外の背景、他種族のシナリオ開始特性、種族限定の獲得特性)は、表示はされますがグレーアウトされ選択できません。これをオンにすると、あえて不可能なもしもの組み合わせを作成できます。",
 "This attack can also damage allies.": "この攻撃は味方にもダメージを与える可能性があります。",
 "This attack lands with reduced hit chance (its own penalty); the numbers are pre-hit-chance like every skill.": "この攻撃は命中率が低下した状態で命中する（固有のペナルティ）。数値は他のスキルと同様、命中率適用前の値である。",
 "This build has no practice target to put in the room.": "このビルドには部屋に配置できる練習用の的がありません。",
 "This building is placed into the room templates below. \"Chance per floor\" = how likely this room (and so this building) appears on that floor: the template's weight against competing templates of its type, times how many slots of that type the floor has (from the game's authored floor layouts). \"Per room\" = how many of this building the template places.": "この建物は下記の部屋テンプレートに配置されます。「階層ごとの確率」= この部屋（つまりこの建物）がその階層に出現する可能性: 同種の競合テンプレートに対するそのテンプレートの重みに、その階層が持つ同種スロットの数（ゲームで作成された階層レイアウトによる）を掛けたものです。「部屋ごと」= そのテンプレートがこの建物を配置する数です。",
 "This character has learned no damaging active skills yet - only the basic attack is shown. Learn skills in the Skill Trees section.": "このキャラクターはまだダメージ系アクティブスキルを習得していません。基本攻撃のみ表示されます。スキルツリーのセクションでスキルを習得してください。",
 "This character has no damaging skill, summon or weapon basic attack yet.": "このキャラクターにはまだダメージスキル、召喚、武器の通常攻撃がありません。",
 "This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers.": "このデモはDungeon Settlersのコアゲームプレイループを早期に見るために準備されました。",
 "This expedition member went missing during the expedition.": "この遠征メンバーは遠征中に行方不明になった。",
 "This file is not a JSON object.": "このファイルはJSONオブジェクトではありません。",
 "This file is not valid JSON.": "このファイルは有効なJSONではありません。",
 "This is a": "これは",
 "This is a confidential playtest. Please do": "これは秘密のプレイテストです。以下をお願いします",
 "This is a sample from the wiki gallery. It is not saved to your builds yet - edit it freely. Saving it (make any change, or use \"Save as new\") adds it as a new character; your own saved builds are never changed.": "これはウィキギャラリーのサンプルです。まだビルドに保存されていません。自由に編集してください。保存すると (変更を加えるか、「新規保存」を使用)、新しいキャラクターとして追加されます。保存済みビルドは変更されません。",
 "This is an absolute addition of Magic Attack Power points inside the execution, applied before the skill's coefficient is read. Because it feeds the attack power term rather than the additive bonus bracket, the skill's coefficient multiplies it.": "これは実行内部での魔法攻撃力ポイントの絶対加算であり、スキルの係数が読み取られる前に適用される。加算式ボーナスのブラケットではなく攻撃力の項に加わるため、スキルの係数によって乗算される。",
 "This is an absolute addition of Physical Attack Power points inside the execution, applied before the skill's coefficient is read. Because it feeds the attack power term rather than the additive bonus bracket, the skill's coefficient multiplies it.": "これは実行内部での物理攻撃力ポイントの絶対加算であり、スキルの係数が読み取られる前に適用される。加算式ボーナスのブラケットではなく攻撃力の項に加わるため、スキルの係数によって乗算される。",
 "This is an inscription: offered at level-up and on recruitment (see": "これは刻印です。レベルアップ時と採用時に提供されます（参照:",
 "This is the best I can do.": "これが私にできる最高です。",
 "This is the live scarecrow animation: the practice dummy's own recoil clip, played whenever a skill strikes it. In the skill cards below it appears inside each composite (the dummy standing in the target cell at the skill's range, struck by the effect, recoiling a beat after the impact); here it is on its own, exactly as extracted from the game's ScareCrow AnimatorController.": "これはかかしのライブアニメーションです：スキルが当たるたびに再生される練習用ダミー自身ののけぞりクリップです。下のスキルカードでは各合成の中に登場します（スキルの射程の対象セルに立つダミーが、エフェクトに打たれ、着弾の一拍後にのけぞる）。ここでは、ゲームのScareCrow AnimatorControllerから抽出したそのままの形で単独で表示しています。",
 "This is the percent-modifier channel of": "これは次のパーセント補正チャンネルです：",
 "This is the percent-modifier channel of {#}; effects adjust this channel, and the main stat page lists them all.": "これは{#}のパーセント補正チャンネルです。効果はこのチャンネルを調整し、メインのステータスページにそれらがすべて表示されます。",
 "This layout hit a snag - try another seed or switch layout mode.": "このレイアウトで問題が発生しました。別のシードを試すか、レイアウトモードを切り替えてください。",
 "This looks disgusting.": "これは気持ち悪く見えます。",
 "This main attribute proportionally increases ma...": "このメイン能力値は比例して増加する...",
 "This major stat proportionally increases max...": "このメインステータスは比例して最大値を増加させる...",
 "This page cannot check the password because the browser only allows secure hashing over https. Open the site over https and try again.": "ブラウザがセキュアなハッシュ化をhttps経由でしか許可しないため、このページはパスワードを確認できません。サイトをhttps経由で開いてもう一度お試しください。",
 "This page collects content that exists in the game's data for build DS_B.0.3.26 but is": "このページは、ビルドDS_B.0.3.26のゲームデータには存在するものの、",
 "This page does not exist - it may have been renamed in a game-data update, or the link is stale.": "このページは存在しません。ゲームデータの更新で名称が変わったか、リンクが古くなっている可能性があります。",
 "This page is a work in progress and is intentionally not linked from the menu or search yet. Mechanics are verified against the game data, but the write-up and the roster are still being reviewed.": "このページは作成中で、意図的にまだメニューや検索からリンクされていません。メカニクスはゲームデータと照合済みですが、記述と収録内容はまだレビュー中です。",
 "This page tracks changes to": "このページはこの変更を追跡しています",
 "This page wandered off. One of the dungeon's residents turned up instead.": "このページは迷子になったようです。代わりにダンジョンの住人が現れました。",
 "This porridge has none of the crisp crunch you'd expect-it's just mushy.": "このお粥は期待するようなサクサクした食感がなく、ただふやけています。",
 "This resource node is documented on the {#} page.": "この資源ノードは{#}ページで解説されています。",
 "This room template has no authored prefab in the game data, so no floor render exists for it.": "この部屋テンプレートにはゲームデータ内に作成済みのプレハブが存在しないため、フロアの描画はありません。",
 "This save has no clan units, so there is nothing to copy the record shape from.": "このセーブにはクランユニットがないため、レコード構造をコピーする元がありません。",
 "This save has no existing clan unit to copy the record shape from.": "このセーブには、レコード構造をコピーできる既存のクランユニットがありません。",
 "This save is from game build": "このセーブのゲームビルドは",
 "This section contains spoiler-gated content": "このセクションにはネタバレ保護されたコンテンツが含まれます",
 "This seems complicated.": "これは複雑に見えます。",
 "This skill consumes a summoned Bubbling (5 energy each), so its true energy cost, and thus effective DPE, is lower than the 1-energy face value.": "このスキルは召喚したバブリング（各 5 エネルギー）を消費するため、実際のエネルギーコスト、ひいては実効 DPE は、表記の 1 エネルギーより低くなります。",
 "This skill is cast on the caster itself. It has no target tile and no area, so there is nothing to aim: it always affects the unit that uses it.": "このスキルは使用者自身に発動する。対象タイルも範囲もないため照準するものはなく、常に使用したユニットに作用する。",
 "This spell's real output is mostly its summon's own attacks, computed at the summon's derived stats and shown separately from the cast (realized over the summon's lifetime, not on cast).": "この呪文の実際の出力は、ほとんどが召喚体自身の攻撃であり、召喚体の派生ステータスで計算され、詠唱とは別に表示されます（詠唱時ではなく、召喚体の生存期間全体で実現されます）。",
 "This team's characters (click to switch, x to delete):": "このチームのキャラクター（クリックで切替、×で削除）：",
 "This template has no building to copy the record shape from.": "このテンプレートには、レコード構造をコピーできる建物がありません。",
 "This template has no dungeon building list.": "このテンプレートにはダンジョン建物リストがありません。",
 "This template has no monster to copy the record shape from.": "このテンプレートには、レコード構造をコピーできるモンスターがありません。",
 "This template was not present when the site was built - it cannot be checked against the site data.": "このテンプレートはサイトのビルド時点で存在しなかったため、サイトデータと照合できません。",
 "This value shows how full a unit is. When": "この値はユニットがどのくらい満腹かを示します。いつ",
 "This value shows how full a unit is. When 空腹 drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "この値はユニットがどのくらい満腹かを示します。空腹が一定レベル以下に低下すると、ユニットは自動的に食物を探して食べるようになり、<color=#ccb",
 "Thorn Purification Complete": "茨の浄化 完了",
 "Thorned Cliff": "棘の岩壁",
 "Those additional effects come in two flavors, distinguished by an": "それらの追加効果は2種類あり、次によって区別される：",
 "Threat (aggro) range": "脅威（アグロ）範囲",
 "Threat range": "脅威範囲",
 "Three disciplines exist only as aptitude stats with no skill trees and no acquire path. **Holy Magic** and **Dark Magic** hint at a future light/dark axis, and **Survival** looks like a planned non-combat discipline. They are more deeply gated than the stubbed weapon trees - they don't even appear as main-skill-tree enum values.": "3つの分野が、スキルツリーも取得経路もない適性ステータスとしてのみ存在します。**神聖魔法**と**闇魔法**は将来の光/闇の軸を示唆し、**サバイバル**は計画された非戦闘分野のようです。これらは未完成の武器ツリーよりもさらに深く閉ざされており、メインスキルツリーの列挙値としてすら現れません。",
 "Three effects grow linearly as HP drains, each with its own ceiling. All three are 0 at full HP and reach their cap at 0 HP; the value at any point is": "3つの効果はHPが減るにつれて直線的に増加し、それぞれに上限があります。3つとも満タンHPでは0で、HPが0のときに上限に達します。任意の時点での値は",
 "Three kills in quick succession stack 3 × 10% =": "立て続けの3キルで 3 × 10% = ",
 "Three races are defined with full lore but cannot be recruited (recruitment weight 0 and no name pools): **Dwarf** (mountain craftsmen, hint of a future crafting/mining bonus; trait icon only), **White Demon** (spoiler: 'heretics who betrayed the other demon races to side with humans', implying a hidden demon-races faction; no art at all), and **Tal** ('mask'; each unit is meant to have a unique personality; the most art-ready of the three). Newer builds also added **Lycan** trait/affecter groundwork and two placeholder names - scaffolding toward a possible future werewolf race or enemy, not a playable race. See the Races page for details.": "3つの種族が完全な設定を伴って定義されていますが、勧誘できません（勧誘重み0、名前プールなし）。**ドワーフ**（山の職人、将来の制作/採掘ボーナスの示唆。特性アイコンのみ）、**白鬼**（ネタバレ：「他の鬼族を裏切り人間側についた異端者」。隠れた鬼族派閥を示唆。アートは一切なし）、**タル**（「仮面」。各ユニットが固有の個性を持つ想定。3種の中で最もアートが整っている）。新しいビルドでは**ライカン**の特性/アフェクターの下地と、2つのプレースホルダー名も追加されました。将来ありうる人狼種族または敵への足場であり、プレイ可能な種族ではありません。詳しくは種族ページを参照してください。",
 "Three separate effects that grow as HP drains. Enter how much HP is missing (0% = full, 100% = about to die) to read each one's current value against its cap.": "HPが減るにつれて増加する3つの独立した効果です。減っているHPの量（0% = 満タン、100% = 瀕死）を入力して、それぞれの現在値を上限と比較して確認します。",
 "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first.": "以前はオタマジャクシを最初に倒すのが一般的に有利だった三方向シナジーバトルですが、このバトルではブローラーを最初に倒すかオタマジャクシを最初に倒すかのジレンマがあります。",
 "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first. - Dungeon Settlers ウィキ": "以前はオタマジャクシを最初に倒すことが一般的に有利だった3方向シナジー戦闘ですが、この戦闘ではブロウラーを最初に倒すかオタマジャクシを最初に倒すかのジレンマがあります。- Dungeon Settlers ウィキ",
 "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a dilemma between killing Brawler first vs. Tadpole first. マップ": "以前はオタマジャクシを最初に倒すことが一般的に有利だった3方向シナジー戦闘ですが、この戦闘ではブロウラーを最初に倒すかオタマジャクシを最初に倒すかのジレンマがあります。マップ",
 "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a...": "3方向のシナジー戦で、以前はオタマジャクシを最初に倒すことが一般的に有利でしたが、この戦いでは...",
 "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ...": "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ...",
 "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ideas, and solit": "Through endless questions, {0} explored the world, questioning what others took for granted and searching for answers. Yet the world failed to understand those ideas, and solit",
 "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion.": "研究を通じて、新しい技術を開発し、完了時に新しいレシピと建造物を解除することができます。",
 "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion. ## Access the research window by selecting a <": "研究を通じて、新しい技術を開発し、完了時に新しいレシピと建造物を解除することができます。##<を選択してリサーチウィンドウにアクセスできます。",
 "Through the": "を通じて",
 "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide wer...": "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide wer...",
 "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide were taken for the": "Through the marsh, {0} hunted serpents, slipping into narrow gaps, tasting the air with the tongue, and seizing movement with the fingertips. Venom and hide were taken for the",
 "Through the mist-shrouded vines, a crow flies low before settling on your forearm.": "霧に包まれたツルを通して、カラスが低く飛んでからあなたの前腕に着地します。",
 "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That bastard has already wiped out two more expeditions in the meantime. We must hasten it": "もやに包まれた蔓の中をカラスが低く飛んで、あなたの腕に着地する。「くっ。あの獣、この間にさらに2つの遠征隊を全滅させやがった。急がねばならん",
 "Through the mist-shrouded vines, a crow flies low before settling on your forearm. \"Damn! That thing has already wiped out two more expedition teams while we waited. We need to hur": "もやに包まれた蔓の中をカラスが低く飛んで、あなたの腕に着地する。「くっ。あの獣、我々が待っている間にさらに2つの遠征隊を全滅させた。急がねば",
 "Through the sacrifice of four legendary heroes,": "4人の伝説的英雄の犠牲を通じて、",
 "Throw 1": "投擲 1",
 "Throw 2": "投擲 2",
 "Throw Dagger": "短剣投げ",
 "Thrower 2 + Brawler 2": "投擲者 2 + 喧嘩屋 2",
 "Thrower 2 + Mud Slime 2": "スローワー 2 + マッドスライム 2",
 "Thrower 2 + Mud Slime 2 = 22": "投擲手2 + 泥スライム2 = 22",
 "Thrower 4 + Brawler 2 = 34": "Thrower 4 + Brawler 2 = 34",
 "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain ...": "対象に槍を突き刺し、{0}%の物理攻撃力に等しいダメージをすべての敵ユニットに与え、加速を得ます...",
 "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain 加速 for {1} seconds.": "対象に向けて槍を突き出し、すべての敵ユニットに物理攻撃力の{0}%に等しいダメージを与え、{1}秒間、加速を得る。",
 "Tick": "Tick",
 "Tick at least one character for the squad.": "部隊に少なくとも1体のキャラクターを選択してください。",
 "Tick at least one unit": "ユニットを少なくとも1つチェックしてください",
 "Tick duration for one segment of 'Construction' execution": "「建設」実行の1区間あたりのティック時間",
 "Tick duration for one segment of 'Research' execution": "「研究」実行の1区間あたりのティック時間",
 "Tick interval": "ティック間隔",
 "Tick interval for Guild Contact.": "ギルド連絡のティック間隔。",
 "TickAmountPerHour": "TickAmountPerHour",
 "TickInterval": "TickInterval",
 "TickPerMin": "TickPerMin",
 "Ticks per minute / hour / day": "分/時間/日あたりのティック",
 "Tide sub-tree (Ebb and Flow, Extra Bubble)": "潮汐サブツリー（潮の満ち引き、エクストラバブル）",
 "Tide sub-tree (Wave Cicle, optional)": "潮汐サブツリー（ウェーブサイクル、任意）",
 "Tied to the day / night cycle (not yet active in this build).": "昼夜サイクルに連動（このビルドではまだ有効ではありません）。",
 "Tier": "ティア",
 "Tier 1, column 1": "ティア1、列1",
 "Tier 1, column 2": "ティア1、列2",
 "Tier 1, column 3": "ティア1、列3",
 "Tier 2, column 1": "ティア2、列1",
 "Tier 2, column 2": "ティア 2、列 2",
 "Tier 2, column 3": "ティア2、列3",
 "Tier 3, column 2": "ティア3、列2",
 "Tier 4, column 1": "ティア4、列1",
 "Tier 4, column 2": "ティア4、列2",
 "Tier 4, column 3": "ティア4、列3",
 "Tiers sum to about 2-5 across the six stats": "6ステータス合計でティアはおよそ2〜5",
 "TikiTaka_": "TikiTaka_",
 "Time & The Day/Night Clock": "時間と昼夜サイクル",
 "Time & The Day/Night Clock - Dungeon Settlers Wiki": "時間と昼夜の時計 - Dungeon Settlers Wiki",
 "Time & the Day/Night Clock": "時間と昼夜の時計",
 "Time System": "時間システム",
 "Time horizon": "時間の範囲",
 "Time in view to trigger": "発動までの視認時間",
 "Time inside": "滞在時間",
 "Time interval range at which time-based autosave runs at the base": "拠点で時間ベースのオートセーブが実行される時間間隔の範囲",
 "Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop -": "遠征中も時間は流れ続け、時計は拠点ループの多くを静かに司ります：",
 "Time of day": "時間帯",
 "Time passes: 1 min": "経過時間：1分",
 "Time passes: 5 min": "時間経過: 5分",
 "Time spans in the description above (buff uptime, burn duration) are read from the skill's raw values and can differ from this Duration field, which is the skill's own separate duration timer.": "上記の説明にある時間（バフ持続時間、燃焼時間）はスキルの生の値から読み取られており、このDurationフィールドとは異なる場合があります。Durationはスキル独自の別個の持続タイマーです。",
 "Time to kill": "撃破時間",
 "Time, in minutes, indicating how long a unit must stay in a room before that room type's effects are applied to it": "その部屋タイプの効果がユニットに適用される前に、ユニットが部屋にどれだけ滞在しなければならないかを示す時間（分）",
 "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]": "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]",
 "Time.deltaTime * [GameSpeedEnum[현재 속도 Enum]]": "Time.deltaTime * [GameSpeedEnum[現在の速度Enum]]",
 "TimeCycle_": "TimeCycle_",
 "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440": "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed34_1440",
 "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed39_1440": "TimeMoodAverage_Under/-3_180 && !IsCombatState && Cooldown_Fixed39_1440",
 "Tin (M.Atk {#})": "錫（魔法攻撃 {#}）",
 "Tin (P.Atk {#})": "錫 (物攻 {#})",
 "Tin (partial gear set)": "錫（部分的な装備セット）",
 "Tin Dagger": "錫の短剣",
 "Tin Dagger - Dungeon Settlers Wiki": "錫の短剣 - Dungeon Settlers Wiki",
 "Tin Dagger icon": "錫の短剣アイコン",
 "Tin Great Sword": "スズの大剣",
 "Tin Great Sword - Dungeon Settlers Wiki": "錫の大剣 - Dungeon Settlers Wiki",
 "Tin Great Sword icon": "錫の大剣アイコン",
 "Tin Ingot": "スズインゴット",
 "Tin Sword": "錫の剣",
 "Tin Sword - Dungeon Settlers Wiki": "錫の剣 - Dungeon Settlers Wiki",
 "Tin Sword icon": "錫の剣アイコン",
 "Tip": "ヒント",
 "Tip: press": "ヒント: ",
 "Tips": "ヒント",
 "Tips & Lore": "ヒントとロア",
 "Tips (39)": "ヒント（39）",
 "Tips and Lore": "ヒントとロア",
 "Tips and Lore - Dungeon Settlers Wiki": "ヒントとロア - Dungeon Settlers Wiki",
 "Title Screen": "タイトル画面",
 "To": "に",
 "To Grid": "グリッドへ",
 "To a Deeper Place": "より深き場所へ",
 "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Batt...": "焦熱の地を逃れるために、ライカンは夜間に活動する体のリズムを発達させました。光が消え、暗闇が世界を覆う戦場が彼らのステージです...",
 "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and dark...": "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and dark...",
 "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage.": "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage.",
 "To escape the scorching heat of the land, Lycans developed a body rhythm that makes them primarily active at night. Battlefields where light disappears and darkness covers the world are their stage. Gain 未払いの退職金 at night. Gain the 未払いの退職金 penalty during the day.": "焦熱の地を逃れるために、ライカンは夜間に活動する体のリズムを発達させました。光が消え、暗闇が世界を覆う戦場が彼らのステージです。夜間に未払いの退職金を獲得します。昼間は未払いの退職金のペナルティを獲得します。",
 "To learn \"{0}\", you need {1}.": "\"{0}\"を学ぶには、{1}が必要です。",
 "To learn \"{0}\", you need {1}. It is not in the unit's equipment or inventory. Continue to check?": "「{0}」を学ぶには{1}が必要です。ユニットの装備またはインベントリにはありません。確認を続けますか？",
 "To mend back to full": "完全修理まで",
 "To pray for a level up, {0} must first reach the maximum exp.": "レベルアップを祈願するには、{0}が最初に最大経験値に到達する必要があります。",
 "To stop the catastrophic disaster,": "壊滅的な災害を止めるために、",
 "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they sta...": "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they sta...",
 "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they stayed calm and held their ground, and whenever they faced something harder than stone, they found even more strength. But since a pickaxe had always come easier than words, they often seemed rough when faced with complicated feelings.": "To {0}, the mines were not a place to fear, but a workplace and a home. Amid falling stones and clouds of dirt, they stayed calm and held their ground, and whenever they faced something harder than stone, they found even more strength. But since a pickaxe had always come easier than words, they often seemed rough when faced with complicated feelings.",
 "Toggle Bed Owner - desc": "Toggle Bed Owner - 説明",
 "Toggle Entity Inspect - desc": "エンティティ検査の切り替え - 説明",
 "Toggle Entity Work Plan - desc": "エンティティ作業計画の切り替え - 説明",
 "Toggle your units": "ユニット表示を切り替え",
 "Toggles whether the expedition party's Decision is active/inactive.": "遠征隊の決定の有効/無効を切り替える。",
 "Tomb Complete": "墓完成",
 "Too large.": "大きすぎます。",
 "Tools": "ツール",
 "Tooltip:": "ツールチップ:",
 "TooltipHold": "TooltipHold",
 "Tooltips appear when you hover the mouse over items, skills, traits,": "アイテム、スキル、特性などにマウスを合わせるとツールチップが表示されます、",
 "Top active heal": "最大アクティブ回復",
 "Top hit": "最大ヒット",
 "Top passive heal": "最大パッシブ回復",
 "Top shield": "最高の盾",
 "TopicRecordChance": "TopicRecordChance",
 "Total": "合計",
 "Total Talent value": "才能の合計値",
 "Total changes": "変更総数",
 "Total inscriptions": "刻印の総数",
 "Total over": "期間合計",
 "TotalTalent": "TotalTalent",
 "ToughnessFortify": "ToughnessFortify",
 "ToughnessWeaken": "ToughnessWeaken",
 "Townsfolk - desc": "タウンズフォーク - 説明",
 "Townsfolk - flavor": "タウンズフォーク - 風味",
 "Townsfolk - name": "タウンズフォーク - 名前",
 "Trade (1)": "取引 (1)",
 "Trade Trade Refresh Interval": "交易 交易 リフレッシュ 間隔",
 "Trade and prices": "取引と価格",
 "Trade pools, chances and discounts": "取引プール、確率、割引",
 "Trade/Join at Safe Layer": "セーフレイヤーでトレード/参加",
 "TradePool": "トレードプール",
 "TradePoolTable.json": "TradePoolTable.json",
 "TradeRefreshInterval": "TradeRefreshInterval",
 "Trade_": "Trade_",
 "Trader gold": "商人のゴールド",
 "Trading Hall Completed": "交易所が完成",
 "Trading with strangers, {0}": "見知らぬ者との取引で、{0}は",
 "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They ...": "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They ...",
 "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they we": "Trading with strangers, {0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they we",
 "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was not mere goods": "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was not mere goods",
 "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was...": "Trading with strangers, {0} risked danger-some days selling treasures, other days losing all to swindlers. Yet unyielding pride remained, the belief that it was...",
 "Trait page:": "特性ページ：",
 "TraitTable.json": "TraitTable.json",
 "Traits & Inscriptions": "特性と銘",
 "Traits & skills": "特性とスキル",
 "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have ...": "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have ...",
 "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have different functional impacts depending": "Traits are elements that represent the characteristics of a unit and can be seen in the character window. They can be acquired or lost in various ways and have different functional impacts depending",
 "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in vario": "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in vario",
 "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window...": "Traits represent a unit's origin, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window...",
 "Tranquil Silence GAMESYSTEM_Environment_{affecterName}": "静かな沈黙 GAMESYSTEM_Environment_{affecterName}",
 "Transient boosts a skill build turns on mid-fight. Each folds into the same stat math as your gear (no double-count) and updates every number below.": "スキルビルドが戦闘中に発動する一時的な強化です。各バフは装備と同じステータス計算に反映され（二重計上なし）、下のすべての数値を更新します。",
 "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes o...": "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes o...",
 "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes or muddy roads, and even when they were gasping for breath, they kept every letter close. Yet after so long carrying other people's words, they were awkward when it came to speaking their own heart.": "Traveling between villages and strongholds, {0} always thought of the fastest route first. They never slowed on slopes or muddy roads, and even when they were gasping for breath, they kept every letter close. Yet after so long carrying other people's words, they were awkward when it came to speaking their own heart.",
 "Treasure": "宝物",
 "Treasure Chest": "宝箱",
 "Treasure chests, dungeon cores and other containers found on the floor. Full pools are on the": "フロアで見つかる宝箱、ダンジョンコア、その他のコンテナ。完全なプールは以下にあります",
 "Treatment": "待遇",
 "Treatment (Lv{#}, {#})": "治療（Lv{#}、{#}）",
 "Treatment Expectation Mood": "治療期待ムード",
 "Treatment expectation": "待遇期待値",
 "Treatment expectation (mood) by unit level": "ユニットレベル別の待遇期待値（気分）",
 "Treatment expectation is applied automatically from the unit level and management difficulty. Add any mood sources the settler currently has (food, sleep, room quality, needs, combat, and so on); each one adds its value to the net mood.": "治療の期待値はユニットレベルと管理難易度から自動的に適用されます。入植者が現在持っている気分源（食事、睡眠、部屋の質、欲求、戦闘など）を追加してください。それぞれの値が正味の気分に加算されます。",
 "Treatment expectations rise with level": "待遇への期待はレベルとともに上がる",
 "TreatmentExpectationMoodDownfallDifficulty": "TreatmentExpectationMoodDownfallDifficulty",
 "TreatmentExpectationMoodEasyDifficulty": "TreatmentExpectationMoodEasyDifficulty",
 "TreatmentExpectationMoodHardDifficulty": "TreatmentExpectationMoodHardDifficulty",
 "TreatmentExpectationMoodNormalDifficulty": "TreatmentExpectationMoodNormalDifficulty",
 "TreatmentExpectationMoodVeryHardDifficulty": "TreatmentExpectationMoodVeryHardDifficulty",
 "Tree": "ツリー",
 "Tree Of Life Fixed": "生命の木（固定）",
 "Tree Of Life Remnant": "生命の木の残骸",
 "Tree Of Life Remnant - Dungeon Settlers Wiki": "生命の木の残骸 - Dungeon Settlers Wiki",
 "Tree position": "ツリー位置",
 "Tree that thrives in dungeon": "ダンジョンで繁栄する木",
 "Trees": "ツリー",
 "Trigger": "トリガー",
 "Trigger condition": "トリガー条件",
 "Trigger key": "トリガーキー",
 "TriggerChance": "TriggerChance",
 "Triggered by a combat or unit event": "戦闘またはユニットイベントによって発動",
 "Triggered directly by its start condition.": "開始条件によって直接発動。",
 "Trio Main Quest 7": "三人組メインクエスト7",
 "True": "True",
 "Try interacting with various objects like portals and <color=#ccbe": "ポータルなどの様々なオブジェクトと相互作用してみてください<color=#ccbe",
 "Turn a summoner's Magic Attack into a summon's HP, Magic Attack and basic-attack damage for Bubbleling, Bubble Toad or any custom base stats.": "召喚者の魔法攻撃を、バブルリング、バブルトード、または任意のカスタム基礎値の召喚獣のHP、魔法攻撃、通常攻撃ダメージに変換します。",
 "Turn on to type your real in-game numbers. Each filled field overrides the computed value (equipment/trait math is bypassed for it) and the character stays a valid attacker for the Damage vs Enemy tab.": "オンにすると、実際のゲーム内の数値を入力できます。入力した各フィールドは計算値を上書きし（その項目は装備／特性の計算を無視します）、キャラクターは「敵へのダメージ」タブで有効な攻撃側のままになります。",
 "Turnip Random": "かぶ（ランダム）",
 "Turnip Remnant": "かぶの残骸",
 "Turnip Remnant - Dungeon Settlers Wiki": "カブの残骸 - Dungeon Settlers Wiki",
 "Turns the characters above into a real save file you can drop into the game: a finished base to walk around in, a boss fight to try the party against, or your own campaign with these units added. Everything happens in your browser.": "上記のキャラクターを、ゲームにそのままドロップできる実際のセーブファイルに変換します:歩き回れる完成済みの拠点、パーティーを試せるボス戦、またはこれらのユニットを加えた自分のキャンペーン。すべてブラウザ内で完結します。",
 "Tuto0 through Tuto16": "Tuto0からTuto16まで",
 "Tutorial (3)": "チュートリアル（3）",
 "Tutorial 1": "チュートリアル1",
 "Tutorial 1 - Dungeon Settlers Wiki": "チュートリアル1 - Dungeon Settlers Wiki",
 "Tutorial 1 map": "チュートリアル1 マップ",
 "Tutorial 2": "チュートリアル2",
 "Tutorial 2 - Dungeon Settlers Wiki": "チュートリアル2 - Dungeon Settlers Wiki",
 "Tutorial 2 map": "チュートリアル2 マップ",
 "Tutorial 3": "チュートリアル3",
 "Tutorial 3 - Dungeon Settlers Wiki": "チュートリアル3 - Dungeon Settlers Wiki",
 "Tutorial 3 map": "チュートリアル3 マップ",
 "Tutorial Chest Aid Kit Fixed": "チュートリアル宝箱 救急箱 固定",
 "Tutorial Chest Ointment Fixed": "チュートリアル宝箱 軟膏 固定",
 "Tutorial Common Horizontal Corridor 1": "チュートリアル コモン 横通路 1",
 "Tutorial Common Horizontal Corridor 2": "チュートリアル コモン 横通路 2",
 "Tutorial Common Horizontal Corridor 3": "チュートリアル コモン 横通路 3",
 "Tutorial Common Vertical Corridor 1": "チュートリアル コモン 縦通路 1",
 "Tutorial Common Vertical Corridor 2": "チュートリアル コモン 縦通路 2",
 "Tutorial F1-F2": "チュートリアル F1-F2",
 "Tutorial F1-F4": "チュートリアル F1-F4",
 "Tutorial Game Over": "チュートリアル ゲームオーバー",
 "Tutorial Game Over - Dungeon Settlers Wiki": "チュートリアル ゲームオーバー - Dungeon Settlers Wiki",
 "Tutorial Game Over icon": "チュートリアル ゲームオーバー アイコン",
 "Tutorial Region": "チュートリアル地域",
 "Tutorial Wood Club Fixed": "チュートリアル木の棍棒（固定）",
 "Tutorial chain": "チュートリアルチェーン",
 "Tutorial quests": "チュートリアルクエスト",
 "Tutorial steps, driven by the guided intro events.": "ガイド付き導入イベントで進行するチュートリアルのステップ。",
 "Tutorial, template & developer": "チュートリアル、テンプレート、開発用",
 "Tutorial.": "チュートリアル。",
 "Tutorial1": "Tutorial1",
 "Tutorial1 Chest Remnant": "チュートリアル1の宝箱の残骸",
 "Tutorial1 Chest Remnant - Dungeon Settlers Wiki": "チュートリアル1の宝箱の残骸 - Dungeon Settlers Wiki",
 "Tutorial2": "Tutorial2",
 "Tutorial3": "Tutorial3",
 "TutorialAnnihilation_1 && CurrentMap_Dungeon && CurrentRegion_Tutorial && Cooldown_Fixed10_0": "TutorialAnnihilation_1 && CurrentMap_Dungeon && CurrentRegion_Tutorial && Cooldown_Fixed10_0",
 "TutorialGameOver": "TutorialGameOver",
 "TutorialSeed": "TutorialSeed",
 "Twisted Bush Fixed": "歪んだ茂み（固定）",
 "Twisted Forest 1": "ねじれた森 1",
 "Twisted Forest 2": "ねじれた森 2",
 "Twisted Forest 3": "ねじれた森 3",
 "Two damage parts (physical and magic) are each mitigated by the matching resistance.": "2 つのダメージ部分（物理と魔法）は、それぞれ対応する耐性で軽減されます。",
 "Two extra rules matter in play: a summon's": "実戦では2つの追加ルールが重要だ。召喚物の",
 "Two more combat-difficulty levers pile on top of that flat scaling:": "この一律スケーリングに加えて、戦闘難易度のレバーがさらに2つ乗る：",
 "Two separate axes over the five tiers (Easy → Devastation):": "5段階（簡単 → 壊滅）にわたる2つの独立した軸：",
 "Two separate constants govern the fight once you are seen:": "一度見つかると、戦闘は2つの別々の定数によって支配されます:",
 "Two-Hand Grip is active (two-handed weapon, empty off-hand): its bonus is already in your equipped stats.": "両手持ちが有効（両手武器、オフハンド空き）：そのボーナスはすでに装備ステータスに含まれています。",
 "Two-handed weapons": "両手武器",
 "Two-handed weapons - the Greatsword, the Bow, and all three elemental Staffs (Fire, Water, Nature) - occupy both hands and block the shield/off-hand slot.": "両手武器、すなわち大剣、弓、そして3種すべての属性杖（火、水、自然）は両手を占有し、盾/オフハンドのスロットを塞ぐ。",
 "Type": "タイプ",
 "Type the mood number straight from the unit status panel": "ユニットステータスパネルの気分の数値を直接入力してください",
 "UI": "UI",
 "UI maximum 30; below 0 Stress rises, above 0 Stress falls": "UI最大値30。0未満でストレス上昇、0超でストレス低下",
 "UI reference data": "UI参照データ",
 "UI scale above 1.20 is not recommended.": "UI スケール 1.20 を超えるのは推奨されません。",
 "UI_": "UI_",
 "UNITS": "ユニット",
 "UNITVISUAL_ElfSlimUnisex_0": "UNITVISUAL_ElfSlimUnisex_0",
 "UNITVISUAL_ElfSlimUnisex_1": "UNITVISUAL_ElfSlimUnisex_1",
 "UNITVISUAL_ElfSlimUnisex_10": "UNITVISUAL_ElfSlimUnisex_10",
 "UNITVISUAL_ElfSlimUnisex_11": "UNITVISUAL_ElfSlimUnisex_11",
 "UNITVISUAL_ElfSlimUnisex_12": "UNITVISUAL_ElfSlimUnisex_12",
 "UNITVISUAL_ElfSlimUnisex_13": "UNITVISUAL_ElfSlimUnisex_13",
 "UNITVISUAL_ElfSlimUnisex_14": "UNITVISUAL_ElfSlimUnisex_14",
 "UNITVISUAL_ElfSlimUnisex_15": "UNITVISUAL_ElfSlimUnisex_15",
 "UNITVISUAL_ElfSlimUnisex_2": "UNITVISUAL_ElfSlimUnisex_2",
 "UNITVISUAL_ElfSlimUnisex_3": "UNITVISUAL_ElfSlimUnisex_3",
 "UNITVISUAL_ElfSlimUnisex_4": "UNITVISUAL_ElfSlimUnisex_4",
 "UNITVISUAL_ElfSlimUnisex_5": "UNITVISUAL_ElfSlimUnisex_5",
 "UNITVISUAL_ElfSlimUnisex_6": "UNITVISUAL_ElfSlimUnisex_6",
 "UNITVISUAL_ElfSlimUnisex_7": "UNITVISUAL_ElfSlimUnisex_7",
 "UNITVISUAL_ElfSlimUnisex_8": "UNITVISUAL_ElfSlimUnisex_8",
 "UNITVISUAL_ElfSlimUnisex_9": "UNITVISUAL_ElfSlimUnisex_9",
 "UNITVISUAL_ElfStandardFemale_0": "UNITVISUAL_ElfStandardFemale_0",
 "UNITVISUAL_ElfStandardFemale_1": "UNITVISUAL_ElfStandardFemale_1",
 "UNITVISUAL_ElfStandardFemale_10": "UNITVISUAL_ElfStandardFemale_10",
 "UNITVISUAL_ElfStandardFemale_11": "UNITVISUAL_ElfStandardFemale_11",
 "UNITVISUAL_ElfStandardFemale_2": "UNITVISUAL_ElfStandardFemale_2",
 "UNITVISUAL_ElfStandardFemale_3": "UNITVISUAL_ElfStandardFemale_3",
 "UNITVISUAL_ElfStandardFemale_4": "UNITVISUAL_ElfStandardFemale_4",
 "UNITVISUAL_ElfStandardFemale_5": "UNITVISUAL_ElfStandardFemale_5",
 "UNITVISUAL_ElfStandardFemale_6": "UNITVISUAL_ElfStandardFemale_6",
 "UNITVISUAL_ElfStandardFemale_7": "UNITVISUAL_ElfStandardFemale_7",
 "UNITVISUAL_ElfStandardFemale_8": "UNITVISUAL_ElfStandardFemale_8",
 "UNITVISUAL_ElfStandardFemale_9": "UNITVISUAL_ElfStandardFemale_9",
 "UNITVISUAL_ElfStandardMale_0": "UNITVISUAL_ElfStandardMale_0",
 "UNITVISUAL_ElfStandardMale_1": "UNITVISUAL_ElfStandardMale_1",
 "UNITVISUAL_ElfStandardMale_10": "UNITVISUAL_ElfStandardMale_10",
 "UNITVISUAL_ElfStandardMale_11": "UNITVISUAL_ElfStandardMale_11",
 "UNITVISUAL_ElfStandardMale_12": "UNITVISUAL_ElfStandardMale_12",
 "UNITVISUAL_ElfStandardMale_2": "UNITVISUAL_ElfStandardMale_2",
 "UNITVISUAL_ElfStandardMale_3": "UNITVISUAL_ElfStandardMale_3",
 "UNITVISUAL_ElfStandardMale_4": "UNITVISUAL_ElfStandardMale_4",
 "UNITVISUAL_ElfStandardMale_5": "UNITVISUAL_ElfStandardMale_5",
 "UNITVISUAL_ElfStandardMale_6": "UNITVISUAL_ElfStandardMale_6",
 "UNITVISUAL_ElfStandardMale_7": "UNITVISUAL_ElfStandardMale_7",
 "UNITVISUAL_ElfStandardMale_8": "UNITVISUAL_ElfStandardMale_8",
 "UNITVISUAL_ElfStandardMale_9": "UNITVISUAL_ElfStandardMale_9",
 "UNITVISUAL_HumanFatUnisex_0": "UNITVISUAL_HumanFatUnisex_0",
 "UNITVISUAL_HumanFatUnisex_1": "UNITVISUAL_HumanFatUnisex_1",
 "UNITVISUAL_HumanFatUnisex_10": "UNITVISUAL_HumanFatUnisex_10",
 "UNITVISUAL_HumanFatUnisex_11": "UNITVISUAL_HumanFatUnisex_11",
 "UNITVISUAL_HumanFatUnisex_12": "UNITVISUAL_HumanFatUnisex_12",
 "UNITVISUAL_HumanFatUnisex_13": "UNITVISUAL_HumanFatUnisex_13",
 "UNITVISUAL_HumanFatUnisex_14": "UNITVISUAL_HumanFatUnisex_14",
 "UNITVISUAL_HumanFatUnisex_15": "UNITVISUAL_HumanFatUnisex_15",
 "UNITVISUAL_HumanFatUnisex_16": "UNITVISUAL_HumanFatUnisex_16",
 "UNITVISUAL_HumanFatUnisex_17": "UNITVISUAL_HumanFatUnisex_17",
 "UNITVISUAL_HumanFatUnisex_2": "UNITVISUAL_HumanFatUnisex_2",
 "UNITVISUAL_HumanFatUnisex_3": "UNITVISUAL_HumanFatUnisex_3",
 "UNITVISUAL_HumanFatUnisex_4": "UNITVISUAL_HumanFatUnisex_4",
 "UNITVISUAL_HumanFatUnisex_5": "UNITVISUAL_HumanFatUnisex_5",
 "UNITVISUAL_HumanFatUnisex_6": "UNITVISUAL_HumanFatUnisex_6",
 "UNITVISUAL_HumanFatUnisex_7": "UNITVISUAL_HumanFatUnisex_7",
 "UNITVISUAL_HumanFatUnisex_8": "UNITVISUAL_HumanFatUnisex_8",
 "UNITVISUAL_HumanFatUnisex_9": "UNITVISUAL_HumanFatUnisex_9",
 "UNITVISUAL_HumanStandardFemale_0": "UNITVISUAL_HumanStandardFemale_0",
 "UNITVISUAL_HumanStandardFemale_1": "UNITVISUAL_HumanStandardFemale_1",
 "UNITVISUAL_HumanStandardFemale_10": "UNITVISUAL_HumanStandardFemale_10",
 "UNITVISUAL_HumanStandardFemale_11": "UNITVISUAL_HumanStandardFemale_11",
 "UNITVISUAL_HumanStandardFemale_12": "UNITVISUAL_HumanStandardFemale_12",
 "UNITVISUAL_HumanStandardFemale_13": "UNITVISUAL_HumanStandardFemale_13",
 "UNITVISUAL_HumanStandardFemale_14": "UNITVISUAL_HumanStandardFemale_14",
 "UNITVISUAL_HumanStandardFemale_15": "UNITVISUAL_HumanStandardFemale_15",
 "UNITVISUAL_HumanStandardFemale_16": "UNITVISUAL_HumanStandardFemale_16",
 "UNITVISUAL_HumanStandardFemale_17": "UNITVISUAL_HumanStandardFemale_17",
 "UNITVISUAL_HumanStandardFemale_18": "UNITVISUAL_HumanStandardFemale_18",
 "UNITVISUAL_HumanStandardFemale_19": "UNITVISUAL_HumanStandardFemale_19",
 "UNITVISUAL_HumanStandardFemale_2": "UNITVISUAL_HumanStandardFemale_2",
 "UNITVISUAL_HumanStandardFemale_20": "UNITVISUAL_HumanStandardFemale_20",
 "UNITVISUAL_HumanStandardFemale_21": "UNITVISUAL_HumanStandardFemale_21",
 "UNITVISUAL_HumanStandardFemale_3": "UNITVISUAL_HumanStandardFemale_3",
 "UNITVISUAL_HumanStandardFemale_4": "UNITVISUAL_HumanStandardFemale_4",
 "UNITVISUAL_HumanStandardFemale_5": "UNITVISUAL_HumanStandardFemale_5",
 "UNITVISUAL_HumanStandardFemale_6": "UNITVISUAL_HumanStandardFemale_6",
 "UNITVISUAL_HumanStandardFemale_7": "UNITVISUAL_HumanStandardFemale_7",
 "UNITVISUAL_HumanStandardFemale_8": "UNITVISUAL_HumanStandardFemale_8",
 "UNITVISUAL_HumanStandardFemale_9": "UNITVISUAL_HumanStandardFemale_9",
 "UNITVISUAL_HumanStandardFemale_Preset": "UNITVISUAL_HumanStandardFemale_Preset",
 "UNITVISUAL_HumanStandardMale_0": "UNITVISUAL_HumanStandardMale_0",
 "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0": "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0",
 "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_12, UNITVISUAL_HumanStandardFemale_21": "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_12, UNITVISUAL_HumanStandardFemale_21",
 "UNITVISUAL_HumanStandardMale_1": "UNITVISUAL_HumanStandardMale_1",
 "UNITVISUAL_HumanStandardMale_10": "UNITVISUAL_HumanStandardMale_10",
 "UNITVISUAL_HumanStandardMale_11": "UNITVISUAL_HumanStandardMale_11",
 "UNITVISUAL_HumanStandardMale_12": "UNITVISUAL_HumanStandardMale_12",
 "UNITVISUAL_HumanStandardMale_13": "UNITVISUAL_HumanStandardMale_13",
 "UNITVISUAL_HumanStandardMale_14": "UNITVISUAL_HumanStandardMale_14",
 "UNITVISUAL_HumanStandardMale_15": "UNITVISUAL_HumanStandardMale_15",
 "UNITVISUAL_HumanStandardMale_16": "UNITVISUAL_HumanStandardMale_16",
 "UNITVISUAL_HumanStandardMale_17": "UNITVISUAL_HumanStandardMale_17",
 "UNITVISUAL_HumanStandardMale_18": "UNITVISUAL_HumanStandardMale_18",
 "UNITVISUAL_HumanStandardMale_19": "UNITVISUAL_HumanStandardMale_19",
 "UNITVISUAL_HumanStandardMale_2": "UNITVISUAL_HumanStandardMale_2",
 "UNITVISUAL_HumanStandardMale_20": "UNITVISUAL_HumanStandardMale_20",
 "UNITVISUAL_HumanStandardMale_21": "UNITVISUAL_HumanStandardMale_21",
 "UNITVISUAL_HumanStandardMale_22": "UNITVISUAL_HumanStandardMale_22",
 "UNITVISUAL_HumanStandardMale_3": "UNITVISUAL_HumanStandardMale_3",
 "UNITVISUAL_HumanStandardMale_4": "UNITVISUAL_HumanStandardMale_4",
 "UNITVISUAL_HumanStandardMale_5": "UNITVISUAL_HumanStandardMale_5",
 "UNITVISUAL_HumanStandardMale_6": "UNITVISUAL_HumanStandardMale_6",
 "UNITVISUAL_HumanStandardMale_7": "UNITVISUAL_HumanStandardMale_7",
 "UNITVISUAL_HumanStandardMale_8": "UNITVISUAL_HumanStandardMale_8",
 "UNITVISUAL_HumanStandardMale_9": "UNITVISUAL_HumanStandardMale_9",
 "UNITVISUAL_HumanStandardMale_Preset": "UNITVISUAL_HumanStandardMale_Preset",
 "UNITVISUAL_LizardMan_0": "UNITVISUAL_LizardMan_0",
 "UNITVISUAL_LizardMan_1": "UNITVISUAL_LizardMan_1",
 "UNITVISUAL_LizardMan_10": "UNITVISUAL_LizardMan_10",
 "UNITVISUAL_LizardMan_11": "UNITVISUAL_LizardMan_11",
 "UNITVISUAL_LizardMan_12": "UNITVISUAL_LizardMan_12",
 "UNITVISUAL_LizardMan_13": "UNITVISUAL_LizardMan_13",
 "UNITVISUAL_LizardMan_14": "UNITVISUAL_LizardMan_14",
 "UNITVISUAL_LizardMan_15": "UNITVISUAL_LizardMan_15",
 "UNITVISUAL_LizardMan_16": "UNITVISUAL_LizardMan_16",
 "UNITVISUAL_LizardMan_17": "UNITVISUAL_LizardMan_17",
 "UNITVISUAL_LizardMan_18": "UNITVISUAL_LizardMan_18",
 "UNITVISUAL_LizardMan_2": "UNITVISUAL_LizardMan_2",
 "UNITVISUAL_LizardMan_3": "UNITVISUAL_LizardMan_3",
 "UNITVISUAL_LizardMan_4": "UNITVISUAL_LizardMan_4",
 "UNITVISUAL_LizardMan_5": "UNITVISUAL_LizardMan_5",
 "UNITVISUAL_LizardMan_6": "UNITVISUAL_LizardMan_6",
 "UNITVISUAL_LizardMan_7": "UNITVISUAL_LizardMan_7",
 "UNITVISUAL_LizardMan_8": "UNITVISUAL_LizardMan_8",
 "UNITVISUAL_LizardMan_9": "UNITVISUAL_LizardMan_9",
 "UNITVISUAL_LizardMan_Preset": "UNITVISUAL_LizardMan_Preset",
 "UNITVISUAL_LycanFemale_0": "UNITVISUAL_LycanFemale_0",
 "UNITVISUAL_LycanFemale_1": "UNITVISUAL_LycanFemale_1",
 "UNITVISUAL_LycanFemale_2": "UNITVISUAL_LycanFemale_2",
 "UNITVISUAL_LycanFemale_3": "UNITVISUAL_LycanFemale_3",
 "UNITVISUAL_LycanFemale_4": "UNITVISUAL_LycanFemale_4",
 "UNITVISUAL_LycanFemale_5": "UNITVISUAL_LycanFemale_5",
 "UNITVISUAL_LycanFemale_6": "UNITVISUAL_LycanFemale_6",
 "UNITVISUAL_LycanFemale_7": "UNITVISUAL_LycanFemale_7",
 "UNITVISUAL_LycanMale_0": "UNITVISUAL_LycanMale_0",
 "UNITVISUAL_LycanMale_1": "UNITVISUAL_LycanMale_1",
 "UNITVISUAL_LycanMale_2": "UNITVISUAL_LycanMale_2",
 "UNITVISUAL_LycanMale_3": "UNITVISUAL_LycanMale_3",
 "UNITVISUAL_LycanMale_4": "UNITVISUAL_LycanMale_4",
 "UNITVISUAL_LycanMale_5": "UNITVISUAL_LycanMale_5",
 "UNITVISUAL_LycanMale_6": "UNITVISUAL_LycanMale_6",
 "UNITVISUAL_LycanMale_7": "UNITVISUAL_LycanMale_7",
 "UNIT_AbyssAcidInsect": "UNIT_AbyssAcidInsect",
 "UNIT_AbyssAcidInsect -": "UNIT_AbyssAcidInsect -",
 "UNIT_AbyssAcidSlogel": "UNIT_AbyssAcidSlogel",
 "UNIT_AbyssAcidSlogel -": "UNIT_AbyssAcidSlogel -",
 "UNIT_AbyssAlphaAcidSlogel": "UNIT_AbyssAlphaAcidSlogel",
 "UNIT_AbyssAlphaAcidSlogel -": "UNIT_AbyssAlphaAcidSlogel -",
 "UNIT_AbyssBee": "UNIT_AbyssBee",
 "UNIT_AbyssBee -": "UNIT_AbyssBee -",
 "UNIT_AbyssBlueStoneGolem": "UNIT_AbyssBlueStoneGolem",
 "UNIT_AbyssBlueStoneGolem -": "UNIT_AbyssBlueStoneGolem -",
 "UNIT_AbyssChainKnightSentinel": "UNIT_AbyssChainKnightSentinel",
 "UNIT_AbyssChainKnightSentinel -": "UNIT_AbyssChainKnightSentinel -",
 "UNIT_AbyssChallengerGloth": "UNIT_AbyssChallengerGloth",
 "UNIT_AbyssChallengerGloth -": "UNIT_AbyssChallengerGloth -",
 "UNIT_AbyssCrystalTurtle": "UNIT_AbyssCrystalTurtle",
 "UNIT_AbyssCrystalTurtle -": "UNIT_AbyssCrystalTurtle -",
 "UNIT_AbyssElderGloth": "UNIT_AbyssElderGloth",
 "UNIT_AbyssElderGloth -": "UNIT_AbyssElderGloth -",
 "UNIT_AbyssFemaleGloth": "UNIT_AbyssFemaleGloth",
 "UNIT_AbyssFemaleGloth -": "UNIT_AbyssFemaleGloth -",
 "UNIT_AbyssGiantStoneGolem": "UNIT_AbyssGiantStoneGolem",
 "UNIT_AbyssGiantStoneGolem -": "UNIT_AbyssGiantStoneGolem -",
 "UNIT_AbyssGlothPup": "UNIT_AbyssGlothPup",
 "UNIT_AbyssGlothPup -": "UNIT_AbyssGlothPup -",
 "UNIT_AbyssGoblinBrawler": "UNIT_AbyssGoblinBrawler",
 "UNIT_AbyssGoblinBrawler -": "UNIT_AbyssGoblinBrawler -",
 "UNIT_AbyssGoblinChiefShaman": "UNIT_AbyssGoblinChiefShaman",
 "UNIT_AbyssGoblinChiefShaman -": "UNIT_AbyssGoblinChiefShaman -",
 "UNIT_AbyssGoblinRider": "UNIT_AbyssGoblinRider",
 "UNIT_AbyssGoblinRider -": "UNIT_AbyssGoblinRider -",
 "UNIT_AbyssGoblinShaman": "UNIT_AbyssGoblinShaman",
 "UNIT_AbyssGoblinShaman -": "UNIT_AbyssGoblinShaman -",
 "UNIT_AbyssGoblinThrower": "UNIT_AbyssGoblinThrower",
 "UNIT_AbyssGoblinThrower -": "UNIT_AbyssGoblinThrower -",
 "UNIT_AbyssGoblinWorker": "UNIT_AbyssGoblinWorker",
 "UNIT_AbyssGoblinWorker -": "UNIT_AbyssGoblinWorker -",
 "UNIT_AbyssGreyMonsterRat": "UNIT_AbyssGreyMonsterRat",
 "UNIT_AbyssGreyMonsterRat -": "UNIT_AbyssGreyMonsterRat -",
 "UNIT_AbyssGreyRat": "UNIT_AbyssGreyRat",
 "UNIT_AbyssGreyRat -": "UNIT_AbyssGreyRat -",
 "UNIT_AbyssLadybug": "UNIT_AbyssLadybug",
 "UNIT_AbyssLadybug -": "UNIT_AbyssLadybug -",
 "UNIT_AbyssMaleGloth": "UNIT_AbyssMaleGloth",
 "UNIT_AbyssMaleGloth -": "UNIT_AbyssMaleGloth -",
 "UNIT_AbyssMawmurk": "UNIT_AbyssMawmurk",
 "UNIT_AbyssMawmurk -": "UNIT_AbyssMawmurk -",
 "UNIT_AbyssMediumSlime": "UNIT_AbyssMediumSlime",
 "UNIT_AbyssMediumSlime -": "UNIT_AbyssMediumSlime -",
 "UNIT_AbyssMediumSporeSlime": "UNIT_AbyssMediumSporeSlime",
 "UNIT_AbyssMediumSporeSlime -": "UNIT_AbyssMediumSporeSlime -",
 "UNIT_AbyssMetalScarab": "UNIT_AbyssMetalScarab",
 "UNIT_AbyssMetalScarab -": "UNIT_AbyssMetalScarab -",
 "UNIT_AbyssMudMediumSlime": "UNIT_AbyssMudMediumSlime",
 "UNIT_AbyssMudMediumSlime -": "UNIT_AbyssMudMediumSlime -",
 "UNIT_AbyssMudSlogel": "UNIT_AbyssMudSlogel",
 "UNIT_AbyssMudSlogel -": "UNIT_AbyssMudSlogel -",
 "UNIT_AbyssMudSmallSlime": "UNIT_AbyssMudSmallSlime",
 "UNIT_AbyssMudSmallSlime -": "UNIT_AbyssMudSmallSlime -",
 "UNIT_AbyssRedMonsterRat": "UNIT_AbyssRedMonsterRat",
 "UNIT_AbyssRedMonsterRat -": "UNIT_AbyssRedMonsterRat -",
 "UNIT_AbyssRedRat": "UNIT_AbyssRedRat",
 "UNIT_AbyssRedRat -": "UNIT_AbyssRedRat -",
 "UNIT_AbyssRedStoneGolem": "UNIT_AbyssRedStoneGolem",
 "UNIT_AbyssRedStoneGolem -": "UNIT_AbyssRedStoneGolem -",
 "UNIT_AbyssSmallSlime": "UNIT_AbyssSmallSlime",
 "UNIT_AbyssSmallSlime -": "UNIT_AbyssSmallSlime -",
 "UNIT_AbyssSmallSporeSlime": "UNIT_AbyssSmallSporeSlime",
 "UNIT_AbyssSmallSporeSlime -": "UNIT_AbyssSmallSporeSlime -",
 "UNIT_AbyssSpikeTurtle": "UNIT_AbyssSpikeTurtle",
 "UNIT_AbyssSpikeTurtle -": "UNIT_AbyssSpikeTurtle -",
 "UNIT_AbyssSporeInsect": "UNIT_AbyssSporeInsect",
 "UNIT_AbyssSporeInsect -": "UNIT_AbyssSporeInsect -",
 "UNIT_AbyssTadpole": "UNIT_AbyssTadpole",
 "UNIT_AbyssTadpole -": "UNIT_AbyssTadpole -",
 "UNIT_AbyssTadpoleEvolve": "UNIT_AbyssTadpoleEvolve",
 "UNIT_AbyssTadpoleEvolve -": "UNIT_AbyssTadpoleEvolve -",
 "UNIT_AbyssWeakAcidInsect": "UNIT_AbyssWeakAcidInsect",
 "UNIT_AbyssWeakAcidInsect -": "UNIT_AbyssWeakAcidInsect -",
 "UNIT_AbyssWeakGreyRat": "UNIT_AbyssWeakGreyRat",
 "UNIT_AbyssWeakGreyRat -": "UNIT_AbyssWeakGreyRat -",
 "UNIT_AbyssWhiteMawmurk": "UNIT_AbyssWhiteMawmurk",
 "UNIT_AbyssWhiteMawmurk -": "UNIT_AbyssWhiteMawmurk -",
 "UNIT_AbyssYellowStoneGolem": "UNIT_AbyssYellowStoneGolem",
 "UNIT_AbyssYellowStoneGolem -": "UNIT_AbyssYellowStoneGolem -",
 "UNIT_AcidInsect": "UNIT_AcidInsect",
 "UNIT_AcidInsect -": "UNIT_AcidInsect -",
 "UNIT_AcidSlogel": "UNIT_AcidSlogel",
 "UNIT_AcidSlogel -": "UNIT_AcidSlogel -",
 "UNIT_AlphaAcidSlogel": "UNIT_AlphaAcidSlogel",
 "UNIT_AlphaAcidSlogel -": "UNIT_AlphaAcidSlogel -",
 "UNIT_Bee": "UNIT_Bee",
 "UNIT_Bee -": "UNIT_Bee -",
 "UNIT_BlueGoblin": "UNIT_BlueGoblin",
 "UNIT_BlueGoblin -": "UNIT_BlueGoblin -",
 "UNIT_BlueStoneGolem": "UNIT_BlueStoneGolem",
 "UNIT_BlueStoneGolem -": "UNIT_BlueStoneGolem -",
 "UNIT_BubbleToad": "UNIT_BubbleToad",
 "UNIT_BubbleToad -": "UNIT_BubbleToad -",
 "UNIT_Bubbleling": "UNIT_Bubbleling",
 "UNIT_Bubbleling -": "UNIT_Bubbleling -",
 "UNIT_ChainKnightSentinel": "UNIT_ChainKnightSentinel",
 "UNIT_ChainKnightSentinel -": "UNIT_ChainKnightSentinel -",
 "UNIT_ChallengerGloth": "UNIT_ChallengerGloth",
 "UNIT_ChallengerGloth -": "UNIT_ChallengerGloth -",
 "UNIT_Cordyceps": "UNIT_Cordyceps",
 "UNIT_Cordyceps -": "UNIT_Cordyceps -",
 "UNIT_CrystalTurtle": "UNIT_CrystalTurtle",
 "UNIT_CrystalTurtle -": "UNIT_CrystalTurtle -",
 "UNIT_ElderGloth": "UNIT_ElderGloth",
 "UNIT_ElderGloth -": "UNIT_ElderGloth -",
 "UNIT_Endrossi": "UNIT_Endrossi",
 "UNIT_Endrossi -": "UNIT_Endrossi -",
 "UNIT_EyeBall": "UNIT_EyeBall",
 "UNIT_EyeBall -": "UNIT_EyeBall -",
 "UNIT_FemaleGloth": "UNIT_FemaleGloth",
 "UNIT_FemaleGloth -": "UNIT_FemaleGloth -",
 "UNIT_FesteringBurrowMerchant": "UNIT_FesteringBurrowMerchant",
 "UNIT_FesteringBurrowMerchant -": "UNIT_FesteringBurrowMerchant -",
 "UNIT_FireDragonClawWarrior": "UNIT_FireDragonClawWarrior",
 "UNIT_FireDragonClawWarrior -": "UNIT_FireDragonClawWarrior -",
 "UNIT_GiantStoneGolem": "UNIT_GiantStoneGolem",
 "UNIT_GiantStoneGolem -": "UNIT_GiantStoneGolem -",
 "UNIT_GiantStoneGolem, UNIT_ChainKnightSentinel": "UNIT_GiantStoneGolem, UNIT_ChainKnightSentinel",
 "UNIT_GlothPup": "UNIT_GlothPup",
 "UNIT_GlothPup -": "UNIT_GlothPup -",
 "UNIT_GoblinBrawler": "UNIT_GoblinBrawler",
 "UNIT_GoblinBrawler -": "UNIT_GoblinBrawler -",
 "UNIT_GoblinChiefShaman": "UNIT_GoblinChiefShaman",
 "UNIT_GoblinChiefShaman -": "UNIT_GoblinChiefShaman -",
 "UNIT_GoblinRider": "UNIT_GoblinRider",
 "UNIT_GoblinRider -": "UNIT_GoblinRider -",
 "UNIT_GoblinShaman": "UNIT_GoblinShaman",
 "UNIT_GoblinShaman -": "UNIT_GoblinShaman -",
 "UNIT_GoblinThrower": "UNIT_GoblinThrower",
 "UNIT_GoblinThrower -": "UNIT_GoblinThrower -",
 "UNIT_GoblinWorker": "UNIT_GoblinWorker",
 "UNIT_GoblinWorker -": "UNIT_GoblinWorker -",
 "UNIT_GreyMonsterRat": "UNIT_GreyMonsterRat",
 "UNIT_GreyMonsterRat -": "UNIT_GreyMonsterRat -",
 "UNIT_GreyRat": "UNIT_GreyRat",
 "UNIT_GreyRat -": "UNIT_GreyRat -",
 "UNIT_GuardArcher": "UNIT_GuardArcher",
 "UNIT_GuardArcher -": "UNIT_GuardArcher -",
 "UNIT_GuardCaptain": "UNIT_GuardCaptain",
 "UNIT_GuardCaptain -": "UNIT_GuardCaptain -",
 "UNIT_GuardSpearman": "UNIT_GuardSpearman",
 "UNIT_GuardSpearman -": "UNIT_GuardSpearman -",
 "UNIT_GuildMerchant": "UNIT_GuildMerchant",
 "UNIT_GuildMerchant -": "UNIT_GuildMerchant -",
 "UNIT_HedgeHog": "UNIT_HedgeHog",
 "UNIT_HedgeHog -": "UNIT_HedgeHog -",
 "UNIT_Heosuabi": "UNIT_Heosuabi",
 "UNIT_Heosuabi -": "UNIT_Heosuabi -",
 "UNIT_Ladybug": "UNIT_Ladybug",
 "UNIT_Ladybug -": "UNIT_Ladybug -",
 "UNIT_LargeSlime": "UNIT_LargeSlime",
 "UNIT_LargeSlime -": "UNIT_LargeSlime -",
 "UNIT_MaleGloth": "UNIT_MaleGloth",
 "UNIT_MaleGloth -": "UNIT_MaleGloth -",
 "UNIT_Mawmurk": "UNIT_Mawmurk",
 "UNIT_Mawmurk -": "UNIT_Mawmurk -",
 "UNIT_MediumSlime": "UNIT_MediumSlime",
 "UNIT_MediumSlime -": "UNIT_MediumSlime -",
 "UNIT_MediumSporeSlime": "UNIT_MediumSporeSlime",
 "UNIT_MediumSporeSlime -": "UNIT_MediumSporeSlime -",
 "UNIT_MetalScarab": "UNIT_MetalScarab",
 "UNIT_MetalScarab -": "UNIT_MetalScarab -",
 "UNIT_MudMediumSlime": "UNIT_MudMediumSlime",
 "UNIT_MudMediumSlime -": "UNIT_MudMediumSlime -",
 "UNIT_MudSlogel": "UNIT_MudSlogel",
 "UNIT_MudSlogel -": "UNIT_MudSlogel -",
 "UNIT_MudSmallSlime": "UNIT_MudSmallSlime",
 "UNIT_MudSmallSlime -": "UNIT_MudSmallSlime -",
 "UNIT_MushBiter": "UNIT_MushBiter",
 "UNIT_MushBiter -": "UNIT_MushBiter -",
 "UNIT_NeedleSpider": "UNIT_NeedleSpider",
 "UNIT_NeedleSpider -": "UNIT_NeedleSpider -",
 "UNIT_None": "UNIT_None",
 "UNIT_None -": "UNIT_None -",
 "UNIT_OldDragonClawWarrior": "UNIT_OldDragonClawWarrior",
 "UNIT_OldDragonClawWarrior -": "UNIT_OldDragonClawWarrior -",
 "UNIT_Perion": "UNIT_Perion",
 "UNIT_Perion -": "UNIT_Perion -",
 "UNIT_PlayerUnit": "UNIT_PlayerUnit",
 "UNIT_PlayerUnit -": "UNIT_PlayerUnit -",
 "UNIT_RedMonsterRat": "UNIT_RedMonsterRat",
 "UNIT_RedMonsterRat -": "UNIT_RedMonsterRat -",
 "UNIT_RedRat": "UNIT_RedRat",
 "UNIT_RedRat -": "UNIT_RedRat -",
 "UNIT_RedStoneGolem": "UNIT_RedStoneGolem",
 "UNIT_RedStoneGolem -": "UNIT_RedStoneGolem -",
 "UNIT_SmallSlime": "UNIT_SmallSlime",
 "UNIT_SmallSlime -": "UNIT_SmallSlime -",
 "UNIT_SmallSporeSlime": "UNIT_SmallSporeSlime",
 "UNIT_SmallSporeSlime -": "UNIT_SmallSporeSlime -",
 "UNIT_SpikeTurtle": "UNIT_SpikeTurtle",
 "UNIT_SpikeTurtle -": "UNIT_SpikeTurtle -",
 "UNIT_SporeInsect": "UNIT_SporeInsect",
 "UNIT_SporeInsect -": "UNIT_SporeInsect -",
 "UNIT_Staghare": "UNIT_Staghare",
 "UNIT_Staghare -": "UNIT_Staghare -",
 "UNIT_Tadpole": "UNIT_Tadpole",
 "UNIT_Tadpole -": "UNIT_Tadpole -",
 "UNIT_TadpoleEvolve": "UNIT_TadpoleEvolve",
 "UNIT_TadpoleEvolve -": "UNIT_TadpoleEvolve -",
 "UNIT_VeilSilenceMerchant": "UNIT_VeilSilenceMerchant",
 "UNIT_VeilSilenceMerchant -": "UNIT_VeilSilenceMerchant -",
 "UNIT_WeakAcidInsect": "UNIT_WeakAcidInsect",
 "UNIT_WeakAcidInsect -": "UNIT_WeakAcidInsect -",
 "UNIT_WeakGreyRat": "UNIT_WeakGreyRat",
 "UNIT_WeakGreyRat -": "UNIT_WeakGreyRat -",
 "UNIT_WeirdScarecrow": "UNIT_WeirdScarecrow",
 "UNIT_WeirdScarecrow -": "UNIT_WeirdScarecrow -",
 "UNIT_WhiteMawmurk": "UNIT_WhiteMawmurk",
 "UNIT_WhiteMawmurk -": "UNIT_WhiteMawmurk -",
 "UNIT_WildDog": "UNIT_WildDog",
 "UNIT_WildDog -": "UNIT_WildDog -",
 "UNIT_Xenon": "UNIT_Xenon",
 "UNIT_Xenon -": "UNIT_Xenon -",
 "UNIT_YellowStoneGolem": "UNIT_YellowStoneGolem",
 "UNIT_YellowStoneGolem -": "UNIT_YellowStoneGolem -",
 "UR": "UR",
 "Un Determin": "Un Determin",
 "UnDetermin": "UnDetermin",
 "Unattackable": "攻撃不可",
 "Unavailable: Indoor conditions not met": "利用不可: 屋内条件を満たしていません",
 "Unavailable: No place to drop the item.": "利用不可: アイテムをドロップする場所がありません。",
 "Unavailable: Not enabled": "利用不可: 有効化されていません",
 "UnavailableToInteract": "UnavailableToInteract",
 "Unawared": "気づいていない",
 "Unbreakable sub-tree (empty)": "アンブレイカブルサブツリー（空）",
 "Uncheck a unit to hide it from the top units bar. It stays in the team (Team Stats + share link).": "チェックを外すと上部のユニットバーから隠せます。チームには残ります（チームステータス＋共有リンク）。",
 "Unclassified": "未分類",
 "Uncommon inscription:": "アンコモン刻印：",
 "Unconscious": "気絶",
 "UnconsciousSleep": "UnconsciousSleep",
 "UnconsciousTick": "UnconsciousTick",
 "Uncovering new knowledge is sure to be a great help in future expeditions.": "新たな知識の発見は、今後の遠征にきっと大いに役立つだろう。",
 "Uncovering new knowledge is sure to be a great help in future expeditions. \"I think we should spend enough time researching this.\"": "新たな知識の発見は、今後の遠征にきっと大いに役立つだろう。「この研究には十分な時間をかけるべきだと思う。」",
 "Undergoing surgery (Warning, prints once)": "手術中（警告、1回表示）",
 "Underground Explorer GAMESYSTEM_Environment_{affecterName}": "地下探検者 GAMESYSTEM_Environment_{affecterName}",
 "UndergroundExplorer": "UndergroundExplorer",
 "Undetectable": "発見不可",
 "Unfinished": "未完成",
 "Unfortunately, the settlement does not yet even have a proper temple.": "残念ながら、決済地はまだ適切な寺院さえ持っていません。",
 "Unfortunately, the settlement does not yet even have a proper temple. For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of. \"Ev": "残念ながら、決済地はまだ適切な寺院さえ持っていません。大陸の人々にとって、女神に祈る適切な場所がないことは恥ずべきことです。\"イベント",
 "Unique monsters": "固有モンスター",
 "Unique names do not appear in Recruitment.": "固有の名前は募集には出現しない。",
 "Unique profiles (portraits) do not appear in Recruitment.": "固有のプロフィール（肖像）は募集には出現しない。",
 "UniqueExistingNames": "UniqueExistingNames",
 "UniqueExistingProfiles": "UniqueExistingProfiles",
 "Unit": "ユニット",
 "Unit AI behaviour": "ユニットAIの挙動",
 "Unit Death and Bodies": "ユニットの死と遺体",
 "Unit Selection": "ユニット選択",
 "Unit Structure": "ユニット構成",
 "Unit doesn't have enough main skill points.": "ユニットのメインスキルポイントが不足しています。",
 "Unit doesn't have enough sub skill points.": "ユニットのサブスキルポイントが不足しています。",
 "Unit icon style": "ユニットアイコンのスタイル",
 "Unit icons": "ユニットアイコン",
 "Unit level": "ユニットレベル",
 "Unit visual profiles (portraits/bodies).": "ユニットの見た目プロファイル（立ち絵/体）。",
 "Unit with Nothing to Do": "何もすることがないユニット",
 "Unit's hunger consumption rate": "ユニットの空腹消費率",
 "UnitForClearRegion": "UnitForClearRegion",
 "UnitPatrolTerm": "UnitPatrolTerm",
 "UnitProfile": "ユニットプロフィール",
 "UnitProfileTable": "UnitProfileTable",
 "UnitProfileTable - appearance presets used by recruit candidates and NPCs. AppearWeight 0 = fixed preset (scenario characters), >0 = random-generation weight.": "UnitProfileTable、募集候補者やNPCが使用する外見プリセット。AppearWeight 0 = 固定プリセット（シナリオキャラクター）、>0 = ランダム生成ウェイト。",
 "UnitProfileTable.json": "UnitProfileTable.json",
 "UnitRespawnTermByDifficulty": "UnitRespawnTermByDifficulty",
 "UnitSpeedModifier": "UnitSpeedModifier",
 "UnitStatusSystem_NaturalHealthPointRestorePercentage를 통한 생명력 회복량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다": "UnitStatusSystem_NaturalHealthPointRestorePercentageによる生命力回復量に「休息に使用する構造物のクオリティ」*{0}%を追加で適用する",
 "UnitStatusSystem_RestWoundDecreasePercentage를 통한 부상치 감소량에 '휴식에 사용 되는 구조물 퀄리티'*{0}%을 추가로 적용한다": "UnitStatusSystem_RestWoundDecreasePercentageによる負傷値減少量に「休息に使用する構造物のクオリティ」*{0}%を追加で適用する",
 "UnitTable.json": "UnitTable.json",
 "UnitVisualDatabase.json": "UnitVisualDatabase.json",
 "Unit_": "Unit_",
 "Unit_Base_Natural HP Regen Makes the unit recover {1} every {0} minutes. (Gives some extensibility for now.)": "Unit_Base_Natural HP Regen ユニットが{0}分ごとに{1}回復するようにする。（今のところ拡張性を持たせている。）",
 "Units & Monsters": "ユニットとモンスター",
 "Units & Monsters - Dungeon Settlers Wiki": "ユニット＆モンスター - Dungeon Settlers Wiki",
 "Units & monsters": "ユニットとモンスター",
 "Units (": "ユニット（",
 "Units (default trait):": "ユニット（デフォルト特性）:",
 "Units and Survival": "ユニットと生存",
 "Units can": "ユニットは",
 "Units can grow up to level 12 by": "ユニットは次によってレベル12まで成長できます",
 "Units can reach level 12 through": "ユニットは次によってレベル12に到達できます",
 "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is": "ユニットは遠征と戦闘から経験値を得て、固定の段階でレベルアップします。レベル上限は",
 "Units gain experience from expeditions and combat and level up on a fixed ladder. The level cap is 12, and settlement buildings cap at level 5.": "ユニットは探索と戦闘から経験値を得て、固定のはしごに沿ってレベルアップします。レベル上限は12、拠点の建物はレベル5が上限です。",
 "Units that have reached maximum": "最大に達したユニット",
 "Units that have reached maximum EXP can perform": "最大 EXP に達したユニットは実行できます",
 "Units that have reached maximum EXP can perform 聖別 at the Goddess Statue to level up. During 聖別, increases to each 主要ステータス are presented at random": "最大 EXP に達したユニットは女神像で聖別を実行してレベルアップできます。聖別中、各主要ステータスへの増加はランダムに提示されます",
 "Units that have reached maximum experience can perform": "最大経験に達したユニットは実行できます",
 "Units that have reached maximum experience can perform 聖別 at the Goddess Statue to level up. During 聖別, the increase in each 主要ステータス is randomly de": "最大経験に達したユニットは女神像で聖別を実行してレベルアップできます。聖別中、各主要ステータスの増加はランダムに",
 "Units this tree can put on the field, with their derived stats (at the stock caster, level cap) and how hard they hit. The summon output is separate from the cast that places it.": "このツリーがフィールドに出せるユニットと、その派生ステータス（標準の使用者、レベル上限時）および攻撃力。召喚された出力は、それを配置する詠唱とは別物です。",
 "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After": "範囲1以内のユニットは、召喚者の魔法攻撃力の15%に相当するHP再生を得る。その後",
 "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 20 seconds, it crumbles and returns to nature.": "1範囲内のユニットは召喚者の魔法攻撃力の15%に等しい健康再生を得ます。20秒後、それは崩れ落ちて自然に戻ります。",
 "Units within 1 range gain health regeneration equal to 15% of the summoner's magic attack power. After 40 seconds, it crumbles and returns to nature.": "1範囲内のユニットは召喚者の魔法攻撃力の15%に等しい健康再生を得ます。40秒後、それは崩れ落ちて自然に戻ります。",
 "Units:": "ユニット:",
 "Unknown difficulty tier.": "不明な難易度ティア。",
 "Unknown generator mode.": "不明なジェネレーターモード。",
 "Unleashes an intense killing aura, dealing {0}% of": "激しい殺気のオーラを放出し、{0}%のダメージを与える",
 "Unleashes an intense killing aura, dealing {0}% of 物理攻撃力 as damage to enemy units and granting {2} 弱点露呈 and 鈍足 for {1} seconds.": "激しい殺気をぶつけ、敵ユニットに物理攻撃力の{0}%のダメージを与え、{1}秒間{2}の弱点露呈と鈍足を付与します。",
 "Unleashes an intense killing aura, dealing {0}% of 物理攻撃力 as damage to the enemy unit and granting {2} 弱点露呈 and 鈍足 for {1} seconds.": "激しい殺気をぶつけ、敵ユニットに物理攻撃力の{0}%のダメージを与え、{1}秒間{2}の弱点露呈と鈍足を付与します。",
 "Unlike Slay (which grants Exposed Flaw to yourself), Deadly Fear applies Exposed Flaw and Slow to the enemy. Your follow-up melee attacks on that target are then guaranteed crits, feeding Blade Spirit's energy refund and Guard Barrier's shield. It is a setup, not an engine - a 15s cooldown, so you use it to mark a priority target rather than spam it - which is why it is strong rather than busted. On a greatsword unit without the Warrior tree, Deadly Fear is still worth it for the guaranteed-crit window alone.": "討伐（自分に弱点露呈を付与する）とは異なり、致命的恐怖は敵に弱点露呈と鈍足を付与する。その対象への追撃近接は確定会心となり、刃の精霊のエネルギー回復とガードバリアのシールドを供給する。これはエンジンではなくお膳立てで、クールダウンは15秒。連打するのではなく優先目標をマークするために使う。だからこそ壊れではなく強力という程度に収まる。戦士ツリーを持たない大剣ユニットでも、確定会心の時間だけでも致命的恐怖は採用する価値がある。",
 "Unlock": "解放",
 "Unlock requires:": "解放に必要：",
 "Unlock rule": "解放ルール",
 "Unlocked at clan rank 2": "クランランク2で解放",
 "Unlocked by research": "研究で解放",
 "Unlocked by the research {#}.": "研究 {#} でアンロック。",
 "Unlocked first by the research": "最初に研究でアンロック",
 "Unlocked first by the research {#}.": "最初に研究 {#} でアンロック。",
 "Unlocked for this session": "このセッションで解除済み",
 "Unlocks": "解放するもの",
 "Unlocks:": "解放:",
 "Unlocks: {#} +{#} more.": "解放：{#} 他 +{#}。",
 "Unlocks: {#}.": "解放: {#}。",
 "Unofficial database - DS_B.0.3.26 (Steam build 23739108)": "非公式データベース - DS_B.0.3.26（Steamビルド23739108）",
 "Unofficial database - DS_B.0.3.40 (Steam build 24354931)": "非公式データベース - DS_B.0.3.40（Steamビルド24354931）",
 "Unofficial database - DS_B.0.3.44 (Steam build 24389032)": "非公式データベース - DS_B.0.3.44(Steamビルド24389032)",
 "Unreleased": "未実装",
 "Unreleased & future content (spoilers)": "未実装 & 今後のコンテンツ（ネタバレ）",
 "Unreleased / empty trees": "未実装 / 空のツリー",
 "Unreleased Magic Schools": "未実装の魔法系統",
 "Unreleased Magic Schools (Holy / Dark / Survival)": "未実装の魔法系統（神聖 / 闇 / サバイバル）",
 "Unreleased Metal Tiers": "未実装の金属ティア",
 "Unreleased Metal Tiers (Tin / Bronze / Iron)": "未実装の金属ティア（錫 / 青銅 / 鉄）",
 "Unreleased Races": "未実装の種族",
 "Unreleased Races (Dwarf / White Demon / Tal, plus Lycan groundwork)": "未実装の種族（ドワーフ / 白鬼 / タル、加えてライカンの下地）",
 "Unreleased and test template entries (10)": "未実装・テスト用テンプレート項目（10）",
 "Unreleased races:": "未公開の種族：",
 "Unspawnable in stock demo": "製品版デモでは出現不可",
 "Up close, parts of the image have": "近くで見ると、画像の一部は",
 "Up to 5 enemies": "最大5体の敵",
 "Upcoming": "近日公開",
 "Upcoming regions": "今後の地域",
 "Updates": "アップデート",
 "Upkeep": "維持費",
 "Upon killing an enemy, apply {1}": "敵を倒す際に{1}を適用",
 "Upon killing an enemy, apply {1} 燃焼 for {0} seconds to all enemy units adjacent to the target.": "敵を倒したとき、対象に隣接するすべての敵ユニットに{0}秒間、{1}の燃焼を付与する。",
 "Upon spotting you, Endorsi shows a hint of joy before turning away. She, who had been rummaging through her quiver, ope...": "あなたを見つけたEndorsiは喜びを見せてから目をそらします。矢筒を漁っていた彼女は...",
 "Usable": "使用可能",
 "Use an Ointment": "軟膏を使う",
 "Use to permanently teach a character": "使用してキャラクターに永続的に習得させます",
 "Use to permanently teach a character the": "キャラクターに永遠に教えるために使用",
 "Use to permanently teach a character this monster's skill.": "使用するとキャラクターにこのモンスターのスキルを永続的に習得させる。",
 "UseItemQuickSlot_1": "UseItemQuickSlot_1",
 "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed33_0",
 "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed34_0",
 "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed35_0",
 "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0": "UseItem_DeputyCaptainsInsignia_1 && Cooldown_Fixed37_0",
 "UseSkill_0": "UseSkill_0",
 "UseSkill_1": "UseSkill_1",
 "UseSkill_2": "UseSkill_2",
 "UseSkill_3": "UseSkill_3",
 "UseSkill_4": "UseSkill_4",
 "Used by": "使用者",
 "Used in": "使用箇所",
 "Used to learn active skills.": "アクティブスキルを学ぶために使用されます。",
 "Used to learn active skills. Earned through レベルアップ.": "アクティブスキルを学ぶために使用されます。レベルアップで獲得できます。",
 "Used to learn passive skills.": "パッシブスキルを学ぶために使用されます。",
 "Used to learn passive skills. Earned through レベルアップ.": "パッシブスキルを学ぶために使用されます。レベルアップで獲得できます。",
 "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low ...": "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low ...",
 "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low grass, watched the wind change direction, and chose the path before those following behind could meet danger. Yet because they had always learned to stay silent first, it took them time to speak their own thoughts.": "Used to walking ahead of others, {0} never carelessly stepped on even a single twig beneath their feet. They hid in low grass, watched the wind change direction, and chose the path before those following behind could meet danger. Yet because they had always learned to stay silent first, it took them time to speak their own thoughts.",
 "Useful Magic Scrap Pile Random1": "有用な魔法スクラップの山（ランダム1）",
 "Useful Magic Scrap Pile Random2": "有用な魔法スクラップの山 ランダム2",
 "Uses the same RD.skills recipe engine as the Spell Damage Ranking and the per-skill table above - same number, no separate DamageDealt%/FDM stacking.": "呪文ダメージランキングや上のスキル別テーブルと同じ RD.skills レシピエンジンを使用します。数値は同一で、DamageDealt%/FDM の別途加算はありません。",
 "Uses/summons": "使用/召喚",
 "Using {#} as a {#} also grants": "{#}を{#}として使用すると、さらに付与する",
 "Using {#} as a {#} also grants all allies": "{#}を{#}として使用すると、さらに味方全員に付与する",
 "Using {#} as an {#} also grants all allies": "{#}を{#}として使用すると、さらに味方全員に付与する",
 "VARIANT 1": "バリエーション1",
 "VARIANT 2": "バリエーション2",
 "VARIANT 3": "バリエーション3",
 "VARIANT {#}": "バリアント {#}",
 "Valid save.": "有効なセーブです。",
 "Value": "値",
 "Value = your max HP x 10 x 0.01, added as flat Magic Attack Power for that one execution.": "値=最大HP×10×0.01。その実行1回に限り固定の魔法攻撃力として加算される。",
 "Value = your max HP x 10 x 0.01, added as flat Physical Attack Power for that one execution.": "値=最大HP×10×0.01。その実行1回に限り固定の物理攻撃力として加算される。",
 "Value for how many aptitudes are revealed when using Inspect": "調べるを使用したときに明らかになる適性の数の値",
 "Values are the authored per-unit numbers in": "値は次に定義されたユニットごとの数値です",
 "Values before any percent modifier (inscriptions, difficulty, gear). Majors start at 10; enter a unit's major stats to see its final combat stats.": "パーセント補正（刻印、難易度、装備）を適用する前の数値。主要ステータスは10から始まる。ユニットの主要ステータスを入力すると、最終的な戦闘ステータスが表示される。",
 "Variants": "バリアント",
 "Varies the initial main stats by this ratio (= starting stats). Applied uniformly for now, but may need to be differentiated later based on Background, etc.": "初期のメインステータスをこの比率で変動させる（= 開始時のステータス）。今は一律に適用しているが、後で背景などに基づいて差別化が必要かもしれない。",
 "Vegetarian": "菜食",
 "Vegetarian (13 items), Carnivore (10), Omnivore (2) via ItemSubType": "菜食（13品目）、肉食（10）、雑食（2）、ItemSubTypeで管理",
 "Vegetarian by conscience.": "信条による菜食主義。",
 "Vegetarian by conscience. [Carnal Guilt] is a mood penalty Elves take when they eat meat, though they ignore the usual mood penalty for eating only vegetables.": "信条による菜食主義。[肉食の罪悪感]はエルフが肉を食べた際に受ける気分ペナルティだが、野菜のみを食べることに対する通常の気分ペナルティは無視する。",
 "Vegetarian by conscience: Elves gain the": "信条による菜食主義：エルフは次を獲得します：",
 "Vegetarian by conscience: Elves gain the [Carnal Guilt] mood penalty when they eat meat, but ignore the usual mood penalty for eating only vegetables.": "信条による菜食: エルフは肉を食べると[肉欲の罪悪感]のムードペナルティを得ますが、野菜のみを食べる場合の通常のムードペナルティは無視します。",
 "Veil Silence": "沈黙のヴェール",
 "Veil Silence Boss Giant Stone Golem": "沈黙のヴェール ボス 巨石ゴーレム",
 "Veil Silence Common Combat Middle1": "Veil Silence Common Combat Middle1",
 "Veil Silence Common Combat Middle10": "沈黙のヴェール 共通 戦闘 中10",
 "Veil Silence Common Combat Middle11": "Veil Silence Common Combat Middle11",
 "Veil Silence Common Combat Middle12": "Veil Silence Common Combat Middle12",
 "Veil Silence Common Combat Middle13": "Veil Silence Common Combat Middle13",
 "Veil Silence Common Combat Middle2": "Veil Silence Common Combat Middle2",
 "Veil Silence Common Combat Middle3": "Veil Silence Common Combat Middle3",
 "Veil Silence Common Combat Middle3 3f": "Veil Silence Common Combat Middle3 3f",
 "Veil Silence Common Combat Middle4": "Veil Silence Common Combat Middle4",
 "Veil Silence Common Combat Middle5": "Veil Silence Common Combat Middle5",
 "Veil Silence Common Combat Middle5 3f": "Veil Silence Common Combat Middle5 3f",
 "Veil Silence Common Combat Middle6": "Veil Silence Common Combat Middle6",
 "Veil Silence Common Combat Middle7": "Veil Silence Common Combat Middle7",
 "Veil Silence Common Combat Middle8": "Veil Silence Common Combat Middle8",
 "Veil Silence Common Combat Middle9": "Veil Silence Common Combat Middle9",
 "Veil Silence Common Combat Non Tree Small1": "Veil Silence Common Combat Non Tree Small1",
 "Veil Silence Common Combat Non Tree Small2": "Veil Silence Common Combat Non Tree Small2",
 "Veil Silence Common Combat Non Tree Small3": "Veil Silence Common Combat Non Tree Small3",
 "Veil Silence Common Combat Non Tree Small4": "Veil Silence Common Combat Non Tree Small4",
 "Veil Silence Common Combat Non Tree Small5": "Veil Silence Common Combat Non Tree Small5",
 "Veil Silence Common Combat Non Tree Small6": "Veil Silence Common Combat Non Tree Small6",
 "Veil Silence Common Combat Non Tree1": "Veil Silence Common Combat Non Tree1",
 "Veil Silence Common Combat Non Tree2": "Veil Silence Common Combat Non Tree2",
 "Veil Silence Common Combat Non Tree3": "Veil Silence Common Combat Non Tree3",
 "Veil Silence Common Combat Non Tree4": "Veil Silence Common Combat Non Tree4",
 "Veil Silence Common Combat Small1": "沈黙のヴェール 共通 戦闘 小1",
 "Veil Silence Common Combat Small1 3f": "Veil Silence Common Combat Small1 3f",
 "Veil Silence Common Combat Small2": "Veil Silence Common Combat Small2",
 "Veil Silence Common Combat Small2 3f": "Veil Silence Common Combat Small2 3f",
 "Veil Silence Common Combat Small3": "Veil Silence Common Combat Small3",
 "Veil Silence Common Combat Small3 3f": "Veil Silence Common Combat Small3 3f",
 "Veil Silence Common Core1": "Veil Silence Common Core1",
 "Veil Silence Common Core2": "沈黙のヴェール 共通コア2",
 "Veil Silence Common Elite Alpha Acid Slogel1": "沈黙のヴェール 共通 エリート アルファ酸性スロゲル1",
 "Veil Silence Common Elite Red Monster Rat1": "Veil Silence Common Elite Red Monster Rat1",
 "Veil Silence Common Elite Red Monster Rat2": "Veil Silence Common Elite Red Monster Rat2",
 "Veil Silence Common Elite Red Monster Rat3": "Veil Silence Common Elite Red Monster Rat3",
 "Veil Silence Common Elite Red Monster Rat4": "Veil Silence Common Elite Red Monster Rat4",
 "Veil Silence Common Elite Treasure Luxurious1": "Veil Silence Common Elite Treasure Luxurious1",
 "Veil Silence Common Elite Treasure Luxurious2": "Veil Silence Common Elite Treasure Luxurious2",
 "Veil Silence Common Elite Treasure Modest1": "Veil Silence Common Elite Treasure Modest1",
 "Veil Silence Common Elite Treasure Sturdy1": "Veil Silence Common Elite Treasure Sturdy1",
 "Veil Silence Common Elite Treasure Sturdy2": "Veil Silence Common Elite Treasure Sturdy2",
 "Veil Silence Common Event Abandoned Campsite": "沈黙のヴェール 共通イベント 廃キャンプ跡",
 "Veil Silence Common Event Abandoned Room1": "沈黙のヴェール 共通 イベント 廃部屋1",
 "Veil Silence Common Event Abandoned Room2": "沈黙のヴェール 共通 イベント 廃部屋2",
 "Veil Silence Common Event Ancient Library1": "Veil Silence Common Event Ancient Library1",
 "Veil Silence Common Event Ancient Library2": "Veil Silence Common Event Ancient Library2",
 "Veil Silence Common Event Ancient Library3": "Veil Silence Common Event Ancient Library3",
 "Veil Silence Common Event Bee Hive Tree": "Veil Silence Common Event Bee Hive Tree",
 "Veil Silence Common Event Blood Tree": "沈黙のヴェール 共通 イベント 血の樹",
 "Veil Silence Common Event Codex Level1": "ヴェイルサイレンス コモン イベント石碑 レベル1",
 "Veil Silence Common Event Echo Flower": "沈黙のヴェール 共通イベント エコーフラワー",
 "Veil Silence Common Event Endrossi": "沈黙のヴェール 共通 イベント エンドルシ",
 "Veil Silence Common Event Flower": "Veil Silence Common Event Flower",
 "Veil Silence Common Event Herb": "Veil Silence Common Event Herb",
 "Veil Silence Common Event Hidden Mandrake": "沈黙のヴェール 共通 イベント 隠れたマンドレイク",
 "Veil Silence Common Event Lab Rat Breeding Center": "沈黙のヴェール 共通イベント 実験ネズミ繁殖センター",
 "Veil Silence Common Event Mandrake": "Veil Silence Common Event Mandrake",
 "Veil Silence Common Event Merchant": "Veil Silence Common Event Merchant",
 "Veil Silence Common Event Scare Crow": "Veil Silence Common Event Scare Crow",
 "Veil Silence Common Event Temporal Rest": "Veil Silence Common Event Temporal Rest",
 "Veil Silence Common Event Tree Of Life": "Veil Silence Common Event Tree Of Life",
 "Veil Silence Common Event Xenon": "沈黙のヴェール 共通イベント ゼノン",
 "Veil Silence Common Goddess": "ヴェイルサイレンス コモン 女神",
 "Veil Silence Common Hard Combat Middle1": "Veil Silence Common Hard Combat Middle1",
 "Veil Silence Common Hard Combat Middle2": "Veil Silence Common Hard Combat Middle2",
 "Veil Silence Common Hard Combat Middle2 3f": "Veil Silence Common Hard Combat Middle2 3f",
 "Veil Silence Common Hard Combat Middle3": "Veil Silence Common Hard Combat Middle3",
 "Veil Silence Common Hard Combat Middle3 3f": "Veil Silence Common Hard Combat Middle3 3f",
 "Veil Silence Common Hard Combat Middle4": "Veil Silence Common Hard Combat Middle4",
 "Veil Silence Common Hard Combat Middle4 3f": "Veil Silence Common Hard Combat Middle4 3f",
 "Veil Silence Common Hard Combat Middle5": "Veil Silence Common Hard Combat Middle5",
 "Veil Silence Common Hard Combat Middle6": "Veil Silence Common Hard Combat Middle6",
 "Veil Silence Common Hard Combat Middle6 3f": "Veil Silence Common Hard Combat Middle6 3f",
 "Veil Silence Common Horizontal Corridor 1": "ヴェイルサイレンス コモン 横通路 1",
 "Veil Silence Common Horizontal Corridor 1 3f": "ヴェイルサイレンス コモン 横通路 1 3F",
 "Veil Silence Common Horizontal Corridor 2": "ヴェイルサイレンス コモン 横通路 2",
 "Veil Silence Common Horizontal Corridor 2 3f": "ヴェイルサイレンス コモン 横通路 2 3F",
 "Veil Silence Common Horizontal Corridor 3": "ヴェイルサイレンス コモン 横通路 3",
 "Veil Silence Common Horizontal Corridor 3 3f": "ヴェイルサイレンス コモン 横通路 3 3F",
 "Veil Silence Common Resource Blue Berry1": "沈黙のヴェール 共通 資源 ブルーベリー1",
 "Veil Silence Common Resource Blue Berry2": "沈黙のヴェール 共通 資源 ブルーベリー2",
 "Veil Silence Common Resource Blue Crystal Fake1": "Veil Silence Common Resource Blue Crystal Fake1",
 "Veil Silence Common Resource Blue Crystal Fake2": "Veil Silence Common Resource Blue Crystal Fake2",
 "Veil Silence Common Resource Blue Crystal Small1": "Veil Silence Common Resource Blue Crystal Small1",
 "Veil Silence Common Resource Green Crystal Fake1": "Veil Silence Common Resource Green Crystal Fake1",
 "Veil Silence Common Resource Green Crystal Fake2": "Veil Silence Common Resource Green Crystal Fake2",
 "Veil Silence Common Resource Green Crystal Small1": "Veil Silence Common Resource Green Crystal Small1",
 "Veil Silence Common Resource Herb1": "沈黙のヴェール 共通 資源 薬草1",
 "Veil Silence Common Resource Herb2": "沈黙のヴェール 共通 資源 薬草2",
 "Veil Silence Common Resource Oat": "沈黙のヴェール 共通 資源 オーツ",
 "Veil Silence Common Resource Red Crystal Fake1": "Veil Silence Common Resource Red Crystal Fake1",
 "Veil Silence Common Resource Red Crystal Fake2": "Veil Silence Common Resource Red Crystal Fake2",
 "Veil Silence Common Resource Red Crystal Small1": "Veil Silence Common Resource Red Crystal Small1",
 "Veil Silence Common Resource Silver Small1": "Veil Silence Common Resource Silver Small1",
 "Veil Silence Common Resource Tree Middle1": "Veil Silence Common Resource Tree Middle1",
 "Veil Silence Common Resource Tree Small1": "Veil Silence Common Resource Tree Small1",
 "Veil Silence Common Resource Turnip1": "沈黙のヴェール 共通 資源 かぶ1",
 "Veil Silence Common Resource Turnip2": "沈黙のヴェール 共通 資源 かぶ2",
 "Veil Silence Common Treasure Luxurious1": "Veil Silence Common Treasure Luxurious1",
 "Veil Silence Common Treasure Modest1": "Veil Silence Common Treasure Modest1",
 "Veil Silence Common Treasure Sturdy1": "Veil Silence Common Treasure Sturdy1",
 "Veil Silence Common Treasure Sturdy2": "Veil Silence Common Treasure Sturdy2",
 "Veil Silence Common Vertical Corridor 1": "ヴェイルサイレンス コモン 縦通路 1",
 "Veil Silence Common Vertical Corridor 1 3f": "ヴェイルサイレンス コモン 縦通路 1 3F",
 "Veil Silence Common Vertical Corridor 2": "ヴェイルサイレンス コモン 縦通路 2",
 "Veil Silence Common Vertical Corridor 2 3f": "ヴェイルサイレンス コモン 縦通路 2 3F",
 "Veil Silence F1-F2": "沈黙のヴェール F1-F2",
 "Veil Silence F1-F3": "沈黙のベール F1-F3",
 "Veil Silence F1-F4": "沈黙のベール F1-F4",
 "Veil Silence F2-F3": "沈黙のヴェール F2-F3",
 "Veil Silence F2-F4": "沈黙のヴェール F2-F4",
 "Veil Silence F3-F4": "沈黙のベール F3-F4",
 "Veil Silence F4": "沈黙のベール F4",
 "Veil Silence F5": "沈黙のベール F5",
 "Veil Silence Merchant": "沈黙のヴェールの商人",
 "Veil Silence Merchant - Dungeon Settlers Wiki": "沈黙のヴェール商人 - Dungeon Settlers Wiki",
 "Veil Silence Merchant Fixed": "ヴェイルサイレンス商人（固定）",
 "Veil Silence Merchant icon": "沈黙のヴェール商人 アイコン",
 "Veil Silence Phase3 Core": "Veil Silence Phase3 Core",
 "Veil Silence Phase3 Patrol Anomaly1": "Veil Silence Phase3 Patrol Anomaly1",
 "Veil Silence Phase3 Patrol Beast1": "Veil Silence Phase3 Patrol Beast1",
 "Veil Silence Phase3 Patrol Insect1": "Veil Silence Phase3 Patrol Insect1",
 "Veil Silence Phase4 Patrol Anomaly1": "Veil Silence Phase4 Patrol Anomaly1",
 "Veil Silence Phase4 Patrol Beast1": "Veil Silence Phase4 Patrol Beast1",
 "Veil Silence Phase4 Patrol Insect1": "Veil Silence Phase4 Patrol Insect1",
 "Veil Silence, Beast-faction monsters only: +20% Max HP (they also give +50% XP, a code-side reward not shown). Stacks with Gloth Victory. No effect on Festering Burrow or non-Beast monsters.": "沈黙のヴェール、獣勢力のモンスターのみ：最大HP+20%（さらにXP+50%を付与、表示されないコード側の報酬）。Gloth Victoryと重複。ただれた巣穴や獣以外のモンスターには効果なし。",
 "Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse": "沈黙のヴェール -> ただれた巣穴 -> 廃坑 -> 忘れられた深淵 -> 死の沼 -> 黙示録の塔",
 "Veil of Silence and the Tutorial never generate a safe floor (GetProperFloor)": "沈黙のヴェールとチュートリアルはセーフフロアを一切生成しない（GetProperFloor）",
 "Veil of Silence and the Tutorial never get a safe floor at all.": "沈黙のヴェールとチュートリアルはセーフフロアを一切得ません。",
 "VeilSilence": "VeilSilence",
 "Veil_": "Veil_",
 "Verbatim in-game texts for the talent tiers (": "才能ティアのゲーム内テキストそのまま（",
 "Verbatim texts from the new-campaign screen (": "新規キャンペーン画面のテキストそのまま（",
 "Verbs (51)": "動詞（51）",
 "Verbs (53)": "動詞 (53)",
 "Verified from game code": "ゲームコードから確認済み",
 "Version": "バージョン",
 "Version index": "バージョン一覧",
 "Versus benchmark": "ベンチマーク比較",
 "Versus median": "中央値との比較",
 "Versus monster": "モンスター相手",
 "Vertical Corridor 1": "垂直回廊 1",
 "Vertical Corridor 1 - Dungeon Settlers Wiki": "縦通路1 - Dungeon Settlers Wiki",
 "Vertical Corridor 1 map": "縦通路1 マップ",
 "Very Exhausted (Caution, displays once)": "非常に疲労困憊（注意、1回表示）",
 "Very Hard": "ベリーハード",
 "Very Hard Management Difficulty - desc": "Very Hard マネジメント難易度 - 説明",
 "Very Hard Support Wagon Berry Fixed": "ベリーハード支援ワゴン（ベリー・固定）",
 "Very Hard Support Wagon Grass Fixed": "ベリーハード支援ワゴン（草・固定）",
 "Very Hard Support Wagon Hardtack Fixed": "ベリーハード支援ワゴン（乾パン・固定）",
 "Very Hard Support Wagon Ointment Fixed": "ベリーハード 支援ワゴン 軟膏 固定",
 "Very Hard Support Wagon Tech Book Fixed": "ベリーハード支援ワゴン（技術書・固定）",
 "Very Hard Support Wagon Wood Fixed": "ベリーハード支援ワゴン（木材・固定）",
 "Very Hungry (Caution, displays once)": "とても空腹（注意、1回表示）",
 "Very dissatisfied unit": "非常に不満のあるユニット",
 "Very excellent!": "とても素晴らしい!",
 "Very hearty!": "とても心がこもっている!",
 "Very interesting.": "非常に興味深い。",
 "VeryHeavyWeightApplyCondition": "VeryHeavyWeightApplyCondition",
 "VeryHigh": "非常に高い",
 "VeryLow": "非常に低い",
 "View": "表示",
 "View the full {#} tree page": "{#} ツリーの全体ページを見る",
 "Visible in game": "ゲーム内で表示",
 "Vision": "視界",
 "Vision Range (": "視界範囲（",
 "Vision Range coefficient is": "視界範囲係数は",
 "Vision Range, precisely undoing the night penalty for whoever carries it.": "視界範囲を加え、これを持つ者に対して夜間ペナルティをちょうど打ち消します。",
 "Vision range": "視界範囲",
 "Vision range = how far it spots and chases you": "視界範囲 = どれだけ遠くから発見して追跡してくるか",
 "Vision range = spot/chase distance": "視界範囲 = 発見/追跡距離",
 "VisionRange": "VisionRange",
 "Visual profiles": "外見プロファイル",
 "Vitality Boost: Positive GAMESYSTEM_Environment_{affecterName}": "活力の上昇: プラス GAMESYSTEM_Environment_{affecterName}",
 "Vitality Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "活力の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}",
 "Voice lines": "ボイスライン",
 "Voice lines & hints": "ボイスライン＆ヒント",
 "WORK IN PROGRESS.": "作成中。",
 "Wagon Cog Wheel": "荷馬車の歯車",
 "Wagon Fixed": "ワゴン（固定）",
 "Wagon Scraps1": "荷馬車の残骸1",
 "Wagon Scraps1 - Dungeon Settlers Wiki": "ワゴンの残骸1 - Dungeon Settlers Wiki",
 "Wagon Scraps2": "荷馬車の残骸2",
 "Wagon Scraps2 - Dungeon Settlers Wiki": "ワゴンの残骸2 - Dungeon Settlers Wiki",
 "Wait For Appear FX": "出現FX待機",
 "Wait For Appear FX - Dungeon Settlers Wiki": "出現待機FX - Dungeon Settlers Wiki",
 "Wait For Appear FX icon": "出現待機FX アイコン",
 "Wait a little longer.": "もう少し待ってください。",
 "Wait tick duration while in the Idle state. Picks a random value between {0} and {1} to act. PS: In other words, this is the tick interval applied when 'repeating' Idle.": "待機状態中の待機ティック時間。{0}から{1}の間のランダム値を選んで行動する。PS: つまり、待機を「繰り返す」ときに適用されるティック間隔のこと。",
 "Wait ticks when starting the Idle state. Picks a random value between {0} and {1} to act. PS: Means that when entering the Idle BT from doing something else, it waits this many ticks before starting. The previous task is unknown.": "待機状態を開始するときの待機ティック。{0}から{1}の間のランダム値を選んで行動する。PS: 他の作業から待機BTに入るとき、開始前にこのティック数だけ待つという意味。直前の作業は不明。",
 "WakeUp": "WakeUp",
 "WakeUpControlSleep": "WakeUpControlSleep",
 "WakeUpSevereExhausted": "WakeUpSevereExhausted",
 "Walk ×3, Hit ×2, Death ×1, Stomp ×1": "Walk ×3, Hit ×2, Death ×1, Stomp ×1",
 "Wall/Floor Q": "壁/床 品質",
 "Wall/floor quality is the average Quality over the floor tiles inside the room AND the walls enclosing it, corners included; buildable tiers are Straw Q0 / Log Q5 / Lumber (plank) Q10 / Stone Q15, so building walls and floor entirely from the tier matching the gate always passes. The decoration total sums the Quality of every building inside the room EXCEPT walls, doors and floor tiles - the required furniture itself counts toward it. N differs per room: the exact thresholds are the": "壁と床の品質は、ルーム内の床タイルとそれを囲む壁（角を含む）にわたる平均品質です。建設可能なティアは 藁 Q0 / 丸太 Q5 / 木材（板）Q10 / 石 Q15 で、条件に合うティアで壁と床をすべて造れば常に通過します。装飾の合計は、壁・ドア・床タイルを除くルーム内のすべての建物の品質を合計したもので、必要家具自体もそこに含まれます。Nはルームごとに異なり、正確なしきい値は下の表の",
 "Warning": "警告",
 "Warning lines spoken before the sentinel engages.": "センチネルが交戦する前に発する警告のセリフ。",
 "Warrior sub-tree (Blade Spirit)": "戦士サブツリー（刃の精霊）",
 "Warrior sub-tree (Flow Seeker + Blade Spirit)": "戦士サブツリー（フローシーカー + 刃の精霊）",
 "Warrior sub-tree (Flow Seeker)": "戦士サブツリー（フローシーカー）",
 "Warrior tree": "戦士ツリー",
 "Warrior-tree skill": "戦士ツリーのスキル",
 "Watch gear durability and pack food and arrows - broken weapons and hungry settlers end runs early.": "装備の耐久度に注意し、食料と矢を持参しましょう。壊れた武器や空腹の入植者は探索を早めに終わらせます。",
 "Watching one of them move, he murmurs to himself.": "その1匹の動きを観察しながら、彼は自分自身にぶつぶつと言う。",
 "Water Magic tree for Bubbletoad": "バブルトード用の水魔法ツリー",
 "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the": "水魔法のユニットは生物（バブルリングとバブルトード）を召喚でき、召喚物の力は固定のステータスではなく次に応じて変動する：",
 "Water Magic units can summon creatures (Bubblelings and Bubbletoads), and a summon's power scales off the summoner's Magic Attack Power rather than being a f...": "水魔法のユニットはクリーチャー（バブルリングとバブルトード）を召喚でき、召喚体の威力は固定値ではなく召喚者の魔法攻撃力に応じてスケールします...",
 "Water Staff": "水の杖",
 "Water Summoner": "水の召喚者",
 "Water Wave": "Water Wave",
 "Water magic excels in healing and defense.": "水魔法は回復と防御に優れます。",
 "Water staff (Summon Bubbling is a free weapon skill)": "水の杖（召喚 : バブリングは無料の武器スキル）",
 "Water staff (Summon Bubbling)": "水の杖（召喚 : バブリング）",
 "WaterMagic": "WaterMagic",
 "WaterSummoned": "WaterSummoned",
 "We need a new Vice Captain.": "新しい副隊長が必要です。",
 "We need a new deputy": "新しい副",
 "We need a new deputy captain.": "新しい副隊長が必要だ。",
 "We need to push on deeper.": "もっと奥へ進む必要があります。",
 "We should search inside.": "中を探索すべきですね。",
 "Weapon": "武器",
 "Weapon - attacking": "武器 - 攻撃",
 "Weapon comparison": "武器比較",
 "Weapon skill": "武器スキル",
 "Weapon skill tree": "武器スキルツリー",
 "Weapon skill trees": "武器スキルツリー",
 "Weapon skill trees - Main SP": "武器スキルツリー - メインSP",
 "Weapon wear": "武器の摩耗",
 "Weapon wear: attacking": "武器の摩耗：攻撃",
 "Weapon/magic skill-tree layouts (3 columns per row).": "武器/魔法スキルツリーのレイアウト（1行3列）。",
 "Weapons come in one-handed and two-handed types.": "武器には片手用と両手用のタイプがある。",
 "Wear source": "消耗の原因",
 "Weather": "天候",
 "Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss": "天候 [0]: 入植地 [1~6]: 地域 1~6 [7]: 深淵",
 "Weather: applied by the current dungeon weather": "天候：現在のダンジョンの天候によって適用",
 "WeatherHourMinMax": "WeatherHourMinMax",
 "WeatherWeightHeavyRain": "WeatherWeightHeavyRain",
 "WeatherWeightRain": "WeatherWeightRain",
 "WeatherWeightSunny": "WeatherWeightSunny",
 "Weaving Processing Complete": "織物加工 完了",
 "Weaving Processing not completed": "織物加工未完了",
 "Weight is the summed table weight of everything the unit carries, equipped gear included. A naked unit with an empty bag has Weight 0 and the inscription does nothing.": "重量とは、装備品を含めユニットが持つすべてのテーブル重量の合計です。何も装備せず空の鞄を持つユニットの重量は0で、この刻印は何もしません。",
 "Weight share": "重み比率",
 "Weight: Heavy": "重量：重い",
 "Weight: Very Heavy": "重量：非常に重い",
 "Weights are rolled among the random events whose conditions currently hold, so the effective chance depends on context.": "重みは現在条件を満たしているランダムイベントの間で抽選されるため、実効確率は状況によって変わります。",
 "Welcome, everyone participating in the third playtest!": "第3次プレイテストにご参加いただきありがとうございます!",
 "Welcome, everyone participating in the third playtest! This is a confidential playtest. Please do not stream, share, or publicly disclose any gameplay or unreleased content. A variety of content is still in development, and not all content in Region 2 is available yet. If you encounter an issue that prevents further progress or discover a critical bug while playing, please use the bug report feature or join our Discord and let us know. You can access the third playtest supporters-only channel as follows: - Go to Dungeon Settlers => third-supporter-access-portal. - Copy and paste the code below in that channel to enter the third playtest supporters-only channel!": "第3次プレイテストにご参加いただきありがとうございます! これは秘密のプレイテストです。ゲームプレイと未リリースのコンテンツのストリーム配信、共有、公開的な公開をしないでください。さまざまなコンテンツは現在開発中であり、リージョン2のすべてのコンテンツはまだ利用できません。さらなる進行を妨げる問題が発生した場合、または重大なバグを発見した場合は、バグレポート機能を使用するか、Discordに参加してお知らせください。第3次プレイテストのサポーター専用チャネルには、以下のようにアクセスできます：-Dungeon Settlers =>第3サポーター専用アクセスポータルに移動します。-下のコードをそのチャネルにコピーして貼り付けて、第3次プレイテストのサポーター専用チャネルにアクセスしてください！",
 "Well, I'm not sure about that.": "そうですね、それについてはよくわかりません。",
 "Well-fired ceramics are highly versatile. They will be a great help in making the settlement more prosperous.": "よく焼かれた陶器は非常に応用が利く。拠点をより繁栄させる大きな助けとなるだろう。",
 "Well-fired ceramics are highly versatile. They will be a great help in making the settlement more prosperous. \"We should make some more cera...": "よく焼かれた陶器は非常に応用が利く。拠点をより繁栄させる大きな助けとなるだろう。「もっと陶器を作って備蓄しておくべ……",
 "Well-fired ceramics are highly versatile. They will be a great help in making the settlement more prosperous. \"We should make some more ceramics and keep them in reserve.\"": "よく焼かれた陶器は非常に応用が利く。拠点をより繁栄させる大きな助けとなるだろう。「もっと陶器を作って備蓄しておくべきだ。」",
 "What a breakdown actually does: stress resets to 0 and the unit enters a": "崩壊が実際に何をするか：ストレスが0にリセットされ、ユニットは",
 "What actually punishes long expeditions is the": "長い遠征を実際に罰するのは",
 "What changes it": "何がそれを変えるか",
 "What counts as clearing a region": "地域のクリアとみなされる条件",
 "What difficulty does": "難易度が影響すること",
 "What do you want": "何をご希望ですか",
 "What does it taste like?": "どんな味がしますか?",
 "What does it taste like? As long as it fills me up, who cares?": "味はどんなですか？お腹が満たされている限り、誰が気にしますか？",
 "What durability is": "耐久度とは",
 "What happened / what would you like?": "何が起きましたか / どうしてほしいですか?",
 "What happens after picking {#} has changed from {#} to {#}.": "{#}を選んだ後に起こることが{#}から{#}に変更されました。",
 "What is a Base Area?": "拠点エリアとは？",
 "What it applies to:": "適用対象:",
 "What it costs": "コスト",
 "What it is": "概要",
 "What it is / how you get it": "概要／入手方法",
 "What must already have happened for {#} to appear has changed from {#} to {#}.": "{#}が出現するために先に起きている必要がある条件が{#}から{#}に変更されました。",
 "What prevents {#} from appearing has changed from {#} to {#}.": "{#}の出現を妨げる条件が{#}から{#}に変更されました。",
 "What raises or lowers detection": "探知を上げ下げするもの",
 "What scales": "スケールする要素",
 "What scales it": "何で増加するか",
 "What splendid harp playing!": "なんと素晴らしいハープの演奏でしょう！",
 "What the data shows": "データが示すもの",
 "What the full game presumably does is simply not cap the override (the default": "製品版がおそらく行っているのは、単にこの上書きに上限を設けないことだ（デフォルトの",
 "What this enemy does to you": "この敵があなたに与える被害",
 "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late gues...": "「本日はいかがなさいますか」は{0}にとってほぼ挨拶だった。彼らはこぼれたエールを拭き...",
 "What will it be today? was almost a greeting for {0}. They wiped up spilled ale, brushed off the complaints of late guests, and arranged the remaining chairs until dawn, yet their expression rarely slipped. But after spending so long tending to other people's moods, they often noticed their own exhaustion too late.": "「本日はいかがなさいますか」は{0}にとってほぼ挨拶だった。彼らはこぼれたエールを拭き、遅い客の苦情を聞き流し、夜明けまで残りの椅子を並べ直したが、その表情はめったに崩れることはなかった。しかし他人の気分の世話をしている間に、彼ら自身の疲労に気づくのはいつも遅すぎたのだ。",
 "What you can farm here": "ここで採取できるもの",
 "What you need": "必要なもの",
 "What {#} unlock has changed from {#} to {#}.": "{#}が解放する内容が{#}から{#}に変更されました。",
 "What {#} unlocks has changed from {#} to {#}.": "{#}が解放する内容が{#}から{#}に変更されました。",
 "What's New": "新着情報",
 "What's New (patch history)": "新着情報 (更新履歴)",
 "What's New - Dungeon Settlers Wiki": "更新情報 - Dungeon Settlers Wiki",
 "What's inside (top-level keys)": "中身（トップレベルのキー）",
 "Whatever number appears over your head, the attacker takes the same number.": "あなたの頭上に表示される数値がいくつであれ、攻撃者は同じ数値を受ける。",
 "When": "次の値が",
 "When HP is 35% or lower, basic attacks or skills apply": "HPが35%以下のとき、通常攻撃またはスキル使用時に対象へ",
 "When HP is 35% or lower, basic attacks or skills apply 5 seconds of Crack to the target.": "HPが35%以下のとき、通常攻撃またはスキル使用時に対象へ亀裂を5秒間付与する。",
 "When HP is 35% or lower, basic attacks or skills apply 亀裂 to the target for 5 seconds.": "HPが35%以下のとき、通常攻撃またはスキル使用時に対象へ亀裂を5秒間付与する。",
 "When HP is 50% or lower, magic attack power increases by 20% and damage taken increases by 30%.": "HPが50%以下のとき、魔法攻撃力が20%増加し、受けるダメージが30%増加する。",
 "When HP is {0}% or lower, Magic Attack increases by {1}% and damage taken increases by {2}%.": "HPが{0}%以下の場合、魔法攻撃が{1}%増加し、受けるダメージが{2}%増加します。",
 "When HP is {0}% or lower, performing a basic attack or using a skill applies": "When HP is {0}% or lower, performing a basic attack or using a skill applies",
 "When HP is {0}% or lower, performing a basic attack or using a skill applies 亀裂 to the target for {1} seconds. Each character can equip only 1 Soul Trait. If already owned, it will be overwritten.": "体力が{0}%以下のとき、通常攻撃またはスキルの使用で対象に{1}秒間、亀裂を付与する。各キャラクターは魂の特性を1つしか装備できない。すでに所持している場合は上書きされる。",
 "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps f": "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time, perhaps f",
 "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time-perhaps fo": "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long time-perhaps fo",
 "When Lowell worked as a guard, he would often run up tabs at taverns. The last one he left before coming to the Barren Land will likely remain unpaid for a long...": "ロウェルが警備員として働いていたとき、彼はしばしば居酒屋でツケを作っていました。彼が不毛の地に来る前に去った最後のツケはおそらく長い間支払われないままになるでしょう...",
 "When Stress maxes out the unit suffers a": "ストレスが最大になると、ユニットは次を被る：",
 "When a floor's counter reaches 0, the region gains the": "フロアのカウンターが0に達すると、その地域に",
 "When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "エンティティが選択されると、エンティティサマリーパネルが左下に表示されます。",
 "When dealing damage, damage increases by {0}% × the distance to the target.": "最も遠くにいる敵を優先して攻撃する。対象との距離に応じてダメージが{0}%増加する。",
 "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment the forest sudd": "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment the forest sudd",
 "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment...": "When facing a giant beast, {0} did not rush. They closed the distance by piecing together the tracks left by prey, the scent carried on the wind, and the moment...",
 "When final damage is applied, gain a Wound value equal to {0}% of the final damage.": "最終ダメージが適用されるとき、最終ダメージの{0}%に等しい傷値を得る。",
 "When guarding, recover {0}% of lost Health and gain": "ガード中、失った体力の{0}%を回復し、さらに得る",
 "When guarding, recover {0}% of lost Health and gain 要塞化 for {1} seconds.": "ガード中、失った体力の{0}%を回復し、{1}秒間、要塞化を得る。",
 "When guarding, recover {0}% of lost Health and gain 鉄壁 for {1} seconds.": "ガード中、失った体力の{0}%を回復し、{1}秒間、鉄壁を得る。",
 "When he notices you, his mouth t...": "彼があなたに気付くと、彼の口が...",
 "When he notices you, his mouth twists into a sly grin.": "彼があなたに気づくと、口が狡猾な笑みにゆがむ。",
 "When in deep sleep from severe exhaustion, wakes up once this percentage or higher is reached": "極度の疲労による深い眠りのとき、このパーセント以上に達すると目覚める",
 "When it runs:": "発動タイミング:",
 "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left click a building to construct, and then left clic": "エンティティが選択されていない場合、画面の左下にある「建設メニュー」を開き、建設する建造物を左クリックしてから左クリックできます。",
 "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen, left-click a building to construct, and then left-clic": "エンティティが選択されていない場合、画面の左下にある「建設メニュー」を開き、建設する建造物を左クリックしてから左クリックできます。",
 "When offered": "提示されるタイミング",
 "When performing a physical attack, damage increases by an amount equal to 5% of Weight.": "物理攻撃時、重量の5%分だけダメージが増加します。",
 "When performing a physical attack, damage increases by an amount equal to {0}% of Weight.": "物理攻撃時、重量の{0}%分だけダメージが増加します。 各キャラクターは魂の特性を1つしか装備できません。 既に所持している場合は上書きされます。",
 "When returning from the dungeon to the settlement, units will place the items they collected during": "ダンジョンから拠点に戻ると、ユニットは収集したアイテムを置く",
 "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground.": "ダンジョンから拠点へ戻ると、ユニットは遠征中に集めたアイテムを地面に置きます。",
 "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground. Storage buildings are used to store specific type": "ダンジョンから拠点へ戻ると、ユニットは遠征中に集めたアイテムを地面に置きます。保管施設は特定の種類のアイテムを保管するために使われ",
 "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground.": "ダンジョンから拠点へ戻ると、ユニットは遠征中に集めたアイテムを地面に置きます。",
 "When returning from the dungeon to the settlement, units will place the items they collected during the expedition on the ground. Storage buildings are used to store specific": "ダンジョンから拠点へ戻ると、ユニットは遠征中に集めたアイテムを地面に置きます。保管施設は特定の種類を保管するために使われ",
 "When the expedition members throw their torches, the sticky vines begin burning fiercely and belching black smoke.": "遠征隊員が松明を投げると、粘性のツタは激しく燃え始め、黒い煙を吐き出します。",
 "When the unit's": "ユニットの",
 "When the unit's エネルギー reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do not automatically sleep even if": "ユニットのエネルギーが0になると、深い眠りに落ちて意識を失い、操作できなくなる。ヒント：探索中は、たとえ次の状況でもユニットは自動的には眠らない",
 "When used, gain Circulation and Stamina Boost 2 for 30 minutes.": "使用すると、30分間循環とスタミナ増強2を得る。",
 "When vitality is {0}% or less, it recovers on its own through the": "生命力が{0}％以下のとき、体に寄生させた共生ワームを通じて自ら回復します。",
 "When vitality is {0}% or less, it recovers on its own through the 共生ワーム parasitizing its body.": "生命力が{0}％以下のとき、体に寄生させた共生ワームを通じて自ら回復します。",
 "When you accept the note, he nods with satisfaction.": "あなたが手紙を受け取ると、彼は満足してうなずいた。",
 "When you accept the note, he nods with satisfaction. \"Good. This should be enough to test my hypothesis.\" He turns back to the Spore Insect and murmurs to himself. <": "あなたが手紙を受け取ると、彼は満足してうなずいた。「良い。これは私の仮説をテストするのに十分なはずだ。」彼は胞子昆虫に背を向け、自分自身にぶつぶつと言う。",
 "When you accept the request, he gives a weary nod.": "あなたが要求を受け入れると、彼は疲れた様子でうなずいた。",
 "When you accept the request, he gives a weary nod. \"Don't push yourself. A brief investigation will be enough.\"": "あなたが要求を受け入れると、彼は疲れた様子でうなずいた。「無理をしてはいけない。簡潔な調査で十分です。」",
 "When you ask Endorsi to join the expedition team, she subtly turns her gaze beyond the forest. \"Beyond this forest live...": "Endorsiに遠征隊への参加を頼むと、彼女は視線を森の向こうへ向けます。\"この森の向こうに住む...",
 "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest.": "エンドルシに遠征への参加を求めると、彼女は森の向こうに視線を向ける。",
 "When you ask Endrossi to join the expedition, she turns her gaze beyond the forest. \"A gigantic monster lives beyond these woods-one that ordinary arrows can't even scratch. Even t": "エンドルシに遠征への参加を求めると、彼女は森の向こうに視線を向ける。「この森の向こうに、巨大なモンスターが住んでいる…普通の矢では引っかくこともできない。たとえ…",
 "When you assure them that the objective will soon be accomplished, the expedition members rel...": "目標がすぐに達成されることを保証すると、遠征隊員は渋々...",
 "When you begin an expedition into a region, the game can first drop you onto a": "地域への遠征を始めるとき、ゲームはまずあなたを",
 "When you begin an expedition into a region, the game can first drop you onto a safe floor - a small staging area with an entrance, a corridor and a portal, b...": "地域への探索を開始すると、ゲームはまず安全な階層にあなたを配置することがあります。入口と通路とポータルを備えた小さな準備エリアですが...",
 "When you cl...": "あなたが片……",
 "When you clea...": "When you clea...",
 "When you clear away the branches and leaves, you": "枝葉を払いのけると、あなたは",
 "When you deal damage, damage increases by 3% x the distance to the target.": "ダメージを与えた際、3% × 対象との距離の分だけダメージが増加する。",
 "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips.": "あなたがゼノンにヘルリーチを手渡すと、彼は躊躇なくそれを彼の衣服の中に滑らせた。すぐに彼の唇に笑顔が浮かぶ。",
 "When you hand Xenon the Hell Leech, he slips it inside his robe without a moment's hesitation. A smile soon curls across his lips. \"Ah... Yes. So that's how it works!\"": "あなたがゼノンにヘルリーチを手渡すと、彼は躊躇なくそれを彼の衣服の中に滑らせた。すぐに彼の唇に笑顔が浮かぶ。「あ…そうか。つまりそういう仕組みか！」",
 "When you hand him the investigation results, he silently opens his notebook and reads through them.": "あなたが調査結果を彼に手渡すと、彼は静かにノートを開き、それらを読む。",
 "When you hand him the investigation results, he silently opens his notebook and reads through them. After a brief silence, his pen begins racing across the page. \"Oh... Fascinat": "あなたが調査結果を彼に手渡すと、彼は静かにノートを開き、それらを読む。短い沈黙の後、彼のペンはページ全体を走り始める。「おお…素晴ら…",
 "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes.": "あなたが神秘装置に関する調査報告書を手渡すと、ペリオンは疲れた目でそれをゆっくり読む。",
 "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes. \"Hmm... As expected, it appears to use Imperial magical technology": "あなたが神秘装置に関する調査報告書を手渡すと、ペリオンは疲れた目でそれをゆっくり読む。「ふむ…予想通り、それは帝国の魔法技術を使用しているようだ…",
 "When you hand over the investigation results, Xenon silently opens his notebook and reads through them.": "あなたが調査結果を手渡すと、ゼノンは静かにノートを開き、それらを読む。",
 "When you hand over the investigation results, Xenon silently opens his notebook and reads through them. \"Oh... What an extraordinary discovery.\" He tilts his head back,": "あなたが調査結果を手渡すと、ゼノンは静かにノートを開き、それらを読む。「おお…なんと素晴らしい発見だろう。」彼は頭を後ろに傾ける。",
 "When you nod, Perion quietly nods in return.": "When you nod, Perion quietly nods in return.",
 "When you nod, Perion quietly nods in return. \"Understood.\" He reorganizes the mission documents and resumes his notes. \"Come back when you find the specimen.\"": "When you nod, Perion quietly nods in return. \"Understood.\" He reorganizes the mission documents and resumes his notes. \"Come back when you find the specimen.\"",
 "When you nod, he turns back to the Acid Insects without any visible excitement.": "あなたがうなずくと、彼は顕著な興奮もなく酸性昆虫に背を向けた。",
 "When you nod, he turns back to the Acid Insects without any visible excitement. Watching one of them move, he murmurs to himself. \"What process produces that acid...?\"": "あなたがうなずくと、彼は顕著な興奮もなく酸性昆虫に背を向けた。その1匹の動きを観察しながら、彼は自分自身にぶつぶつと言う。「どのような過程がその酸を生み出すのだろう…？」",
 "When you pray you also choose an": "祈るときには",
 "When you show her proof of the hunt, her expression hardens.": "狩りの証拠を見せると、彼女の表情が硬くなる。",
 "When you show her proof of the hunt, her expression hardens. \"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\" But eventually,": "狩りの証拠を見せると、彼女の表情が硬くなる。「その怪物がそんに簡単に死ぬはずがない。見栄を張るために嘘をつくな。」しかし最終的に、",
 "When you show her proof of the kill, her expression stiffens. \"...What is this.\" She immediately shakes her head and s...": "獲物の証拠を彼女に見せると、彼女の表情が硬くなります。「...これは何だ」彼女はすぐに頭を振って...",
 "When you start an expedition the game assembles your": "遠征を開始すると、ゲームは次のあらかじめ作成されたエリアテンプレートから",
 "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath.": "狩りの結果を彼女に伝えると、彼女はゆっくり目を閉じ、静かに息を吐く。",
 "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath. \"...It's over.\" She gazes up at the sky for a moment, then smiles fai": "狩りの結果を彼女に伝えると、彼女はゆっくり目を閉じ、静かに息を吐く。「...終わったな。」彼女は空を見つめ、微笑み",
 "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds...": "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birds...",
 "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birdsong had fallen silent and shallow marks left in the soil, they guessed where unseen danger might be hiding. As the years passed, they became someone who looked for an exit first, even in safe places.": "When {0} stepped onto an unfamiliar path, they first stopped and counted the sounds around them. From places where birdsong had fallen silent and shallow marks left in the soil, they guessed where unseen danger might be hiding. As the years passed, they became someone who looked for an exit first, even in safe places.",
 "Whenever the wearer's Energy goes up, then again when the hidden counter is applied.": "装備者のエネルギーが増加するたびに発動し、隠しカウンターが適用される際にも再度発動する。",
 "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads ...": "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads ...",
 "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads and paths near the forest, they first looked for places where bandits might hide, and when night travel could not be avoided, they even tried to quiet the wheels. Because of that habit, footsteps behind them easily caught their attention even on ordinary journeys.": "Whenever {0} entered a remote mountain pass, they checked the wagon cover and the horse's reins again. On winding roads and paths near the forest, they first looked for places where bandits might hide, and when night travel could not be avoided, they even tried to quiet the wheels. Because of that habit, footsteps behind them easily caught their attention even on ordinary journeys.",
 "Where": "場所",
 "Where does the mood come from?": "気分はどこから来るのか？",
 "Where is my save file?": "セーブファイルはどこ？",
 "Where it lands:": "発生場所:",
 "Where saves live": "セーブの保存場所",
 "Where she spawns:": "彼女の出現場所：",
 "Where to find": "入手先",
 "Where to find her:": "彼女の居場所：",
 "Where to find it": "入手場所",
 "Where to get this gear": "この装備の入手先",
 "Whether a reflected hit can itself trigger a second reflection on the attacker was not verified.": "反射されたヒット自体が攻撃者への二次反射を引き起こせるかどうかは検証されていない。",
 "Whether the night penalty is applied to monsters, to the player, or to both is not fully pinned down in the metadata dump - the per-unit": "夜間ペナルティがモンスターに、プレイヤーに、あるいは両方に適用されるのかはメタデータのダンプでは完全には特定できていません。ユニット単位の",
 "Whether the primary target itself eats a Storm hit was not proven from the binary. The design note says it does.": "メイン対象自身がStormのヒットを受けるかどうかはバイナリからは証明できていない。デザインノートには受けると記載されている。",
 "Whether using the attack repositions the monster (Self), shoves/pulls you (Target), does both, or neither. Charges and grabs are the movers; most attacks are stationary.": "攻撃の使用でモンスターが移動するか（自身）、プレイヤーを押す／引くか（対象）、両方か、どちらでもないか。突進や掴みが移動系で、ほとんどの攻撃は静止です。",
 "Whether {#} can happen more than once has changed from {#} to {#}.": "{#}が複数回発生できるかどうかが{#}から{#}に変更されました。",
 "Which": "どの",
 "Which backgrounds give which trees": "どの経歴がどのツリーを与えるか",
 "Which fight": "どの戦闘",
 "Which phase each floor uses comes from a phase table. The default table (": "でのみ生成されます。各フロアがどのフェーズを使うかはフェーズテーブルで決まります。デフォルトのテーブル（",
 "Which room": "どの部屋",
 "While active:": "有効中:",
 "While carry...": "While carry...",
 "While carrying loads, {0} spoke with countless": "荷を運びながら、{0}は数え切れないほどの",
 "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new wo...": "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new wo...",
 "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new worlds, planting t": "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new worlds, planting t",
 "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and plan": "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and plan",
 "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new...": "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new...",
 "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside.": "遠征を続ける間、{0}は近くの崖の側面に奇妙な亀裂を発見したと知らせてくれます。",
 "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As": "遠征を続ける中で、{0}は近くの崖に奇妙な割れ目を発見したことをあなたに知らせる。「これに突かれたら痛いだろうな。」と",
 "While continuing the expedition, {0} informs you that they have discovered a strange crevice in a nearby cliffside. \"Looks like it'd hurt if you got poked by this.\" As you examine the gap thick with overgrown thorns, you notice something glimmering deep inside.": "遠征を続ける中、{0}が近くの崖の亀裂で奇妙な裂け目を発見したと報告します。「これに刺されたら痛いだろうな。」茂い茨で覆われた隙間を調べると、深い奥底に何か光るものが見えます。",
 "While continuing the expedition, {0} reports finding a strange crevice in a nearby rock wall. \"This looks like it would...": "遠征を続ける間に、{0}は近くの岩壁で奇妙な隙間を見つけたと報告します。 「これは刺さったら痛そうです...」",
 "While discussing the expedition's operation with you, {0} cautiously speaks up.": "遠征の作戦について議論している最中に、{0}は慎重に意見を述べる。",
 "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Captain, why don't we request expedition support from the Guild? Given our present circumstances,": "遠征の作戦について議論している最中に、{0}は慎重に意見を述べる。「隊長、ギルドに遠征支援を依頼しませんか?今の状況では、",
 "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Commander, why don't we request expedition support from the Guild? Given our present circumstance": "遠征の運営についてあなたと話し合う中、{0}が慎重に切り出す。「司令官、ギルドに遠征支援を要請してはどうでしょう?現在の状況を考えると……",
 "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Commander, why don't we request expedition support from the Guild? Given our present circumstances, ...": "遠征の運営についてあなたと話し合う中、{0}が慎重に切り出す。「司令官、ギルドに遠征支援を要請してはどうでしょう?現在の状況を考えると……」",
 "While discussing the expedition's operation with you, {0} cautiously speaks up. \"Commander, why don't we request expedition support from the...": "遠征の運営についてあなたと話し合う中、{0}が慎重に切り出す。「司令官、ギルドに遠征支援を要請しては……",
 "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid a hand on damp soil, withered roots found strength again, and leaves stirring under moonlight showed them the way. But in places surrounded by stone and iron, the voice of the forest grew distant, and they found it hard to steady their heart.": "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid a hand on damp soil, withered roots found strength again, and leaves stirring under moonlight showed them the way. But in places surrounded by stone and iron, the voice of the forest grew distant, and they found it hard to steady their heart.",
 "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid...": "While dwelling in an ancient forest, {0} listened to the breath of trees where the wind had fallen still. When they laid...",
 "While equipped": "装備中",
 "While food rations are being distributed, dissatisfied voices begin to rise among the expedition members receiving their shares. \"Commander, exploring the Dungeon means putting our": "食料の配給が行われる中、受け取った遠征隊員たちの間から不満の声が上がり始める。「司令官、ダンジョンを探索するということは、私たちの……",
 "While food rations are being distributed, dissatisfied voices begin to rise among the expedition members receiving their shares. \"Commander, exploring the Dungeon means putting our li...": "食料の配給が行われる中、受け取った遠征隊員たちの間から不満の声が上がり始める。「司令官、ダンジョンを探索するということは、私たちの命……",
 "While food rations are being distributed, dissatisfied voices begin to rise among the expedition members receiving their shares. \"Commander,...": "食料の配給が行われる中、受け取った遠征隊員たちの間から不満の声が上がり始める。「司令官……",
 "While gathering, applies": "採集中に、適用します",
 "While in Gather Mode (Z), drag with left click to assign multiple structures for collection at once.": "集約モード（Z）中に左クリックをドラッグして、複数の構造を一度に収集するように割り当てます。",
 "While in Gather Mode (Z), drag with left-click to assign multiple structures for collection at once.": "集約モード（Z）中に左クリックをドラッグして、複数の構造を一度に収集するように割り当てます。",
 "While it is running it keeps writing its own autosaves over the folder, and your new file can be pushed out before you ever see it.": "実行中は、そのフォルダに自動セーブを書き続けます。新しいファイルは、あなたが目にする前に押し出されてしまうことがあります。",
 "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward.": "茂い下生えを進む中、{0}が突然バランスを崩して前のめりに倒れます。",
 "While leading the way through dense undergrowth, {0} suddenly loses their balance and pitches forward. \"Aagh!\" You hurry over and find a thick, sticky vine wound tightly around {0}'s leg. Only after pulling with all your strength do you manage to tear it free. {0} wipes away a cold sweat and glares at the vine. \"Even a massive bear would have trouble escaping once it set foot in these vines.\" You suddenly look deeper into the thicket where the vines extend. Animal and human bones-apparently the remains of victims claimed long ago-lie scattered within. These vines do not seem to be plants that happened to grow here, but predators that have waited patiently for prey.": "茂い下生えを進む中、{0}が突然バランスを崩して前のめりに倒れます。「あああ！」急いで駆け寄ると、太い粘性のツタが{0}の脚にしっかり巻き付いています。全力で引っ張ってやっとツタを引き裂くことができます。{0}が冷たい汗を拭って、ツタを睨みます。「巨大な熊でさえ、このツタを踏み入れたら逃げ出すのに苦労するだろう。」あなたはツタが延びる茂みの奥深くを見つめます。動物と人間の骨―どうやら昔から多くの犠牲者の遺骨であると思われます―が散乱しています。このツタは偶然ここに育った植物ではなく、獲物を辛抱強く待ち続ける捕食者のようです。",
 "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied f...": "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied f...",
 "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passage": "While searching through old texts and erased records, {0} was drawn to names the world refused to speak. On nights when candlelight flickered low, they copied forbidden passage",
 "While sleeping or resting, Wound value on all body parts additionally decreases by {0}% every second.": "睡眠中または休息中、すべての身体部位の傷値が毎秒さらに{0}%減少する。",
 "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contamina...": "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contamina...",
 "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone.": "拠点周辺を調査していると、汚染地帯の奥深くをゆっくりと漂う何かに気づく。",
 "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone. Wrapped in dark violet pollutants, it is being carried farther and farther into the depths by the current. An expedition member beside you narrows their eyes and speaks cautiously. \"Captain... Is that a person?\" You stare at it, unable to move for a long moment. At this distance, you cannot tell whether the person is still alive-or whether it is already too late. One thing, however, is certain: wait any longer, and they will drift beyond your reach forever, deep into the contaminated zone.": "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone. Wrapped in dark violet pollutants, it is being carried farther and farther into the depths by the current. An expedition member beside you narrows their eyes and speaks cautiously. \"Captain... Is that a person?\" You stare at it, unable to move for a long moment. At this distance, you cannot tell whether the person is still alive-or whether it is already too late. One thing, however, is certain: wait any longer, and they will drift beyond your reach forever, deep into the contaminated zone.",
 "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone. Wrapped in dark violet pollutants, it is being carried farther and farther into the depths by the current. An expedition member beside you narrows their eyes and speaks cautiously. \"Commander... Is that a person?\" You stare at it, unable to move for a long moment. At this distance, you cannot tell whether the person is still alive-or whether it is already too late. One thing, however, is certain: wait any longer, and they will drift beyond your reach forever, deep into the contaminated zone.": "拠点周辺を調査していると、汚染地帯の奥深くをゆっくりと漂う何かに気づく。暗い紫色の汚染物に包まれたそれは、流れによってさらに奥へと運ばれていく。傍らの遠征隊員が目を細め、慎重に口を開く。「司令官……あれは人間でしょうか?」あなたはしばらく動けないまま、それを見つめる。この距離からでは、その人物がまだ生きているのか、それともすでに手遅れなのか判別できない。しかし一つだけ確かなことがある。これ以上待てば、その人物は永遠に手の届かない汚染地帯の奥へと流されていくだろう。",
 "While surveying the area, {0} discovers something and calls you over.": "周辺を調査していると、{0}が何かを発見してあなたを呼びます。",
 "While surveying the area, {0} discovers something and calls you over. \"Captain, there are some strange markings here.\" Up close, parts of the image have been damaged, and its crude style makes it difficult to understand. Even so, you quickly recognize it as a mural left by goblins. It depicts goblins hunting in groups, pursuing and bringing down wild animals. {0} shrugs. \"Those monsters get up to all sorts of things, don't they?\" You say nothing, gazing at the mural as you sink into thought.": "周辺を調査していると、{0}が何かを発見してあなたを呼びます。「司令官、ここに奇妙な印があります。」近くで見ると、画像の一部が傷んでおり、その粗い風合いから内容が理解しにくいものになっています。それでもあなたはすぐにゴブリンが残した壁画だと認識します。それはゴブリンが集団で狩りをし、野生動物を追いかけて倒している様子が描かれています。{0}が肩をすくめます。「あのモンスターたちは何か色々やっていますね。」あなたは何も言わず、壁画を眺めながら思いにふけります。",
 "While surveying the area, {0} discovers something and calls you over. \"Commander, there are some strange markings here.\" Up close, parts of the image have been damaged, and i...": "周囲を調べていた{0}が何かを見つけ、あなたを呼び寄せる。「司令官、ここに奇妙な印があります。」近くで見ると、模様の一部は損傷してお……",
 "While surveying the area, {0} discovers something and calls you over. \"Commander, there are some strange markings here.\" Up close, parts of the image have been damaged, and its crude style makes it difficult to understand. Even so, you quickly recognize it as a mural left by goblins. It depicts goblins hunting in groups, pursuing and bringing down wild animals. {0} shrugs. \"Those monsters get up to all sorts of things, don't they?\" You say nothing, gazing at the mural as you sink into thought.": "周囲を調べていた{0}が何かを見つけ、あなたを呼び寄せる。「司令官、ここに奇妙な印があります。」近くで見ると、模様の一部は損傷しており、粗雑な画風のため理解するのは難しい。それでも、あなたはすぐにそれがゴブリンの残した壁画だと気づく。集団で野生動物を追い、仕留めるゴブリンたちの姿が描かれている。{0}が肩をすくめる。「あの魔物たちも、いろいろやってるんですね。」あなたは何も言わず、物思いに沈みながら壁画を見つめる。",
 "While surveying the area, {0} discovers something and calls you over. \"Commander, there are some strange markings here.\" Up close, parts of...": "周囲を調べていた{0}が何かを見つけ、あなたを呼び寄せる。「司令官、ここに奇妙な印があります。」近くで見ると、一部は……",
 "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr...": "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil gr...",
 "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil grew hard, they turned it with a shovel, and when water gathered, they opened a path for it, setting things right one place at a time. Because of that, they could never pass by a place left in disarray.": "While tending gardens and the edges of the forest, {0} pulled weeds and trimmed dry branches every day. When the soil grew hard, they turned it with a shovel, and when water gathered, they opened a path for it, setting things right one place at a time. Because of that, they could never pass by a place left in disarray.",
 "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you.": "彼女が倒した獣の世話をしながら、彼女はあなたの接近に気づき、迅速にあなたに向き直ります。",
 "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you. \"Best not come any closer.\" Her sharp gaze settles upon you, on": "彼女が倒した獣の世話をしながら、彼女はあなたの接近に気づき、迅速にあなたに向き直ります。\"それ以上近づかないのが賢明です。\" 彼女の鋭い視線があなたの上に落ち着きます。",
 "While this skill is ac...": "このスキルがアクティブな間...",
 "While this skill is active, each basic attack consumes {2} arrows...": "While this skill is active, each basic attack consumes {2} arrows...",
 "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catc...": "居酒屋で働く中、{0}は客がドアを開ける前にその席が空いていることに気づいた。彼らの一日の大半は...",
 "While working in a tavern, {0} found an empty seat before a guest even opened the door. Most of their day was spent catching overflowing mugs, warming cold stew, and laughing along with the jokes of drunks. Because of that, even in serious moments, they often tried to ease the mood with a light word first.": "居酒屋で働く中、{0}は客がドアを開ける前にその席が空いていることに気づいた。彼らの一日の大半は、あふれたジョッキを捕まえ、冷えたシチューを温め、酔っぱらいの冗談に笑っていることに費やされた。そのため、真剣な瞬間でさえ、彼らは軽い言葉でまず気分を和ませようとすることが多かった。",
 "Whispers of Darkness GAMESYSTEM_Environment_{affecterName}": "闇のささやき GAMESYSTEM_Environment_{affecterName}",
 "White": "白",
 "White Banner": "白い旗",
 "White Banner Stand": "白い旗スタンド",
 "White Banner Stand - Dungeon Settlers ウィキ": "White Banner Stand - Dungeon Settlers ウィキ",
 "White Mawmurk Random": "白いマウマーク（ランダム）",
 "WhiteDemon": "白鬼",
 "WhiteMawmurk": "WhiteMawmurk",
 "Who is Lowell?": "ローウェルとは？",
 "Why mood matters": "気分が重要な理由",
 "Wiki": "Wiki",
 "Wiki updates": "ウィキ更新",
 "Wild Herb Random": "野生の薬草 ランダム",
 "Wild Herb Remnant": "野生の薬草の残骸",
 "Wild Herb Remnant - Dungeon Settlers Wiki": "野生の薬草の残骸 - Dungeon Settlers Wiki",
 "Wild Oats Random": "野生のオーツ麦（ランダム）",
 "Wild Oats Remnant": "野生のオーツ麦の残骸",
 "Wild Oats Remnant - Dungeon Settlers Wiki": "野生のオーツ麦の残骸 - Dungeon Settlers Wiki",
 "Will": "意志",
 "Will Power": "意志力",
 "Will be changed to a more complex effect later.": "後でより複雑な効果に変更される予定。",
 "WillPower_": "WillPower_",
 "Willing to risk it all for new adventures.": "新しい冒険のためにすべてを危険にさらす意思がある。",
 "Willing to risk it all for new adventures. Gains": "Willing to risk it all for new adventures. Gains",
 "Willing to risk it all for new adventures. Gains 冒険の楽しさ in dungeons and 退屈 in settlements.": "新しい冒険のためにすべてを危険にさらす意思がある。ダンジョンでは冒険の楽しさを、拠点では退屈を得る。",
 "Willingness to fight in melee range; Fire Battle Mage helps": "近接距離で戦う意志。火の戦闘メイジが役立ちます",
 "Willpower Boost: Positive GAMESYSTEM_Environment_{affecterName}": "意志力の上昇: プラス GAMESYSTEM_Environment_{affecterName}",
 "Willpower Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "意志力の弱体化: マイナス GAMESYSTEM_Environment_{affecterName}",
 "WillpowerFortify": "WillpowerFortify",
 "WillpowerWeaken": "WillpowerWeaken",
 "Will×0.05": "Will×0.05",
 "Will×0.3": "Will×0.3",
 "Will×0.4": "Will×0.4",
 "Will×2": "Will×2",
 "Windows": "Windows",
 "Windows path": "Windowsのパス",
 "With a loud stretch, {0} appears in front of the portal!": "大きく伸びをして、{0}が門の前に現れる!",
 "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.": "新たな技術が研究され、資源はこれまで以上に効率的かつ多様な方法で使えるようになった。",
 "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before. \"This takes us one ste...": "新たな技術が研究され、資源はこれまで以上に効率的かつ多様な方法で使えるようになった。「これで一歩前……",
 "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before. \"This takes us one step further. Excellent work.\"": "新たな技術が研究され、資源はこれまで以上に効率的かつ多様な方法で使えるようになった。「これで一歩前進だ。よくやった。」",
 "With a unit selected, right click a location to move the unit.": "ユニットが選択された状態で、位置を右クリックしてユニットを移動します。",
 "With a unit selected, right click an enemy to perform a basic attack.": "With a unit selected, right click an enemy to perform a basic attack.",
 "With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.",
 "With a unit selected, right click an interactable object to initiate interaction.": "With a unit selected, right click an interactable object to initiate interaction.",
 "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe",
 "With a unit selected, right-click a location to move the unit.": "ユニットが選択された状態で、位置を右クリックしてユニットを移動します。",
 "With a unit selected, right-click an enemy to perform a basic attack.": "With a unit selected, right-click an enemy to perform a basic attack.",
 "With a unit selected, right-click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.": "With a unit selected, right-click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows.",
 "With a unit selected, right-click an interactable object to initiate interaction.": "With a unit selected, right-click an interactable object to initiate interaction.",
 "With a unit selected, right-click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe": "With a unit selected, right-click an interactable object to initiate interaction. ## Try interacting with various objects like portals and <color=#ccbe",
 "With help, she barely manages to lift herself up and catches her breath with difficulty.": "助けを借りて、彼女はどうにか身を起こし、苦しそうに息を整える。",
 "With nobody else engaged there would be no bonus.": "他に交戦している者がいなければ、ボーナスは発生しない。",
 "With stone, we can build better facilities than we could with wood. \"We should secure a sufficient supply of stone.\"": "石があれば、木材よりも優れた施設を建設できる。「石材を十分に確保すべきだ。」",
 "With the inscription": "刻印がある場合",
 "Within 5 tiles: +5 Health Percentage Regeneration (continuous regen stat, no fixed tick).": "5マス以内：体力割合回復+5（継続回復ステータス、固定間隔なし）。",
 "Without warning, you feel as though someone is watching you.": "突然、誰かに見られている感覚を覚えます。",
 "Without warning, you feel as though someone is watching you. You look around, but no one is there. Then you glance down the cliff and see a mass of strangely shaped shadows writhing below. As though possessed of a will of its own, the mass curls into an uncanny smile directed at you. \"What lies at the foundation of this world?\" You try to look away, but some inexplicable force refuses to let you. \"Is it the surging wave? The flame that burns all things? Or nature, the cradle of life?\" The first answer that enters your mind spills unbidden from your lips.": "突然、誰かに見られている感覚を覚えます。周りを見回しますが、誰もいません。その時、崖の下を見下ろすと、奇妙な影が群れをなして蠢いています。まるで意志を持つかのように、その群れはあなたに向かって不気味な笑みを浮かべています。「この世界の根底にあるものは何か？」目を逸らそうとしても、得体の知れない力があなたを逃しません。「渦巻く波か。すべてを焼き尽くす炎か。生命の揺りかごである自然か？」最初にあなたの心に浮かんだ答えが、思わず口から溢れます。",
 "Witnessed another's death (Caution, prints once)": "死を目撃した（注意、1回表示）",
 "Wolf": "狼",
 "Wolf All main stats -10% during the day All main stats +15% at night": "狼 昼間はすべてのメインステータス-10% 夜間はすべてのメインステータス+15%",
 "Wood": "木材",
 "Wood (M.Atk {#})": "木（魔法攻撃 {#}）",
 "Wood (P.Atk {#})": "木材 (物攻 {#})",
 "Wood -> Bloodwood -> Bone -> Carapace -> Copper -> Silver -> Arcron": "木 -> ブラッドウッド -> 骨 -> 甲殻 -> 銅 -> 銀 -> アクロン",
 "Wood Housing not completed": "木造住宅未完了",
 "Wood Processing 1": "木材処理1",
 "Wood Processing 2": "木材処理2",
 "Wood Processing 2 Complete": "木材加工 2 完了",
 "Wood Processing 2 not completed": "木材加工2未完了",
 "Wood Spear": "木の槍",
 "Wood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry)": "木、ブラッドウッド、骨、甲殻、銅、銀（装飾品）、アクロン（＋結晶装飾品）",
 "Wooden Cage Acid Bug Remnant": "木製のおり（アシッドバグ）の残骸",
 "Wooden Cage Acid Bug Remnant - Dungeon Settlers Wiki": "木製の檻(アシッドバグ)の残骸 - Dungeon Settlers Wiki",
 "Wooden Cage Broken": "木製のおり（破損）",
 "Wooden Cage Broken - Dungeon Settlers Wiki": "壊れた木製の檻 - Dungeon Settlers Wiki",
 "Wooden Cage Dead Grey Rat": "木製のおり（死んだ灰色ネズミ）",
 "Wooden Cage Dead Grey Rat - Dungeon Settlers Wiki": "木製の檻(死んだ灰色ネズミ) - Dungeon Settlers Wiki",
 "Wooden Cage Empty": "木製のおり（空）",
 "Wooden Cage Empty - Dungeon Settlers Wiki": "空の木製の檻 - Dungeon Settlers Wiki",
 "Wooden Cage Gloth Hatchling Remnant": "木製のおり（グロスの幼獣）の残骸",
 "Wooden Cage Gloth Hatchling Remnant - Dungeon Settlers Wiki": "木製の檻(グロスの幼体)の残骸 - Dungeon Settlers Wiki",
 "Wooden Cage Grey Monster Rat Remnant": "木製のおり（灰色モンスターネズミ）の残骸",
 "Wooden Cage Grey Monster Rat Remnant - Dungeon Settlers Wiki": "木製の檻(灰色モンスターネズミ)の残骸 - Dungeon Settlers Wiki",
 "Wooden Cage Grey Rat Remnant": "木製のおり（灰色ネズミ）の残骸",
 "Wooden Cage Grey Rat Remnant - Dungeon Settlers Wiki": "木製の檻(灰色ネズミ)の残骸 - Dungeon Settlers Wiki",
 "Wooden Cage Ironcarapace Bug Remnant": "木製のおり（アイアンカラペスバグ）の残骸",
 "Wooden Cage Ironcarapace Bug Remnant - Dungeon Settlers Wiki": "木製の檻(アイアンカラペスバグ)の残骸 - Dungeon Settlers Wiki",
 "Wooden Cage Male Gloth Remnant": "木製のおり（オスのグロス）の残骸",
 "Wooden Cage Male Gloth Remnant - Dungeon Settlers Wiki": "木製の檻(オスのグロス)の残骸 - Dungeon Settlers Wiki",
 "Wooden Cage Murmok Remnant": "木製のおり（マーモック）の残骸",
 "Wooden Cage Murmok Remnant - Dungeon Settlers Wiki": "木製の檻(マーモク)の残骸 - Dungeon Settlers Wiki",
 "Wooden Crate Remnant": "木箱の残骸",
 "Wooden Crate Remnant - Dungeon Settlers Wiki": "木箱の残骸 - Dungeon Settlers Wiki",
 "Wooden Dining Chair": "木製ダイニングチェア",
 "Wooden Housing Complete": "木造住宅 完了",
 "Wooden Sword / Club / Bow": "木の剣 / 木のこん棒 / 弓",
 "Work Capabilities": "作業能力",
 "Work Progress increases every {0} ticks. Common to Gathering and Crafting types": "作業進捗は{0}ティックごとに増加する。採集と制作のタイプに共通",
 "Work Progress increases every {0} ticks. Research only": "作業進捗は{0}ティックごとに増加する。研究のみ",
 "Work type": "作業タイプ",
 "Workbench": "作業台",
 "Worked example": "計算例",
 "Worked example.": "計算例。",
 "Worked numbers": "計算済みの数値",
 "Worker 2 + Mud Slime 2": "ワーカー 2 + マッドスライム 2",
 "Worker 2 + Mud Slime 2 = 19": "労働者2 + 泥スライム2 = 19",
 "Worker 3 + Brawler 1": "ワーカー 3 + ブローラー 1",
 "Worker 3 + Fighter 1 = 17": "労働者3 + 戦士1 = 17",
 "Worker 3 + Thrower 2": "ゴブリン労働者3 + 投擲者2",
 "Worker 4 + Fighter 2 = 28": "Worker 4 + Fighter 2 = 28",
 "Worker 4 + Thrower 2 = 21": "ワーカー 4 + スローワー 2 = 21",
 "Worker 6 + Brawler 1": "労働者 6 + 喧嘩屋 1",
 "Workload": "作業量",
 "Workload required for the feeding task": "給餌タスクに必要な作業量",
 "Workload required for the rescue/surgery task": "救助・手術タスクに必要な作業量",
 "Workload {#}.": "作業量 {#}。",
 "WorkloadDefaultTick": "WorkloadDefaultTick",
 "WorkloadScale": "WorkloadScale",
 "World": "ワールド",
 "World Tree": "世界樹",
 "World lore": "世界設定",
 "World object": "ワールドオブジェクト",
 "Worst-case env debuffs": "最悪ケースの環境デバフ",
 "Wrapped in dark violet pollut...": "暗い紫色の汚染物に包まれ……",
 "Wraps in a cloak of flame, gaining a shield equal to {1}% of magic attack power on self for {0} sec, and dealing magic d...": "炎のマントで身を包み、{0}秒間自分が魔法攻撃力の{1}%に等しいシールドを獲得し、魔法ダメージを与え...",
 "Written": "記述済み",
 "XP bonus": "経験値ボーナス",
 "XP to reach each level (2 to 12)": "各レベル到達に必要な経験値（2〜12）",
 "XP total to reach this level": "このレベルに到達するための総経験値",
 "XP, talents, time, depletion, summons - curated guides": "経験値、才能、時間、枯渇、召喚 - 厳選ガイド",
 "Xenon": "ゼノン",
 "Xenon (scholar)": "ゼノン（学者）",
 "Xenon - Dungeon Settlers Wiki": "Xenon - Dungeon Settlers Wiki",
 "Xenon Cat": "ゼノンの猫",
 "Xenon Cat - Dungeon Settlers Wiki": "Xenon Cat - Dungeon Settlers Wiki",
 "Xenon Cat icon": "ゼノンキャット アイコン",
 "Xenon Room": "ゼノンの部屋",
 "Xenon Room - Dungeon Settlers Wiki": "Xenonの部屋 - Dungeon Settlers Wiki",
 "Xenon Room map": "ゼノンの部屋 マップ",
 "Xenon flips through his notebook and reveals a page with a sketch of a dark red bug. \"There's a blood-sucking bug, and ...": "ゼノンがノートをめくり、暗い赤色の虫のスケッチが描かれたページを見せる。\"吸血虫がいて、...",
 "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect.": "ゼノンはノートの数ページをめくり、暗い深紅色の昆虫の描画を開く。",
 "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect. \"There's a bloodsucking insect that goblin shamans apparently carry around a": "ゼノンはノートの数ページをめくり、暗い深紅色の昆虫の描画を開く。「ゴブリンのシャーマンが周りに運ぶと思われる吸血昆虫があります…",
 "Xenon icon": "Xenon アイコン",
 "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward.": "ゼノンが酸性昆虫から目をそらし、近くの胞子昆虫に注意を向けた。それを観察するとき、彼の口の端は徐々に上がります。",
 "Xenon looks away from the Acid Insects and turns his attention to a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward. \"At first, I thought it migh": "ゼノンが酸性昆虫から目をそらし、近くの胞子昆虫に注意を向けた。それを観察するとき、彼の口の端は徐々に上がります。「最初、私はそれが…",
 "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands.": "ゼノンはあなたが彼に手渡した研究資料を素早く走査する。短い沈黙の後、彼は両手で頭をつかむ。",
 "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands. \"Ah... Of course! That's it! Why did it take me so long to real": "ゼノンはあなたが彼に手渡した研究資料を素早く走査する。短い沈黙の後、彼は両手で頭をつかむ。「あ…もちろんだ！そうか！どうしてこんなに長くかかったんだ…",
 "Xenon rewards": "ゼノンの報酬",
 "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks.": "あなたが近づくと、ゼノンはほとんど反応を示さず、ノートをめくり続ける。しばらくして、彼はようやく話しかけた。",
 "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks. \"You're here.\" He taps one of the open pages.": "あなたが近づくと、ゼノンはほとんど反応を示さず、ノートをめくり続ける。しばらくして、彼はようやく話しかけた。「ここにいたのか。」彼は開いているページの1つをたたく。",
 "Xenon turns his gaze from the acid insect and looks at a nearby spore insect. After studying it for a moment, the corner...": "ゼノンは酸バグから視線を移し、近くの胞子バグに目をやる。しばらく観察した後、口元の...",
 "Xenon2": "ゼノン2",
 "Yellow": "黄色",
 "Yellow Banner": "黄色い旗",
 "Yellow Banner Stand": "黄色い旗スタンド",
 "Yellow Banner Stand - Dungeon Settlers ウィキ": "Yellow Banner Stand - Dungeon Settlers ウィキ",
 "Yellow Flowerbed": "黄色い花壇",
 "YellowStoneGolem": "YellowStoneGolem",
 "Yields": "産出",
 "You are in Stealth": "隠密状態である",
 "You are previewing a team someone shared with you. It is NOT saved to your account - review the units below, add them all, or add any single one with the button on its card.": "誰かがあなたに共有したチームをプレビューしています。アカウントには保存されていません。下のユニットを確認し、すべて追加するか、各カードのボタンで単体を追加してください。",
 "You can adjust": "調整できます",
 "You can adjust in-game settings like language and sound settings in this window.": "このウィンドウで、言語や音声設定などのゲーム内設定を調整できます。",
 "You can als...": "また...",
 "You can check": "確認できます",
 "You can check mood influencing factors via the 'Mood' section in the 'Status' tab.": "You can check mood influencing factors via the 'Mood' section in the 'Status' tab.",
 "You can check mood-influencing factors via the 'Mood' section in the 'Status' tab.": "You can check mood-influencing factors via the 'Mood' section in the 'Status' tab.",
 "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units.": "マウス左ボタンでクリック&ドラッグすると、複数のユニットを一度に選択できます。またはTabキーを押すとすべてのユニットを選択します。",
 "You can click and drag with the left mouse button to select multiple units at once. Or press the Tab key to select all units. ##": "マウス左ボタンでクリック&ドラッグすると、複数のユニットを一度に選択できます。またはTabキーを押すとすべてのユニットを選択します。 ##",
 "You can click and drag with the left mouse button to select multiple units at once. Or press the ~ key (to the left of the number keys) to <color=#ccbeb8": "左マウスボタンでクリック＆ドラッグして、複数のユニットを一度に選択できます。または ~ キー（数字キーの左）を押して <color=#ccbeb8",
 "You can construct a Goddess Statue through the construction menu. Units with max experience can": "建設メニューを通じて女神像を建設できます。最大経験値を持つユニット",
 "You can construct a Goddess Statue through the construction menu. Units with max experience can レベルアップ by interacting with the statue. ## To": "建設メニューを通じて女神像を建設できます。最大経験値を持つユニットは像と相互作用することでレベルアップできます。##",
 "You can flip each separately later in Settings.": "各項目は後で設定から個別に切り替えられます。",
 "You can gain random stats from [Tooltip_AttackRandomTags], [Tooltip_DefenseRandomTags], or [Tooltip_UtilityRandomTags].": "[Tooltip_AttackRandomTags]、[Tooltip_DefenseRandomTags]、[Tooltip_UtilityRandomTags]からランダムなステータスを獲得できます。",
 "You can gain random stats from [Tooltip_AttackRandomTags].": "[Tooltip_AttackRandomTags]からランダムな能力値を得られる。",
 "You can gain random stats from [Tooltip_DefenseRandomTags].": "[Tooltip_DefenseRandomTags]からランダムな能力値を得られる。",
 "You can gain random stats from [Tooltip_UtilityRandomTags].": "[Tooltip_UtilityRandomTags]からランダムな能力値を得られる。",
 "You can no longer carry weight once current weight / max weight reaches {0}% or higher.": "現在の重量 / 最大重量が{0}%以上に達すると、それ以上重量を運べなくなる。",
 "You can raise": "上げることができます",
 "You can recruit new units through 'Recruit' in the top right corner of the screen.": "You can recruit new units through 'Recruit' in the top right corner of the screen.",
 "You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "You can recruit new units through 'Recruit' in the top right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb",
 "You can recruit new units through 'Recruit' in the top-right corner of the screen.": "You can recruit new units through 'Recruit' in the top-right corner of the screen.",
 "You can recruit new units through 'Recruit' in the top-right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb": "You can recruit new units through 'Recruit' in the top-right corner of the screen. ## Each unit has traits, stats, and skill trees, and the <color=#ccb",
 "You can select entities by left clicking or dragging.": "You can select entities by left clicking or dragging.",
 "You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "You can select entities by left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che",
 "You can select entities by left-clicking or dragging.": "You can select entities by left-clicking or dragging.",
 "You can select entities by left-clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che": "You can select entities by left-clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can che",
 "You can still hand a unit a weapon or magic school its background doesn't grant by using a skill-tree": "ユニットの背景が付与しない武器や魔法の系統でも、スキルツリーを使えば持たせることができる：",
 "You can't recruit": "募集できません",
 "You can't recruit over max population.": "最大人口を超えて採用することはできません。",
 "You discover goblins sleeping inside enormous glass tanks. Unlike ordinary green-skinned goblins, however, these specime...": "You discover goblins sleeping inside enormous glass tanks. Unlike ordinary green-skinned goblins, however, these specime...",
 "You don't have enough": "不足しています",
 "You don't have enough items {0} to construct a building.": "建造物を建設するのに十分なアイテム{0}がありません。",
 "You don't have enough {0} to construct": "建設に必要な{0}が不足しています",
 "You examined the situation from several angles, but found nothing immediately suspicious.": "あなたは複数の角度から状況を調べましたが、直接的な疑わしいものは見つかりませんでした。",
 "You examined the situation from several angles, but found nothing immediately suspicious. You have not completely set aside your doubts, but you should welcome them back alive all the same. Wi": "あなたは複数の角度から状況を調べましたが、直接的な疑わしいものは見つかりませんでした。完全に疑いを払いのけたわけではありませんが、とにかく彼らが生きて戻ってきたことを喜ぶべきです。",
 "You explain to the expedition members why the current expedition objective is realistically difficult to achieve.": "遠征隊員に現在の目標が現実的に達成困難である理由を説明する。",
 "You explain to the expedition members why the current expedition objective is realistically difficult to achieve. \"Then why did we even set such a goal in the first place?\" A few expedition members grumble and voice their dissatisfaction.": "遠征隊員に現在の目標が現実的に達成困難である理由を説明する。「では、なぜ最初からそんな目標を設定したのか？」数人の遠征隊員が不平を言い、不満を表明する。",
 "You furrow your brow and speak firmly.": "あなたは眉をひそめ、きっぱり言う。",
 "You furrow your brow and speak firmly. \"Others need rest too, so let's stop for today.\" The Lycan members exchange dis...": "あなたは眉をひそめて毅然と話す。「他の人も休息が必要です。今日は中止しましょう。」ライカンメンバーは不満を交わしながらdis...",
 "You furrow your brow and speak firmly. \"The others need their rest. That's enough for tonight.\" The Lycan expedition members exchange disappointed looks, then slowly lo": "あなたは眉をひそめ、きっぱり言う。「他の皆は休息が必要だ。今晩はこれで十分だ。」ライカン遠征メンバーは失望の視線を交わし、その後ゆっくり",
 "You have": "所持数",
 "You have established a basic base of operations, but the expedition has only just begun to take shape.": "You have established a basic base of operations, but the expedition has only just begun to take shape.",
 "You have just spent resources to pray. If you leave now, those resources and the pray result will not be saved. Are you sure you want to exit?": "祈願に資源を費やしたばかりです。ここを離れると、その資源と祈願結果は保存されません。終了してもよろしいですか？",
 "You have no saved characters yet.": "まだ保存されたキャラクターがありません。",
 "You have not completely set aside your doubts, but you should welcom...": "完全に疑いを払いのけたわけではありませんが、彼らが…",
 "You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions.": "近くで悲鳴が聞こえ、それが仲間の一人リアナの声だとすぐに気づく。",
 "You hear {0} scream and coldly turn your head away.": "あなたは{0}の叫びを聞き、冷たく頭を背ける。",
 "You hur...": "You hur...",
 "You look around, but no one is there.": "周りを見回しますが、誰もいません。",
 "You order the members to seize {0}.": "あなたはメンバーに{0}を拘束するよう命じた。",
 "You realize that the food reserves are running out faster than expected. For expedition members who risk their lives in the field, proper me...": "食料の備蓄が予想より早く尽きつつあることに気づく。命がけで現場に立つ遠征隊員にとって、まともな食……",
 "You realize that the food reserves are running out faster than expected. For expedition members who risk their lives in the field, proper meals matter more than anything. \"We won'": "食料の備蓄が予想より早く尽きつつあることに気づく。命がけで現場に立つ遠征隊員にとって、まともな食事は何よりも重要だ。「私たちは……",
 "You realize that the food reserves are running out faster than expected. For expedition members who risk their lives in the field, proper meals matter more than anything. \"We won't la...": "食料の備蓄が予想より早く尽きつつあることに気づく。命がけで現場に立つ遠征隊員にとって、まともな食事は何よりも重要だ。「私たちは長く持た……",
 "You sigh and shrug your shoulders.": "あなたはため息をつき、肩をすくめる。",
 "You sigh and shrug your shoulders. \"If that is your custom, then so be it. Just don't take it too far.\" The moment you give permission, the Lycan expedition members thr": "あなたはため息をつき、肩をすくめる。「それが君たちのしきたりなら、それでいい。ただし、やり過ぎるな。」許可を与えた瞬間、ライカン遠征メンバーが",
 "You sigh and shrug. \"If that's your custom, so be it. But don't overdo it.\" When you give permission, the Lycan member...": "あなたはため息をついて肩をすくめる。「それがあなたのしきたりなら、しょうがない。でも無理をしないでください。」許可を与えるとライカンメンバーは...",
 "You stamp one foot, and the expedition members begin to catch the rhythm one by one.": "あなたが一歩踏み鳴らすと、遠征隊員たちが一人また一人とリズムに乗り始めます。",
 "You still lose 200 HP (minus any barrier / guard). The reflect is a bonus, not a shield.": "あなたは依然として200HPを失います（バリア / ガードを差し引いた分）。反射はボーナスであり、シールドではありません。",
 "You still take": "あなたは依然として",
 "You suddenly realize that someone is watching you. You look around and see nothing, so you raise your head and look up. ...": "あなたは突然、誰かがあなたを見ていることに気づきます。 周りを見回しても何も見つけられず、高い頭を上げて上を見上げます...",
 "You take out your notebook and carefully copy the figures, their arrangement, and each stage of the hunt.": "あなたは手帳を取り出し、その姿、配置、狩りの各段階を慎重に写します。",
 "You win the exchange - you kill": "打ち合いに勝利：あなたが相手を倒すまで",
 "You'd better take care of it": "それを処理したほうがいいですよ",
 "Young Glott 3 + Mud Slogel 3 = 28.5": "若いグロット 3 + マッドスロゲル 3 = 28.5",
 "Young Glott 5 = 27.5": "若きGlott 5 = 27.5",
 "Your DPS": "あなたのDPS",
 "Your attacker debuffed by:": "攻撃側に受けているデバフ：",
 "Your build keeps whatever you equipped - press \"equip defaults\" to load this starting kit.": "ビルドは装備したものをそのまま保持します。「初期装備を装備」を押すとこの初期セットを読み込みます。",
 "Your clan advances through numbered": "あなたのクランは番号付きの",
 "Your clan advances through numbered ranks by accumulating contribution points. The rank table defines 7 ranks, but the base game caps the highest available r...": "クランは貢献ポイントを蓄積して番号付きのランクを進めます。ランク表は7つのランクを定義していますが、ベースゲームでは到達可能な最高ランクに上限があり...",
 "Your clan's overall progression level (1-7 defined, capped at 2 in the current build). Higher ranks raise population cap, improve recruitment, and unlock rooms and research.": "クランの全体的な進行レベルです（1～7が定義、現在のビルドでは2が上限）。ランクが高いほど人口上限が上がり、勧誘が向上し、部屋と研究が開放されます。",
 "Your damage on the hit": "その一撃の自分のダメージ",
 "Your dmg/hit": "自分のダメージ/ヒット",
 "Your inscriptions": "あなたの刻印",
 "Your long term planning and delicate management skills will be put to the test.": "長期的な計画と繊細なマネジメントスキルが試されます。",
 "Your long-term planning and delicate management skills will be put to the test.": "あなたの長期的な計画と繊細な管理スキルが試されます。",
 "Your max HP": "あなたの最大HP",
 "Your missing HP": "失っているHP",
 "Your missing HP (%)": "あなたの欠損HP(%)",
 "Your missing HP at combat start": "戦闘開始時のあなたの欠損HP",
 "Your own campaign save with these characters added to the clan. Your file is never changed.": "これらのキャラクターをクランに加えた、あなた自身のキャンペーンセーブ。あなたのファイルが変更されることはありません。",
 "Your report was": "レポートを",
 "Your rotation: cast every learned damaging skill again as soon as its cooldown allows, filling every other moment with your basic attack.": "ローテーション：習得済みのダメージスキルをクールダウンが明け次第すべて再使用し、それ以外の時間は基本攻撃で埋めます。",
 "Your save file": "あなたのセーブファイル",
 "Your squad standing at a boss door, boss alive and never beaten.": "あなたの部隊がボスの扉の前に立っている。ボスは生存しており、まだ倒されていない。",
 "Your unit": "自分のユニット",
 "Your units": "あなたのユニット",
 "Your units 1": "あなたのユニット 1",
 "Your units get a bonus too": "自軍ユニットもボーナスを獲得します",
 "Zenon Default": "ゼノン デフォルト",
 "Zenon Default - Dungeon Settlers Wiki": "Zenon Default - Dungeon Settlers Wiki",
 "Zenon Default icon": "Zenon Default アイコン",
 "Zenon Quest 1": "ゼノンクエスト1",
 "Zenon Quest 1 - Dungeon Settlers Wiki": "Zenon クエスト 1 - Dungeon Settlers Wiki",
 "Zenon Quest 1 Reward": "ゼノンクエスト1 報酬",
 "Zenon Quest 1 Reward - Dungeon Settlers Wiki": "Zenon Quest 1 Reward - Dungeon Settlers Wiki",
 "Zenon Quest 1 Reward icon": "Zenon Quest 1 Reward アイコン",
 "Zenon Quest 1 icon": "Zenon クエスト 1 アイコン",
 "Zenon Quest 2": "ゼノンクエスト2",
 "Zenon Quest 2 - Dungeon Settlers Wiki": "Zenon クエスト 2 - Dungeon Settlers Wiki",
 "Zenon Quest 2 Reward": "ゼノンクエスト2 報酬",
 "Zenon Quest 2 Reward - Dungeon Settlers Wiki": "Zenon Quest 2 Reward - Dungeon Settlers Wiki",
 "Zenon Quest 2 Reward icon": "Zenon Quest 2 Reward アイコン",
 "Zenon Quest 2 icon": "Zenon クエスト 2 アイコン",
 "Zenon Quest 3": "ゼノンクエスト3",
 "Zenon Quest 3 - Dungeon Settlers Wiki": "Zenon クエスト 3 - Dungeon Settlers Wiki",
 "Zenon Quest 3 Reward": "ゼノンクエスト3 報酬",
 "Zenon Quest 3 Reward - Dungeon Settlers Wiki": "Zenon Quest 3 Reward - Dungeon Settlers Wiki",
 "Zenon Quest 3 Reward icon": "Zenon Quest 3 Reward アイコン",
 "Zenon Quest 3 icon": "Zenon Quest 3 アイコン",
 "Zenon Quest 4": "ゼノンクエスト4",
 "Zenon Quest 4 - Dungeon Settlers Wiki": "Zenon Quest 4 - Dungeon Settlers Wiki",
 "Zenon Quest 4 Reward": "ゼノンクエスト4 報酬",
 "Zenon Quest 4 Reward - Dungeon Settlers Wiki": "Zenon Quest 4 Reward - Dungeon Settlers Wiki",
 "Zenon Quest 4 Reward icon": "Zenon Quest 4 Reward アイコン",
 "Zenon Quest 4 icon": "Zenon Quest 4 アイコン",
 "Zenon Quest End 1": "ゼノンクエスト完了1",
 "Zenon Quest End 1 - Dungeon Settlers Wiki": "Zenon クエスト終了 1 - Dungeon Settlers Wiki",
 "Zenon Quest End 1 icon": "Zenon クエスト終了 1 アイコン",
 "Zenon Quest End 2": "ゼノンクエスト完了2",
 "Zenon Quest End 2 - Dungeon Settlers Wiki": "Zenon クエスト終了 2 - Dungeon Settlers Wiki",
 "Zenon Quest End 2 icon": "Zenon クエスト終了 2 アイコン",
 "Zenon Quest End 3": "ゼノンクエスト完了3",
 "Zenon Quest End 3 - Dungeon Settlers Wiki": "Zenon クエスト終了 3 - Dungeon Settlers Wiki",
 "Zenon Quest End 3 icon": "Zenon クエスト終了 3 アイコン",
 "Zenon Quest End 4": "ゼノンクエスト完了4",
 "Zenon Quest End 4 - Dungeon Settlers Wiki": "Zenon クエスト終了 4 - Dungeon Settlers Wiki",
 "Zenon Quest End 4 icon": "Zenon クエスト終了 4 アイコン",
 "Zenon's insect-research request line and its reward hand-ins.": "ゼノンの昆虫研究の依頼ラインと、その報酬の受け渡しです。",
 "Zenon: Insect Research": "ゼノン：昆虫研究",
 "ZenonDefault": "ZenonDefault",
 "ZenonQuest1": "ZenonQuest1",
 "ZenonQuest1Reward": "ZenonQuest1Reward",
 "ZenonQuest2": "ZenonQuest2",
 "ZenonQuest2Reward": "ZenonQuest2Reward",
 "ZenonQuest3": "ZenonQuest3",
 "ZenonQuest3Reward": "ZenonQuest3Reward",
 "ZenonQuest4": "ZenonQuest4",
 "ZenonQuest4Reward": "ZenonQuest4Reward",
 "ZenonQuestEnd1": "ZenonQuestEnd1",
 "ZenonQuestEnd2": "ZenonQuestEnd2",
 "ZenonQuestEnd3": "ZenonQuestEnd3",
 "ZenonQuestEnd4": "ZenonQuestEnd4",
 "Zero-weight backgrounds": "ウェイト0の背景",
 "Zoom in": "ズームイン",
 "Zoom out": "ズームアウト",
 "[\"AFFECTER_BellyBeggar\"]": "[\"AFFECTER_BellyBeggar\"]",
 "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\", \"AFFECTER_GoblinChiefShaman\"]": "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\", \"AFFECTER_GoblinChiefShaman\"]",
 "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\"]": "[\"AFFECTER_Goblin\", \"AFFECTER_EliteMonster\"]",
 "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECT...": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECT...",
 "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Coward\", \"AFFECTER_Pacifist\", \"AFFECTER_QuickRecovery\"]": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Coward\", \"AFFECTER_Pacifist\", \"AFFECTER_QuickRecovery\"]",
 "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Pacifist\", \"AFFECTER_RapidRecoverd\", \"AFFECTER_CunningGetaway\", \"AFFECTER_SlowLearner\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\"...": "[\"AFFECTER_HappyFool\", \"AFFECTER_Curious\", \"AFFECTER_BellyBeggar\", \"AFFECTER_LightEater\", \"AFFECTER_Optimistic\", \"AFFECTER_Pessimistic\", \"AFFECTER_CunningGetaway\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\", \"AFFECTER_Pacifist\", \"AFFECTER_RapidRecoverd\", \"AFFECTER_CunningGetaway\", \"AFFECTER_SlowLearner\", \"AFFECTER_Psychopath\", \"AFFECTER_DullTongue\", \"AFFECTER_Adventurous\"...",
 "[\"AFFECTER_IndestructibleBuilding\"]": "[\"AFFECTER_IndestructibleBuilding\"]",
 "[\"AFFECTER_Invincibility\"]": "[\"AFFECTER_Invincibility\"]",
 "[\"AFFECTER_Perfectionist\"]": "[\"AFFECTER_Perfectionist\"]",
 "[\"AFFECTER_Preservation\"]": "[\"AFFECTER_Preservation\"]",
 "[\"AFFECTER_Preservation2\"]": "[\"AFFECTER_Preservation2\"]",
 "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTE...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTE...",
 "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_SnakeCatcher\", \"AFFECTER_SwampKeeper\", \"AFFECTER_ChiefBodyguard\", \"AFFECTER_ScaleCraftsman\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_D...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Butcher\", \"AFFECTER_Mercenary\", \"AFFECTER_SnakeCatcher\", \"AFFECTER_SwampKeeper\", \"AFFECTER_ChiefBodyguard\", \"AFFECTER_ScaleCraftsman\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_D...",
 "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Carter\", \"AFFECTER_NightWatch\", \"AFFECT...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Carter\", \"AFFECTER_NightWatch\", \"AFFECT...",
 "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTER_Blacksmith\", \"AFFE...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\", \"AFFECTER_Deserter\", \"AFFECTER_Blacksmith\", \"AFFE...",
 "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\"]": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\", \"AFFECTER_Wanderer\", \"AFFECTER_Hooligan\", \"AFFECTER_Thief\", \"AFFECTER_Mercenary\", \"AFFECTER_Conscript\", \"AFFECTER_Gambler\", \"AFFECTER_Philosopher\", \"AFFECTER_Squire\", \"AFFECTER_Miner\", \"AFFECTER_Messenger\", \"AFFECTER_Undertaker\"]",
 "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\",...": "[\"AFFECTER_Slave\", \"AFFECTER_Begger\", \"AFFECTER_ForestKeeper\", \"AFFECTER_Hunter\", \"AFFECTER_Porter\", \"AFFECTER_Peddler\",...",
 "[\"AnyUnit\"]": "[\"AnyUnit\"]",
 "[\"AttackSpeedPerModifier_-30\", \"PhysicalResistance_8\", \"GuardChance_10\"]": "[\"AttackSpeedPerModifier_-30\", \"PhysicalResistance_8\", \"GuardChance_10\"]",
 "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_Anci...": "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_Anci...",
 "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_Brok...": "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_Brok...",
 "[\"BUILDING_BasicCampsiteDeco2\"]": "[\"BUILDING_BasicCampsiteDeco2\"]",
 "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBooksh...": "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBooksh...",
 "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\"]": "[\"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\"]",
 "[\"BUILDING_EventDeveloperBox\"]": "[\"BUILDING_EventDeveloperBox\"]",
 "[\"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\"]": "[\"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\", \"BUILDING_ForestBush\"]",
 "[\"BUILDING_GiantStoneGolemDead\"]": "[\"BUILDING_GiantStoneGolemDead\"]",
 "[\"BUILDING_LesserGuardianStone\"]": "[\"BUILDING_LesserGuardianStone\"]",
 "[\"BUILDING_LumaTree\", \"BUILDING_LumaTree\"]": "[\"BUILDING_LumaTree\", \"BUILDING_LumaTree\"]",
 "[\"BUILDING_MeatGrub1\", \"BUILDING_MeatGrub1\"]": "[\"BUILDING_MeatGrub1\", \"BUILDING_MeatGrub1\"]",
 "[\"BUILDING_MeatGrub1\"]": "[\"BUILDING_MeatGrub1\"]",
 "[\"BUILDING_MeatGrub2\", \"BUILDING_MeatGrub2\"]": "[\"BUILDING_MeatGrub2\", \"BUILDING_MeatGrub2\"]",
 "[\"BUILDING_MeatGrub2\"]": "[\"BUILDING_MeatGrub2\"]",
 "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mush...": "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mush...",
 "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\"]": "[\"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom\"]",
 "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_M...": "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_M...",
 "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\"]": "[\"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\", \"BUILDING_Mushroom2\", \"BUILDING_Mushroom\", \"BUILDING_Mushroom3\"]",
 "[\"BUILDING_RedCarpetA\", \"BUILDING_RedCarpetB\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDin...": "[\"BUILDING_RedCarpetA\", \"BUILDING_RedCarpetB\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDin...",
 "[\"BUILDING_RedCarpetA\", \"BUILDING_RedCarpetB\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]": "[\"BUILDING_RedCarpetA\", \"BUILDING_RedCarpetB\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]",
 "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_St...": "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_St...",
 "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]": "[\"BUILDING_RedCarpetA\", \"BUILDING_StoneFireplace\", \"BUILDING_StoneLargeTable\", \"BUILDING_StoneDiningChair\", \"BUILDING_StoneLongChair\", \"BUILDING_DicePlayTable\", \"BUILDING_CandleStand\", \"BUILDING_LanternStand\", \"BUILDING_StonePillar\", \"BUILDING_FlowerBed1\", \"BUILDING_FlowerBed2\"]",
 "[\"BUILDING_WoodBarrel\", \"BUILDING_WoodBarrel\"]": "[\"BUILDING_WoodBarrel\", \"BUILDING_WoodBarrel\"]",
 "[\"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodB...": "[\"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodB...",
 "[\"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\"]": "[\"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\", \"BUILDING_WoodBarricade\"]",
 "[\"Blitz\", \"Burst\", \"Execution\"]": "[\"Blitz\", \"Burst\", \"Execution\"]",
 "[\"Blitz\", \"Burst\", \"Guardian\"]": "[\"ブリッツ\", \"バースト\", \"守護者\"]",
 "[\"Blitz\", \"Burst\", \"Harmony\"]": "[\"Blitz\", \"Burst\", \"Harmony\"]",
 "[\"Blitz\", \"Execution\", \"Tide\"]": "[\"Blitz\", \"Execution\", \"Tide\"]",
 "[\"Blitz\", \"Harmony\", \"Execution\"]": "[\"Blitz\", \"Harmony\", \"Execution\"]",
 "[\"Blitz\", \"Harmony\", \"Warrior\"]": "[\"Blitz\", \"Harmony\", \"Warrior\"]",
 "[\"Blitz\", \"Stake\", \"Harmony\"]": "[\"Blitz\", \"Stake\", \"Harmony\"]",
 "[\"Blitz\", \"Stake\", \"Warrior\"]": "[\"ブリッツ\", \"杭\", \"戦士\"]",
 "[\"Blitz\", \"Warrior\", \"Fortress\"]": "[\"Blitz\", \"Warrior\", \"Fortress\"]",
 "[\"Blitz\", \"Warrior\", \"Harmony\"]": "[\"Blitz\", \"Warrior\", \"Harmony\"]",
 "[\"Blitz\", \"Warrior\", \"Stake\"]": "[\"Blitz\", \"Warrior\", \"Stake\"]",
 "[\"Blitz\", \"Warrior\", \"Tide\"]": "[\"Blitz\", \"Warrior\", \"Tide\"]",
 "[\"Blunt\", \"Bow\", \"Sword\"]": "[\"Blunt\", \"Bow\", \"Sword\"]",
 "[\"Blunt\", \"Shield\", \"Greatsword\"]": "[\"Blunt\", \"Shield\", \"Greatsword\"]",
 "[\"Blunt\", \"Shield\", \"WaterMagic\"]": "[\"Blunt\", \"Shield\", \"WaterMagic\"]",
 "[\"Bow\", \"FireMagic\", \"Greatsword\"]": "[\"Bow\", \"FireMagic\", \"Greatsword\"]",
 "[\"Bow\", \"FireMagic\", \"NatureMagic\"]": "[\"Bow\", \"FireMagic\", \"NatureMagic\"]",
 "[\"Bow\", \"FireMagic\", \"Sword\"]": "[\"弓\", \"火の魔法\", \"剣\"]",
 "[\"Bow\", \"Greatsword\", \"WaterMagic\"]": "[\"Bow\", \"Greatsword\", \"WaterMagic\"]",
 "[\"Bow\", \"NatureMagic\", \"Greatsword\"]": "[\"Bow\", \"NatureMagic\", \"Greatsword\"]",
 "[\"Bow\", \"NatureMagic\", \"Sword\"]": "[\"Bow\", \"NatureMagic\", \"Sword\"]",
 "[\"Bow\", \"Spear\", \"NatureMagic\"]": "[\"Bow\", \"Spear\", \"NatureMagic\"]",
 "[\"Bow\", \"Spear\", \"Sword\"]": "[\"弓\", \"槍\", \"剣\"]",
 "[\"Bow\", \"Sword\", \"Blunt\"]": "[\"Bow\", \"Sword\", \"Blunt\"]",
 "[\"Bow\", \"Sword\", \"NatureMagic\"]": "[\"Bow\", \"Sword\", \"NatureMagic\"]",
 "[\"Bow\", \"Sword\", \"Spear\"]": "[\"Bow\", \"Sword\", \"Spear\"]",
 "[\"Bow\", \"Sword\", \"WaterMagic\"]": "[\"Bow\", \"Sword\", \"WaterMagic\"]",
 "[\"Burst\", \"Burst\", \"Harmony\", \"Blitz\"]": "[\"Burst\", \"Burst\", \"Harmony\", \"Blitz\"]",
 "[\"Burst\", \"Harmony\", \"Blitz\"]": "[\"バースト\", \"調和\", \"ブリッツ\"]",
 "[\"Burst\", \"Tide\", \"Harmony\"]": "[\"バースト\", \"潮流\", \"調和\"]",
 "[\"ChoiceE0200\", \"ChoiceE0201\"]": "[\"ChoiceE0200\", \"ChoiceE0201\"]",
 "[\"ChoiceE0200\"]": "[\"ChoiceE0200\"]",
 "[\"ChoiceF27000\", \"ChoiceF27001\"]": "[\"ChoiceF27000\", \"ChoiceF27001\"]",
 "[\"ChoiceF27000\"]": "[\"ChoiceF27000\"]",
 "[\"ChoiceF30000\", \"ChoiceF30001\"]": "[\"ChoiceF30000\", \"ChoiceF30001\"]",
 "[\"ChoiceF30000\"]": "[\"ChoiceF30000\"]",
 "[\"ChoiceF34000\", \"ChoiceF34001\"]": "[\"ChoiceF34000\", \"ChoiceF34001\"]",
 "[\"ChoiceF34000\"]": "[\"ChoiceF34000\"]",
 "[\"ChoiceR5000\", \"ChoiceR5001\", \"ChoiceR5002\"]": "[\"ChoiceR5000\", \"ChoiceR5001\", \"ChoiceR5002\"]",
 "[\"ChoiceR5000\", \"ChoiceR5001\"]": "[\"ChoiceR5000\", \"ChoiceR5001\"]",
 "[\"ChoiceR6000\", \"ChoiceR6001\", \"ChoiceR6002\"]": "[\"ChoiceR6000\", \"ChoiceR6001\", \"ChoiceR6002\"]",
 "[\"ChoiceR6000\", \"ChoiceR6001\"]": "[\"ChoiceR6000\", \"ChoiceR6001\"]",
 "[\"ChoiceR7000\", \"ChoiceR7001\", \"ChoiceR7002\"]": "[\"ChoiceR7000\", \"ChoiceR7001\", \"ChoiceR7002\"]",
 "[\"ChoiceR7000\", \"ChoiceR7001\"]": "[\"ChoiceR7000\", \"ChoiceR7001\"]",
 "[\"ChoiceR8000\", \"ChoiceR8001\", \"ChoiceR8002\"]": "[\"ChoiceR8000\", \"ChoiceR8001\", \"ChoiceR8002\"]",
 "[\"ChoiceR8000\", \"ChoiceR8001\"]": "[\"ChoiceR8000\", \"ChoiceR8001\"]",
 "[\"CriticalChance_5\", \"DodgeChance_-10\"]": "[\"CriticalChance_5\", \"DodgeChance_-10\"]",
 "[\"DROP_MeatGrub\"]": "[\"DROP_MeatGrub\"]",
 "[\"DROP_MeatGrub2\"]": "[\"DROP_MeatGrub2\"]",
 "[\"DodgeChance_-5\"]": "[\"DodgeChance_-5\"]",
 "[\"Event_Npc11\", \"Event_Npc12\", \"Event_Npc13\", \"Event_Npc27\", \"Event_Npc28\"]": "[\"Event_Npc11\", \"Event_Npc12\", \"Event_Npc13\", \"Event_Npc27\", \"Event_Npc28\"]",
 "[\"Event_Npc11\", \"Event_Npc12\", \"Event_Npc13\"]": "[\"Event_Npc11\", \"Event_Npc12\", \"Event_Npc13\"]",
 "[\"Execution\", \"Blitz\", \"Tide\"]": "[\"Execution\", \"Blitz\", \"Tide\"]",
 "[\"Execution\", \"Stake\", \"Burst\"]": "[\"Execution\", \"Stake\", \"Burst\"]",
 "[\"Execution\", \"Stake\", \"Tide\"]": "[\"Execution\", \"Stake\", \"Tide\"]",
 "[\"FireMagic\", \"NatureMagic\", \"Bow\"]": "[\"火の魔法\", \"自然魔法\", \"弓\"]",
 "[\"FireMagic\", \"WaterMagic\", \"NatureMagic\", \"Bow\"]": "[\"FireMagic\", \"WaterMagic\", \"NatureMagic\", \"Bow\"]",
 "[\"FireMagic\", \"WaterMagic\", \"NatureMagic\"]": "[\"火の魔法\", \"水の魔法\", \"自然魔法\"]",
 "[\"Fortress\", \"Blitz\", \"Warrior\"]": "[\"Fortress\", \"Blitz\", \"Warrior\"]",
 "[\"Fortress\", \"Guardian\", \"Execution\"]": "[\"Fortress\", \"Guardian\", \"Execution\"]",
 "[\"Fortress\", \"Guardian\", \"Tide\"]": "[\"Fortress\", \"Guardian\", \"Tide\"]",
 "[\"Fortress\", \"Guardian\", \"Warrior\"]": "[\"Fortress\", \"Guardian\", \"Warrior\"]",
 "[\"Greatsword\", \"Bow\", \"WaterMagic\"]": "[\"Greatsword\", \"Bow\", \"WaterMagic\"]",
 "[\"Greatsword\", \"Spear\", \"FireMagic\"]": "[\"Greatsword\", \"Spear\", \"FireMagic\"]",
 "[\"Greatsword\", \"Spear\", \"WaterMagic\"]": "[\"Greatsword\", \"Spear\", \"WaterMagic\"]",
 "[\"Guardian\", \"Fortress\", \"Burst\"]": "[\"Guardian\", \"Fortress\", \"Burst\"]",
 "[\"Guardian\", \"Fortress\", \"Execution\"]": "[\"Guardian\", \"Fortress\", \"Execution\"]",
 "[\"Guardian\", \"Stake\", \"Fortress\"]": "[\"守護者\", \"杭\", \"要塞\"]",
 "[\"Guardian\", \"Tide\", \"Harmony\"]": "[\"Guardian\", \"Tide\", \"Harmony\"]",
 "[\"Guardian\", \"Warrior\", \"Fortress\"]": "[\"Guardian\", \"Warrior\", \"Fortress\"]",
 "[\"HasTrait_LeadershipElf\"]": "[\"HasTrait_LeadershipElf\"]",
 "[\"HasTrait_LeadershipHuman\"]": "[\"HasTrait_LeadershipHuman\"]",
 "[\"HasTrait_LeadershipLizard\"]": "[\"HasTrait_LeadershipLizard\"]",
 "[\"HasTrait_LeadershipLycan\"]": "[\"HasTrait_LeadershipLycan\"]",
 "[\"HasTrait_LeadershipLycan||HasTrait_LeadershipElf||HasTrait_LeadershipHuman||HasTrait_LeadershipLizard\"]": "[\"HasTrait_LeadershipLycan||HasTrait_LeadershipElf||HasTrait_LeadershipHuman||HasTrait_LeadershipLizard\"]",
 "[\"HasTrait_Lycan_2\", \"HasTrait_Lycan_2\"]": "[\"HasTrait_Lycan_2\", \"HasTrait_Lycan_2\"]",
 "[\"HitChance_-20\", \"PhysicalAttackPowerPerModifier_20\"]": "[\"HitChance_-20\", \"PhysicalAttackPowerPerModifier_20\"]",
 "[\"HungerRegeneration_-0.01\"]": "[\"HungerRegeneration_-0.01\"]",
 "[\"HungerRegeneration_0.02\"]": "[\"HungerRegeneration_0.02\"]",
 "[\"ITEM_ArcronStick\", \"ITEM_ArcronSword\", \"ITEM_ArcronGreatSword\", \"ITEM_ArcronSpear\", \"ITEM_FireArcronStaff\", \"ITEM_Wate...": "[\"ITEM_ArcronStick\", \"ITEM_ArcronSword\", \"ITEM_ArcronGreatSword\", \"ITEM_ArcronSpear\", \"ITEM_FireArcronStaff\", \"ITEM_Wate...",
 "[\"ITEM_ArcronStick\", \"ITEM_ArcronSword\", \"ITEM_ArcronGreatSword\", \"ITEM_ArcronSpear\", \"ITEM_FireArcronStaff\", \"ITEM_WaterArcronStaff\", \"ITEM_NatureArcronStaff\", \"ITEM_ArcronMace\", \"ITEM_ArcronBow\", \"ITEM_ArcronArrow\", \"ITEM_ArcronHelmet\", \"ITEM_ArcronArmor\", \"ITEM_ArcronShield\"]": "[\"ITEM_ArcronStick\", \"ITEM_ArcronSword\", \"ITEM_ArcronGreatSword\", \"ITEM_ArcronSpear\", \"ITEM_FireArcronStaff\", \"ITEM_WaterArcronStaff\", \"ITEM_NatureArcronStaff\", \"ITEM_ArcronMace\", \"ITEM_ArcronBow\", \"ITEM_ArcronArrow\", \"ITEM_ArcronHelmet\", \"ITEM_ArcronArmor\", \"ITEM_ArcronShield\"]",
 "[\"ITEM_ArcronStick\", \"ITEM_ArcronSword\", \"ITEM_ArcronGreatSword\", \"ITEM_FireArcronStaff\", \"ITEM_WaterArcronStaff\", \"ITEM...": "[\"ITEM_ArcronStick\", \"ITEM_ArcronSword\", \"ITEM_ArcronGreatSword\", \"ITEM_FireArcronStaff\", \"ITEM_WaterArcronStaff\", \"ITEM...",
 "[\"ITEM_ArcronStick\", \"ITEM_ArcronSword\", \"ITEM_ArcronGreatSword\", \"ITEM_FireArcronStaff\", \"ITEM_WaterArcronStaff\", \"ITEM_NatureArcronStaff\", \"ITEM_ArcronMace\", \"ITEM_ArcronBow\", \"ITEM_ArcronArrow\", \"ITEM_ArcronHelmet\", \"ITEM_ArcronArmor\", \"ITEM_ArcronShield\"]": "[\"ITEM_ArcronStick\", \"ITEM_ArcronSword\", \"ITEM_ArcronGreatSword\", \"ITEM_FireArcronStaff\", \"ITEM_WaterArcronStaff\", \"ITEM_NatureArcronStaff\", \"ITEM_ArcronMace\", \"ITEM_ArcronBow\", \"ITEM_ArcronArrow\", \"ITEM_ArcronHelmet\", \"ITEM_ArcronArmor\", \"ITEM_ArcronShield\"]",
 "[\"ITEM_Arcron_1\"]": "[\"ITEM_Arcron_1\"]",
 "[\"ITEM_Arcron_5\"]": "[\"ITEM_Arcron_5\"]",
 "[\"ITEM_BloodWood_1\"]": "[\"ITEM_BloodWood_1\"]",
 "[\"ITEM_BloodWood_5\"]": "[\"ITEM_BloodWood_5\"]",
 "[\"ITEM_BoneStick\", \"ITEM_BoneGreatSword\", \"ITEM_BoneSpear\", \"ITEM_FireBoneStaff\", \"ITEM_RedCrystalBoneStaff\", \"ITEM_Wate...": "[\"ITEM_BoneStick\", \"ITEM_BoneGreatSword\", \"ITEM_BoneSpear\", \"ITEM_FireBoneStaff\", \"ITEM_RedCrystalBoneStaff\", \"ITEM_Wate...",
 "[\"ITEM_BoneStick\", \"ITEM_BoneGreatSword\", \"ITEM_BoneSpear\", \"ITEM_FireBoneStaff\", \"ITEM_RedCrystalBoneStaff\", \"ITEM_WaterBoneStaff\", \"ITEM_BlueCrystalBoneStaff\", \"ITEM_NatureBoneStaff\", \"ITEM_GreenCrystalBoneStaff\"]": "[\"ITEM_BoneStick\", \"ITEM_BoneGreatSword\", \"ITEM_BoneSpear\", \"ITEM_FireBoneStaff\", \"ITEM_RedCrystalBoneStaff\", \"ITEM_WaterBoneStaff\", \"ITEM_BlueCrystalBoneStaff\", \"ITEM_NatureBoneStaff\", \"ITEM_GreenCrystalBoneStaff\"]",
 "[\"ITEM_BoneStick\", \"ITEM_BoneGreatSword\", \"ITEM_FireBoneStaff\", \"ITEM_RedCrystalBoneStaff\", \"ITEM_WaterBoneStaff\", \"ITEM...": "[\"ITEM_BoneStick\", \"ITEM_BoneGreatSword\", \"ITEM_FireBoneStaff\", \"ITEM_RedCrystalBoneStaff\", \"ITEM_WaterBoneStaff\", \"ITEM...",
 "[\"ITEM_BoneStick\", \"ITEM_BoneGreatSword\", \"ITEM_FireBoneStaff\", \"ITEM_RedCrystalBoneStaff\", \"ITEM_WaterBoneStaff\", \"ITEM_BlueCrystalBoneStaff\", \"ITEM_NatureBoneStaff\", \"ITEM_GreenCrystalBoneStaff\"]": "[\"ITEM_BoneStick\", \"ITEM_BoneGreatSword\", \"ITEM_FireBoneStaff\", \"ITEM_RedCrystalBoneStaff\", \"ITEM_WaterBoneStaff\", \"ITEM_BlueCrystalBoneStaff\", \"ITEM_NatureBoneStaff\", \"ITEM_GreenCrystalBoneStaff\"]",
 "[\"ITEM_CarapaceShield\", \"ITEM_CarapaceStick\", \"ITEM_CarapaceGreatSword\", \"ITEM_CarapaceSpear\", \"ITEM_FireCarapaceStaff\", \"ITEM_RedCrystalCarapaceStaff\", \"ITEM_WaterCarapaceStaff\", \"ITEM_BlueCrystalCarapaceStaff\", \"ITEM_NatureCarapaceStaff\", \"ITEM_GreenCrystalCarapaceStaff\"]": "[\"ITEM_CarapaceShield\", \"ITEM_CarapaceStick\", \"ITEM_CarapaceGreatSword\", \"ITEM_CarapaceSpear\", \"ITEM_FireCarapaceStaff\", \"ITEM_RedCrystalCarapaceStaff\", \"ITEM_WaterCarapaceStaff\", \"ITEM_BlueCrystalCarapaceStaff\", \"ITEM_NatureCarapaceStaff\", \"ITEM_GreenCrystalCarapaceStaff\"]",
 "[\"ITEM_CarapaceShield\", \"ITEM_CarapaceStick\", \"ITEM_CarapaceGreatSword\", \"ITEM_CarapaceSpear\", \"ITEM_FireCarapaceStaff\",...": "[\"ITEM_CarapaceShield\", \"ITEM_CarapaceStick\", \"ITEM_CarapaceGreatSword\", \"ITEM_CarapaceSpear\", \"ITEM_FireCarapaceStaff\",...",
 "[\"ITEM_CarapaceShield\", \"ITEM_CarapaceStick\", \"ITEM_CarapaceGreatSword\", \"ITEM_FireCarapaceStaff\", \"ITEM_RedCrystalCarap...": "[\"ITEM_CarapaceShield\", \"ITEM_CarapaceStick\", \"ITEM_CarapaceGreatSword\", \"ITEM_FireCarapaceStaff\", \"ITEM_RedCrystalCarap...",
 "[\"ITEM_CarapaceShield\", \"ITEM_CarapaceStick\", \"ITEM_CarapaceGreatSword\", \"ITEM_FireCarapaceStaff\", \"ITEM_RedCrystalCarapaceStaff\", \"ITEM_WaterCarapaceStaff\", \"ITEM_BlueCrystalCarapaceStaff\", \"ITEM_NatureCarapaceStaff\", \"ITEM_GreenCrystalCarapaceStaff\"]": "[\"ITEM_CarapaceShield\", \"ITEM_CarapaceStick\", \"ITEM_CarapaceGreatSword\", \"ITEM_FireCarapaceStaff\", \"ITEM_RedCrystalCarapaceStaff\", \"ITEM_WaterCarapaceStaff\", \"ITEM_BlueCrystalCarapaceStaff\", \"ITEM_NatureCarapaceStaff\", \"ITEM_GreenCrystalCarapaceStaff\"]",
 "[\"ITEM_Clay\", \"ITEM_HardShell\", \"ITEM_Ointment\", \"ITEM_AshOfSolace\", \"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\", \"ITEM_T...": "[\"ITEM_Clay\", \"ITEM_HardShell\", \"ITEM_Ointment\", \"ITEM_AshOfSolace\", \"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\", \"ITEM_T...",
 "[\"ITEM_Clay\", \"ITEM_HardShell\", \"ITEM_Ointment\", \"ITEM_AshOfSolace\", \"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\", \"ITEM_Torch\", \"ITEM_CarapaceSword\", \"ITEM_CarapaceGreatSword\", \"ITEM_CarapaceClub\", \"ITEM_CarapaceSpear\", \"ITEM_CarapaceBow\", \"ITEM_CarapaceShield\", \"ITEM_TechBook\", \"ITEM_ReturnScroll\", \"ITEM_AidKit\"]": "[\"ITEM_Clay\", \"ITEM_HardShell\", \"ITEM_Ointment\", \"ITEM_AshOfSolace\", \"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\", \"ITEM_Torch\", \"ITEM_CarapaceSword\", \"ITEM_CarapaceGreatSword\", \"ITEM_CarapaceClub\", \"ITEM_CarapaceSpear\", \"ITEM_CarapaceBow\", \"ITEM_CarapaceShield\", \"ITEM_TechBook\", \"ITEM_ReturnScroll\", \"ITEM_AidKit\"]",
 "[\"ITEM_CopperIngot_1\"]": "[\"ITEM_CopperIngot_1\"]",
 "[\"ITEM_CopperIngot_5\"]": "[\"ITEM_CopperIngot_5\"]",
 "[\"ITEM_ElderGlothSoulStone\"]": "[\"ITEM_ElderGlothSoulStone\"]",
 "[\"ITEM_FireWoodStaff_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]": "[\"ITEM_FireWoodStaff_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]",
 "[\"ITEM_GoblinChiefShamanSoulStone\"]": "[\"ITEM_GoblinChiefShamanSoulStone\"]",
 "[\"ITEM_Hardtack_2\"]": "[\"ITEM_Hardtack_2\"]",
 "[\"ITEM_HideArmor_1\", \"ITEM_NatureWoodStaff_1\"]": "[\"ITEM_HideArmor_1\", \"ITEM_NatureWoodStaff_1\"]",
 "[\"ITEM_IronIngot_1\"]": "[\"ITEM_IronIngot_1\"]",
 "[\"ITEM_IronIngot_5\"]": "[\"ITEM_IronIngot_5\"]",
 "[\"ITEM_LumaLog\", \"ITEM_Textile\", \"ITEM_Torch\", \"ITEM_ExpeditionHorn\"]": "[\"ITEM_LumaLog\", \"ITEM_Textile\", \"ITEM_Torch\", \"ITEM_ExpeditionHorn\"]",
 "[\"ITEM_LumaLog\", \"ITEM_Textile\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodBow\", \"ITEM_WoodShield\", \"ITEM_ExpeditionHorn\"]": "[\"ITEM_LumaLog\", \"ITEM_Textile\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodBow\", \"ITEM_WoodShield\", \"ITEM_ExpeditionHorn\"]",
 "[\"ITEM_LumaLog\", \"ITEM_Textile\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodBow\",...": "[\"ITEM_LumaLog\", \"ITEM_Textile\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodBow\",...",
 "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"IT...": "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"IT...",
 "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodBow\", \"ITEM_WoodShield\", \"ITEM_TechBook\", \"ITEM_ReturnScroll\", \"ITEM_AidKit\"]": "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodBow\", \"ITEM_WoodShield\", \"ITEM_TechBook\", \"ITEM_ReturnScroll\", \"ITEM_AidKit\"]",
 "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_Bone\", \"ITEM_WildHerb\", \"ITEM_AshOfSolace\", \"ITEM...": "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_Bone\", \"ITEM_WildHerb\", \"ITEM_AshOfSolace\", \"ITEM...",
 "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_Bone\", \"ITEM_WildHerb\", \"ITEM_AshOfSolace\", \"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodSpear\", \"ITEM_WoodBow\", \"ITEM_WoodShield\", \"ITEM_TechBook\", \"ITEM_ReturnScroll\", \"ITEM_AidKit\", \"ITEM_Mandrake\"]": "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_Bone\", \"ITEM_WildHerb\", \"ITEM_AshOfSolace\", \"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodSpear\", \"ITEM_WoodBow\", \"ITEM_WoodShield\", \"ITEM_TechBook\", \"ITEM_ReturnScroll\", \"ITEM_AidKit\", \"ITEM_Mandrake\"]",
 "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_Clay\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_Wo...": "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_Clay\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_Wo...",
 "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_Clay\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodBow\", \"ITEM_WoodShield\", \"ITEM_TechBook\", \"ITEM_ReturnScroll\", \"ITEM_AidKit\", \"ITEM_MerchantScales\", \"ITEM_ExpeditionHorn\"]": "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_Stone\", \"ITEM_Clay\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_WoodSword\", \"ITEM_WoodGreatSword\", \"ITEM_WoodClub\", \"ITEM_WoodBow\", \"ITEM_WoodShield\", \"ITEM_TechBook\", \"ITEM_ReturnScroll\", \"ITEM_AidKit\", \"ITEM_MerchantScales\", \"ITEM_ExpeditionHorn\"]",
 "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_WildHerb\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_TechBook\", \"...": "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_WildHerb\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_TechBook\", \"...",
 "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_WildHerb\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_TechBook\", \"ITEM_AidKit\", \"ITEM_MerchantScales\", \"ITEM_ExpeditionHorn\"]": "[\"ITEM_LumaLog\", \"ITEM_WoodPlank\", \"ITEM_Textile\", \"ITEM_WildHerb\", \"ITEM_AshOfSolace\", \"ITEM_Torch\", \"ITEM_TechBook\", \"ITEM_AidKit\", \"ITEM_MerchantScales\", \"ITEM_ExpeditionHorn\"]",
 "[\"ITEM_LumaLog_1\"]": "[\"ITEM_LumaLog_1\"]",
 "[\"ITEM_LumaLog_5\"]": "[\"ITEM_LumaLog_5\"]",
 "[\"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\", \"ITEM_OatPorridge\"]": "[\"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\", \"ITEM_OatPorridge\"]",
 "[\"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\"]": "[\"ITEM_MeatPorridge\", \"ITEM_TurnipPorridge\"]",
 "[\"ITEM_Textile_2\"]": "[\"ITEM_Textile_2\"]",
 "[\"ITEM_ThickTextile_2\"]": "[\"ITEM_ThickTextile_2\"]",
 "[\"ITEM_WaterWoodStaff_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]": "[\"ITEM_WaterWoodStaff_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]",
 "[\"ITEM_WoodArrow_100\", \"ITEM_Hardtack_2\"]": "[\"ITEM_WoodArrow_100\", \"ITEM_Hardtack_2\"]",
 "[\"ITEM_WoodBow_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]": "[\"ITEM_WoodBow_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]",
 "[\"ITEM_WoodBow_1\", \"ITEM_WoodArrow_10\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]": "[\"ITEM_WoodBow_1\", \"ITEM_WoodArrow_10\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]",
 "[\"ITEM_WoodBow_1\", \"ITEM_WoodArrow_10\"]": "[\"ITEM_WoodBow_1\", \"ITEM_WoodArrow_10\"]",
 "[\"ITEM_WoodBow_1\"]": "[\"ITEM_WoodBow_1\"]",
 "[\"ITEM_WoodClub_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]": "[\"ITEM_WoodClub_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]",
 "[\"ITEM_WoodClub_1\"]": "[\"ITEM_WoodClub_1\"]",
 "[\"ITEM_WoodGreatSword\", \"ITEM_WoodShield\", \"ITEM_BloodWoodGreatSword\", \"ITEM_BloodWoodShield\"]": "[\"ITEM_WoodGreatSword\", \"ITEM_WoodShield\", \"ITEM_BloodWoodGreatSword\", \"ITEM_BloodWoodShield\"]",
 "[\"ITEM_WoodGreatSword\", \"ITEM_WoodSpear\", \"ITEM_WoodShield\", \"ITEM_BloodWoodGreatSword\", \"ITEM_BloodWoodSpear\", \"ITEM_Bl...": "[\"ITEM_WoodGreatSword\", \"ITEM_WoodSpear\", \"ITEM_WoodShield\", \"ITEM_BloodWoodGreatSword\", \"ITEM_BloodWoodSpear\", \"ITEM_Bl...",
 "[\"ITEM_WoodGreatSword\", \"ITEM_WoodSpear\", \"ITEM_WoodShield\", \"ITEM_BloodWoodGreatSword\", \"ITEM_BloodWoodSpear\", \"ITEM_BloodWoodShield\"]": "[\"ITEM_WoodGreatSword\", \"ITEM_WoodSpear\", \"ITEM_WoodShield\", \"ITEM_BloodWoodGreatSword\", \"ITEM_BloodWoodSpear\", \"ITEM_BloodWoodShield\"]",
 "[\"ITEM_WoodSpear_1\"]": "[\"ITEM_WoodSpear_1\"]",
 "[\"ITEM_WoodSword_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]": "[\"ITEM_WoodSword_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]",
 "[\"ITEM_WoodSword_1\", \"ITEM_WoodShield_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]": "[\"ITEM_WoodSword_1\", \"ITEM_WoodShield_1\", \"ITEM_ClothArmor_1\", \"ITEM_ClothCoif_1\"]",
 "[\"InDependent\"]": "[\"InDependent\"]",
 "[\"InteractUnit_DiscardedMagicPowerDevice\"]": "[\"InteractUnit_DiscardedMagicPowerDevice\"]",
 "[\"KillCount_GiantStoneGolem_1\", \"QuestFinish_HuntAlphaAcidSlogel\"]": "[\"KillCount_GiantStoneGolem_1\", \"QuestFinish_HuntAlphaAcidSlogel\"]",
 "[\"KillCount_GiantStoneGolem_1\"]": "[\"KillCount_GiantStoneGolem_1\"]",
 "[\"Lycan\"]": "[\"Lycan\"]",
 "[\"MaxHealthTotalPerModifier_-15\", \"FireMagicSkillAptitude_2\", \"NatureMagicSkillAptitude_2\"]": "[\"MaxHealthTotalPerModifier_-15\", \"FireMagicSkillAptitude_2\", \"NatureMagicSkillAptitude_2\"]",
 "[\"MaxHealthTotalPerModifier_-15\", \"FireMagicSkillAptitude_2\", \"WaterMagicSkillAptitude_2\", \"NatureMagicSkillAptitude_2\"]": "[\"MaxHealthTotalPerModifier_-15\", \"FireMagicSkillAptitude_2\", \"WaterMagicSkillAptitude_2\", \"NatureMagicSkillAptitude_2\"]",
 "[\"MaxHealthTotalPerModifier_100\", \"PhysicalAttackPowerPerModifier_100\", \"MagicAttackPowerPerModifier_100\"]": "[\"MaxHealthTotalPerModifier_100\", \"PhysicalAttackPowerPerModifier_100\", \"MagicAttackPowerPerModifier_100\"]",
 "[\"MaxHealthTotalPerModifier_50\", \"PhysicalAttackPowerPerModifier_50\", \"MagicAttackPowerPerModifier_50\"]": "[\"MaxHealthTotalPerModifier_50\", \"PhysicalAttackPowerPerModifier_50\", \"MagicAttackPowerPerModifier_50\"]",
 "[\"Mood_-2\"]": "[\"Mood_-2\"]",
 "[\"Mood_-20\"]": "[\"Mood_-20\"]",
 "[\"MovementSpeedPerModifier_-10\", \"HitChance_-15\", \"PhysicalAttackPowerPerModifier_25\"]": "[\"MovementSpeedPerModifier_-10\", \"HitChance_-15\", \"PhysicalAttackPowerPerModifier_25\"]",
 "[\"MovementSpeedPerModifier_-30\", \"AttackSpeedPerModifier_-30\", \"PhysicalResistance_8\", \"GuardChance_10\"]": "[\"MovementSpeedPerModifier_-30\", \"AttackSpeedPerModifier_-30\", \"PhysicalResistance_8\", \"GuardChance_10\"]",
 "[\"MovementSpeedPerModifier_10\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_10\", \"MaxHealthTotalPerMo...": "[\"MovementSpeedPerModifier_10\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_10\", \"MaxHealthTotalPerMo...",
 "[\"MovementSpeedPerModifier_10\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_10\", \"MaxHealthTotalPerModifier_25\", \"PhysicalAttackPowerPerModifier_25\", \"MagicAttackPowerPerModifier_25\"]": "[\"MovementSpeedPerModifier_10\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_10\", \"MaxHealthTotalPerModifier_25\", \"PhysicalAttackPowerPerModifier_25\", \"MagicAttackPowerPerModifier_25\"]",
 "[\"MovementSpeedPerModifier_15\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_15\", \"CriticalDamageBonus...": "[\"MovementSpeedPerModifier_15\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_15\", \"CriticalDamageBonus...",
 "[\"MovementSpeedPerModifier_15\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_15\", \"CriticalDamageBonus_50\", \"MaxHealthTotalPerModifier_50\", \"PhysicalAttackPowerPerModifier_50\", \"MagicAttackPowerPerModifier_50\"]": "[\"MovementSpeedPerModifier_15\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_15\", \"CriticalDamageBonus_50\", \"MaxHealthTotalPerModifier_50\", \"PhysicalAttackPowerPerModifier_50\", \"MagicAttackPowerPerModifier_50\"]",
 "[\"NULL\"]": "[\"NULL\"]",
 "[\"None\"]": "[\"None\"]",
 "[\"NpcDead_Endrossi\", \"KillCount_GiantStoneGolem_1\", \"QuestFinish_InteractAndrossi4\"]": "[\"NpcDead_Endrossi\", \"KillCount_GiantStoneGolem_1\", \"QuestFinish_InteractAndrossi4\"]",
 "[\"NpcDead_Endrossi\", \"KillCount_GiantStoneGolem_1\", \"QuestFinish_InteractEndrossi4\"]": "[\"NpcDead_Endrossi\", \"KillCount_GiantStoneGolem_1\", \"QuestFinish_InteractEndrossi4\"]",
 "[\"NpcDead_Endrossi\", \"QuestFinish_InteractAndrossi4\"]": "[\"NpcDead_Endrossi\", \"QuestFinish_InteractAndrossi4\"]",
 "[\"NpcDead_Endrossi\", \"QuestFinish_InteractEndrossi4\"]": "[\"NpcDead_Endrossi\", \"QuestFinish_InteractEndrossi4\"]",
 "[\"NpcDead_Perion\", \"QuestFinish_InteractPerion2\"]": "[\"NpcDead_Perion\", \"QuestFinish_InteractPerion2\"]",
 "[\"NpcDead_Perion\"]": "[\"NpcDead_Perion\"]",
 "[\"Prefer\"]": "[\"好む\"]",
 "[\"SKILL_BasicMagicMissile\"]": "[\"SKILL_BasicMagicMissile\"]",
 "[\"SKILL_BasicPunchAttack\"]": "[\"SKILL_BasicPunchAttack\"]",
 "[\"SKILL_BasicSpearAttack\", \"SKILL_PiercingThrust\"]": "[\"SKILL_BasicSpearAttack\", \"SKILL_PiercingThrust\"]",
 "[\"SKILL_BasicSwordAttack\", \"SKILL_SweepingCleave\"]": "[\"SKILL_BasicSwordAttack\", \"SKILL_SweepingCleave\"]",
 "[\"Shield\", \"Blunt\", \"FireMagic\"]": "[\"Shield\", \"Blunt\", \"FireMagic\"]",
 "[\"Shield\", \"Blunt\", \"Greatsword\"]": "[\"Shield\", \"Blunt\", \"Greatsword\"]",
 "[\"Shield\", \"Spear\", \"Blunt\"]": "[\"盾\", \"槍\", \"鈍器\"]",
 "[\"Shield\", \"Sword\", \"Blunt\"]": "[\"Shield\", \"Sword\", \"Blunt\"]",
 "[\"Spear\", \"Blunt\", \"FireMagic\"]": "[\"Spear\", \"Blunt\", \"FireMagic\"]",
 "[\"Spear\", \"Bow\", \"Greatsword\"]": "[\"Spear\", \"Bow\", \"Greatsword\"]",
 "[\"Spear\", \"Shield\", \"Blunt\"]": "[\"Spear\", \"Shield\", \"Blunt\"]",
 "[\"Stake\", \"Blitz\", \"Execution\"]": "[\"Stake\", \"Blitz\", \"Execution\"]",
 "[\"Stake\", \"Fortress\", \"Burst\"]": "[\"Stake\", \"Fortress\", \"Burst\"]",
 "[\"Stake\", \"Guardian\", \"Fortress\"]": "[\"Stake\", \"Guardian\", \"Fortress\"]",
 "[\"Sword\", \"Bow\", \"Greatsword\"]": "[\"剣\", \"弓\", \"大剣\"]",
 "[\"Sword\", \"Bow\", \"WaterMagic\"]": "[\"Sword\", \"Bow\", \"WaterMagic\"]",
 "[\"Sword\", \"Shield\", \"Blunt\"]": "[\"Sword\", \"Shield\", \"Blunt\"]",
 "[\"Sword\", \"Shield\", \"Bow\"]": "[\"Sword\", \"Shield\", \"Bow\"]",
 "[\"Sword\", \"Shield\", \"FireMagic\"]": "[\"Sword\", \"Shield\", \"FireMagic\"]",
 "[\"Sword\", \"Shield\", \"Greatsword\"]": "[\"Sword\", \"Shield\", \"Greatsword\"]",
 "[\"Sword\", \"Shield\", \"Spear\"]": "[\"Sword\", \"Shield\", \"Spear\"]",
 "[\"Sword\", \"Shield\", \"WaterMagic\"]": "[\"Sword\", \"Shield\", \"WaterMagic\"]",
 "[\"Sword\", \"Spear\", \"Greatsword\"]": "[\"Sword\", \"Spear\", \"Greatsword\"]",
 "[\"TEXTKEY_PLAYERNAME_Human_Male_0\", \"TEXTKEY_PLAYERNAME_Human_Female_0\", \"TEXTKEY_PLAYERNAME_LizardMan_Male_0\", \"TEXTKEY...": "[\"TEXTKEY_PLAYERNAME_Human_Male_0\", \"TEXTKEY_PLAYERNAME_Human_Female_0\", \"TEXTKEY_PLAYERNAME_LizardMan_Male_0\", \"TEXTKEY...",
 "[\"TEXTKEY_PLAYERNAME_Human_Male_0\", \"TEXTKEY_PLAYERNAME_Human_Female_0\", \"TEXTKEY_PLAYERNAME_LizardMan_Male_0\", \"TEXTKEY_PLAYERNAME_Human_Female_67\", \"TEXTKEY_PLAYERNAME_Elf_Male_66\"]": "[\"TEXTKEY_PLAYERNAME_Human_Male_0\", \"TEXTKEY_PLAYERNAME_Human_Female_0\", \"TEXTKEY_PLAYERNAME_LizardMan_Male_0\", \"TEXTKEY_PLAYERNAME_Human_Female_67\", \"TEXTKEY_PLAYERNAME_Elf_Male_66\"]",
 "[\"TEXTKEY_PLAYERNAME_Human_Male_0\", \"TEXTKEY_PLAYERNAME_Human_Female_0\", \"TEXTKEY_PLAYERNAME_LizardMan_Male_0\"]": "[\"TEXTKEY_PLAYERNAME_Human_Male_0\", \"TEXTKEY_PLAYERNAME_Human_Female_0\", \"TEXTKEY_PLAYERNAME_LizardMan_Male_0\"]",
 "[\"UNITVISUAL_HumanStandardMale_0\", \"UNITVISUAL_HumanStandardFemale_0\", \"UNITVISUAL_LizardMan_0\", \"UNITVISUAL_ElfStandard...": "[\"UNITVISUAL_HumanStandardMale_0\", \"UNITVISUAL_HumanStandardFemale_0\", \"UNITVISUAL_LizardMan_0\", \"UNITVISUAL_ElfStandard...",
 "[\"UNITVISUAL_HumanStandardMale_0\", \"UNITVISUAL_HumanStandardFemale_0\", \"UNITVISUAL_LizardMan_0\", \"UNITVISUAL_ElfStandardMale_12\", \"UNITVISUAL_HumanStandardFemale_21\"]": "[\"UNITVISUAL_HumanStandardMale_0\", \"UNITVISUAL_HumanStandardFemale_0\", \"UNITVISUAL_LizardMan_0\", \"UNITVISUAL_ElfStandardMale_12\", \"UNITVISUAL_HumanStandardFemale_21\"]",
 "[\"UNITVISUAL_HumanStandardMale_0\", \"UNITVISUAL_HumanStandardFemale_0\", \"UNITVISUAL_LizardMan_0\"]": "[\"UNITVISUAL_HumanStandardMale_0\", \"UNITVISUAL_HumanStandardFemale_0\", \"UNITVISUAL_LizardMan_0\"]",
 "[\"UNIT_AbyssAcidInsect\", \"UNIT_AbyssAcidInsect\", \"UNIT_AbyssMudSlogel\", \"UNIT_AbyssMudSlogel\", \"UNIT_AbyssMudSlogel\"]": "[\"UNIT_AbyssAcidInsect\", \"UNIT_AbyssAcidInsect\", \"UNIT_AbyssMudSlogel\", \"UNIT_AbyssMudSlogel\", \"UNIT_AbyssMudSlogel\"]",
 "[\"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssGoblinThrowe...": "[\"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssGoblinThrowe...",
 "[\"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\"]": "[\"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\"]",
 "[\"UNIT_AbyssGiantStoneGolem\"]": "[\"UNIT_AbyssGiantStoneGolem\"]",
 "[\"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAci...": "[\"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAci...",
 "[\"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\"]": "[\"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\", \"UNIT_AbyssAcidSlogel\"]",
 "[\"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssSporeInsect\", \"UNIT_AbyssSporeInsect\"]": "[\"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssSporeInsect\", \"UNIT_AbyssSporeInsect\"]",
 "[\"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssSporeInsect\"...": "[\"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssGoblinBrawler\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssSporeInsect\"...",
 "[\"UNIT_AbyssGreyMonsterRat\", \"UNIT_AbyssGreyMonsterRat\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssSporeInsec...": "[\"UNIT_AbyssGreyMonsterRat\", \"UNIT_AbyssGreyMonsterRat\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssSporeInsec...",
 "[\"UNIT_AbyssGreyMonsterRat\", \"UNIT_AbyssGreyMonsterRat\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssSporeInsect\", \"UNIT_AbyssSporeInsect\"]": "[\"UNIT_AbyssGreyMonsterRat\", \"UNIT_AbyssGreyMonsterRat\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssSporeInsect\", \"UNIT_AbyssSporeInsect\"]",
 "[\"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssFemaleGloth\", \"UNIT_AbyssFemaleGloth\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\"]": "[\"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssFemaleGloth\", \"UNIT_AbyssFemaleGloth\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\"]",
 "[\"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssFemaleGloth\", \"UNIT_AbyssFemaleGloth\", ...": "[\"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssFemaleGloth\", \"UNIT_AbyssFemaleGloth\", ...",
 "[\"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYellowSto...": "[\"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYellowSto...",
 "[\"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssFemaleGloth\", \"UNIT_AbyssFemaleGloth\"]": "[\"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssFemaleGloth\", \"UNIT_AbyssFemaleGloth\"]",
 "[\"UNIT_AbyssMawmurk\", \"UNIT_AbyssMawmurk\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssAcidInsect\", \"UNIT_Abyss...": "[\"UNIT_AbyssMawmurk\", \"UNIT_AbyssMawmurk\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssAcidInsect\", \"UNIT_Abyss...",
 "[\"UNIT_AbyssMawmurk\", \"UNIT_AbyssMawmurk\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssAcidInsect\", \"UNIT_AbyssAcidInsect\"]": "[\"UNIT_AbyssMawmurk\", \"UNIT_AbyssMawmurk\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssAcidInsect\", \"UNIT_AbyssAcidInsect\"]",
 "[\"UNIT_AbyssMediumSlime\", \"UNIT_AbyssMediumSlime\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssWhiteMawmurk\", \"...": "[\"UNIT_AbyssMediumSlime\", \"UNIT_AbyssMediumSlime\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssWhiteMawmurk\", \"...",
 "[\"UNIT_AbyssMediumSlime\", \"UNIT_AbyssMediumSlime\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\"]": "[\"UNIT_AbyssMediumSlime\", \"UNIT_AbyssMediumSlime\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\"]",
 "[\"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYel...": "[\"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYel...",
 "[\"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssSporeInsect\", \"UNIT_AbyssSporeInsect\"]": "[\"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssSporeInsect\", \"UNIT_AbyssSporeInsect\"]",
 "[\"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssSporeInsect\"]": "[\"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssMetalScarab\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssYellowStoneGolem\", \"UNIT_AbyssSporeInsect\"]",
 "[\"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_Aby...": "[\"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_Aby...",
 "[\"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssWhiteMawmurk\"]": "[\"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssMudMediumSlime\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssGoblinThrower\", \"UNIT_AbyssWhiteMawmurk\"]",
 "[\"UNIT_AbyssRedMonsterRat\", \"UNIT_AbyssAlphaAcidSlogel\"]": "[\"UNIT_AbyssRedMonsterRat\", \"UNIT_AbyssAlphaAcidSlogel\"]",
 "[\"UNIT_AbyssRedMonsterRat\", \"UNIT_AbyssRedMonsterRat\"]": "[\"UNIT_AbyssRedMonsterRat\", \"UNIT_AbyssRedMonsterRat\"]",
 "[\"UNIT_AbyssRedMonsterRat\"]": "[\"UNIT_AbyssRedMonsterRat\"]",
 "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGo...": "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGo...",
 "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinThrower\"]": "[\"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssRedStoneGolem\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinWorker\", \"UNIT_AbyssGoblinThrower\"]",
 "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_Abys...": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_Abys...",
 "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssGoblinRider\"]": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssGlothPup\", \"UNIT_AbyssMaleGloth\", \"UNIT_AbyssGoblinRider\"]",
 "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssGoblinRider\"]": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssGoblinRider\"]",
 "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\"...": "[\"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssTadpole\", \"UNIT_AbyssChallengerGloth\", \"UNIT_AbyssChallengerGloth\"...",
 "[\"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssTadpole\"]": "[\"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssWhiteMawmurk\", \"UNIT_AbyssTadpole\"]",
 "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UN...": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UN...",
 "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]",
 "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]",
 "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]",
 "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_FemaleGloth\"]",
 "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]",
 "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]": "[\"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\", \"UNIT_ChallengerGloth\"]",
 "[\"UNIT_Endrossi\"]": "[\"UNIT_Endrossi\"]",
 "[\"UNIT_FesteringBurrowMerchant\"]": "[\"UNIT_FesteringBurrowMerchant\"]",
 "[\"UNIT_GiantStoneGolem\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\"]": "[\"UNIT_GiantStoneGolem\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\"]",
 "[\"UNIT_GiantStoneGolem\", \"UNIT_ChainKnightSentinel\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\"]": "[\"UNIT_GiantStoneGolem\", \"UNIT_ChainKnightSentinel\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\", \"NULL\"]",
 "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]",
 "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]",
 "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\"]": "[\"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_GlothPup\", \"UNIT_MudSlogel\"]",
 "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinThrower\"]",
 "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]",
 "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_MudMediumSlime\", \"UNIT_MudMediumSlime\", \"UNIT_MudMediumSlime\"]": "[\"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\", \"UNIT_MudMediumSlime\", \"UNIT_MudMediumSlime\", \"UNIT_MudMediumSlime\"]",
 "[\"UNIT_GoblinRider\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\"]": "[\"UNIT_GoblinRider\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\"]",
 "[\"UNIT_GoblinThrower\", \"UNIT_GoblinShaman\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\"]": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinShaman\", \"UNIT_GoblinRider\", \"UNIT_GoblinRider\"]",
 "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]",
 "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_Gob...": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_Gob...",
 "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]",
 "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]",
 "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinB...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinB...",
 "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\", \"UNIT_GoblinBrawler\"]",
 "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinT...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinT...",
 "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]",
 "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBr...": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBr...",
 "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\"]": "[\"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinWorker\", \"UNIT_GoblinBrawler\"]",
 "[\"UNIT_GuildMerchant\"]": "[\"UNIT_GuildMerchant\"]",
 "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_MudSlogel\"]",
 "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\"]",
 "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_FemaleGloth\", \"UNIT_FemaleGloth\"]",
 "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]",
 "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\"]",
 "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]": "[\"UNIT_MaleGloth\", \"UNIT_MaleGloth\", \"UNIT_MaleGloth\"]",
 "[\"UNIT_MudMediumSlime\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]": "[\"UNIT_MudMediumSlime\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\", \"UNIT_GoblinThrower\"]",
 "[\"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_CrystalTurtle\"]": "[\"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_MudSlogel\", \"UNIT_CrystalTurtle\"]",
 "[\"UNIT_VeilSilenceMerchant\"]": "[\"UNIT_VeilSilenceMerchant\"]",
 "[\"UNIT_Xenon\"]": "[\"UNIT_Xenon\"]",
 "[\"Warrior\", \"Blitz\", \"Execution\"]": "[\"戦士\", \"ブリッツ\", \"処刑\"]",
 "[\"Warrior\", \"Blitz\", \"Tide\"]": "[\"Warrior\", \"Blitz\", \"Tide\"]",
 "[\"Warrior\", \"Guardian\", \"Blitz\"]": "[\"Warrior\", \"Guardian\", \"Blitz\"]",
 "[\"Warrior\", \"Guardian\", \"Burst\"]": "[\"Warrior\", \"Guardian\", \"Burst\"]",
 "[\"Warrior\", \"Guardian\", \"Execution\"]": "[\"Warrior\", \"Guardian\", \"Execution\"]",
 "[\"Warrior\", \"Guardian\", \"Fortress\"]": "[\"Warrior\", \"Guardian\", \"Fortress\"]",
 "[\"Warrior\", \"Guardian\", \"Stake\"]": "[\"Warrior\", \"Guardian\", \"Stake\"]",
 "[\"Warrior\", \"Guardian\", \"Tide\"]": "[\"Warrior\", \"Guardian\", \"Tide\"]",
 "[\"Warrior\", \"Stake\", \"Execution\"]": "[\"Warrior\", \"Stake\", \"Execution\"]",
 "[\"Warrior\", \"Tide\", \"Harmony\"]": "[\"Warrior\", \"Tide\", \"Harmony\"]",
 "[0] x [0]: Alpha version camera restriction zone size": "[0] x [0]: アルファ版のカメラ制限ゾーンのサイズ",
 "[0] ~ [1]: The time range (start to end) that morning occupies within a day.": "[0] ～ [1]: 1日の中で朝が占める時間範囲（開始から終了）。",
 "[0]: BGM transition time": "[0]: BGMの切り替え時間",
 "[0]: Camera maximum zoom-out value": "[0]: カメラの最大ズームアウト値",
 "[0]: Camera minimum zoom-in value": "[0]: カメラの最小ズームイン値",
 "[0]: Camera movement speed via arrow keys": "[0]: 矢印キーによるカメラの移動速度",
 "[0]: Dazed duration (in seconds)": "[0]: 朦朧状態の持続時間（秒）",
 "[0]: Difference in vision range between day and night": "[0]: 昼と夜の視界範囲の差",
 "[0]: Duration of the \"Had a Chat\" effect (minutes)": "[0]: 「雑談した」効果の持続時間（分）",
 "[0]: Equipment Durability deduction multiplier": "[0]: 装備の耐久度減少の倍率",
 "[0]: Global cooldown when changing equipment during combat": "[0]:戦闘中に装備を変更した際のグローバルクールダウン",
 "[0]: Grace period before small talk starts after entering the map (seconds)": "[0]: マップに入ってから雑談が始まるまでの猶予期間（秒）",
 "[0]: Head damage chance, [1]: Body damage chance": "[0]: 頭部ダメージの確率、[1]: 胴体ダメージの確率",
 "[0]: Hours per day": "[0]: 1日あたりの時間",
 "[0]: If the start time is 8:00, the campaign begins at 8:00.": "[0]: 開始時刻が8:00なら、キャンペーンは8:00に始まる。",
 "[0]: Limping duration (in seconds)": "[0]: 足を引きずる状態の持続時間（秒）",
 "[0]: Max Mood value shown in the UI": "[0]: UIに表示される最大の気分値",
 "[0]: Max equipment size": "[0]: 装備の最大サイズ",
 "[0]: Max inventory size": "[0]: インベントリの最大サイズ",
 "[0]: Max map X size [1]: Max map Y size": "[0]: マップの最大Xサイズ [1]: マップの最大Yサイズ",
 "[0]: Max number of recent small-talk topics a unit stores": "[0]: ユニットが保存する最近の雑談トピックの最大数",
 "[0]: Max number of small-talk conversations per logic refresh": "[0]: ロジック更新ごとの雑談会話の最大数",
 "[0]: Max player unit party size": "[0]: プレイヤーユニットの最大パーティーサイズ",
 "[0]: Max radius of the settlement area with no initial creep": "[0]: 初期クリープのない拠点エリアの最大半径",
 "[0]: Max room size": "[0]: 部屋の最大サイズ",
 "[0]: Minimum update tick (e.g. bleed) - 60/60": "[0]: 最小更新ティック（例: 出血） - 60/60",
 "[0]: Minutes per hour - 2700/60": "[0]: 1時間あたりの分 - 2700/60",
 "[0]: Near-Death aftereffect duration": "[0]: 瀕死の後遺症の持続時間",
 "[0]: Near-Death duration": "[0]: 瀕死の持続時間",
 "[0]: Number of previous small-talk partners blocked": "[0]: ブロックされる過去の雑談相手の数",
 "[0]: Number of previously used small-talk topics blocked": "[0]: ブロックされる過去に使用した雑談トピックの数",
 "[0]: Percentage of head HP recovered upon Near-Death": "[0]: 瀕死時に回復する頭部HPの割合",
 "[0]: Skill global cooldown": "[0]: スキルのグローバルクールダウン",
 "[0]: Small-talk topic record chance (%)": "[0]: 雑談トピックの記録確率（%）",
 "[0]: Speed correction value": "[0]: 速度補正値",
 "[0]: Speed multiplier at maximum zoom-in": "[0]: 最大ズームイン時の速度倍率",
 "[0]: Speed multiplier at minimum zoom-in": "[0]: 最小ズームイン時の速度倍率",
 "[0]: Tick unit - 1/60": "[0]: ティック単位 - 1/60",
 "[0]: Ticks per minute - 45/60 NOTE: When this value is 45, a day equals 64,800 ticks -> 1,082 seconds of real time, so at 1x speed a game day is about 18 real-world minutes.": "[0]: 1分あたりのティック - 45/60 注: この値が45のとき、1日は64,800ティック -> 実時間1,082秒に相当し、1倍速ではゲーム内1日は実時間で約18分。",
 "[0]: Time to ignore initial-equip small-talk topic records after entering the map (seconds)": "[0]: マップに入ってから初期装備の雑談トピック記録を無視する時間（秒）",
 "[0]: Tutorial seed": "[0]: チュートリアルシード",
 "[0]: UI fade in/out duration": "[0]: UIのフェードイン/アウトの時間",
 "[0]: UI zoom in/out speed": "[0]: UIのズームイン/アウトの速度",
 "[0]: UI 상 기분 최대치": "[0]：UI上の気分の最大値",
 "[0]: UI 줌인 아웃 속도": "[0]：UIのズームイン/アウト速度",
 "[0]: UI 페이드 인아웃 시간": "[0]：UIのフェードイン/アウト時間",
 "[0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value)": "[0]: ユニットの戦闘範囲（バッチ）<- そこを離れると解除される（設計上、視界値に従うべき）",
 "[0]: Unit small-talk check interval (seconds)": "[0]: ユニットの雑談チェック間隔（秒）",
 "[0]: Unit small-talk occurrence chance (%)": "[0]: ユニットの雑談発生確率（%）",
 "[0]: Unit small-talk search radius (tiles)": "[0]: ユニットの雑談の探索半径（タイル）",
 "[0]: 분 당 틱 - 45/60 NOTE : 이 값이 45일 때 하루는 64,800틱 -> 실제 시간 1,082초 이므로 1배속 현실 시간으로 게임의 하루는 약 18분이다.": "[0]: 1分あたりのティック - 45/60 NOTE：この値が45のとき1日は64,800ティック -> 実時間1,082秒なので、1倍速の現実時間でゲームの1日は約18分である。",
 "[0]: 최소 갱신 틱 (ex) 출혈) - 60/60": "[0]: 最小更新ティック（例：出血） - 60/60",
 "[2, 4, 5] - the last floor reaches phase 5, the boss phase": "[2, 4, 5]：最終フロアがフェーズ5、すなわちボスフェーズに達する",
 "[24, 48, 72, 96, 120, 144] cumulative hours - dormant (Dev_NotUsed, no alert/affecter/event consumes it)": "[24, 48, 72, 96, 120, 144] 累積時間。休眠中（Dev_NotUsed、警告/アフェクター/イベントのいずれも参照しない）",
 "[Experience Trait]": "[経験値特性]",
 "[Health Trait]": "[体力特性]",
 "[Inscription Trait]": "[刻印特性]",
 "[Korean dev text - hover to view]": "[Korean dev text - hover to view]",
 "[Personal Trait]": "[個人特性]",
 "[Race Trait]": "[種族特性]",
 "[Soul Trait]": "[魂の特性]",
 "[Strength]": "[力]",
 "a Bow": "弓",
 "a Club": "こん棒",
 "a Fire Staff": "火の杖",
 "a Greatsword": "大剣",
 "a Nature Staff": "自然の杖",
 "a Sword": "剣",
 "a Water Staff": "水の杖",
 "a detonation": "起爆",
 "a flat ×1.5 multiplier - fixed values, not caps you build toward.": "は固定の×1.5倍率です。これらは固定値であり、積み上げていく上限ではありません。",
 "a hit cuts its damage by 50%, which cuts the armor wear by the same amount.": "すると被弾ダメージが50%減り、防具の摩耗も同じだけ減ります。",
 "a new {#} weapon tree": "新しい{#}武器ツリー",
 "a summon": "召喚ユニット",
 "abilities read the summoner's live Magic Attack Power": "アビリティは詠唱時の召喚者のライブ魔法攻撃力を参照する",
 "absent from every race's background pool": "すべての種族の背景プールに存在しません",
 "absorbs up to 30% of damage dealt (scaled by your own missing HP), which is the ceiling on that particular heal-on-hit.": "は与ダメージの最大30%（自分の減少HPに応じて変化）を吸収し、これがその被弾時回復の上限です。",
 "abyss variant": "深淵の変異体",
 "accessory": "アクセサリー",
 "acquired": "習得",
 "action (choice": "アクション（選択",
 "active -": "アクティブ -",
 "active branches": "アクティブな分岐",
 "active skills.": "アクティブスキル。",
 "add a weapon to compare...": "比較する武器を追加...",
 "added": "追加",
 "added - click to remove": "追加済み - クリックで削除",
 "additional status effects": "追加のステータス効果",
 "additions (the six major stats, Max Health, Physical/Magic Attack Power, Attack Speed, Cooldown Reduction, flat resistances).": "の加算値（6つの主要ステータス、最大体力、物理/魔法攻撃力、攻撃速度、クールタイム短縮、固定の耐性）。",
 "adds +1.0 Physical Attack Power and +4.0 Max Weight. Physical Attack Power also draws on Agility and Perception (+0.5 each per point) on top of a base value, so it is not Strength-only.": "1ポイントごとに物理攻撃力+1.0と最大重量+4.0が加わります。物理攻撃力は基本値に加えて敏捷と認知（各1ポイントあたり+0.5）にも依存するため、力だけで決まるわけではありません。",
 "adjacent enemy": "隣接する敵",
 "affect inscription rarity.": "影響しません。",
 "affecters": "アフェクター",
 "affects the caster,": "使用者に影響し、",
 "after": "後に",
 "after resistance. With the Inscription of Reflection:": "のダメージを与えます（耐性適用後）。反射刻印がある場合：",
 "again": "再び",
 "again simply drops its target.": "に達すると単にターゲットを手放します。",
 "alert fires when any equipped item drops to": "装備中のアイテムが",
 "alerts": "アラート",
 "all effects": "すべての効果",
 "all game constants": "すべてのゲーム定数",
 "all of it.": "そのすべて。",
 "all of them; Tidal Mark instead pulls your summons to a marked tile. Keep Bubblings up or these spells have nothing to spend.": "すべてを、潮の印は代わりに召喚を印の付いたタイルへ引き寄せる。バブリングを維持しないと、これらの呪文は消費するものがなくなる。",
 "all of your worn armor at once": "装備中の防具すべてが同時に摩耗します",
 "all regions overview": "全地域の概要",
 "all your": "すべての",
 "already revealed": "すでに明らかになっている",
 "alternate hit-receive recoil": "別の被弾のけぞり",
 "ammo items": "弾薬アイテム",
 "amount and are": "を加算します。個別の上限は",
 "and": "および",
 "and ...": "そして...",
 "and a hard-hitting": "と強力な",
 "and any unit left without a team?": "チームに属さなくなるユニットも削除しますか?",
 "and began to drain the vitality of the world.": "そして世界の生命力を吸収し始めました。",
 "and cannot stack, so its cap is a single running instance rather than a stack ceiling.": "であり、スタックできないため、上限はスタック数ではなく単一の継続インスタンスとなります。",
 "and don't settle for a weak Common (": "弱いコモンで妥協しないこと（",
 "and grants": "そして付与します",
 "and hold up to 8 items; a worker repairs the equipment placed in them over time. The game tables define no material cost per repair - it is a labour and time cost, not an item price. A": "で作られ、最大8個までの装備を収納できます。作業員が時間をかけて中の装備を修理します。ゲームのテーブルには修理ごとの素材コストは定義されておらず、アイテム代ではなく労働と時間のコストです。",
 "and keeps one. Rarity weights:": "が提示され、1つを保持します。レアリティの重み:",
 "and lets you pick an": "を消費し、",
 "and more; the Abyss and Tutorial are off by default.": "など。深淵とチュートリアルはデフォルトでオフです。",
 "and night otherwise (night reduces vision range). The calendar still turns at midnight, not at dawn.": "で、それ以外は夜です（夜は視界範囲を減らします）。暦は夜明けではなく深夜0時に変わります。",
 "and nothing in the AlertTable, AffecterTable or EventTable consumes it (there is no Dungeon Break alert, debuff or event to fire).": "が付いており、AlertTable、AffecterTable、EventTableのいずれもこれを参照しません（発動するダンジョンブレイクの警告、デバフ、イベントは存在しません）。",
 "and pick one. A": "が表示され、1つを選びます。",
 "and pour points into stats. The mana-stone type required climbs with level:": "を選んでステータスにポイントを注ぎます。必要なマナ石の種類はレベルとともに上がります：",
 "and search a monster in": "でモンスターを検索すると、",
 "and the Goddess' Blessing +3% for an expedition - these simply add to the stat.": "女神の祝福は探索中+3%を追加します。これらは単にステータスに加算されます。",
 "and the campaign's": "とキャンペーンの",
 "and the in-game tooltip lists no sight effect. So": "であり、ゲーム内ツールチップにも視界効果は記載されていません。したがって",
 "and traced with line-of-sight, so a wall between you and a monster blocks it (": "、視線で追跡されるため、あなたとモンスターの間の壁がそれを遮ります(",
 "any": "任意",
 "anywhere in the tables to independently confirm the realized cadence, and the row's non-zero MaxStack value is contradicted by that \"cannot stack\" wording. So we take the game's description at face value (per second, magic, non-stacking) and drop an earlier per-10-seconds assumption that no table backed - but treat the exact tick timing as": "テーブルのどこにも実際の周期を独立して確認できるものがなく、その行の非ゼロのMaxStack値は「スタック不可」という記述と矛盾しています。そこで、ゲームの説明を額面通り(毎秒、魔法、スタックなし)に受け取り、どのテーブルも裏付けていなかった以前の10秒ごとの仮定を破棄します。ただし正確なティックのタイミングは次として扱います",
 "appears depends on clan rank: Humans are always most common (weight 100), Lizardmen are common (about 35), and Elves only appear from rank 2 (weight 25, roughly 16% of candidates). Dwarves, White Demons and Tal have weight 0 at every rank and cannot be recruited in the current build.": "が出現するかはクランランクで決まります。人間は常に最も一般的（重み100）、リザードマンは一般的（約35）、エルフはランク2からのみ出現します（重み25、候補の約16%）。ドワーフ、白鬼、タルは全ランクで重み0で、現行ビルドでは募集できません。",
 "applies": "適用：",
 "are empty-slot markers, not data.": "は空スロットのマーカーであり、データではありません。",
 "are given by talking to named characters. The quest table itself stores only objectives - the item rewards below are paid out by the NPC's dialogue when you turn each step in.": "は名前付きのキャラクターに話しかけることで与えられます。クエスト表自体は目標のみを保持しており、以下のアイテム報酬は各ステップを報告した際にNPCの会話で支払われます。",
 "are in the game for": "がゲームに存在する目的は",
 "are scenes you actually run into at the settlement or in the dungeon.": "は、入植地やダンジョンで実際に遭遇するシーンです。",
 "are shown - that boost has no effect on the visible rows.": "表示されていません。そのブーストは表示中の行に影響しません。",
 "are the 18 high-grade stat inscriptions plus the 8 sub-class skill-tree grants (Warrior, Guardian, Fortress, Burst, Blitz, Execution, Tide, Harmony) and 18 powerful specials.": "は18種類の高級ステータス刻印に、8種類のサブクラススキルツリー付与（戦士、守護者、要塞、バースト、ブリッツ、処刑、潮汐、調和）と18種類の強力な特殊効果を加えたものです。",
 "are the 18 low-grade stat inscriptions.": "は18種類の低級ステータス刻印です。",
 "are the 18 mid-grade stat inscriptions plus the 8 weapon/magic skill-tree grants (Sword, Greatsword, Shield, Blunt, Bow, Fire, Water, Nature) and 5 special effects.": "は18種類の中級ステータス刻印に、8種類の武器/魔法スキルツリー付与（剣、大剣、盾、鈍器、弓、火、水、自然）と5種類の特殊効果を加えたものです。",
 "are the secondary sub-class trees offered alongside a main tree.": "は、メインツリーと併せて提供される二次的なサブクラスツリーです。",
 "are the three headliners below.": "は下記の3種類の目玉刻印です。",
 "are the weapon and magic specializations a recruited unit can pick as its main tree.": "は、採用ユニットがメインツリーとして選択できる武器・魔法の専門分野です。",
 "area hit (ConeExceptMe, radius 1). The range distance metric shown is approximate; the area shape is exact.": "範囲攻撃(ConeExceptMe、半径1)。表示されている射程の距離指標は概算で、範囲の形状は正確です。",
 "area hit (Manhattan, radius 1). The range distance metric shown is approximate; the area shape is exact.": "範囲攻撃(マンハッタン、半径1)。表示されている射程の距離指標は概算で、範囲の形状は正確です。",
 "area hit (Manhattan, radius 2). The range distance metric shown is approximate; the area shape is exact.": "範囲命中（マンハッタン、半径2）。表示される射程の距離指標は概算だが、範囲の形状は正確である。",
 "area hit (Manhattan, radius 3). The range distance metric shown is approximate; the area shape is exact.": "範囲攻撃（マンハッタン、半径3）。表示される射程距離の指標は概算で、範囲の形状は正確です。",
 "area hit (Manhattan, radius 5). The range distance metric shown is approximate; the area shape is exact.": "範囲攻撃（マンハッタン、半径5）。表示される射程距離の指標は概算で、範囲の形状は正確です。",
 "area hit (single target). The range distance metric shown is approximate; the area shape is exact.": "範囲ヒット（単体）。表示される射程距離はおおよその値で、範囲の形状は正確です。",
 "article).": "の記事を参照）。",
 "as a new team": "新しいチームとして",
 "as a playable unit.": "、操作可能なユニットとして。",
 "as damage to enemy ...": "敵へのダメージとして...",
 "as damage to enemy units and granting {2}": "敵ユニットへのダメージとして{2}を付与",
 "as damage to the enemy unit and granting {2}": "敵ユニットへのダメージとして{2}を付与",
 "as magic damage per every 3 seconds to adjacent enemy units, and granting 1": "魔法ダメージを隣接する敵ユニットに3秒ごとに与え、1を付与",
 "as magic damage per every {5} seconds to adjacent enemy units, and granting 1": "魔法ダメージを隣接する敵ユニットに{5}秒ごとに与え、1を付与",
 "as physical damage to the target.": "ターゲットへの物理ダメージとして。",
 "at": "で",
 "at 2 targets (5 energy)": "対象2の場合 (エネルギー5)",
 "at 2 targets (from the 12 s cooldown)": "対象2の場合 (クールダウン12秒から)",
 "at 3 targets (1 energy)": "対象3体時（1エネルギー）",
 "at 3 targets (1 energy).": "対象3体時（1エネルギー）。",
 "at 3 targets (10 energy)": "対象3の場合 (エネルギー10)",
 "at 3 targets (2 energy)": "対象3の場合 (エネルギー2)",
 "at 3 targets (4 energy)": "対象3体時（4エネルギー）",
 "at 3 targets (5 energy)": "対象3体時（5エネルギー）",
 "at 3 targets (6 energy)": "対象3体時（6エネルギー）",
 "at 3 targets (7 energy)": "対象3体時（7エネルギー）",
 "at 3 targets (from the 12 s cooldown)": "対象3体時（12秒のクールダウンから）",
 "at 3 targets (from the 15 s cooldown)": "対象3体時（15秒のクールダウンから）",
 "at 3 targets (from the 20 s cooldown)": "対象3体時（クールタイム20秒から）",
 "at 3 targets (from the 30 s cooldown)": "対象 3 体時（30 秒クールダウンから）",
 "at 3 targets (from the 40 s cooldown)": "対象3の場合 (クールダウン40秒から)",
 "at 3 targets (from the 8 s cooldown)": "対象 3 体時（8 秒クールダウンから）",
 "at N targets": "対象N体時",
 "at attack speed": "攻撃速度で",
 "at base": "拠点で",
 "at cast time (so buffing the summoner strengthens the summon's spells, independent of the summon's own halved attack), and a summon spawns mirroring the summoner's": "（つまり召喚者を強化すると、召喚物自身の半分の攻撃力とは無関係に召喚物の呪文が強化される）。そして召喚物は召喚者の",
 "at cast time, on top of the creature's own base stats (reverse-engineered / community-verified - not a single table field):": "。詠唱時点で、召喚獣自身の基礎ステータスに上乗せされます(リバースエンジニアリング / コミュニティ検証済み。単一のテーブルフィールドではありません):",
 "at every level-up from level 2 through 12": "レベル2から12までのレベルアップのたびに",
 "at level N (level cap)": "レベルN時（レベル上限）",
 "at max stacks). The stack count and how long it lasts are both set by the skill that applies it.": "最大スタック時）。スタック数と持続時間は、付与するスキルによって決まります。",
 "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The TODO affecter adds": "しか見えなくなります。ただし同じペナルティは自軍ユニットの視界も削るため、夜襲は諸刃の剣です。TODOのアフェクターは次を加算します：",
 "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The ナイトビジョン affecter adds": "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The ナイトビジョン affecter adds",
 "at night.": "夜間。",
 "at the Goddess Statue to level up.": "女神像でレベルアップできます。",
 "at the Goddess Statue.": "女神像で。",
 "at {#} targets ({#} energy)": "対象{#}体時（{#}エネルギー）",
 "at {#} targets ({#})": "{#}体の対象に（{#}）",
 "at {#} tile": "{#}タイル時",
 "at {#} tiles": "{#}タイル時",
 "attack costs no durability at all - but a": "攻撃は耐久を一切消費しませんが、",
 "attack speed": "攻撃速度",
 "attack speed {#}": "攻撃速度 {#}",
 "attack, crit, hit location, guard": "攻撃、会心、命中部位、ガード",
 "attacking": "攻撃",
 "attacks & patterns": "攻撃とパターン",
 "attacks on enemies.": "敵への攻撃。",
 "attacks with": "攻撃手段",
 "authored, not active": "定義済みだが無効",
 "auto-attacks + this skill on cooldown": "通常攻撃＋クールタイムごとのこのスキル",
 "auto-completes": "自動完了する",
 "available": "到達可能",
 "available, not learned": "習得可能、未習得",
 "average": "平均",
 "avg 1.2 on floor 1": "フロア1で平均1.2",
 "avg 1.2 on floor 2": "階層2で平均1.2",
 "avg 1.3 on floor 2": "階層2で平均1.3",
 "avg 1.3 on floor 3": "階層3で平均1.3",
 "avg 1.3 on floor 4": "フロア4で平均1.3",
 "avg 1.5 on floor 3": "フロア3で平均1.5",
 "avg 1.5 on floor 4": "フロア4で平均1.5",
 "avg 1.7 on floor 2": "階層2で平均1.7",
 "avg 1.8 on floor 2": "階層2で平均1.8",
 "avg 4.0 on floor 1": "フロア1で平均4.0",
 "avg 5.8 on floor 4": "階層4で平均5.8",
 "avg 6.0 on floor 2": "階層2で平均6.0",
 "avg 6.0 on floor 3": "階層3で平均6.0",
 "avg 6.2 on floor 4": "階層4で平均6.2",
 "avg 6.3 on floor 3": "階層3で平均6.3",
 "avg 6.7 on floor 2": "階層2で平均6.7",
 "back to the attacker.": "が攻撃者に返ります。",
 "background": "経歴",
 "background traits": "背景特性",
 "badge b-spoiler dsb-navtag": "badge b-spoiler dsb-navtag",
 "base +": "基本 +",
 "base camp": "ベースキャンプ",
 "base price adjusted by the discount roll": "割引抽選で調整された基本価格",
 "base x your attack bonuses)": "ベース × 自分の攻撃ボーナス）",
 "base x your magic bonuses)": "ベース × 自分の魔法ボーナス）",
 "base {#} {#}": "基礎 {#} {#}",
 "baseline": "基準値",
 "basic attack": "通常攻撃",
 "basic weapon attack (mandatory root) -": "基本武器攻撃（必須ルート）-",
 "becomes 2 on Normal (x0.67), 1 on Easy (x0.34), 4 on Very Hard and 5 on Devastation (x1.66). Only material amounts (craft & build) and research workload scale - crafting/building labour, output counts, sell prices and unlock gates stay fixed.": "通常では2（x0.67）、簡単では1（x0.34）、ベリーハードでは4、壊滅では5（x1.66）になります。変動するのは素材量（クラフトと建築）と研究作業量だけです。クラフト/建築の労力、生産個数、売却価格、解放条件は固定されたままです。",
 "before": "前",
 "before any % modifier. With": "を、%補正の前に持ちます。次の場合",
 "before resistance.": "を耐性適用前に与えます。",
 "behaviour & phase triggers": "挙動とフェーズトリガー",
 "below). Looking for one specific skill? The": "を参照)。特定のスキルをお探しですか?",
 "between them": "それらの間で",
 "binary: everything is either Physical or Magic": "二択：すべては物理か魔法のいずれかである",
 "blocked": "ブロック",
 "blocked after quest \"": "クエスト後にブロック \"",
 "blocked by 2-handed": "両手武器により不可",
 "blocked once": "次を倒すとブロック",
 "bonus": "ボーナス",
 "bonus damage": "追加ダメージ",
 "both sides": "両陣営",
 "bounces": "は受けた",
 "breakdown at {#}, then a second max-out {#} into the Mental Collapse - that is lethal. About {#} of play at 1x speed.": "{#}で崩壊し、精神崩壊に入って{#}後に2度目の最大化。これは致命的です。1倍速で約{#}のプレイ時間です。",
 "buffed": "バフ適用",
 "buffs, not detection modifiers. Treat any \"Perception widens vision\" claim as unconfirmed.": "バフであり、探知の補正ではありません。「認知が視界を広げる」という主張はすべて未確認として扱ってください。",
 "build a Research Station": "研究所を建てる",
 "build resistances": "耐性を高める",
 "buildings": "建物",
 "buildings that restore mood": "気分を回復する建物",
 "builds": "増やします",
 "bumps every talent up one tier (capped at Genius), which is why it compounds so well over a full 12-level career.": "はすべての才能を1段階引き上げ（天才が上限）、そのため12レベルのキャリア全体で効果が大きく積み重なります。",
 "busted": "ぶっ壊れ",
 "button rerolls all five, and inscriptions you already own are excluded so you never see duplicates. The offering tier does": "ボタンは5つすべてを振り直し、すでに所有している刻印は除外されるため重複を見ることはありません。捧げ物のティアは刻印のレアリティに",
 "buy: {#}": "購入：{#}",
 "by a flat per-point amount shown in-game as \"Per Stat +X\". For example, each point of": "に、ゲーム内で「ステータスあたり+X」と表示される固定値で寄与します。例えば、",
 "by accumulating": "を",
 "by bonus": "ボーナス順",
 "by interacting with the statue.": "像と相互作用することでレベルアップできます。",
 "by stay stage x management difficulty": "滞在段階 × 管理難易度別",
 "by unit level x management difficulty": "ユニットレベル × 管理難易度別",
 "by {0}%. When equipped with a shield,": "{0}%増加します。盾を装備している場合、",
 "byte-exact table parsers": "バイト単位で正確なテーブルパーサー",
 "campaign startings": "キャンペーン開始設定",
 "can grant a": "は次を付与できます：",
 "can increase": "上げることができる",
 "can increase during ...": "の増加ができます...",
 "can increase when ...": "…のときに増加することがある。",
 "can perform": "実行できる",
 "can roll": "は次をロールできる：",
 "candidates": "候補",
 "cannot stack": "重複しない",
 "cap. Durability drops as the item is used and, when it hits": "上限を持ちます。耐久度はアイテムの使用とともに減少し、",
 "capacity 1–1, workload 3000": "収容 1～1、作業量 3000",
 "capacity 1–2, workload 4000": "収容 1～2、作業量 4000",
 "capacity 1–4, workload 5000": "収容 1～4、作業量 5000",
 "capped": "上限付き",
 "caps at phase 4": "フェーズ4で頭打ちになります",
 "card wide": "カード全幅",
 "card wide dsb-guestcard": "card wide dsb-guestcard",
 "card wide dsb-sticky": "card wide dsb-sticky",
 "card wide dsb-teamtools": "card wide dsb-teamtools",
 "carnivore": "肉食",
 "cases)": "件）",
 "caster;": "詠唱者;",
 "centered on the caster": "使用者を中心に",
 "chain teaches the controls: camera panning and zoom, moving to markers, killing Weak Grey Rats, using an Ointment, learning skills, gathering wood and grass, and finally returning to base.": "のチェーンが操作を教えます。カメラのパンとズーム、マーカーへの移動、弱い灰色ネズミの討伐、軟膏の使用、スキルの習得、木と草の採取、そして最後に拠点への帰還です。",
 "chance this room appears on that floor": "その部屋がそのフロアに出現する確率",
 "change:": "変えないもの：",
 "changed": "件の変更",
 "changed -": "件の変更 -",
 "changelog.json": "changelog.json",
 "character appearances": "キャラクターの外見",
 "chip dsb-act": "chip dsb-act",
 "chip dsb-act dsb-copy": "chip dsb-act dsb-copy",
 "chip dsb-act on": "chip dsb-act on",
 "chip dsb-bgchip": "chip dsb-bgchip",
 "chip dsb-savechip": "chip dsb-savechip",
 "chip dsb-showother": "chip dsb-showother",
 "chip dsb-treeact": "chip dsb-treeact",
 "choice: Least x1.0, Ordinary x1.2, Plentiful x1.5. So a Genius stat with a Plentiful offering can gain up to 10-11 points in a single level.": "の選択で乗算されます：最少1.0倍、普通1.2倍、豊富1.5倍。つまり天才のステータスは豊富な捧げ物で1レベルあたり最大10～11ポイント上昇し得ます。",
 "chosen": "選択済み",
 "chosen - click to remove": "選択済み - クリックで削除",
 "clan rank": "クランランク",
 "clan rank 1": "クランランク 1",
 "clan rank 2": "クランランク2",
 "clan rank 3": "クラン階級 3",
 "clan ranks": "クランランク",
 "class does carry an": "クラスには",
 "clear boss": "クリアボス",
 "click to unveil": "クリックで公開",
 "coefficient for Vision Range is": "視界範囲に対する係数は",
 "column is each unit's sight radius. For the full detection model, see": "列は各ユニットの視界半径です。完全な検知モデルについては、参照",
 "column links to that tree's full node-by-node page.": "列は、そのツリーのノードごとの詳細ページにリンクします。",
 "column showing which clan rank each background unlocks at.": "各背景がどのクランランクでアンロックされるかを示す列。",
 "column shows where each one actually comes from:": "列は、それぞれが実際にどこから来るのかを示します:",
 "columns in the table below.": "列です。",
 "combat": "戦闘",
 "combat difficulty": "戦闘難易度",
 "combat stats": "戦闘ステータス",
 "combined Max HP:": "の敵：",
 "combined per attack cycle.": "を1攻撃サイクルあたり合計で与える。",
 "come home": "帰還する",
 "commands": "指示する",
 "commands it": "が指揮します",
 "common traits": "共通特性",
 "confirmed detection modifiers in this build.": "このビルドで確認された探知補正ではありません。",
 "constant - a": "の定数：",
 "constants (448 rows). Dev comments (translated from Korean - hover for the original) document what each": "定数（448行）。開発者コメント（韓国語から翻訳 - 元の文はホバーで表示）は各",
 "constants (451 rows). Dev comments (translated from Korean - hover for the original) document what each": "定数（451行）。 開発コメント（韓国語から翻訳 - 元の言語にマウスを合わせてください）それぞれを説明します",
 "constants, and hit/crit resolution has no positional term), so it currently does nothing. If it were ever activated it": "定数を読み取っておらず、命中/クリティカル判定に位置に関する項がないことが分かりました）。そのため現在は何も機能しません。もし有効化されれば、",
 "consume": "消費し",
 "consumes {#} of them": "そのうち{#}個を消費",
 "content not in this build": "このビルドに含まれない内容",
 "contribution points": "貢献ポイント",
 "cooldown": "クールタイム",
 "copied to the clipboard": "クリップボードにコピーしました",
 "corridor map": "通路マップ",
 "corridors.": "通路。",
 "corrupted form is folded into its row - open": "堕落形態はその行に折り込まれています。開いてください",
 "cost extra (+200 to +2,000 gold by rarity) - often a bargain against the 2% Rare / 0.3% Legendary roll odds.": "を追加コスト（レアリティにより+200〜+2,000ゴールド）で費やしますが、レア2% / レジェンダリー0.3%という抽選確率を考えるとしばしばお買い得です。",
 "coveted by many.": "多くの者が渇望する。",
 "craft": "制作",
 "craft @ {#}": "{#}で制作",
 "craft Textile x6, a Cloth Armor and Wood Arrows x2": "織物x6、布防具1つ、木の矢x2をクラフトする",
 "creates no damage instance, so it costs": "とダメージ自体が発生しないため、消費する耐久度は",
 "crit": "会心",
 "critical hit": "会心",
 "critical hits.": "回の会心。",
 "crop (grown at": "作物（栽培場所:",
 "crumb dsb-inscbrowse-h": "crumb dsb-inscbrowse-h",
 "crumb dsb-reveal": "crumb dsb-reveal",
 "crumb dsb-savestate": "crumb dsb-savestate",
 "crumb dsb-tip": "crumb dsb-tip",
 "crumb dsb-tip dsb-tallegend": "crumb dsb-tip dsb-tallegend",
 "crumb dsb-toast": "crumb dsb-toast",
 "cumulative campaign": "累積キャンペーン",
 "curated/gated_content.json": "curated/gated_content.json",
 "curated/glossary.json": "curated/glossary.json",
 "curated/i18n_fr.json": "curated/i18n_fr.json",
 "curated/i18n_fr_overrides.json": "curated/i18n_fr_overrides.json",
 "curated/i18n_ja.json": "curated/i18n_ja.json",
 "curated/i18n_ja_overrides.json": "curated/i18n_ja_overrides.json",
 "curated/i18n_ko.json": "curated/i18n_ko.json",
 "curated/i18n_ko_overrides.json": "curated/i18n_ko_overrides.json",
 "curated/mechanics.json": "curated/mechanics.json",
 "curated/races.json": "curated/races.json",
 "curated/regions.json": "curated/regions.json",
 "current": "現在の",
 "cuts all item drop rates by 50%": "すべてのアイテムドロップ率を50%削減します",
 "cuts incoming damage by about 50%, and a critical hit deals 1.5x damage.": "は被ダメージを約50%削減し、クリティカルヒットは1.5倍のダメージを与える。",
 "cycles 4 / 24 / 72 within each grade": "各品質の中で4 / 24 / 72と循環",
 "damage": "ダメージ",
 "damage number - after the attacker's attack power is checked against your resistance - and reflects it": "のダメージ数値（攻撃者の攻撃力があなたの耐性と照合された後）を読み取り、それを反射します。反射は",
 "damage to you": "あなたへのダメージ",
 "damage vs my unit": "自分のユニットへのダメージ",
 "damage x": "ダメージ ×",
 "damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.": "のダメージなので、攻撃を完全に吸収するバブルでも、防具はそのヒットの全値ぶんだけ劣化します。",
 "dangerous secrets. Their": "危険な秘密。彼らの",
 "day counter rolls over at midnight (00:00)": "日数カウンターは深夜0時（00:00）に切り替わります",
 "day length, ticks, in-game clock": "1日の長さ、ティック、ゲーム内時計",
 "days losing": "失われる日数",
 "daytime from 06:00 to 20:00": "昼間は06:00から20:00まで",
 "db dsb-bglist": "db dsb-bglist",
 "db.json": "db.json",
 "deals a": "が与えるのは",
 "deals magic damage equal to": "次に等しい魔法ダメージを与える",
 "debuff (Mood -2) lingers a while longer.": "デバフ（気分-2）がしばらく残ります。",
 "debuff once they hit maximum experience, a balancing drawback for their faster leveling.": "デバフを最大経験値に達すると獲得します。これは速いレベル上昇に対する調整用の欠点です。",
 "debuffs whose per-second damage is fixed per stack (from": "デバフで、1秒あたりのダメージはスタックごとに固定されています(出典:",
 "decides which trees it can access (see": "がアクセスできるツリーを決定します(",
 "decisions": "決定",
 "decrease": "低下",
 "decreases by 12% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "1タイル以内の味方植物構造物ごとに12%減少します。(最大{1}%まで適用)",
 "decreases by 8% for each allied plant structure within 1 tile. (Applies up to a maximum of 40%)": "1タイル以内の味方植物構造物ごとに8%減少します。(最大40%まで適用)",
 "decreases by {0}% for each allied plant structure within 1 tile.": "decreases by {0}% for each allied plant structure within 1 tile.",
 "decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)",
 "defined in the data but not active in this build": "データ上は定義されていますが、このビルドでは有効化されていません",
 "delete": "削除",
 "depending on its race.": "種族によって決まります。",
 "depletion": "消耗",
 "depletion counter": "消耗カウンター",
 "deployed on an expedition. Both are built from": "を使います。どちらも",
 "derived (final) stats": "派生（最終）ステータス",
 "derived, not stored": "保存されず、導出されます",
 "detection-range calculator": "探知範囲計算機",
 "dev": "dev",
 "dev-internal": "開発内部",
 "development leftovers": "開発の残したもの",
 "dialogue options": "会話選択肢",
 "dies": "死亡時",
 "dies instantly": "即座に死亡する",
 "dies)": "死亡）",
 "dies; blocked after quest \"": "が死亡。クエスト完了後に封鎖：\"",
 "dies; blocked once": "が死亡。一度封鎖されます",
 "dietary rules": "食事ルール",
 "difficulty": "難易度で同一です",
 "difficulty scales material costs x0.34–x1.66 and mood -": "難易度は素材コストをx0.34〜x1.66に、ムードを-",
 "difficulty scales monster health & damage (up to x2 on Devastation) plus respawns 600–1200 min, while": "難易度はモンスターの体力とダメージを上昇させ（壊滅で最大x2）、リスポーンは600〜1200分になります。一方、",
 "difficulty scaling": "難易度スケーリング",
 "difficulty setting scales monster stats through": "難易度設定は、次を通じてモンスターのステータスをスケールします",
 "difficulty. Nothing multiplies the drop tables themselves.": "難易度ほど大きくなります。ドロップテーブル自体を倍化するものは何もありません。",
 "diminishing returns": "収穫逓減",
 "division already behaves this way): the last floor becomes the phase-5 boss floor, the boss generates, and killing it clears the region and opens the next one.": "分割はすでにこのように動作する）。最終フロアがフェーズ5のボスフロアとなり、ボスが生成され、それを倒すと地域がクリアされ、次の地域が開放される。",
 "dmg /": "ダメージ /",
 "do if the developers activate it.": "開発者が有効化した場合に行うであろう動作。",
 "do if the developers wire it up.": "開発者が実装した場合に。",
 "documents what each": "が各",
 "dodged or missed": "回避または命中失敗した",
 "does not scale with the caster's attack power": "使用者の攻撃力に応じて増加しません",
 "does not use ammo - only a bow does.": "弾薬は使用しません。使うのは弓だけです。",
 "door-to-door": "ドアからドアへ",
 "doubles": "2倍にします",
 "dps": "dps",
 "drain energy from their surroundings, slowly turning parts of the continent into": "周囲からエネルギーを吸い取り、大陸の一部を徐々に次のものへと変えていきます：",
 "drains": "減らし",
 "dried biscuit.": "乾燥ビスケット。",
 "drop: {#}": "ドロップ: {#}",
 "drops": "ドロップ",
 "drops below a certain level, the unit will automatically seek out and eat food, and <color=#ccb": "が一定レベル以下に低下すると、ユニットは自動的に食物を探して食べるようになり、<color=#ccb",
 "dsb-atk-row dsb-buffstep": "dsb-atk-row dsb-buffstep",
 "dsb-av-none\">?": "dsb-av-none\">?",
 "dsb-cardgrid dsb-dense": "dsb-cardgrid dsb-dense",
 "dsb-compsec-h crumb": "dsb-compsec-h crumb",
 "dsb-formula dsb-tip": "dsb-formula dsb-tip",
 "dsb-guestcell dsb-majcell": "dsb-guestcell dsb-majcell",
 "dsb-guestgrid dsb-lay-": "dsb-guestgrid dsb-lay-",
 "dsb-inscslot filled": "dsb-inscslot filled",
 "dsb-inscslot filled tree": "dsb-inscslot filled tree",
 "dsb-inscslot free": "dsb-inscslot free",
 "dsb-nonfight dsb-saveloc": "dsb-nonfight dsb-saveloc",
 "dsb-portrait dsb-portrait-none": "dsb-portrait dsb-portrait-none",
 "dsb-rehide dsb-rehide-inline": "dsb-rehide dsb-rehide-inline",
 "dsb-spoilcover bsec-cover": "dsb-spoilcover bsec-cover",
 "dsb-spoilcover dsb-spoilcover-page": "dsb-spoilcover dsb-spoilcover-page",
 "dsb-topstat dsb-majcell": "dsb-topstat dsb-majcell",
 "dsb-tree dsb-treepick": "dsb-tree dsb-treepick",
 "dsb-tree on": "dsb-tree on",
 "due to the corrupt magic flowing from": "から流れ出る堕落した魔力によって",
 "dungeon depletion, debuff and recovery": "ダンジョンの消耗、デバフ、回復",
 "dungeon phase 5": "ダンジョンフェーズ5",
 "dungeon rooms": "ダンジョン部屋",
 "durability": "耐久度",
 "durability.": "です。",
 "during": "中",
 "eat anything - their racial mood quirk is": "何でも食べる。彼らの種族的な気分の癖は次のとおり：",
 "edits did work. See": "編集が効いた。参照：",
 "eff": "実効",
 "effect (see the note under the table).": "効果です(表の下の注記を参照)。",
 "effect, when a unit has it, restores durability every second while active.": "効果は、ユニットが持っている場合、発動中は毎秒耐久度を回復します。",
 "effect, which": "効果が付き、これは",
 "emotion bubbles": "感情バブル",
 "empty / unreleased": "空 / 未実装",
 "encirclement": "包囲",
 "ending - it does not clear the region or unlock Festering Burrow (": "の結末であり、地域をクリアしたり、ただれた巣穴を解放したりはしません（",
 "endless questions, {0}": "尽きない質問に、{0}は",
 "enemy": "敵",
 "energy": "エネルギー",
 "engaging, and who gets hit": "交戦、そして誰が攻撃されるか",
 "enough - the game bakes the stat bonuses into the unit's stats block and does not recalculate them on load; both places must be edited consistently.)": "不十分です。ゲームはステータスボーナスをユニットのステータスブロックに焼き込み、ロード時に再計算しません。両方の箇所を一貫して編集する必要があります。)",
 "enum, driven every time a unit moves by": "列挙型、ユニットが移動するたびに次によって駆動されます",
 "environment conditions (±30% Perception) and the +3 Perception Elixir are best read as": "環境条件（認知±30%）と認知+3のエリクサーは、次のように読むのが妥当です：",
 "equal to 150% of": "の150%に等しい",
 "equal to 250% of": "250%に等しい、",
 "equal to 300% of": "300%に等しい",
 "equal to {1}% of": "{1}%に等しい",
 "equip bonuses": "装備ボーナス",
 "equip defaults": "初期装備を装備",
 "equip the weapon, no skill points": "武器を装備、スキルポイント不要",
 "equipment items": "装備アイテム",
 "equipped": "装備中",
 "event": "イベント",
 "event choices": "イベント選択肢",
 "event nodes": "イベントノード",
 "event random mappings": "イベントのランダム割り当て",
 "event steps": "イベントステップ",
 "event, opened by using the": "イベントは、次のアイテムを使用して開きます：",
 "events": "イベント",
 "every": "あらゆる",
 "every 10 seconds. This effect cannot stack.": "10秒ごと。この効果は重複しない。",
 "every 2s.": "2秒ごと。",
 "every level-up": "レベルアップごとに",
 "every skill, sortable": "全スキル、並べ替え可能",
 "every time you land a": "を決めるたびに",
 "everything below exists fully authored in the game files (names, effects, dev notes) but has no live acquisition path - no pool weight, no event, no recipe. Listed here as future special recruits; details may change before release.": "以下のすべてはゲームファイル内に完全に作成されて存在します（名前、効果、開発メモ）が、実際の入手経路はありません。プールウェイトもイベントもレシピもありません。将来の特別募集としてここに掲載します。詳細はリリース前に変更される可能性があります。",
 "evolves from {#}": "{#} から進化",
 "exhaustion": "疲労",
 "exist in the game data but contain no skills yet. A recruit's": "はゲームデータ上に存在しますが、まだスキルが含まれていません。採用ユニットの",
 "expand all equipment stats": "すべての装備ステータスを展開",
 "expected": "期待値",
 "expected per hit": "1ヒットあたり期待値",
 "expedition clan.": "遠征クラン。",
 "expedition members": "遠征隊員",
 "expedition. Higher ranks": "遠征。より高いランクは",
 "explored-ground apron": "explored-ground apron",
 "fall; Mood below 0 makes Stress rise proportionally.": "が下がる。気分が0を下回るとストレスが比例して上昇する。",
 "false": "false",
 "farm crop.": "農業作物。",
 "farming spots": "農業スポット",
 "farthest sight": "最も遠い視界",
 "feeding, diets and settler mood": "給餌、食性、入植者の気分",
 "feeds the burn DoT and detonator terms below (not a computeBuild token).": "下記の燃焼DoTおよび起爆項に影響します（computeBuildトークンではありません）。",
 "fewer": "少なく",
 "fgroup ftop": "fgroup ftop",
 "field does nothing on current builds; the only save-side lever is the previous region's": "フィールドを編集しても現行ビルドでは何も起こらない。セーブ側で唯一効くのは前の地域の",
 "files, one per campaign autosave (roughly 1-2 MB each). Alongside them live": "ファイルで、キャンペーンのオートセーブごとに1つ（各およそ1〜2 MB）です。それらと並んで、",
 "filled at runtime - a unit's name or per-Decision text": "実行時に埋め込まれます。ユニット名または決定ごとのテキスト",
 "filters dsb-facefilter": "filters dsb-facefilter",
 "final": "最終",
 "fire": "は",
 "fires at your base (not in the dungeon); requires at least one living settler; repeatable with an event cooldown of 4320.": "拠点で発生します（ダンジョン内ではない）。生存している開拓者が最低1名必要。イベントクールダウン4320で繰り返し可能です。",
 "first stage": "第一段階",
 "fixed events": "固定イベント",
 "flag is set and re-opens each cleared region's neighbour (": "クリア済みの各地域の隣を再開放します（",
 "flag on current builds - unlock state is re-derived on every load, so the edit does nothing (": "現在のビルドでは、アンロック状態はロードごとに再導出されるため、編集しても何も起きません(",
 "flag on each stat: some are": "各ステータスのフラグ。一部は次のもの：",
 "flag that drives the unlock chain. See": "これが解放の連鎖を駆動する。参照：",
 "flag, which hints the two sides can be treated differently, but that is an inference, not a confirmed rule.": "フラグが確かにあり、双方を別々に扱える可能性を示唆しますが、それは推定であって確定した仕様ではありません。",
 "flat": "固定値",
 "flat 3 magic damage per stack, every second": "1秒ごとにスタックあたり固定3魔法ダメージ",
 "flat 5 physical damage per stack, every second": "1秒ごとにスタックあたり固定5物理ダメージ",
 "flat amount per stack, per second": "1スタックあたり毎秒の固定量",
 "flat, does not scale with attack power": "固定値、攻撃力に依存しない",
 "floor {#}": "フロア{#}",
 "floor-sim rollFloor:": "floor-sim rollFloor:",
 "floors": "階層",
 "folded into the stat sheet.": "ステータスシートに組み込まれています。",
 "follow a diminishing-returns curve rather than subtracting flat damage: a value of R reduces damage taken by roughly R / (100 + R), i.e. you multiply incoming damage by about 100 / (100 + R). So resistance is always useful but never reaches full immunity.": "は固定ダメージを差し引くのではなく、逓減曲線に従う。値Rは被ダメージをおよそR /（100 + R）だけ削減する。つまり被ダメージに約100 /（100 + R）を掛けることになる。よって耐性は常に有用だが、完全な無敵には決して達しない。",
 "for": "対象",
 "for 10 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same": "10秒間、対象の味方ユニットに。3タイル以内の近くの味方ユニットに最大4回バウンドして、同じ効果を付与します。",
 "for 10 seconds, dealing 30% of": "10秒間、30%を与える",
 "for 10 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "10秒間。1体のユニットが同時に召喚できるバブリングは最大2体まで、1マップに存在できるバブリングは最大4体です。",
 "for 10s": "10秒間",
 "for 12 seconds and deals damage equal to 100% of": "12秒間に渡って、100%の値に等しいダメージを与え、",
 "for 12 seconds and deals damage equal to 200% of": "12秒間に渡って、200%の値に等しいダメージを与え、",
 "for 180 seconds.": "180秒間。",
 "for 180s": "180秒間",
 "for 2 days. The first breakdown is survivable; only a": "に2日間入ります。最初の崩壊は生き延びられますが、",
 "for 2 seconds.": "2秒間。",
 "for 30 seconds to a target friendly unit. Bounces up to 4 times to nearby friendly targets within 3 tiles, granting the same": "30秒間、対象の味方ユニットに。3タイル以内の近くの味方ユニットに最大4回バウンドして、同じ効果を付与します。",
 "for 30 seconds. Up to 2 Bubblings can be summoned at once by a single unit, and up to 4 Bubblings can exist on one map.": "30秒間。1体のユニットが同時に召喚できるバブリングは最大2体まで、1マップに存在できるバブリングは最大4体です。",
 "for 300s": "300秒間",
 "for 3s": "3秒間",
 "for 5 seconds.": "5秒間。",
 "for 5 seconds. The attack lasts for 5 strikes.": "5秒間。攻撃は5回持続する。",
 "for 600s": "600秒間",
 "for 720s": "720秒間",
 "for a": "のための",
 "for a heal, and a blue": "は回復、青の",
 "for a shield/barrier - all positive, so they sort together by size. Blank for monster skills, whose amount depends on the casting monster and the difficulty tier (see the skill's own page). The": "はシールド/バリアです。すべて正の値なので大きさ順に一緒に並びます。モンスタースキルは使用モンスターと難易度で値が変わるため空欄です(スキル個別ページ参照)。",
 "for a shield/barrier - all positive, sorted together by total. Monster skills show their stated percent too; the concrete numbers per difficulty are on each skill's own page. The": "はシールド/バリアです。すべて正の値で合計順に並びます。モンスタースキルも記載の%を表示し、難易度ごとの実数値は各スキルのページにあります。",
 "for alert scouts, as low as": "が警戒斥候、最小で",
 "for all quest-recruitable and future special characters.": "すべてのクエスト勧誘キャラクターおよび将来の特別キャラクターについて。",
 "for combat scaling,": "が戦闘スケーリング用、",
 "for each one. The talent rating decides how much that stat grows each time the unit levels up. Ratings run across five tiers:": "があります。才能評価は、ユニットがレベルアップするたびにそのステータスがどれだけ成長するかを決めます。評価は5段階に分かれます：",
 "for each variant.": "各バリエーションについて。",
 "for effects that item pages described in full.": "アイテムページで完全に説明されたエフェクト用。",
 "for every": "につき",
 "for machine-consumption notes.": "の機械利用向け注記もご覧ください。",
 "for mitigation purposes - the element labels on spells are only a UI color, and enemies have just two defensive stats,": "軽減の観点では存在しない。呪文の属性ラベルは単なるUIの色でしかなく、敵は次の2つの防御ステータスしか持たない：",
 "for most monsters, up to": "がほとんどのモンスター、最大で",
 "for per-item obtainability.": "のアイテムごとの入手可否を参照してください。",
 "for sluggish ones), choose day or night, and toggle Night Vision or your own Stealth. The full mechanics - line of sight, the awareness meter, aggro correction and the perception myth - are on the": "が鈍重なもの）、昼か夜を選び、夜間視界や自分の隠密を切り替えます。完全なメカニクス（視線、認識メーター、アグロ補正、知覚の俗説）は",
 "for the economy).": "が経済用）。",
 "for the rest of the expedition.": "に変換され、探索の残りの間続きます。",
 "for their aptitudes and lore.": "で適性と設定を確認できます。",
 "for {#}s": "{#}秒間",
 "for {0} seconds to all enemy units adjacent to the target.": "対象に隣接するすべての敵ユニットに{0}秒間。",
 "for {0} seconds, dealing {2}% of ...": "{0}秒間、{2}%のダメージを与える...",
 "for {0} seconds.": "for {0} seconds.",
 "for {1} seconds.": "{1}秒間。",
 "forward rather than granting items.": "を前進させます。",
 "free": "無料",
 "free random settler": "無料のランダム開拓者",
 "free, the next comes at level": "空き、次はレベル",
 "from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter; over time it recovers on a timer.": "を5（満タン）から0（完全に消耗）まで管理します。同じフロアを繰り返し狩ると、そのカウンターが減っていきます。時間が経つとタイマーで回復します。",
 "from these pre-authored area templates: one is rolled per camp slot (higher": "を組み立てます。キャンプスロットごとに1つが抽選され（値が高い",
 "full mechanics ›": "全メカニクス ›",
 "future": "将来",
 "gain": "獲得",
 "game constant": "ゲーム定数",
 "game constants": "ゲーム定数",
 "game systems": "ゲームシステム",
 "gameplay": "ゲームプレイ",
 "gated": "制限付き",
 "gated (no craft/drop/trade/event source)": "制限あり（制作/ドロップ/取引/イベントの入手元なし）",
 "gated unobtainable": "入手不可（ゲート）",
 "gatherable resource node": "採集可能な資源ノード",
 "generated on the fly when the level-up screen opens": "レベルアップ画面を開いたときにその場で生成され",
 "get it on Steam": "Steamで入手",
 "gets lower.": "gets lower.",
 "getting hit": "被弾",
 "give +10% hit and +5% crit per surrounding unit, from the first, with no stack cap - and symmetrically (enemies surrounding your units would benefit too).": "周囲のユニット1体につき命中+10%、クリティカル+5%を最初の1体から与え、スタック上限はありません。そして対称的に（あなたのユニットを囲む敵も同様に恩恵を受けます）。",
 "gives": "は次を与える：",
 "gold": "ゴールド",
 "grants": "付与",
 "grants Mood +3, the": "は気分+3を与え、",
 "grids": "グリッド",
 "group sb-dmg": "group sb-dmg",
 "group sb-set": "group sb-set",
 "guaranteed on every floor": "全階層で確定",
 "guard": "ガード",
 "guide.": "ガイド。",
 "guild officer": "ギルド将校",
 "handling surcharge for each inscription": "刻印ごとの取扱い追加料金",
 "hard cap": "厳密な上限",
 "harmful ones. Harmful effects weaken your units (e.g. a stat −30%, reduced hit chance, nausea) or strengthen the monsters - so they directly cut into your damage and survivability. Counts per tier:": "有害なものが抽選される。有害な効果はユニットを弱体化させ（例：ステータス−30%、命中率低下、吐き気）、あるいはモンスターを強化するため、あなたのダメージと生存力に直接響く。段階ごとの数：",
 "harshest negative environment stat debuffs (-30% to a major each) into your attacker.": "最も厳しいマイナスの環境ステータスデバフ（各主要ステータスに-30%）を攻撃側に反映します。",
 "has": "所持",
 "has 205 + 9x20 =": "は 205 + 9x20 =",
 "has been killed 1×": "1×討伐済み",
 "has been killed 1×; blocked after quest \"": "を1回撃破済み。クエスト完了後に封鎖：\"",
 "has no": "には次がありません:",
 "has no components": "コンポーネントがありません",
 "has no entity": "エンティティがありません",
 "has no position": "位置情報がありません",
 "has no rotation": "回転情報がありません",
 "has two modes:": "には2つのモードがあります：",
 "hatches into": "孵化して次になる",
 "have no maximum defined in the tables (see the note above).": "はテーブル上で最大値が定義されていません（上記の注記を参照）。",
 "healed.": "回復。",
 "healing": "回復",
 "heals you for a percentage of the damage you deal. The three inscription grades add a": "は与えたダメージの一定割合を回復します。3段階の刻印は",
 "health/energy ratios - summon a creature while wounded and it arrives wounded. Summons are also leashed to about 5 tiles from their summoner.": "体力/エネルギー比を反映して出現する。負傷した状態で生物を召喚すると、それも負傷した状態で現れる。召喚物はまた、召喚者から約5タイルの範囲につながれている。",
 "heavy hits (protects both weapon and armor),": "大ダメージを受ける被弾を避ける（武器と防具の両方を守る）、",
 "helpful and": "有益なものが",
 "here from your extra trees": "追加ツリーからここに",
 "here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.26 data yet.": "とされているのは、発表された初期特性の再構築です。再構築された特性やステータスはDS_B.0.3.26のデータにはまだ存在しません。",
 "here is his announced starting-trait rework: no reworked traits or stats exist in the DS_B.0.3.40 data yet.": "とされているのは、発表された初期特性の再構築です。再構築された特性やステータスはDS_B.0.3.40のデータにはまだ存在しません。",
 "hidden": "隠れている",
 "hidden by default": "デフォルトで非表示",
 "hidden: recruit weight 0, never rolled)": "非表示：募集重み0、抽選対象外）",
 "hide": "hide",
 "hide spoiler": "ネタバレを隠す",
 "hide traits & skills too": "特性とスキルも隠す",
 "hide where/how to find things": "入手場所や方法を隠す",
 "hit harder - on": "攻撃も強くする。",
 "hours": "時間",
 "housing rooms": "居住部屋",
 "how new regions open up": "新しい地域が解放される仕組み",
 "how region unlocks work": "地域の解放の仕組み",
 "html.dsb-mode-sf body:not(.dsb-applied)": "html.dsb-mode-sf body:not(.dsb-applied)",
 "hunger": "空腹",
 "icons reload": "アイコン再読み込み",
 "identify the entity type and its table:": "はエンティティの種類とそのテーブルを示します：",
 "if activated (no effect in this build)": "有効化された場合（このビルドでは効果なし）",
 "if the slot is NULL, the boss doesn't exist and the region won't unlock the next one": "スロットがNULLならボスは存在せず、その地域は次の地域をアンロックしません",
 "imported": "インポートした",
 "in Tutorial floors 1-4 (~100% per floor)": "チュートリアル 階層1-4（各階 約100%）",
 "in dungeons and": "in dungeons and",
 "in exchange for a permanent": "引き換えに恒久的な",
 "in its material tier - pick a set below.": "の素材ティアにはありません - 下でセットを選択してください。",
 "in other teams": "他のチームに",
 "in settlements.": "in settlements.",
 "in the constant": "を定数",
 "in the melee/range reflect rows.": "の近接/遠隔反射行に設定されています。",
 "in this build yet.": "はこのビルドにまだありません。",
 "in this build.": "はこのビルドにありません。",
 "in total: 18 Common, 31 Uncommon, 44 Rare, and 3 Legendary.": "があります：コモン18、アンコモン31、レア44、レジェンダリー3。",
 "in your settlement, or a": "、または探索に配置した",
 "in {#}": "{#} 内",
 "in ~": "約",
 "in-game time, about {#} of play at 1x speed": "ゲーム内時間、1倍速で約{#}のプレイ時間",
 "increases as Mood gets lower": "気分が低いほど増加する",
 "increases by 35% for 15 seconds.": "15秒間35%増加します。",
 "increases by 35% for 5 seconds.": "5秒間35%増加します。",
 "increases by {1}%,": "increases by {1}%,",
 "increases by {1}%, and the weight of the equipped shield becomes 0.": "increases by {1}%, and the weight of the equipped shield becomes 0.",
 "increases by {2}%, and the w...": "increases by {2}%, and the w...",
 "increases when Leveling Up....": "レベルアップ時に増加する…。",
 "index (": "インデックス（",
 "index means.": "インデックスの意味を説明します。",
 "index.json": "index.json",
 "indirectly": "間接的に",
 "individual affecters": "個別アフェクター",
 "individual effects": "個々の効果",
 "individual traits": "個人特性",
 "individually capped: Low-grade": "ため、等級ごとに: 低級",
 "infinite load": "無限ロード",
 "initial stat correction": "初期ステータス補正",
 "input my stats": "自分のステータスを入力",
 "inscription": "刻印",
 "inscription odds": "刻印の確率",
 "inscription odds & Inscription of Perfection": "刻印の確率＆完璧の刻印",
 "inscriptions": "刻印",
 "inscriptions:": "刻印：",
 "instantly kills any non-boss enemy the moment it takes damage while at": "は、ボス以外の敵が合算HPの",
 "integer": "整数",
 "interactive character planner": "インタラクティブなキャラクタープランナー",
 "is": "は",
 "is a combo of skills, passives and status effects that produces an outsized result. This list is rated honestly:": "は、突出した結果を生むスキル、パッシブ、状態効果の組み合わせです。このリストは率直に評価しています:",
 "is a configurable what-if (type a Magic and Physical Attack). Pick a": "は設定可能な仮想値です（魔法攻撃と物理攻撃を入力）。次を選び、",
 "is a flat 50% damage reduction, and": "は固定50%のダメージ軽減で、",
 "is a minimum layout that satisfies every gate at once: a floor of exactly the minimum area (countable cell grid), walls, floor and a door of the cheapest tier passing the Wall/Floor Q gate, the required furniture at its true occupied footprint, and a minimum decoration set reaching the Deco Q total - all drawn with the game's own tiles and sprites at in-game scale. Replicate the preview and the room qualifies.": "は、すべての条件を同時に満たす最小レイアウトです。ちょうど最小面積の床（数えられるセルグリッド）、壁の品質条件を通過する最安ティアの壁・床・ドア、実際の占有範囲に置かれた必要家具、そして装飾品質の合計に達する最小限の装飾セット。すべてゲーム本来のタイルとスプライトをゲーム内スケールで描いています。このプレビューを再現すればルームは条件を満たします。",
 "is a standalone endless-dungeon mode, separate from the empty Forgotten Abyss region on the expedition map. It is partly implemented.": "は独立したエンドレスダンジョンモードで、遠征マップ上の空の忘れられた深淵地域とは別物です。部分的に実装されています。",
 "is above a certain threshold.": "が一定の閾値を超えているとき。",
 "is how far it spots and chases you.": "はあなたを発見して追跡する距離です。",
 "is it in the game?": "ゲーム内にありますか?",
 "is its raw pick weight inside the pool.": "は、プール内での生の抽選重みです。",
 "is killed (": "を倒すと（",
 "is killed her dungeon spawn is blocked and she relocates to the Festering Burrow safe floor (reward / trade / recruit dialogue only).": "が倒されると彼女のダンジョン出現がブロックされ、ただれた巣穴の安全なフロアに移動します（報酬／取引／募集ダイアログのみ）。",
 "is left out of the calculator on purpose - it cannot stack and its exact tick rate is unconfirmed (see the note under the table).": "は意図的に計算機から除外されています。スタックできず、正確なティック間隔が未確認だからです(表の下の注記を参照)。",
 "is on - the default from Hard upward - monsters grow": "が有効なとき（ハード以上ではデフォルト）、モンスターは",
 "is one use of the attack against the": "は、次の対象に対する攻撃1回分です：",
 "is rapidly turning the entire continent into": "は大陸全土を急速に…へと変えつつある",
 "is replaced with the settler's own name.": "入植者自身の名前に置き換えられます。",
 "is replaced with the settler's own name. One variant is rolled per settler.": "は入植者自身の名前に置き換えられます。入植者ごとに1つのバリエーションが抽選されます。",
 "is simply 100% of whatever the hit was - there is no absolute or per-hit ceiling in the data.": "は単に被弾量の100%です。データ上、絶対値や1発あたりの上限はありません。",
 "is that damage per point of energy (efficiency). Free basic attacks cost no energy, so they are": "は、エネルギー1あたりのダメージ（効率）です。無料の通常攻撃はエネルギーを消費しないため、",
 "is the average hit of one cast with the caster's critical chance folded in (crit multiplier weighted by crit chance), before any enemy resistance - the metric both tables are ranked by.": "は、使用者のクリティカル率を織り込んだ1回詠唱の平均ヒット（クリティカル倍率をクリティカル率で加重）で、敵の耐性適用前の値です。両テーブルはこれでランク付けされます。",
 "is the campaign floor a monster spawns on (1-5), blank for creatures with no fixed floor (summon-only forms and units whose spawns sit outside the tracked floor tables).": "はモンスターがスポーンするキャンペーン階（1〜5）で、固定の階を持たない生物（召喚専用形態や、スポーンが追跡対象の階テーブル外にあるユニット）では空欄になります。",
 "is the cap). Remove one above, or drop an extra skill tree, to fit another.": "が上限)。上のいずれかを削除するか、追加スキルツリーを外して別の枠を作ってください。",
 "is the expected hit a stock caster lands per cast at the level cap (blank for monster skills, whose hit depends on the casting monster and the difficulty tier - see the skill's own page). The": "はレベルキャップでストック キャスターが投げるキャストあたりのヒット数です (モンスタースキルの場合は空白、ヒット数はモンスターと難易度によって異なります。スキルのページを参照してください)。",
 "is the odds of getting that item on a single open, kill or gather;": "は、1回の開封、討伐、または採取でそのアイテムを入手する確率です。",
 "is the one hard counter to detection. The in-game text: \"発見されず、標的にされません。敵にダメージを与えると、この効果は即座に終了します。\"": "は発見に対する唯一の明確な対抗手段です。ゲーム内テキスト：「発見されず、標的にされません。敵にダメージを与えると、この効果は即座に終了します。」",
 "is the only named dungeon NPC you can recruit in the current build. She is a monster hunter working 沈黙のヴェール and doubles as a": "は現在のビルドで徴募できる唯一の名前付きダンジョンNPCです。彼女は沈黙のヴェールで活動するモンスターハンターで、同時に",
 "is the raw per-cast amount a stock caster produces at the level cap (stat x coefficient x hits, before crit and damage-bonus multipliers), and it reads three ways: a plain number for a hit, a green": "は、標準キャスターが最大レベルで1回の使用で出す生の数値です(ステータス x 係数 x ヒット数、クリティカル/ダメージボーナス適用前)。表示は3通り: 通常の数字は攻撃、緑の",
 "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 46 written resolutions across 7 categories; 19 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as": "は集落の意思決定システムで、ゲーム内での正式名称でもあります。時折、拠点で方針が提示されます。報酬付きの短い状況で、引き受けることができます。ゲームはカテゴリで重み付けし、クランランクで制限したうえで1つをランダムに選び、条件を満たすまでクエストとして進行させます。7カテゴリにわたって46件の記述済み探索方針があり、さらに19件（すべてクランランク3）はプレースホルダーで、プロンプト文がまだ書かれていません。以下では次のように表示されます",
 "is the settlement's decision system, and the game's own name for it. Every so often a resolution is offered at base: a short situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your clan rank, then runs it as a quest until you meet its condition. There are 65 written resolutions across 7 categories; 1 more (all clan rank 3) are placeholder content whose prompt text is not written yet, shown below as": "は集落の意思決定システムであり、ゲーム自体の名前です。 時々、基地で決議が提示されます。報酬がある短い状況です。 ゲームは、カテゴリーの加重によってランダムに1つを選択し、あなたのクランランクによってゲートされます。その後、その条件を満たすまでクエストとして実行されます。 7つのカテゴリーにわたって65の決議があります。 1つ以上（すべてのクランランク3）はプレースホルダーコンテンツで、プロンプトテキストがまだ書かれていません。以下のように表示されます",
 "is the stated attack-power percentage from the skill's own description (multi-hit skills read hits×percent), and it comes in three colors: plain for a hit, a green": "は、スキル説明に記載された攻撃力の割合です(多段ヒットはヒット数×%で表示)。色は3種類です: 通常は攻撃、緑の",
 "is this simulator's own. Looking for plain numbers instead? See": "はこのシミュレーター独自のものです。代わりに単純な数値をお探しですか？こちらを参照",
 "is two-handed - it occupies both hands, so no shield or torch.": "は両手武器です。両手を使うため、盾やたいまつは持てません。",
 "is walk speed (100 = normal) and": "は歩行速度（100 = 通常）で、",
 "is worth building around, and": "は中心に据えて構築する価値あり、",
 "is, the more damage is dealt.": "is, the more damage is dealt.",
 "is-percent": "is-percent",
 "it.": "それを",
 "item - names exactly one character:": "。1名のキャラクターだけを名指ししています：",
 "item list": "アイテム一覧",
 "items": "アイテム",
 "its Physical Attack is 13.5 + 1x20 + 0.5x15 + 0.5x12 =": "物理攻撃力は 13.5 + 1x20 + 0.5x15 + 0.5x12 =",
 "its aura": "そのオーラ",
 "its contents are granted by the dungeon event that places it, not a fixed table.": "その内容は、固定表ではなく、それを配置するダンジョンイベントによって付与されます。",
 "its per-kill drop rate, a": "は撃破ごとのドロップ率、",
 "its per-open rate. Sort any column; the detailed source tables below have the full breakdown.": "は開封ごとの確率を示します。任意の列で並べ替えできます。下の詳細ソース表に完全な内訳があります。",
 "joins your settlement": "集落に加わります",
 "keep unveiled spoilers unveiled": "公開済みのネタバレは公開のまま維持",
 "killed at least 1×": "少なくとも1×討伐",
 "killed at least 1×; never after": "を最低1回撃破。以降は表示されません",
 "killed at least 1×; requires quest \"": "少なくとも1回倒した；クエスト必須 \"",
 "killing the Red Monster Rat": "赤いモンスターネズミの討伐",
 "kills the unit. Survivors carry a 12-day breakdown aftereffect.": "だけがユニットを死亡させます。生存者は12日間の崩壊後遺症を負います。",
 "lays out a fresh floor each click. Type or paste a seed first to reproduce that exact floor - the seed is saved in the page URL, so any roll is shareable as a link.": "クリックごとに新しい階を配置します。特定の階を再現するには、まずシードを入力または貼り付けてください。シードはページURLに保存されるため、どの抽選もリンクとして共有できます。",
 "left to right": "左から右へ",
 "legendary adventurers, others": "伝説の冒険者たち、他の者は",
 "less dmg": "ダメージ減",
 "lethal": "致死",
 "level": "レベル",
 "level 1 (fresh)": "レベル1（初期）",
 "level 12": "レベル12",
 "level 5": "レベル5",
 "level component": "レベル要素",
 "level thresholds, mana stones, race bonuses": "レベル閾値、マナ石、種族ボーナス",
 "level up": "レベルアップ",
 "level-up prayer": "レベルアップの祈り",
 "lifesteal-style effects are the missing-HP ones covered above: the": "のライフスティール系効果は上記の減少HP系のもので、",
 "light blue": "水色",
 "lines connect a prerequisite to what it unlocks - corner": "線は前提条件とそれが解放するものを結びます - 角の",
 "link bars": "バーを連動",
 "list has every skill in one sortable, filterable table.": "の一覧では、すべてのスキルを並べ替え・絞り込み可能な1つの表にまとめています。",
 "list with parallel": "リストと並列の",
 "lists its skills as icons - hover one to see that attack's reach and area drawn on a real dungeon room.": "スキルをアイコンとして一覧表示します。1つにカーソルを合わせると、その攻撃の射程と範囲が実際のダンジョン部屋上に描画されます。",
 "live": "現在の",
 "live animations in total. Sheets are the game's own sprites (scale 2x); frame timing is approximate. Animations only play while visible on screen.": "のライブアニメーション。シートはゲーム本来のスプライト（2倍スケール）で、フレームのタイミングは概算です。アニメーションは画面に表示されている間のみ再生されます。",
 "llms.txt": "llms.txt",
 "location": "場所",
 "loot - drop amounts, drop rates and item quality are identical on every difficulty. Combat difficulty only affects loot": "戦利品。ドロップ量、ドロップ率、アイテム品質はどの難易度でも同じです。戦闘難易度が戦利品に影響するのは",
 "loot tables": "ドロップテーブル",
 "lowers": "下げる",
 "lowers the damage number, so it lowers the wear too - armor that reduces the hit literally lasts longer.": "ダメージ数値が下がり、摩耗も減ります。被弾を軽減する防具は文字どおり長持ちします。",
 "lv1->2 {1}, lv2->3 {2} .... In other words, refers to the item 'quantity' key value needed to level up from each level to the next. {0} is an unused placeholder, and its value is fixed to \"None\".": "lv1->2 {1}、lv2->3 {2} .... つまり、各レベルから次のレベルへレベルアップするために必要なアイテムの「数量」キー値を指す。{0}は未使用のプレースホルダーで、その値は\"None\"に固定されている。",
 "lv1->2 {1}, lv2->3 {2} .... 즉, 각 레벨에서 다음 레벨로 올라가기 위해 필요한 아이템의 '수량' 키값을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.": "lv1->2 {1}, lv2->3 {2} .... つまり、各レベルから次のレベルへ上がるために必要なアイテムの「数量」キー値を意味する。(0}は使用しないプレースホルダーであり、値は\"None\"で固定する。",
 "lv1->2{1},": "lv1->2{1},",
 "lv2->3{2}.... In other words,": "lv2->3{2}.... つまり",
 "lv2->3{2}....즉": "lv2->3{2}....つまり",
 "macOS (native Steam build)": "macOS（ネイティブSteamビルド）",
 "macOS path": "macOSのパス",
 "magic": "魔法",
 "magic -> staves": "魔法 -> 杖",
 "magic attack": "魔法攻撃力",
 "main": "メイン",
 "main chain (Main0-8) ends with killing the": "メインの流れ（Main0-8）は、次の敵を倒すことで終わる：",
 "major": "主要",
 "major stats": "主要ステータス",
 "malus": "マイナス",
 "mana stone": "マナ石",
 "mana stones": "マナ石",
 "management": "管理",
 "management difficulty": "管理難易度",
 "mandatory": "必須",
 "manual stats": "手動ステータス",
 "max 2 targets": "最大2体の対象",
 "max stacks": "最大スタック",
 "maximum": "最大",
 "maximum Energy": "最大エネルギー",
 "maximum, you can": "最大値、あなたは",
 "mean \"3× ITEM_CopperIngot\" - split on the final": "は「3× ITEM_CopperIngot」を意味します。最後の",
 "means different things by source - a": "ソースによって意味が異なります - ",
 "means low investment for a huge payoff,": "は少ない投資で大きな見返り、",
 "mechanics guides": "メカニクスガイド",
 "melee skills.": "近接スキル。",
 "melee x1.3": "近接 x1.3",
 "mental breakdown": "精神崩壊",
 "mental breakdown at 100": "100で精神崩壊",
 "merchant stock": "商人の在庫",
 "min": "分",
 "modified": "変更",
 "modifiers (Critical Chance, Hit/Dodge/Guard chance, Life Steal, Damage Dealt/Taken, Health Regeneration, Experience Gained) and some are": "の修正値（クリティカル確率、命中/回避/ガード確率、ライフスティール、与/被ダメージ、体力回復、獲得経験値）、そして一部は次のもの：",
 "monster HP and attack. See the full economy/management axis on the": "モンスターのHPと攻撃を。経済/管理の軸の全体は次を参照してください",
 "monster abilities": "モンスターの能力",
 "monsters -": "モンスター -",
 "mood bubbles": "気分の吹き出し",
 "mood penalty from eating vegetables, but ignore the penalty for a meat-only diet.": "野菜を食べると気分ペナルティを獲得しますが、肉のみの食事のペナルティは無視します。",
 "mood penalty when they eat meat, but ignore the usual mood penalty for eating only vegetables.": "肉を食べると気分ペナルティを獲得しますが、野菜のみを食べる際の通常の気分ペナルティは無視します。",
 "mood stays below -3 for a sustained stretch triggers the": "気分が一定期間-3を下回り続けた部隊は、次を発生させる：",
 "mood value": "気分値",
 "mood {#} x {#} per minute": "気分 {#} x {#} 毎分",
 "mood × -0.03": "気分 × -0.03",
 "morale-crisis event.": "士気の危機イベント。",
 "more": "多く",
 "more in other teams": "他のチームにさらに",
 "more info": "詳細情報",
 "movement in dungeons.": "ダンジョン内の移動。",
 "much I can": "どれだけ私は",
 "my dim, immac...": "ぼんやりとして、汚れな……",
 "name + stats on each chip": "各チップに名前とステータスを表示",
 "name vs. effect": "名前と効果",
 "nav.secnav .secnav-l": "nav.secnav .secnav-l",
 "nearsighted": "近視",
 "needs a bow": "弓が必要",
 "needs the right role or setup. Because": "は適切な役割や構成が必要です。",
 "never": "なし",
 "never after": "それ以降は不可",
 "new things": "件の新規",
 "new things -": "件の新規 -",
 "no": "いいえ",
 "no Water (or Fire/Nature) combat element": "戦闘上の水（あるいは火/自然）属性は存在しない",
 "no change": "変化なし",
 "no combat code reads it": "戦闘コードはこれを一切読み取っていません",
 "no damaging skill in the data": "データにダメージスキルがありません",
 "no drop wired in {#}": "{#} ではドロップ未設定",
 "no effect": "効果なし",
 "no effect on anyone": "誰に対しても効果がない",
 "no known source": "既知の入手先なし",
 "no map": "マップなし",
 "no map{#}for this template": "このテンプレート用のマップ{#}がありません",
 "no matches": "一致なし",
 "no stat modifiers": "ステータス補正なし",
 "no target / raw damage": "対象なし / 素のダメージ",
 "no tick-interval field": "ティック間隔のフィールドが存在せず",
 "no weapon": "武器なし",
 "non-stacking": "スタックしない",
 "none": "なし",
 "none - all at baseline": "なし：すべて基準値",
 "normal event nodes": "通常イベントノード",
 "normal event steps": "通常イベントステップ",
 "not": "ない",
 "not active in this build": "このビルドでは有効になっていません",
 "not enough SP for the cheapest skill left": "残りの最安スキルに必要なSPが足りません",
 "not enough main SP": "メインSPが足りません",
 "not enough sub SP": "サブSPが足りません",
 "not in a learnable tree": "習得可能なツリーにはない",
 "not in any team": "どのチームにも属していません",
 "not in game": "ゲーム内に存在しない",
 "not instant": "即座ではありません",
 "not obtainable or playable yet": "まだ入手もプレイもできない",
 "not obtainable yet": "まだ入手不可",
 "not saved yet": "まだ保存されていません",
 "not stream, share, o...": "ストリーム配信、共有、または公開的な公開をしないでください。",
 "not wired into the combat code": "戦闘コードに組み込まれていない",
 "nothing": "なし",
 "notice dsb-guestcard": "通知 dsb-guestcard",
 "notice dsb-hybridnote dsb-tip": "notice dsb-hybridnote dsb-tip",
 "notice dsb-tip": "notice dsb-tip",
 "now": "現在",
 "npcspawn conditions": "NPC出現条件",
 "nudge event (3 stalled days, 72-hour cooldown), and the accumulated low mood feeds the Stress spiral described in": "催促イベントが発動し（停滞3日、クールダウン72時間）、蓄積した低い気分は次で説明されるストレスの悪循環を助長します：",
 "null": "null",
 "of": "の",
 "of 20 Shells you are carrying 20 one-hit blocks; the underlying Shell status itself can technically hold up to 99, but this inscription stops feeding it at 20.": "殻20個の上限では、20回分の1撃ブロックを持つことになります。基盤となる殻ステータス自体は技術的には最大99まで保持できますが、この刻印は20で供給を止めます。",
 "of 372 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.26. See the": "は、ゲームデータ上で入手経路がありません（レシピ、ドロッププール、商人、イベント付与、周回リンク、シナリオ開始のいずれもなし）。これらはDS_B.0.3.26では実質的に未開放/未実装です。詳しくは",
 "of 381 items have no obtention route in the game data (no recipe, drop pool, merchant, event grant, farming link or scenario start) - these are effectively gated/unreleased in DS_B.0.3.40. See the": "381個のアイテムのうち、ゲームデータに取得ルートがない（レシピ、ドロッププール、商人、イベント付与、ファームリンク、シナリオスタートなし）- これらはDS_B.0.3.40で事実上ゲート/リリースされていません。 を参照してください。",
 "of the same monster on Hard.": "（ハードの同じモンスター比）。",
 "of the {#} energy pool": "{#} エネルギープールの",
 "of unbroken sight, only ~4 seconds of real time at 1x speed. Cross a monster's view briefly and you can often clear it before it commits; attacking one, of course, drops it straight into combat.": "の途切れない視認、1倍速では現実時間で約4秒だけです。モンスターの視界を短時間横切るだけなら、踏み切る前に抜け出せることが多いです。もちろん攻撃すれば、そのモンスターは即座に戦闘状態になります。",
 "of {#} HP": "{#} HP の",
 "offering": "供物",
 "ok": "OK",
 "omnivore": "雑食",
 "on allies": "味方に",
 "on anyone, player or monster. The numbers below are what it": "。プレイヤーにもモンスターにも影響しません。以下の数値は、それが行うであろうものです",
 "on dsb-rm": "dsb-rm 上",
 "on enemy": "敵に",
 "on equip": "装備時",
 "on that 3rd basic attack.": "その3回目の通常攻撃時。",
 "on the caster": "使用者に",
 "on the field": "をフィールド上で",
 "on the map": "マップ上",
 "on units in the area": "エリア内のユニットに",
 "on user": "使用者に",
 "on {#}": "{#}に",
 "once the": "以下の対象",
 "once you count the 10 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "消費するバブリングの召喚に費やした10エネルギーを含めた場合。表向きの1エネルギーのコストではそれが隠れている。",
 "once you count the 5 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "消費するバブリングの召喚に費やした5エネルギーを含めた場合。表向きの1エネルギーのコストではそれが隠れている。",
 "once you count the {#} energy spent summoning the Bubbling it consumes; the {#}-energy face cost hides that.": "消費するバブリングの召喚に費やした{#}エネルギーを計算に入れた場合の値です。表示上の{#}エネルギーのコストはそれを隠しています。",
 "one": "1つ",
 "one full day is 64,800 ticks": "丸1日は64,800ティック",
 "one in-game day passes in roughly 18 real minutes": "ゲーム内の1日は実時間でおよそ18分で経過します",
 "one-hit blocks.": "回分の一撃ブロックを保持します。",
 "one-shot": "単発",
 "only fires when you debuff an": "は敵にデバフを与えたときにのみ発動し、",
 "option jumps straight past the staging area - but the rules are per-region, straight from the floor-routing code (": "オプションで待機エリアを飛ばして進めますが、ルールは地域ごとで、フロアルーティングのコードそのままです（",
 "optional": "任意",
 "or below, so you get warned before something breaks mid-fight.": "以下になると警告が表示されるため、戦闘中に何かが壊れる前に知らせてくれます。",
 "or the": "または",
 "orange": "オレンジ",
 "order matters": "順序が重要",
 "other entries": "その他の項目",
 "other entry": "その他の項目",
 "page - here it counts only as a non-stacking (capped-at-one) effect.": "ページで扱います。ここでは非スタック（上限1）の効果としてのみ数えます。",
 "page for conditions and rewards.": "のページを参照してください。",
 "page for every mood source and the standing modifiers in full.": "ページですべての気分源と常時修正値の詳細を確認してください。",
 "page for the quests they belong to.": "ページで、それらが属するクエストを確認できます。",
 "page) or a weapon basic attack / free weapon signature;": "ページ) または武器の基本攻撃 / フリー武器シグネチャ;",
 "page).": "ページ）。",
 "page);": "ページで閲覧できます）；",
 "page, which counts Poison only as a non-stacking (capped-at-one) effect.": "ページでは、毒はスタックしない(1で上限)効果としてのみ数えられています。",
 "page.": "ページ。",
 "page. Recruits of each race only start appearing at that race's own clan rank (人間 1+, リザードマン 1+, エルフ 2+, ライカン 3+), so a background can never show up on a race before then - the rank badge below is the earliest rank the background can appear at all.": "ページ。各種族の募集ユニットは、その種族自身のクランランク（人間 1+, リザードマン 1+, エルフ 2+, ライカン 3+）から出現し始めます。そのため、それより前のランクで背景がその種族に出現することはありません。下のランクバッジは、その背景が出現しうる最も早いランクです。",
 "parasitizing its body...": "parasitizing its body...",
 "passive": "パッシブ",
 "passive skills.": "パッシブスキル。",
 "pays": "は",
 "peace returned once more, but": "平和は再び訪れましたが、",
 "penalty during the day.": "日中のペナルティ。",
 "per (at": "毎（",
 "per adjacent enemy": "隣接する敵 1 体につき",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 1.3 stacks stay up, for ~3.8/s sustained.": "適用ごと。固定値（耐性と攻撃力を無視）。命中ごとに再適用：この使用者の攻撃速度（0.6/秒）では約1.3スタックが維持され、約3.8/秒が持続する。",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 10.6 stacks stay up, for ~53.1/s sustained.": "1回の付与あたり。固定値です(耐性と攻撃力を無視)。命中ごとに再付与され、この使用者の攻撃速度(0.6/秒)では約10.6スタックが維持され、持続的に約53.1/秒になります。",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 11.2 stacks stay up, for ~55.8/s sustained.": "適用ごと。 それはフラットです（抵抗力と攻撃力を無視します）。 各ヒットで再適用されます: このキャスターの攻撃速度（0.6/秒）では、約11.2スタックが維持され、約55.8/秒の持続ダメージになります。",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 12.6 stacks stay up, for ~37.8/s sustained.": "1回の付与ごと。固定値です (耐性と攻撃力を無視)。ヒットごとに再付与: この使用者の攻撃速度 (0.6/秒) では約12.6スタックが維持され、持続的に約37.8/秒になります。",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 3.1 stacks stay up, for ~9.4/s sustained.": "適用ごと。固定値（耐性と攻撃力を無視）。命中ごとに再適用：この使用者の攻撃速度（0.6/秒）では約3.1スタックが維持され、約9.4/秒が持続する。",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.6/s) about 6.3 stacks stay up, for ~18.9/s sustained.": "適用ごと。固定値（耐性と攻撃力を無視）。命中ごとに再適用：この使用者の攻撃速度（0.6/秒）では約6.3スタックが維持され、約18.9/秒が持続する。",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 1.3 stacks stay up, for ~4/s sustained.": "適用ごと。固定値 (耐性と攻撃力を無視)。各ヒットで再適用: このキャスターの攻撃速度 (0.7/秒) で約1.3スタックが維持され、約4/秒継続",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 13.2 stacks stay up, for ~39.6/s sustained.": "適用ごとに。それはフラット（抵抗と攻撃力を無視）です。各ヒット時に再適用：このキャスターの攻撃速度（0.7/s）で約13.2スタックが発動します、約39.6/s持続。",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 3.3 stacks stay up, for ~9.9/s sustained.": "1回の適用ごと。固定値(耐性と攻撃力を無視)。各ヒット時に再適用:このキャスターの攻撃速度(0.7/s)で約3.3スタックが継続し、毎秒約9.9/sの継続ダメージになります。",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed (0.7/s) about 6.6 stacks stay up, for ~19.8/s sustained.": "適用ごと。固定値 (耐性と攻撃力を無視)。各ヒットで再適用: このキャスターの攻撃速度 (0.7/秒) で約6.6スタックが維持され、約19.8/秒継続",
 "per application. It is flat (ignores resistance and attack power). Re-applied on each hit: at this caster's attack speed ({#}/s) about {#} stacks stay up, for ~{#}/s sustained.": "適用ごと。固定値です（耐性と攻撃力を無視）。ヒットごとに再適用：この使用者の攻撃速度（{#}/秒）で約{#}スタックが維持され、~{#}/秒で持続します。",
 "per energy (1 energy)": "エネルギーあたり（1エネルギー）",
 "per energy (2 energy)": "エネルギーあたり（2 エネルギー）",
 "per energy (3 energy)": "エネルギーあたり（エネルギー3）",
 "per energy (4 energy)": "エネルギーあたり（4 エネルギー）",
 "per energy (5 energy)": "エネルギーあたり（5 エネルギー）",
 "per energy (7 energy)": "エネルギーあたり（7エネルギー）",
 "per energy ({#} energy)": "エネルギーあたり（{#}エネルギー）",
 "per energy at 1 target,": "対象1体でエネルギーあたり、",
 "per floor": "階層あたり",
 "per level)": "レベルごと)",
 "per point of": "1ポイントあたり：",
 "per second (at attack speed)": "毎秒（攻撃速度に応じて）",
 "per second (from the 10 s cooldown)": "秒あたり (クールダウン10秒から)",
 "per second (from the 12 s cooldown)": "秒あたり（クールダウン12秒から）",
 "per second (from the 13 s cooldown)": "毎秒（13秒のクールダウンから）",
 "per second (from the 15 s cooldown)": "毎秒 (15秒のクールダウンから)",
 "per second (from the 16 s cooldown)": "毎秒(16秒のクールダウンより)",
 "per second (from the 18 s cooldown)": "毎秒 (18秒クールダウンから)",
 "per second (from the 20 s cooldown)": "毎秒 (20秒クールダウンから)",
 "per second (from the 30 s cooldown)": "秒あたり (クールダウン30秒から)",
 "per second (from the 6 s cooldown)": "秒あたり (クールダウン6秒から)",
 "per second (from the 8 s cooldown)": "1秒あたり（クールタイム8秒から）",
 "per second ({#})": "毎秒（{#}）",
 "per second at 1 target,": "対象1体で毎秒、",
 "per second sustained from Burning at this caster's attack speed (0.6/s)": "燃焼から持続する毎秒値（この使用者の攻撃速度0.6/秒時）",
 "per second sustained from Burning at this caster's attack speed (0.7/s)": "このキャスターの攻撃速度(0.7/s)での燃焼による毎秒の継続ダメージ",
 "per second sustained from its aura + Burning at this caster's attack speed (0.6/s)": "オーラ＋燃焼から持続する毎秒値（この使用者の攻撃速度0.6/秒時）",
 "per second sustained from its aura + Burning at this caster's attack speed (0.7/s)": "このキャスターの攻撃速度 (0.7/秒) でオーラと燃焼から毎秒継続",
 "per second sustained from {#} at this caster's attack speed ({#}/s)": "この使用者の攻撃速度で{#}から維持される毎秒あたり（{#}/秒）",
 "per second vs {#}": "1 秒あたり (対 {#})",
 "per second.": "1秒あたり。",
 "per second. This effect cannot stack.": "1秒あたり。この効果はスタックできません。",
 "per stack": "スタックあたり",
 "per stack each second. Ignores defense and shields, and does not scale with attack power - only the stack count matters.": "スタックごとに毎秒。防御とシールドを無視し、攻撃力では変化しません。スタック数だけが影響します。",
 "per stack every second.": "毎秒スタックごとに。",
 "per surrounding unit": "周囲のユニット1体ごと",
 "per target": "対象ごと",
 "per target; chains to up to 8 targets within 3 tiles": "対象ごと。3タイル以内の最大8体に連鎖する",
 "percent": "数値",
 "percent-of-Max-HP": "最大HPの割合",
 "percentage": "パーセント",
 "personal traits": "個人特性",
 "phase": "フェーズ",
 "physical": "物理",
 "physical -> melee/bow": "物理 -> 近接/弓",
 "physical attack": "物理攻撃力",
 "pick a race first": "まず種族を選択",
 "pick a tree, full nodes": "ツリーを選んで全ノード表示",
 "picks two of your": "は、あなたの",
 "placeholders filled from the row's": "行の値から埋められるプレースホルダーが含まれ、",
 "pool - expand recursively and multiply percentages (p₁×p₂/100).": "プールを参照する場合があります。再帰的に展開し、パーセンテージを掛け合わせます（p₁×p₂/100）。",
 "possible rolls": "可能なロール",
 "possible rolls (exact roll not in the save):": "考えられる数値（正確な値はセーブにありません）：",
 "post-defense": "防御後",
 "practical read": "実践的な読み",
 "prayer": "祈り",
 "pre-barrier": "バリア適用前",
 "prints once)": "一度だけ出力)",
 "progression spoilers": "進行のネタバレ",
 "progressively": "徐々に",
 "proportionally increases": "比例して増加する",
 "protect your armor in the shipped game - the wear is calculated from the full pre-barrier damage. Only lowering the actual damage (resist, guard, dodge) helps.": "防具は守られません。摩耗はバリア適用前の全ダメージから計算されます。実際のダメージ（耐性、ガード、回避）を下げることだけが有効です。",
 "puts a -50% drop-rate debuff on the whole region, and a bottomed-out floor takes 15 in-game days to refill.": "、地域全体にドロップ率-50%のデバフがかかり、底をついたフロアは回復に15ゲーム内日かかります。",
 "quests": "クエスト",
 "quests are repeatable settlement goals - stockpile resources, build rooms of a given quality, complete specific research, keep your settlers' mood up, level your units, kill elite targets - that push your": "クエストは繰り返し可能な集落目標です。資源の備蓄、指定品質の部屋の建設、特定研究の完了、住民の気分の維持、ユニットの育成、エリート対象の討伐など、アイテムを与えるのではなく",
 "quests to move them along - they are not events you stumble onto. Click any row for its full dialog graph.": "クエストを発火させて進行させます。ランダムに遭遇するイベントではありません。各行をクリックすると、その完全なダイアロググラフを表示できます。",
 "quests, the tutorial and the main story to advance them - you do not run into them as random events. See the": "クエスト、チュートリアル、メインストーリーを進行させるために発火します。ランダムイベントとして遭遇することはありません。参照:",
 "race": "種族",
 "race modifiers:": "種族補正:",
 "race traits": "種族特性",
 "raises a unit's Research capability by room quality: roughly +30% (Poor) up to +150-210% (Fantastic/Luxurious) tiers, speeding up research work.": "は部屋の品質に応じてユニットの研究能力を高めます：おおよそ+30%（貧弱）から+150～210%（豪華/贅沢）のティアまでで、研究作業を速めます。",
 "random": "ランダム",
 "random affix": "ランダムな接辞",
 "random affixes": "ランダムな接辞",
 "random event": "ランダムイベント",
 "random event slots": "ランダムイベントスロット",
 "range": "射程",
 "range (0 tiles);": "射程 (0タイル);",
 "range (1 tile);": "射程（1タイル）;",
 "range (10 tiles);": "射程（10タイル）；",
 "range (12 tiles);": "射程 (12タイル);",
 "range (2 tiles);": "射程 (2タイル);",
 "range (3 tiles);": "射程 (3タイル);",
 "range (4 tiles);": "射程（4マス）；",
 "range (5 tiles);": "範囲（5タイル）;",
 "range (6 tiles);": "射程(6マス);",
 "range (7 tiles);": "射程（7マス）；",
 "range (8 tiles);": "射程(8マス);",
 "range and area on a dungeon room": "ダンジョン部屋における射程と範囲",
 "range and area shown on a dungeon room": "ダンジョンルームに表示される射程と範囲",
 "ranged x1": "遠隔 x1",
 "rank at": "ランクは次で上限となります：",
 "ranks": "ランク",
 "rather than being a fixed statline.": "に応じて変動する。",
 "reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.": "が0に達すると、深い眠りに落ちて意識を失い、操作できなくなります。",
 "reaches its maximum, the unit enters a": "が最大に達すると、ユニットは",
 "read your clan units into the builder": "クランのユニットをビルダーに読み込みます",
 "reads the summoner's live stats": "召喚者のリアルタイムのステータスを読み取る",
 "real": "実時間",
 "real at 1x": "1倍速の実時間",
 "recipes": "レシピ",
 "record (she only appears there once the Golem has actually died).": "記録（彼女はゴーレムが実際に死んだ後にのみそこに現れます）。",
 "recovery, candidate refreshes and weather all run on it.": "回復、候補者の更新、天候はすべてこれに従って動きます。",
 "recreation": "娯楽",
 "recreation buildings": "娯楽施設",
 "recruit endorsi": "エンドルシを募集",
 "recruit-generation rolls:": "募集生成ロール:",
 "recruitable": "募集可能",
 "reduce that hit's damage to 1": "その一撃のダメージを1に軽減します",
 "reduces wear (the guard's damage reduction is applied before the durability math runs), and a": "は消耗を軽減し（ガードのダメージ軽減は耐久計算の前に適用される）、",
 "reflected": "反射",
 "reflects the full pre-soak amount. Only lowering the attacker's raw damage (your resistance) lowers what bounces back.": "吸収前の全量を反射します。跳ね返る量を減らせるのは、攻撃者の生ダメージ（あなたの耐性）を下げることだけです。",
 "refs that resolve to names.": "参照は名前に解決されます。",
 "region 2": "地域2",
 "region level": "地域単位",
 "region page": "地域ページ",
 "regions": "地域",
 "released": "リリース済み",
 "remove": "削除",
 "removed": "削除",
 "removes": "除去",
 "repeatable": "繰り返し可能",
 "required directly": "直接必要",
 "requires": "必要",
 "requires floor phase 5; the demo's phase table caps ただれた巣穴 at phase 3, so the fight (and the 廃坑 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "フロアフェーズ5が必要ですが、デモのフェーズテーブルはただれた巣穴をフェーズ3で頭打ちにするため、この戦闘（および地域クリア後に続く廃坑の解放）は素のDS_B.0.3.26では発生しません。参照：",
 "requires floor phase 5; the demo's phase table caps ただれた巣穴 at phase 3, so the fight (and the 廃坑 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "フロアフェーズ5が必要ですが、デモのフェーズテーブルはただれた巣穴をフェーズ3で頭打ちにするため、この戦闘（および地域クリア後に続く廃坑の解放）は素のDS_B.0.3.40では発生しません。参照：",
 "requires floor phase 5; the demo's phase table caps 沈黙のヴェール at phase 4, so the fight (and the ただれた巣穴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.26. See": "フロアフェーズ5が必要ですが、デモのフェーズテーブルは沈黙のヴェールをフェーズ4で頭打ちにするため、この戦闘（および地域クリア後に続くただれた巣穴の解放）は素のDS_B.0.3.26では発生しません。参照：",
 "requires floor phase 5; the demo's phase table caps 沈黙のヴェール at phase 4, so the fight (and the ただれた巣穴 unlock that follows a region clear) cannot trigger in stock DS_B.0.3.40. See": "フロアフェーズ5が必要ですが、デモのフェーズテーブルは沈黙のヴェールをフェーズ4で頭打ちにするため、この戦闘（および地域クリア後に続くただれた巣穴の解放）は素のDS_B.0.3.40では発生しません。参照：",
 "requires quest \"": "クエスト必須 \"",
 "research options": "研究オプション",
 "resists cut damage by x100/(100+R); skills are budgeted but their combat effects are": "耐性はダメージを x100/(100+R) で軽減します。スキルは考慮されますが、その戦闘効果は",
 "resource node": "資源ノード",
 "rest": "休息",
 "restore mood: the": "は気分を回復する：",
 "restores": "回復する",
 "result and": "の結果、および",
 "reworked": "再設計",
 "richer and rarer": "より豊かで希少な",
 "roadmap rework": "ロードマップの再構築",
 "roll": "抽選",
 "roll a single affix from a broad 17-stat pool (attack, crit, defense and utility stats).": "は、広い17ステータスのプール（攻撃、会心、防御、実用ステータス）から接辞を1つロールする。",
 "rolled at recruit generation": "採用生成時に抽選",
 "rolls defense (HP, dodge, guard, resistances), and": "は防御系（HP、回避、ガード、耐性）をロールし、",
 "rolls offense (attack, crit, hit),": "は攻撃系（攻撃、会心、命中）をロールし、",
 "rolls two affixes from a focused, themed pool:": "は、絞り込まれたテーマ別のプールから接辞を2つロールする：",
 "rolls utility (cooldown, energy, move speed, weight).": "は実用系（クールタイム、エネルギー、移動速度、重量）をロールする。",
 "room and the Portal out. So an Event room and a Treasure room are": "部屋、そして出口ポータル。つまりイベント部屋と宝物部屋は",
 "room quality": "部屋の品質",
 "room template pick chance per slot": "スロットごとの部屋テンプレート選出確率",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Boss room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、その階にボス部屋が配置される際の抽選におけるこのテンプレートの取り分で、テンプレートの重みで加重されます。1つの階は複数の部屋スロットを持つことができ、その数は階のレイアウト（未抽出）によって決まります。したがってこれは階全体の確率ではなく、スロットごとの選出確率です。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Combat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、その階に戦闘部屋が配置される際の抽選におけるこのテンプレートの割合で、テンプレートの重みで加重されます。1つの階には複数の部屋スロットが存在でき、その数は階のレイアウト（未抽出）によって決まります。したがってこれは階全体ではなく、スロットごとの選出確率です。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Core room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにコア部屋が配置される際の抽選における、このテンプレートの取り分で、テンプレートの重みで重み付けされます。1つのフロアには複数の部屋スロットが入ることがあり、その数はフロアのレイアウト（未抽出）によって決まるため、これはスロットごとの選出確率であり、フロア全体の確率ではありません。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Corridor room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、その階に通路部屋が配置される際の抽選におけるこのテンプレートの割合で、テンプレートの重みで加重されます。1つの階には複数の部屋スロットが存在でき、その数は階のレイアウト（未抽出）によって決まります。したがってこれは階全体ではなく、スロットごとの選出確率です。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Elite room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアに エリート 部屋が配置される際の抽選における、このテンプレートの割合で、テンプレートのウェイトによって重み付けされます。1つのフロアには複数の部屋スロットが存在でき、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはスロットごとの選択確率であり、フロア全体の確率ではありません。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a EliteTreasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにEliteTreasure部屋が配置される際の、テンプレートの重みで重み付けされたこのテンプレートの抽選シェアです。1つのフロアには複数の部屋スロットを配置でき、その数はフロアレイアウト（未抽出）によって決まります。したがってこれはスロットごとの選択確率であり、フロア全体の確率ではありません。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Entry room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアに Entry 部屋が配置される際の抽選における、このテンプレートの割合で、テンプレートのウェイトによって重み付けされます。1つのフロアには複数の部屋スロットが存在でき、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはスロットごとの選択確率であり、フロア全体の確率ではありません。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Event room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアにイベント部屋が配置される際の抽選で、テンプレート重みに応じたこのテンプレートの取り分です。1つのフロアは複数の部屋スロットを持つことができ、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはフロア全体ではなくスロットごとの選択確率です。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Goddess room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、その階に女神部屋が配置される際の抽選におけるこのテンプレートの取り分で、テンプレートの重みで加重されます。1つの階は複数の部屋スロットを持つことができ、その数は階のレイアウト（未抽出）によって決まります。したがってこれは階全体の確率ではなく、スロットごとの選出確率です。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a HardCombat room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、その階にHardCombat部屋が配置される際の抽選で、このテンプレートが占める割合で、テンプレートの重みで加重される。1つの階は複数の部屋スロットを持つことができ、その数は階のレイアウト（未抽出）によって決まる。したがってこれは階全体の確率ではなく、スロットごとの選出確率である。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Portal room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアに ポータル 部屋が配置される際の抽選における、このテンプレートの割合で、テンプレートのウェイトによって重み付けされます。1つのフロアには複数の部屋スロットが存在でき、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはスロットごとの選択確率であり、フロア全体の確率ではありません。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Resource room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、そのフロアにリソース部屋が配置される際の抽選で、テンプレート重みに応じたこのテンプレートの取り分です。1つのフロアは複数の部屋スロットを持つことができ、その数はフロアレイアウト（未抽出）によって決まります。そのため、これはフロア全体ではなくスロットごとの選択確率です。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Treasure room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "の部屋テンプレート。「スロットごとの確率」は、その階に宝物部屋が配置される際の抽選で、このテンプレートが占める割合で、テンプレートの重みで加重される。1つの階は複数の部屋スロットを持つことができ、その数は階のレイアウト（未抽出）によって決まる。したがってこれは階全体の確率ではなく、スロットごとの選出確率である。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial1 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにTutorial1の部屋が配置される際に、テンプレートの重みで加重されたこのテンプレートの抽選シェアです。1つのフロアには複数の部屋スロットが入ることがあり、その数はフロアレイアウト（未抽出）によって決まります。したがってこれはスロットごとの選択確率であり、フロア全体の確率ではありません。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial2 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにTutorial2の部屋が配置される際に、テンプレートの重みで加重されたこのテンプレートの抽選シェアです。1つのフロアには複数の部屋スロットが入ることがあり、その数はフロアレイアウト（未抽出）によって決まります。したがってこれはスロットごとの選択確率であり、フロア全体の確率ではありません。",
 "room templates. \"Chance per slot\" is this template's share of that draw whenever a Tutorial3 room is placed on that floor, weighted by template weight. A single floor can hold several room slots, and how many depends on the floor layout (not yet extracted), so this is the per-slot pick chance, not the whole-floor chance.": "部屋テンプレート。「スロットごとの確率」は、そのフロアにTutorial3の部屋が配置される際に、テンプレートの重みで加重されたこのテンプレートの抽選シェアです。1つのフロアには複数の部屋スロットが入ることがあり、その数はフロアレイアウト（未抽出）によって決まります。したがってこれはスロットごとの選択確率であり、フロア全体の確率ではありません。",
 "room, a": "部屋、",
 "rooms,": "部屋、",
 "roster units - one whose Magic Attack drives the magic spells and one whose Physical Attack drives the physical spells, each with a weapon/staff quality selector calibrated to that unit's real gear;": "編成ユニットから2体を選びます。1体の魔法攻撃力が魔法呪文を、もう1体の物理攻撃力が物理呪文を駆動し、それぞれそのユニットの実際の装備に合わせた武器/杖の品質セレクターが付きます。",
 "row.": "行。",
 "rows they point to carry": "行は",
 "running sum of every mood effect currently on that unit": "そのユニットに現在かかっているすべての気分効果の累計",
 "runs.": "が実行するものです。",
 "s (attack speed)": "秒（攻撃速度）",
 "s DPM column, and the rotation-aware exchange). No skill": "のDPM列、およびローテーションを考慮した交換)。スキルなし",
 "s RequiredAmmoTypeName (": "のRequiredAmmoTypeName (",
 "s autosave (DIRTY becomes true, SAVED_NAME is null but that alone doesn": "s autosave (DIRTY becomes true, SAVED_NAME is null but that alone doesn",
 "s base stat scaled by the UNIT": "のベースステータスをUNITでスケール",
 "s budget. A skill": "の予算。スキル",
 "s cadence =": "秒間隔＝",
 "s created by": "が作り出した",
 "s dsb-units-changed event move the bar": "s dsb-units-changed event move the bar",
 "s each).": "秒ずつ）。",
 "s hidden-from-bar name set so it can": "のバー非表示名が設定されており、",
 "s item (Goddess": "の所持品(女神",
 "s no-weapon base). Mirrors dperank": "の武器なしベース)。dperankを反映",
 "s own attack at the summon": "の召喚時の自身の攻撃",
 "s own page): each row is one of THIS monster": "s 専用ページ): 各行はこのモンスターの 1 つです",
 "s placeholder glyph (site/icons/ui/, from the game": "のプレースホルダーグリフ (site/icons/ui/、ゲーム由来",
 "s recompute: the caster": "の再計算: 詠唱者",
 "s step to b": "のステップから b へ",
 "s, before it downs you (~": "秒。相手に倒される前です（約",
 "s, before you kill it (~": "秒。あなたが倒す前です（約",
 "safe floor": "安全な階層",
 "satisfaction.": "満足。",
 "save this copy": "このコピーを保存",
 "scale with attack power - only the number of stacks (set by the applying skill) matters.": "変化しません。重要なのはスタック数（付与スキルによって決まる）だけです。",
 "scale with the attacker's Attack Power; the applying skill decides how many stacks land. Poison is a separate": "攻撃者の攻撃力に応じてスケールしません。付与するスキルがスタック数を決定します。毒は別の",
 "scales the economy (crafting, construction, research, settler mood). They are chosen separately, so you can run an easy economy with brutal fights or vice-versa. Numbers below come straight from the game's": "は経済（制作、建設、研究、入植者のムード）をスケールする。これらは別々に選べるため、簡単な経済で過酷な戦闘、あるいはその逆も可能。以下の数値はゲームの",
 "scales the monsters": "はモンスターをスケールする",
 "scales the monsters - their health and damage - while": "はモンスター（その体力とダメージ）をスケールし、一方",
 "scenario starting kit": "シナリオ開始キット",
 "scenario starting kit ×10": "シナリオ開始キット ×10",
 "scenario starting kit ×100": "シナリオ開始キット ×100",
 "scenario starting kit ×20": "シナリオ開始キット ×20",
 "scenario starting kit ×4": "シナリオ開始キット ×4",
 "scenario starting kit ×5": "シナリオ開始キット ×5",
 "scenario starting kit ×50": "シナリオ開始キット ×50",
 "scenes drive the policy prompt at base.": "シーンは、拠点での方針プロンプトを進行させます。",
 "scheduler -": "スケジューラーが含まれています：",
 "search backgrounds by name, skill tree or bonus...": "背景を名前、スキルツリー、ボーナスで検索...",
 "sec at 1x speed": "秒（1倍速時）",
 "second max-out during the collapse": "崩壊中の2度目の最大化",
 "see Construction below": "以下の「建設」を参照",
 "see Spawns in the world below": "以下の「ワールドスポーン」を参照",
 "see the full comparison table": "完全な比較表を見る",
 "seed": "シード",
 "selector to scale the attack - it defaults to your roster's": "セレクターで攻撃をスケールします。デフォルトは編成の",
 "self": "自身",
 "sets the refill interval at": "は補充間隔を",
 "setup + payoff": "セットアップ＋ペイオフ",
 "she waits in her own event room (": "彼女は自分専用のイベント部屋で待機します（",
 "show in the units bar": "ユニットバーに表示",
 "show the higher of the physical and magic value (hover for both);": "物理と魔法の高い方の値を表示します（両方はカーソルで表示）；",
 "showing 1 of 22 changed": "1/22 個の変更を表示中",
 "showing 1 of 23 changed": "1/23 個の変更を表示中",
 "showing 10 of 35 changed": "10/35 個の変更を表示中",
 "showing 12 of 15 changed": "12/15 個の変更を表示中",
 "showing 2 of 5 changed": "変更されたもの 2 個 (全 5 個) を表示中",
 "showing 4 of 25 changed": "25個中4個が表示されています",
 "showing 4 of 37 changed": "4/37 個の変更を表示中",
 "showing 4 of 44 changed": "44個中4個が表示されています",
 "showing 7 of 10 changed": "7/10 個の変更を表示中",
 "showing 80 of 169 changed": "80件中169件の変更を表示中",
 "showing 9 of 13 changed": "9/13 個の変更を表示中",
 "showing {#} of {#} changed": "{#}件中{#}件の変更を表示中",
 "shows how often it spawns per matching room, a": "は対象の部屋ごとの出現頻度を示し、",
 "sight shrinks after dark": "暗くなると視界が縮む",
 "single target": "単体",
 "situational": "状況依存",
 "skill effect animations (33 shown striking the scarecrow, which recoils as it takes the hit), and the full animation sets of": "スキルエフェクトのアニメーション（33種がかかしを打ち、かかしは被弾してのけぞります）、そしてモンスターの完全なアニメーションセット、合計",
 "skill pages": "スキルページ",
 "skill tree -": "スキルツリー・",
 "skill tree ›": "スキルツリー ›",
 "skill trees": "スキルツリー",
 "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 40 backgrounds; the same trait-to-tree data is shown as a matrix on the": "のスキルツリーからユニットが選択できるかが決まります。背景はユニットの初期才能のロールにも影響します。このページでは全40種の背景を掲載しています。同じ特性とツリーの対応データは次のページでマトリクスとしても表示されます:",
 "skill trees the unit may pick from. Backgrounds also nudge the unit's starting talent rolls. This page lists all 41 backgrounds; the same trait-to-tree data is shown as a matrix on the": "ユニットが選択できるスキルツリー。 背景はまた、ユニットの開始才能ロールをわずかに変更します。 このページには41の背景がすべて列挙されています。 同じ特性からツリーへのデータがマトリックスとして表示されます",
 "skills": "スキル",
 "small and unremarkable": "小さく目立たない",
 "small slime.": "小さなスライム。",
 "so incoming hits are smaller, avoid over-swinging with fragile wood-tier weapons, and keep a spare set for long runs. The": "ことで被弾を小さくし、脆い木材級の武器を振りすぎない、長時間の探索には予備の一式を持っておく。",
 "soul-stone skill at a time - the game stores these as a dedicated": "の魂石スキルのみで、ゲームはこれらを専用の",
 "source:": "入手元：",
 "spawn groups": "スポーングループ",
 "spawn locations": "スポーン地点",
 "spawned 2 times in this room": "この部屋に2回スポーン",
 "spawned 3 times in this room": "この部屋で3回出現",
 "spawned 4 times in this room": "この部屋で4回出現",
 "spawned 6 times in this room": "このルームに6回出現",
 "special building": "特殊建築物",
 "special effect": "特殊効果",
 "spell appears as its summoned creature's own attack (for example Bubble Tackle via Summon Bubbling); an offensive fire detonator (Incinerate, Explosion) also lists a": "呪文は召喚したクリーチャー自身の攻撃として表示されます（例：召喚：バブリングによる泡タックル）。攻撃的な火の起爆（焼却、爆発）にも次の行が表示されます：",
 "splits from {#}": "{#} から分裂",
 "spoilers": "ネタバレ",
 "spoilers - click to reveal": "ネタバレ - クリックで表示",
 "spotted": "発見済み",
 "stacking": "スタックする",
 "stacks maintained x": "スタック維持 ×",
 "stacks on the target * 10.": "ターゲットのスタック * 10。",
 "stacks x 3": "スタック数 x 3",
 "stacks x 5": "スタック数 x 5",
 "stacks)": "スタック）",
 "staff": "杖",
 "standard": "標準",
 "stands for the target's name.": "は対象の名前を表します。",
 "start": "開始",
 "start delay": "開始遅延",
 "stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes": "（UIの目盛りは30が上限）これが管理レイヤー全体を静かに動かしている。気分が0を超えると",
 "stat effects": "ステータス効果",
 "stat sharpens how far your units see - the name and flavour (\"sharpens senses\") both suggest it. The data does not back that up.": "ステータスがユニットの視界の遠さを鋭くする、と。名前もフレーバー（「感覚を研ぎ澄ます」）もそれを示唆します。しかしデータはそれを裏付けません。",
 "stat that defines the set of floor tiles it can currently see, with walls blocking the view. When a monster's visible tiles include one of your units it starts to notice, and after a short awareness build-up it commits to the attack. There is no separate hearing or noise sense in the code.": "。これは、そのユニットが現在見える床タイルの集合を定義し、壁は視界を遮ります。モンスターの見えるタイルにあなたのユニットの1体が含まれると気づき始め、短い認識の蓄積の後に攻撃に踏み切ります。コードには聴覚や物音の感知は別途存在しません。",
 "stat. Both are built in a strict order - flat first, percent last.": "ステータスに影響します。どちらも厳密な順序で計算されます。まず固定値、最後に割合です。",
 "state, and ...": "状態になり、…",
 "stats (Strength, Constitution, Will, Intelligence, Agility, Perception) that feed every": "ステータス(力、耐久力、意志、知力、敏捷、認知)があり、それらがすべての",
 "status": "ステータス",
 "steadily": "着実に",
 "still": "依然として",
 "still carries pre-release debris as raw TextAssets. Among them: prototype skill-tree XML documents from an earlier skill-system design, an abandoned tech tree that still contains a developer test entry, and stubs for a 4-player scenario mode. None of these are referenced by the live data tables - they are development leftovers from before release, not content on the current roadmap.": "には、生のTextAssetsとしてリリース前の残骸が今も残っています。その中には、初期のスキルシステム設計によるプロトタイプのスキルツリーXML文書、開発者のテスト項目を今も含む放棄されたテックツリー、そして4人シナリオモードのスタブがあります。これらはいずれも実働のデータテーブルから参照されておらず、リリース前の開発の残骸であって、現行ロードマップのコンテンツではありません。",
 "stock": "ストック",
 "stock (unmodded) game files": "未改造のゲームファイル",
 "storage buildings": "収納建物",
 "story": "ストーリー",
 "stress resets but stays under {#} through the {#}-day collapse. In-game time, about {#} of play at 1x speed.": "ストレスはリセットされますが、{#}日間の崩壊を通じて{#}未満に留まります。ゲーム内時間で、1倍速で約{#}のプレイ時間です。",
 "stress.": "ストレスを",
 "strong": "強い",
 "stronger the longer a run lasts (": "、プレイが長引くほど強くなる（",
 "struck at the skill's range; recoils as the hit lands": "スキルの射程で命中し、ヒット時にのけぞる",
 "sub": "サブ",
 "subs": "サブ",
 "subtype": "サブタイプ",
 "summon": "召喚",
 "summoned by Xenon": "Xenonが召喚",
 "summoned by {#}": "{#}によって召喚",
 "summoner Magic Attack Power x 0.5 + base Magic Attack": "召喚者の魔法攻撃力 x 0.5 + 基本魔法攻撃",
 "summoner Magic Attack Power x 1.0 + base HP": "召喚者の魔法攻撃力 x 1.0 + 基本HP",
 "summoner's Magic Attack Power": "召喚者の魔法攻撃力",
 "summoner's live Magic Attack": "召喚者のリアルタイムの魔法攻撃力",
 "surprised": "不意打ち",
 "symmetrically": "対称的に",
 "synergy": "シナジー",
 "table new in this build": "このビルドで新しいテーブル",
 "table tbody tr": "table tbody tr",
 "tables": "テーブル",
 "tag marks a trait that only triggers past an HP threshold.": "タグは、HPが一定のしきい値を下回ったときにのみ発動する特性を示します。",
 "talent rating": "才能評価",
 "talent spread": "才能配分",
 "talents": "才能",
 "tamed monster units": "テイムしたモンスターユニット",
 "target selection": "ターゲット選択",
 "target you choose in \"Damage vs\"": "「ダメージ対象」で選んだ対象",
 "targeting": "ターゲティング",
 "targets it": "これを対象にする",
 "tbody tr": "tbody tr",
 "template": "テンプレート",
 "text entries": "テキストエントリ",
 "text keys": "テキストキー",
 "that climbs from about 120 gold at level 1 to roughly 4,200 at level 12 (with a small random swing). Then a": "はレベル1で約120ゴールドから、レベル12で約4,200まで上昇します（わずかなランダム変動あり）。次に、",
 "that consumes mana stones (": "を行います（",
 "that get harder as you descend (the game maps each floor to an internal difficulty": "があり、下るほど難しくなります（ゲームは各階層を内部の難易度",
 "that refreshes every 480 in-game minutes (you can also inspect candidates to reveal hidden talents before committing). The number and level of candidates scale with": "のプールから雇用され、これはゲーム内480分ごとに更新されます（決定前に候補を調査して隠れた才能を明らかにすることもできます）。候補の数とレベルは次に応じて増減します：",
 "that soaks the hit does": "で被弾を受け止めても、出荷版のゲームでは",
 "the Dungeon began the calamity of corruption once more.": "ダンジョンは再び腐敗の災厄をもたらし始めました。",
 "the Effects list": "効果一覧",
 "the Giant Stone Golem cannot actually be fought in the stock demo. Its boss room only appears at floor phase 5, but The Veil of Silence's floor-phase table caps at phase 4, so the room never generates - the Golem stays unspawnable and": "巨石ゴーレムは標準デモでは実際には戦えません。そのボス部屋は階フェーズ5でのみ出現しますが、沈黙のヴェールの階フェーズテーブルはフェーズ4で頭打ちになるため、部屋は生成されません。ゴーレムはスポーン不可のままで、",
 "the Guild dispatched expedition teams to dungeons across the world.": "ギルドは世界中のダンジョンに探検隊を派遣しました。",
 "the Red Monster Rat kill (Main7). That's how it's authored - not a bug in your save (": "赤いモンスターネズミの討伐（Main7）より先に発火します。これは意図された作りで、セーブのバグではありません（",
 "the alerts guide": "アラートガイド",
 "the build you're editing": "編集中のビルド",
 "the candidate already carries, priced by rarity:": "が候補の所持刻印に対して発生し、レアリティで価格が決まります：",
 "the clean escape hatch": "きれいな脱出口",
 "the controls guide": "操作ガイド",
 "the economy": "経済",
 "the event list": "イベント一覧",
 "the expedition leader": "探検隊のリーダー",
 "the flat sum, a +50% modifier multiplies your whole flat total, not just the base.": "固定値の合計に適用されるため、+50%の補正は基礎値だけでなく固定値の合計全体を乗算します。",
 "the game itself": "ゲーム自体",
 "the generated floor": "生成された階",
 "the handbook": "ハンドブック",
 "the hit removes (red + skull = lethal, orange over half, green under 10%). It is the ranking metric. Use the": "が奪う分で表示されます（赤＋ドクロ＝致死、オレンジ＝半分超、緑＝10%未満）。これがランキング指標です。",
 "the monster roster": "モンスター一覧",
 "the music guide": "音楽ガイド",
 "the once-brilliant magical empire ultimately collapsed.": "かつて輝かしかった魔法帝国は最終的に崩壊しました。",
 "the resolutions": "探索方針",
 "the skill's VFX clip": "スキルのVFXクリップ",
 "the small hint lines": "小さなヒント行",
 "the spotting radius": "発見半径",
 "the summary": "まとめ",
 "the target for {0} seconds.": "対象に{0}秒間。",
 "the target.": "対象に。",
 "the tips and lore": "ヒントとロア",
 "the training dummy taking a hit": "被弾する訓練用ダミー",
 "thead th": "thead th",
 "thead th[data-sort]": "thead th[data-sort]",
 "these filters": "これらのフィルター",
 "they fear neither pain nor death.": "原始的な本能を持ち、 痛みと死を恐れない。",
 "this building": "この建物",
 "this event's flow and outcomes": "このイベントの流れと結果",
 "this inscription": "この刻印",
 "this monster": "このモンスター",
 "this page covers unreleased and future content found in the game files. Blurred sections reveal on click.": "このページはゲームファイル内で見つかった未実装・将来のコンテンツを扱います。ぼかされた箇所はクリックで表示されます。",
 "this section": "このセクション",
 "this tree is not active": "このツリーは有効ではありません",
 "this weapon needs ammo": "この武器は弾薬が必要です",
 "this whole tree runs on Bubblings, spawned by the Water Staff's": "このツリー全体は、水の杖の",
 "this wiki": "このウィキ",
 "through exceptional leadership.": "例外的なリーダーシップを通じて。",
 "ticks": "ティック",
 "tier deliberately - bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.": "ティアは慎重に選びましょう。大きな捧げ物ほどレベルごとのステータス上昇が大きくなりますが、石こそが真のボトルネックです。",
 "tier, which trades mana-stone cost against the size of your stat gains (see the facts below and the": "ティアも選び、これがマナ石のコストとステータス上昇量を天秤にかけます（下記の数値と",
 "tiers and additional research.": "ティアや追加の研究も解放されます。",
 "tile": "タイル",
 "tiles": "タイル",
 "tiles (": "タイル（",
 "tiles - only affects skills that scale with range": "マス - 射程でダメージが変わるスキルにのみ適用されます",
 "tiles - preview 1x1": "タイル - プレビュー 1x1",
 "tiles - preview 3x3": "タイル - プレビュー 3x3",
 "tiles - preview 4x4": "タイル - プレビュー 4x4",
 "tiles - preview 6x4": "タイル - プレビュー 6x4",
 "tiles - preview 6x6": "タイル - プレビュー 6x6",
 "tiles - preview 7x2": "タイル - プレビュー 7x2",
 "tiles - preview 8x4": "タイル - プレビュー 8x4",
 "tiles - preview 8x6": "タイル - プレビュー 8x6",
 "tiles; the アルファ酸性スロゲル sees a long": "タイル。アルファ酸性スロゲルは遠くまで見え",
 "tiles; the 深淵のアルファ酸性スロゲル sees a long": "tiles; the 深淵のアルファ酸性スロゲル sees a long",
 "to": "～",
 "to all units": "すべてのユニットへ",
 "to all units for 1440 min": "全ユニットに1440分間",
 "to all units for 2880 min": "2880分間、すべてのユニットに",
 "to all units within range.": "範囲内のすべてのユニットに。",
 "to finish the chain.": "で一連の流れを完了します。",
 "to jump to the search box above and find the item, unit or page you were looking for.": "を押すと上の検索ボックスに移動し、探しているアイテム、ユニット、ページを見つけられます。",
 "to nearby enemies and granting nearby allies": "近くの敵に与え、近くの味方に付与",
 "to plug in a specific monster.": "特定のモンスターを入力するために。",
 "to refill completely, which is about": "を完全補充に要し、これはおよそ",
 "to research": "研究するには",
 "to reveal them. A": "で表示できます。",
 "to see each spell's damage as a % of its HP; hover a Skill Damage number for the full base-attack + weapon + coefficient + crit breakdown.": "各呪文のダメージがHPの割合(%)として表示されます。スキルダメージの数値にカーソルを合わせると、基礎攻撃＋武器＋係数＋クリティカルの完全な内訳が見られます。",
 "to target unit for 0 min": "ターゲットユニットに 0 分間",
 "to target unit for 1200 min": "対象ユニットに1200分間",
 "to target unit for 1440 min": "対象ユニットに1440分間",
 "to the URL to run the built-in formula checks.": "を追加すると、組み込みの数式チェックを実行できます。",
 "to the attacker upon blocking a melee attack.": "近接攻撃をブロックする際に攻撃者に。",
 "to the comparison": "を比較に追加",
 "to the target for 5 seconds.": "を5秒間付与する。",
 "to the target for {0} seconds when using single target melee skills.": "to the target for {0} seconds when using single target melee skills.",
 "to the target for {0} seconds when using single-target melee skills.": "to the target for {0} seconds when using single-target melee skills.",
 "to the target for {1} s...": "to the target for {1} s...",
 "to the unit.": "を付与します。",
 "to units within 3 range for 300s every 2s.": "3範囲内のユニットに対して2秒ごとに300秒間。",
 "to units within 3 range for 30s every 2s.": "3範囲内のユニットに対して2秒ごとに30秒間。",
 "together with every other mood lever. This page stays for old links.": "他のすべての気分要素とともに掲載。このページは古いリンク用に残しています。",
 "top left": "左上",
 "total HP": "合算HP",
 "trait \"Leadership\", which made every Leadership description read \"New allies acquire Leadership\". Korean, French and Japanese were already correct.": "特性「Leadership」により、すべてのLeadershipの説明が「新しい同盟国がLeadershipを獲得」と読まれていました。 韓国語、フランス語、日本語はすでに正しくなっていました。",
 "trait to tree access": "特性からツリーへのアクセス",
 "trait). Each boss's": "特性）。各ボスの",
 "trait, separate from backgrounds and inscriptions. The stone is consumed on use and does not stack (": "特性として、背景や刻印とは別に保存する。石は使用時に消費され、重複しない (",
 "trait.": "特性。",
 "traits": "特性",
 "translate(-50%, -100%)": "translate(-50%, -100%)",
 "translations_ko_en.json": "translations_ko_en.json",
 "travelling merchant": "旅の商人",
 "treasure chests": "宝箱",
 "tree -": "ツリー・",
 "tree's active skills WITHOUT holding that staff. A hybrid build (melee weapon + magic actives) is valid - the builder never gates skills on your weapon.": "ツリーのアクティブスキルを、その杖を装備せずに使用できます。ハイブリッドビルド (近接武器 + 魔法アクティブ) は有効で、ビルダーは武器でスキルを制限しません。",
 "true": "true",
 "two campaign bosses": "2体のキャンペーンボス",
 "two independent difficulty axes": "2つの独立した難易度軸",
 "type": "種類",
 "type of damage you take straight back at the attacker (": "種類のダメージをそのまま攻撃者に跳ね返します（",
 "type to search...": "入力して検索...",
 "unaware": "未察知",
 "unclear": "不明",
 "unconfirmed": "未確認",
 "under the name for the Base-vs-Abyss stat delta, not a separate entry.": "名前の下で基礎値と深淵のステータス差分を確認できます。別のエントリではありません。",
 "unit profiles": "ユニットプロフィール",
 "units": "ユニット",
 "units, expected": "ユニット、想定される",
 "unlock the next region (": "解放しない点に注意（",
 "unreleased": "未実装",
 "unreleased content": "未実装コンテンツ",
 "unsourced pool": "入手先不明プール",
 "up to N stacks": "最大 N スタック",
 "up to {#} on the field": "フィールド上に最大{#}",
 "up to {#} stacks": "最大 {#} スタック",
 "use strict": "use strict",
 "use the Retry button freely": "リトライボタンを遠慮なく使い",
 "uses 1 inscription": "刻印を1つ使用",
 "uses ammo:": "使用弾薬：",
 "value": "数値",
 "value and a": "値と",
 "value is negative.": "値が負です。",
 "values": "数値",
 "values from unit profiles and corrected four housing rooms that were labelled": "ユニットプロフィールから値が削除され、「ラベル付け」されていた 4 つのハウジングルームが修正されました",
 "varies": "可変",
 "vegetarian": "菜食",
 "via": "経由",
 "via skill": "スキル経由",
 "via the Goddess Statue.": "女神像を通じて。",
 "via trait": "特性による",
 "via {#}": "{#}経由",
 "vision drops by": "視界は次のぶん減少します：",
 "vision-based and grid-based": "視界ベースかつグリッドベースです",
 "vs equipped": "装備中との比較",
 "vs my unit": "自ユニットとの比較",
 "was": "変更前",
 "weapon": "武器",
 "weapon quality": "武器の品質",
 "weapon skill": "武器スキル",
 "wears down": "すり減る",
 "wears your armor.": "は防具を摩耗させます。",
 "wears your weapon, and": "は武器を摩耗させ、",
 "weight": "重量",
 "weight each).": "それぞれ重量)。",
 "weight of 0 means the background sits in the pool but is never rolled": "ウェイト0はその背景がプールに存在するが決して抽選されないことを意味します",
 "weights per clan rank - relative odds when the recruitment board rolls candidates.": "クランランクごとの重み。募集ボードが候補を抽選する際の相対確率。",
 "what 1 point of each major gives": "各主要ステータス1ポイントが与えるもの",
 "what actually happens": "実際に何が起きるか",
 "when eating vegetarian food.": "菜食食を食べるとき。",
 "when planning your kitchen: Elves take a mood hit from meat, Lizardmen from vegetables (": "を厨房の計画時に考慮しましょう。エルフは肉で、リザードマンは野菜で気分が下がります（",
 "when receiving a negative food effect, and gains ...": "when receiving a negative food effect, and gains ...",
 "when someone dies.": "when someone dies.",
 "when the game had renamed that slot to": "ゲームがそのスロットの名前を変更したとき",
 "where": "どこで",
 "where and how to find things": "物の入手場所と方法",
 "where to find this": "この製品の入手先",
 "where to get X": "Xの入手場所",
 "which backgrounds give which trees": "どの経歴がどのツリーを与えるか",
 "while the Mental Break state is active, the unit": "精神崩壊状態が続いている間に、ユニットは",
 "who": "誰を",
 "who commands one of them.": "その1つを指揮する者です。",
 "whose tiers sum to roughly 2-5 across the six stats, so inspecting for good talents is worthwhile before you pay.": "も付いており、そのティアは6ステータス合計でおおよそ2〜5になります。支払う前に良い才能を調査する価値があります。",
 "wins - it downs you in ~": "の勝ち：相手があなたを倒すまで約",
 "wishlist Dungeon Settlers on Steam": "SteamでDungeon Settlersをウィッシュリストに追加",
 "with 10": "10で",
 "with Blade Grinding (+": "刃の研磨あり（+",
 "with real corridors - using the actual in-game room maps. The structure, room doors and art are authentic; the exact room coordinates and corridor routing are representative (the game re-rolls them per run from a per-dungeon seed it never exposes, so in-game maps cannot be reproduced here). The": "実際の通路で、ゲーム内の実マップを使用します。構造、部屋のドア、アートは本物です。正確な部屋座標と通路の経路は代表的なものです（ゲームは公開しないダンジョンごとのシードから実行のたびに再抽選するため、ゲーム内マップをここで再現することはできません）。この",
 "would": "なら",
 "x (1 + PerModifier %)": "x (1 + PerModifier %)",
 "x (1 + sum of % bonuses)": "x (1 + %ボーナスの合計)",
 "yes": "はい",
 "you can recruit:": "募集できるかも変えます：",
 "you eat matters: a meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.": "食べるかも重要だ。きちんとした食堂で取った食事は、床で食べた場合よりもはるかに長く気分効果が持続する。",
 "you really": "あなたが本当に",
 "you recover, up to": "を回復するごとに、最大",
 "you show": "あなたが示す",
 "your own barrier or guard soaks the hit. So a Barrier bubble or a successful guard that absorbs the damage to your health": "あなた自身のバリアやガードが被弾を受け止める前に行われます。そのため、体力へのダメージを吸収するバリアの膜やガードの成功でも、",
 "zero": "ゼロ",
 "{#} (resource node)": "{#}（資源ノード）",
 "{#} (~{#}% per floor)": "{#}（フロアあたり約{#}%）",
 "{#} - hit-receive animation": "{#} - 被弾アニメーション",
 "{#} - minimum layout meeting every requirement": "{#} - 全要件を満たす最小レイアウト",
 "{#} - minimum layout meeting every requirement: {#}": "{#} - 全要件を満たす最小レイアウト：{#}",
 "{#} - room map": "{#} - 部屋マップ",
 "{#} Down": "{#} 低下",
 "{#} HP": "{#} HP",
 "{#} HP - {#}": "{#} HP - {#}",
 "{#} Up": "{#} 上昇",
 "{#} added": "{#}追加",
 "{#} additions, {#} changes and {#} removals across {#} data tables.": "追加{#}件、変更{#}件、削除{#}件、対象データテーブル{#}件。",
 "{#} adds {#}, and retunes {#}, {#}, {#} and {#}.": "{#}が{#}を追加し、{#}、{#}、{#}、{#}を再調整します。",
 "{#} adds {#}, retunes {#} and rewords {#}.": "{#}では{#}が追加され、{#}が調整され、{#}の文言が修正されました。",
 "{#} adds {#}, retunes {#}, {#}, {#} and {#}, and rewords {#}.": "{#}では{#}が追加され、{#}、{#}、{#}、{#}が調整され、{#}の文言が修正されました。",
 "{#} adds {#}, {#}, {#} and {#}, removes {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, rebuilds skill tree access for {#}, and rewords {#}.": "{#}では{#}、{#}、{#}、{#}が追加され、{#}、{#}、{#}、{#}が削除され、{#}、{#}、{#}、{#}が調整され、{#}のスキルツリー選択が再編され、{#}の文言が修正されました。",
 "{#} adds {#}, {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, and re-cuts skill tree access for {#}.": "{#}が{#}、{#}、{#}、{#}、{#}を追加し、{#}、{#}、{#}、{#}を再調整し、{#}のスキルツリー解放条件を再編します。",
 "{#} at {#}": "{#}（{#}）",
 "{#} attacks to break": "破壊まで{#}回の攻撃",
 "{#} authored layout{#}, drawn uniformly. Odds below are computed, not rolled.": "{#}個の設計済みレイアウト{#}、均等に抽選。以下の確率は計算値であり、抽選結果ではありません。",
 "{#} bounces, max {#}x on {#} targets": "{#}回跳ね返り、最大{#}回、{#}体の対象に",
 "{#} builds": "{#}ビルド",
 "{#} burning bonus": "{#} 燃焼ボーナス",
 "{#} caster; {#} range ({#}); {#} area hit ({#}). The range distance metric shown is approximate; the area shape is exact.": "{#} 詠唱者; {#} 射程（{#}）; {#} 範囲ヒット（{#}）。表示される射程距離はおおよその値で、範囲の形状は正確です。",
 "{#} casts (free skill, no energy)": "{#} キャスト (フリースキル、エネルギーなし)",
 "{#} damage": "{#} ダメージ",
 "{#} damage/second": "{#} ダメージ/秒",
 "{#} decorations (deco quality {#})": "装飾{#}個（装飾品質{#}）",
 "{#} descriptions were updated.": "説明{#}件が更新されました。",
 "{#} detonation": "{#} 起爆",
 "{#} dmg": "{#} ダメージ",
 "{#} dmg bonus": "{#} ダメージボーナス",
 "{#} energy": "{#} エネルギー",
 "{#} energy =": "{#} エネルギー =",
 "{#} energy = <b>{#}%</b> of the {#} energy pool": "{#} エネルギー = {#} エネルギープールの <b>{#}%</b>",
 "{#} energy = {#} to cast + {#} for the Bubbling it consumes.": "{#} エネルギー = 発動の {#} + 消費するバブリングの {#}。",
 "{#} entries": "{#}件",
 "{#} floor {#}": "{#} フロア {#}",
 "{#} floor {#} (~{#}% per floor)": "{#} フロア {#}（フロアあたり約{#}%）",
 "{#} floors {#}-{#}": "{#} フロア {#}-{#}",
 "{#} floors {#}-{#} (~{#}% per floor)": "{#} 階層 {#}-{#}（各階層 約{#}%）",
 "{#} gold": "{#} ゴールド",
 "{#} had a list reordered with no change to its contents.": "{#}のリストの並び順が変わりましたが、内容は同じです。",
 "{#} had its blocking conditions changed.": "{#}のブロック条件が変更されました。",
 "{#} had its completion requirement changed.": "{#}の達成条件が変更されました。",
 "{#} had its internal keyword changed.": "{#}の内部キーワードが変更されました。",
 "{#} had its outcome changed.": "{#}の結果が変更されました。",
 "{#} had its prerequisites changed.": "{#}の前提条件が変更されました。",
 "{#} had its {#} adjusted.": "{#}の{#}が調整されました。",
 "{#} has been renamed to {#}.": "{#}の名称が{#}に変更されました。",
 "{#} hits to break": "破壊まで{#}ヒット",
 "{#} icon": "{#} アイコン",
 "{#} in {#} ({#} of visits, {#} per room)": "{#}（{#}、訪問の {#}、部屋あたり {#}）",
 "{#} inscription": "{#} 刻印",
 "{#} inscriptions": "{#} 個の刻印",
 "{#} item": "{#} アイテム",
 "{#} items": "{#} アイテム",
 "{#} map": "{#} マップ",
 "{#} menu": "{#}メニュー",
 "{#} minimum room layout": "{#} 最小部屋レイアウト",
 "{#} new weapon trees": "{#}個の新しい武器ツリー",
 "{#} no longer take {#} as a sub tree.": "{#}のサブツリーから{#}が外れました。",
 "{#} no longer takes {#} as a sub tree.": "{#}のサブツリーから{#}が外れました。",
 "{#} no longer train {#}, and also take {#} as a sub tree.": "{#}は{#}を訓練しなくなり、サブツリーに{#}が追加されました。",
 "{#} no longer train {#}, and no longer take {#} as a sub tree.": "{#}は{#}を訓練しなくなり、サブツリーから{#}が外れました。",
 "{#} no longer train {#}, and take {#} as a sub tree instead of {#}.": "{#}は{#}を訓練しなくなり、サブツリーは{#}に変わり、{#}が外れました。",
 "{#} no longer train {#}.": "{#}は{#}を訓練しなくなりました。",
 "{#} no longer trains {#}, and also takes {#} as a sub tree.": "{#}は{#}を訓練しなくなり、サブツリーに{#}が追加されました。",
 "{#} no longer trains {#}, and no longer takes {#} as a sub tree.": "{#}は{#}を訓練しなくなり、サブツリーから{#}が外れました。",
 "{#} no longer trains {#}, and takes {#} as a sub tree instead of {#}.": "{#}は{#}を訓練しなくなり、サブツリーは{#}に変わり、{#}が外れました。",
 "{#} no longer trains {#}.": "{#}は{#}を訓練しなくなりました。",
 "{#} now also take {#} as a sub tree.": "{#}のサブツリーに{#}が追加されました。",
 "{#} now also takes {#} as a sub tree.": "{#}のサブツリーに{#}が追加されました。",
 "{#} now also train {#}, and also take {#} as a sub tree.": "{#}は{#}も訓練するようになり、サブツリーに{#}が追加されました。",
 "{#} now also train {#}, and no longer take {#} as a sub tree.": "{#}は{#}も訓練するようになり、サブツリーから{#}が外れました。",
 "{#} now also train {#}, and take {#} as a sub tree instead of {#}.": "{#}は{#}も訓練するようになり、サブツリーは{#}に変わり、{#}が外れました。",
 "{#} now also train {#}.": "{#}は{#}も訓練するようになりました。",
 "{#} now also trains {#}, and also takes {#} as a sub tree.": "{#}は{#}も訓練するようになり、サブツリーに{#}が追加されました。",
 "{#} now also trains {#}, and no longer takes {#} as a sub tree.": "{#}は{#}も訓練するようになり、サブツリーから{#}が外れました。",
 "{#} now also trains {#}, and takes {#} as a sub tree instead of {#}.": "{#}は{#}も訓練するようになり、サブツリーは{#}に変わり、{#}が外れました。",
 "{#} now also trains {#}.": "{#}は{#}も訓練するようになりました。",
 "{#} now take {#} as a sub tree instead of {#}.": "{#}のサブツリーが{#}に変わり、{#}が外れました。",
 "{#} now takes {#} as a sub tree instead of {#}.": "{#}のサブツリーが{#}に変わり、{#}が外れました。",
 "{#} now train {#} instead of {#}, and also take {#} as a sub tree.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーに{#}が追加されました。",
 "{#} now train {#} instead of {#}, and no longer take {#} as a sub tree.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーから{#}が外れました。",
 "{#} now train {#} instead of {#}, and take {#} as a sub tree instead of {#}.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーは{#}に変わり、{#}が外れました。",
 "{#} now train {#} instead of {#}.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなりました。",
 "{#} now trains {#} instead of {#}, and also takes {#} as a sub tree.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーに{#}が追加されました。",
 "{#} now trains {#} instead of {#}, and no longer takes {#} as a sub tree.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーから{#}が外れました。",
 "{#} now trains {#} instead of {#}, and takes {#} as a sub tree instead of {#}.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなり、サブツリーは{#}に変わり、{#}が外れました。",
 "{#} now trains {#} instead of {#}.": "{#}は{#}を訓練するようになり、{#}は訓練しなくなりました。",
 "{#} per (at {#})": "{#} 毎（{#} 時）",
 "{#} per energy ({#} energy)": "エネルギーあたり{#}（エネルギー{#}）",
 "{#} per energy at 1 target, {#} at {#} targets ({#} energy)": "対象1体でエネルギーあたり{#}、対象{#}体で{#}（エネルギー{#}）",
 "{#} ready-made example characters, each authored from the game's own tables and legal in build {#} - released race, a background that grants the skill trees shown, obtainable gear only, and levels within the build cap. Every stat is computed by the same engine the Character Builder uses. \"Open in builder\" loads a build as a fresh draft you can edit; it is never saved over your own builds.": "{#} 個の既製品の例キャラクターで、それぞれゲーム自体のテーブルから作成され、ビルド {#} で合法 - リリースされたレース、表示されたスキルツリーを付与する背景、入手可能な装備のみ、ビルドキャップ内のレベル。すべてのステータスは Character Builder が使用するのと同じエンジンで計算されます。「ビルダーで開く」はビルドを編集可能な新しいドラフトとして読み込みます。保存済みビルドは上書きされません。",
 "{#} removed": "{#}削除",
 "{#} retunes {#} and {#}.": "{#}が{#}と{#}を再調整します。",
 "{#} rounds (free skill, no energy)": "{#} ラウンド (フリースキル、エネルギーなし)",
 "{#} skill": "{#} スキル",
 "{#} skills": "{#} スキル",
 "{#} stress / in-game hour": "{#} ストレス / ゲーム内時間1時間",
 "{#} text entries had their wording or punctuation tidied.": "テキスト項目{#}件の表現や句読点が整理されました。",
 "{#} total": "合計{#}",
 "{#} updates": "{#} 更新",
 "{#} variant": "{#} バリアント",
 "{#} {#}": "{#} {#}",
 "{#} {#} / target": "{#} {#} / 対象",
 "{#} {#} damage per stack, every second, ignoring defense and shields ({#}). Example: 10 stacks = {#} {#} damage/second. Duration is set by the applying skill.": "スタックごとに毎秒 {#} {#} ダメージ、防御とシールドを無視（{#}）。例：10スタック = {#} {#} ダメージ/秒。継続時間は付与したスキルによって決まります。",
 "{#} {#} had their {#} adjusted.": "{#}件の{#}の{#}が調整されました。",
 "{#}% HP - safe for now": "HP {#}% - 今は安全",
 "{#}% hit / {#}% crit each": "それぞれ命中{#}% / クリティカル{#}%",
 "{#}% of the target's Max Health as typeless damage every 10 seconds, ignoring defense. Cannot stack; scales with the target's Max Health, not the caster's attack power. Example: on a 500 HP target that is {#} damage every 10 seconds. Duration is set by the applying skill.": "10秒ごとに対象の最大体力の{#}%を無属性ダメージとして与え、防御を無視する。重複しない。使用者の攻撃力ではなく対象の最大体力に依存する。例: 最大体力500の対象では10秒ごとに{#}ダメージ。効果時間は付与するスキルによって決まる。",
 "{#}, radius {#}": "{#}、半径{#}",
 "{#}, {#} hits": "{#}、{#} ヒット",
 "{#}/energy": "{#}/エネルギー",
 "{#}s cooldown": "{#}秒 クールタイム",
 "{#}x the median {#} active per cast": "{#}倍、中央値 {#}（1回の使用あたりアクティブ）",
 "{#}x{#} floor ({#} tiles)": "{#}x{#} フロア（{#}タイル）",
 "{0} : least일 때 능력치 상승 배율 {1} : ordinary일 때 능력치 상승 배율 {2} : plentiful일 때 능력치 상승 배율": "{0} : least（最小）のときの能力値上昇倍率 {1} : ordinary（普通）のときの能力値上昇倍率 {2} : plentiful（豊富）のときの能力値上昇倍率",
 "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율성은 낮아지도록 의도함. (241129 노트) Least 능력치 상승 배율: 1 소모 수량 배율: 0.5 트레이드오프 비율(효율성): 2 Ordinary 능력치 상승 배율: 1.2 소모 수량 배율: 1 트레이드오프 비율(효율성): 1.2 Plentiful 능력치 상승 배율: 1.5 소모 수량 배율: 2 트레이드오프 비율(효율성): 0.75": "{0}：least のとき必要アイテム（一般的にマナストーン）数量の上昇倍率 {1}：ordinary のとき必要アイテム（一般的にマナストーン）数量の上昇倍率 {2}：plentiful のとき必要アイテム（一般的にマナストーン）数量の上昇倍率 PS：良いオプションを選ぶほど、能力値上昇に対するマナストーン消費量の効率が低くなるよう意図している。（241129 ノート）Least 能力値上昇倍率：1 消費数量倍率：0.5 トレードオフ比率（効率性）：2 Ordinary 能力値上昇倍率：1.2 消費数量倍率：1 トレードオフ比率（効率性）：1.2 Plentiful 能力値上昇倍率：1.5 消費数量倍率：2 トレードオフ比率（効率性）：0.75",
 "{0} : least일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {1} : ordinary일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 {2} : plentiful일 때 요구 아이템(일반적으로 마석) 수량 상승 배율 PS : 좋은 옵션을 선택할수록 능력치 상승 대비 마석 소모량 효율은 낮아지도록 밸런싱에 의도함.": "{0} : leastのとき要求アイテム（通常はマナ石）の数量上昇倍率 {1} : ordinaryのとき要求アイテム（通常はマナ石）の数量上昇倍率 {2} : plentifulのとき要求アイテム（通常はマナ石）の数量上昇倍率 PS : 良いオプションを選ぶほど、能力値上昇に対するマナ石消費量の効率が低くなるようバランス調整で意図している。",
 "{0} : 레벨1 기준 시작 보조 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)": "{0}：レベル1時点の開始時の補助スキルポイント（Statusシートのスキルポイントは参考用で変更しても影響がないため、ここで別途処理）",
 "{0} : 레벨1 기준 시작 주요 스킬 포인트 (Status 시트에서 스킬포인트는 참고용이고 바꿔도 영향 없으므로 여기서 별도 처리)": "{0}：レベル1時点の開始時の主要スキルポイント（Statusシートのスキルポイントは参考用で変更しても影響がないため、ここで別途処理）",
 "{0} : 모집의 후보가 갱신되는 분 단위 시간 구간 NOTE : 당분간은 테스트 편의를 위해 50으로 해둡니다. 나중에 수정 필요.": "{0}：募集の候補が更新される分単位の時間区間 NOTE：当面はテストの都合上50にしておきます。後で修正が必要。",
 "{0} beckons you over.": "{0}があなたを手招きします。",
 "{0} beckons you over. In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward something beyond its reach. The surroundin": "{0}があなたを手招きする。壁の裏に隠された狭い空間に、骸骨が崩れ落ちている。その姿勢のまま固まっており、片手を届かぬ何かに向かって伸ばしたままだ。周囲の……",
 "{0} beckons you over. In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward something beyond its reach. The surrounding floor is covered in layer upon layer of intricate patterns and indecipherable writing. At the center of the circle lie an ancient censer and mana stones stained with dried blood. The ritual appears to be over, yet the scene gives the unsettling impression that it stopped at the very last moment. After examining the area, {0} speaks in a low voice. \"It looks like someone performed a ritual here. But... I don't think they ever completed it.\" The faint metallic scent of blood-blood that should have vanished long ago-still hangs in the air. \"Captain... If we interfere carelessly, we may end up just like this person.\"": "{0}があなたを手招きします。壁の後ろの狭い空間には、骸骨が倒れ込んでいます。それはその先にある何かに向かって手を伸ばしたまま、その場所に凍りついたままです。周囲の床は層状の複雑な模様と読めない文字で覆われています。その円の中央には古い香炉と乾いた血で汚れた魔力の石が置かれています。儀式は終わったように見えますが、その光景から、それが最後の瞬間で止まったのではないかという不穏な印象を受けます。その場所を調べた後、{0}は低い声で話します。「ここで誰かが儀式を行ったようです。でも…完成したことはないと思います。」今は遠い過去のはずの血の金属の香りが、今なお空気中に漂っています。「司令官…不用意に干渉すると、この人のようになってしまう可能性があります。」",
 "{0} beckons you over. In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward something beyond its reach. The surrounding floor is covered in layer upon layer of intricate patterns and indecipherable writing. At the center of the circle lie an ancient censer and mana stones stained with dried blood. The ritual appears to be over, yet the scene gives the unsettling impression that it stopped at the very last moment. After examining the area, {0} speaks in a low voice. \"It looks like someone performed a ritual here. But... I don't think they ever completed it.\" The faint metallic scent of blood-blood that should have vanished long ago-still hangs in the air. \"Commander... If we interfere carelessly, we may end up just like this person.\"": "{0}があなたを手招きする。壁の裏に隠された狭い空間に、骸骨が崩れ落ちている。その姿勢のまま固まっており、片手を届かぬ何かに向かって伸ばしたままだ。周囲の床は幾重にも重なった精緻な文様と判読できない文字で覆われている。円の中心には古びた香炉と、乾いた血の染みついたマナ石が置かれている。儀式は終わったように見えるが、その光景はまさに最後の瞬間で止まったかのような、落ち着かない印象を与える。周辺を調べた後、{0}が低い声で言う。「ここで誰かが儀式を行ったようです。ですが……最後までやり遂げられなかったのだと思います。」とうに消えていてもおかしくないはずの、かすかな血の金属臭が今もなお漂っている。「司令官……不用意に手を出せば、私たちもこの人物と同じ末路をたどるかもしれません。」",
 "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and they studied the surface of metal for a long time so that even the smallest crack would not escape them. As the years passed, they came to react faster to the sound of metal than to people's words.": "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and they studied the surface of metal for a long time so that even the smallest crack would not escape them. As the years passed, they came to react faster to the sound of metal than to people's words.",
 "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and...": "{0} began each day with the bellows and the sound of hammering. Even in suffocating heat, their hands stayed steady, and...",
 "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns.": "{0}は慎重に深く手を入れ、トゲによる繰り返された突きに耐えます。",
 "{0} carefully reaches deeper inside, enduring repeated pricks from the thorns. Before long, after searching through the narrow crevice, they manage to find something. \"Hmm... this is...\"": "{0}は慎重に深く手を入れ、トゲによる繰り返された突きに耐えます。やがて、狭い亀裂を探索した後、彼らは何かを見つけることに成功します。「ふむ...これは...」",
 "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration.": "{0}は慎重にデバイスの操作盤に触れると、低い振動で目を覚ます。",
 "{0} cautiously touches the device's controls, and it begins to awaken with a low vibration. \"Hummm...\" The catalyst inside the vessel churns, and the intricate mana circuits flicker back to life one by one. For a brief moment, {0} is struck by a powerful flash of insight, as though they have grasped the principles governing the flow of mana. But then the entire device begins to shake violently. \"Bzzzt... Bzzt!\" The next instant, the device shatters, spraying corrupted catalyst in every direction.": "{0}は慎重にデバイスの操作盤に触れると、低い振動で目を覚ます。「フーム...」容器内の触媒が渦巻き、複雑なマナ回路が次々と点灯し始める。一瞬の間、{0}はマナの流れを支配する原理を把握したかのような、強烈な洞察に襲われる。しかし次の瞬間、デバイス全体が激しく揺れ始める。「ブーッ...ブーッ!」その瞬間、デバイスが砕け散り、腐敗した触媒が四方八方に飛び散る。",
 "{0} circles the device, carefully removing each part that still appears intact.": "{0}はデバイスの周りを回り、まだ無傷に見える各部品を慎重に取り外す。",
 "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements, and kept hammering until an unsteady structure found its place again. As the years passed, fixing things with their hands became far more familiar than fixing them with words.": "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements, and kept hammering until an unsteady structure found its place again. As the years passed, fixing things with their hands became far more familiar than fixing them with words.",
 "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements,...": "{0} could never easily walk past creaking stairs or a crooked doorframe. They snapped chalk lines, checked measurements,...",
 "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms.": "{0}はしゃがみ込んで狭い穴に這い入ります。しばらくして、腕に何かを抱えて出てきます。",
 "{0} crouches down and crawls into the narrow hole. A short while later, they emerge carrying something in their arms. \"This looks fairly useful.\"": "{0}はしゃがみ込んで狭い穴に這い入ります。しばらくして、腕に何かを抱えて出てきます。「これは結構役に立つかな。」",
 "{0} crouches down, crawls deep into the hole, and begins searching every corner.": "{0}がかがみ込み、穴の奥深くまで這って進み、あらゆる隅々を探索し始めます。",
 "{0} doesn't have enough": "{0}は十分な……を持っていない",
 "{0} doesn't have enough amount of {1} in inventory.": "{0}のインベントリに{1}が不足しています。",
 "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking ...": "{0}は常連客の注文と旅人の訛りを簡単に覚えた。彼らは歌声とジョッキの音が響く中を素早く動き回り...",
 "{0} easily remembered regulars' orders and the accents of travelers. They moved quickly through loud songs and clinking cups, and before a quarrel could break out, they turned attention aside with a single joke. As the years passed, they came to feel more at ease in a noisy hall than in a quiet room.": "{0}は常連客の注文と旅人の訛りを簡単に覚えた。彼らは歌声とジョッキの音が響く中を素早く動き回り、争いが起こる前に一言の冗談でその場の注意をそらした。月日が経つにつれ、彼らは静かな部屋よりもうるさい酒場の方がずっと落ち着いていた。",
 "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reache...": "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reache...",
 "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, th": "{0} found torn pages and sealed notes hidden among old shelves. Warnings not to read them only drew them closer, and even on nights when unknown whispers reached their ears, th",
 "{0} has been suspicious ever since they returned. You still cannot trust them!": "{0}は戻ってきてからずっと疑わしい。あなたはまだ彼らを信じられない！",
 "{0} has joined": "{0}が加入した",
 "{0} has joined expedition clan.": "{0}が遠征一族に参加しました。",
 "{0} hears something moving quickly through the nearby bushes. Soon after, they rummage around eagerly and bring back som...": "{0}は近くの茂みから何かが素早く動く音を聞きます。 その直後、彼らは熱心に周りを探り回し、何か怪しいものを連れてきます...",
 "{0} hears something moving swiftly through the nearby bushes.": "{0}は近くの茂みを素早く動くものの音を聞きます。",
 "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\" The strange creature, resembling a bundle of leaves, wriggles helplessly in {0}'s grasp before finally giving up. \"Commander, what should we do with this?\" From what you can tell, the tiny creature does not seem particularly dangerous.": "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\" The strange creature, resembling a bundle of leaves, wriggles helplessly in {0}'s grasp before finally giving up. \"Commander, what should we do with this?\" From what you can tell, the tiny creature does not seem particularly dangerous.",
 "{0} hears something moving swiftly through the nearby bushes. After rummaging around for a while, they eventually catch something suspicious and bring it to you. \"Sshhhhk!\"</colo": "{0}は近くの茂みをすばやく動く何かの音を聞く。しばらく探った後、最終的に何か怪しいものを捕まえ、あなたに持ってくる。「シュッ!」</colo",
 "{0} hunted": "{0}は狩った",
 "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought ...": "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought ...",
 "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought venom and hides": "{0} hunted serpents through the marsh, slipping into narrow gaps, tasting the air, and reading a serpent's movements with their fingertips. Their skill brought venom and hides",
 "{0} is known as a master of delicate scale craftsmanship.": "{0}は繊細な鱗細工の名手として知られている。",
 "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft el...": "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft el...",
 "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft elevated the tribe": "{0} is known as a master of delicate scale craftsmanship. Armor and ornaments shaped at the fingertips were both beautiful and strong, coveted by many. Craft elevated the tribe",
 "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their cra...": "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their cra...",
 "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their craft raised the tr": "{0} is known as a master of delicate scale craftsmanship. The armor and ornaments shaped by those hands were beautiful, powerful, and coveted by many. Their craft raised the tr",
 "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the end on tired legs, and even before closing gates, they never slowed their final steps. But after living through one urgent moment after another, they often grew uneasy in places that were calm.": "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the end on tired legs, and even before closing gates, they never slowed their final steps. But after living through one urgent moment after another, they often grew uneasy in places that were calm.",
 "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the...": "{0} knew well that a single letter could change someone's fate or turn the tide of battle. So they ran every road to the...",
 "{0} looks a bit sheepish, then decides to keep the curious creature with them.": "{0}はやや照れた表情を見せた後、好奇心旺盛な生き物をそばに置くことにする。",
 "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the w...": "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the w...",
 "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the weapon in their hand grew heavier with every step, and even a single footfall made their heart sink. Surviving left a longer shadow than relief ever could.": "{0} never forgot the moment fear moved their body before any order could. On the night they fled across wet earth, the weapon in their hand grew heavier with every step, and even a single footfall made their heart sink. Surviving left a longer shadow than relief ever could.",
 "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves, and cutting back vines that had crept over fences. Because they were used to work whose results only appeared after a long wait, they were not easily shaken by urgent demands.": "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves, and cutting back vines that had crept over fences. Because they were used to work whose results only appeared after a long wait, they were not easily shaken by urgent demands.",
 "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,...": "{0} never forgot what each season required. They spent their days transplanting young shoots, clearing away sick leaves,...",
 "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for long, even with difficult tasks. As the years passed, they learned how to hide mistakes before they learned how to make them.": "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for long, even with difficult tasks. As the years passed, they learned how to hide mistakes before they learned how to make them.",
 "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for...": "{0} often found the answer before anyone taught them how. They quickly understood complex rules and rarely struggled for...",
 "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their final clothes and leveled the soil by the grave before dawn arrived. Years spent close to death left them calm, but they were often slow to respond to the light jokes of the living.": "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their final clothes and leveled the soil by the grave before dawn arrived. Years spent close to death left them calm, but they were often slow to respond to the light jokes of the living.",
 "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their...": "{0} often stepped outside at the sound of bells ringing late at night. In cold rooms, they dressed the departed in their...",
 "{0} pushes through the sticky vines and ventures deeper inside. A short while later, they struggle back out with several...": "{0}が粘性のツタをかき分けて奥へ進みます。暫くして、彼らは数本の...を持って苦労して戻ってきます。",
 "{0} quickly pulls their hand back in pain, then turns toward you with a faintly resentful look.": "{0}は痛みで素早く手を引っ込め、あなたに薄い怨嗟の表情を向けます。",
 "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o...": "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle o...",
 "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle of belongings by themself, but even on the road, they first noticed people's bearing and the order of a place. Even as the years passed, the collapse of their responsibilities weighed heavier than their lowered station.": "{0} remembered the soldiers and officials who once moved in their name. Now they had to look after even a small bundle of belongings by themself, but even on the road, they first noticed people's bearing and the order of a place. Even as the years passed, the collapse of their responsibilities weighed heavier than their lowered station.",
 "{0} searches around the ritual circle and carefully recovers anything that still appears useful. But just as they turn t...": "{0}は儀式の円の周りを探索し、まだ有用に見えるものをすべて慎重に回収します。しかし、彼らが振り返った時...",
 "{0} seconds the corresponding Mood lasts after eating food in a room": "部屋で食事をした後、対応する気分が持続する{0}秒",
 "{0} seconds the corresponding Mood lasts after sleeping in a bed": "ベッドで寝た後、対応する気分が持続する{0}秒",
 "{0} seconds the corresponding Mood lasts after sleeping in a room": "部屋で寝た後、対応する気分が持続する{0}秒",
 "{0} seconds the corresponding Mood lasts after sleeping on the floor PS: At 1x speed, 1 in-game hour = 45 real seconds.": "床で寝た後、対応する気分が持続する{0}秒 PS: 1倍速では、ゲーム内1時間 = 実時間45秒。",
 "{0} seemed suspicious, but you decided that {1}, who had tried to steal, was worse after all.": "{0}は疑わしく見えましたが、あなたは結局盗もうとした{1}の方が悪いと判断しました。",
 "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind slipped from the hand when forced, and earth did not readily answer those who hurried. The caution learned that way helped them control power, but it also made them overly careful when faced with unfamiliar situations.": "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind slipped from the hand when forced, and earth did not readily answer those who hurried. The caution learned that way helped them control power, but it also made them overly careful when faced with unfamiliar situations.",
 "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind...": "{0} spent a long time recording the soot and frozen droplets left behind by failed spells. Fire spread when rushed, wind...",
 "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc...": "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by sc...",
 "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by scholars, wrote down the words of local guides, and grew easily excited by blank spaces left on maps. As the years passed, they came to miss unfamiliar landscapes more than familiar comforts.": "{0} spent more time in distant ports and foreign markets than in banquet halls. They searched through records left by scholars, wrote down the words of local guides, and grew easily excited by blank spaces left on maps. As the years passed, they came to miss unfamiliar landscapes more than familiar comforts.",
 "{0} struggles and looks up at you desperat...": "{0}は必死に抵抗し、あなたを見上げ…",
 "{0} thanks you for your trust.": "{0}はあなたの信頼に感謝した。",
 "{0} ticks the corresponding effect lasts at the temple, depending on quality": "品質に応じて、寺院で対応する効果が持続する{0}ティック",
 "{0} to construct": "{0}を建設するために",
 "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav...": "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind tav...",
 "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind taverns, and fought off sleep until the dawn bell rang. As the years passed, they began to notice strange silences first, even on quiet streets.": "{0} walked the same route again and again every deep night. They checked cold hearths, listened for arguments behind taverns, and fought off sleep until the dawn bell rang. As the years passed, they began to notice strange silences first, even on quiet streets.",
 "{0} ~ Heavy ~ {1} ~ Very Heavy ~ {2} ~ Cannot Carry": "{0} ～ 重い ～ {1} ～ 非常に重い ～ {2} ～ 運搬不可",
 "{0}'s ID: {1}": "{0}のID：{1}",
 "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the ...": "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the ...",
 "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the cries of the mon": "{0}'s gear was marked with bites and claw scratches. They tied torn leather straps back together, straightened bent spearheads, and held their breath until the cries of the mon",
 "{0}, calmly surveys the expedition members.": "{0}は落ち着いた様子で遠征隊員たちを見渡す。",
 "{0}, newly appointed as deputy": "新たに副……に任命された{0}は",
 "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands.": "副隊長として新しく任命された{0}は、敬意を込めてあなたが両手で示した徽章を受け取った。",
 "{0}, newly appointed as deputy captain, respectfully accepts the insignia you present with both hands. They then turn to face the expedition members with a triumphant air, lashing their tail hard ag": "副隊長として新しく任命された{0}は、敬意を込めてあなたが両手で示した徽章を受け取った。その後、彼らは勝ち誇った態度で遠征隊員に向きを変え、尾を激しく…",
 "{0}, newly appointed as deputy commander, respectfully accepts the insignia you present with both hands. They then turn to face the expediti...": "新たに副司令官に任命された{0}は、あなたが差し出す徽章を両手で恭しく受け取る。それから遠征……",
 "{0}, newly appointed as deputy commander, respectfully accepts the insignia you present with both hands. They then turn to face the expedition members with a triumphant air, lashing their tail hard": "新たに副司令官に任命された{0}は、あなたが差し出す徽章を両手で恭しく受け取る。それから誇らしげな様子で遠征隊員たちの方を向き、尻尾を勢いよく振る",
 "{0}, newly appointed as deputy commander, respectfully accepts the insignia you present with both hands. They then turn to face the expedition members with a triumphant air, lashing their tail hard a...": "新たに副司令官に任命された{0}は、あなたが差し出す徽章を両手で恭しく受け取る。それから誇らしげな様子で遠征隊員たちの方を向き、尻尾を勢いよく振……",
 "{0}, summons the expedition members to the campfire.": "{0}は遠征隊員たちを焚き火に呼び集める。",
 "{0}, who had been discussing expedition operations with you, carefully speaks up. \"Commander, how about we ask the guil...": "あなたと遠征作戦について議論していた{0}は、慎重に口を開く。「司令官、ギルドに尋ねるのはどうでしょうguil...",
 "{0}: Discount percentage applied when the player sells (e.g., if 50, a resource worth 120 gold can only be sold for 60 gold;)": "{0}: プレイヤーが売却する際に適用される割引率（例: 50なら、120ゴールドの価値の資源は60ゴールドでしか売れない）",
 "{0}: Hold": "{0}: 長押し",
 "{0}: Maximum level a unit can reach": "{0}: ユニットが到達できる最大レベル",
 "{0}: Maximum level a unit can reach in the current build": "{0}: 現在のビルドでユニットが到達できる最大レベル",
 "{0}: Minimum increase {1}: Maximum increase": "{0}: 最小上昇値 {1}: 最大上昇値",
 "{0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation": "{0}: 募集候補生成時にユニットへ付与される性格特性の最小数",
 "{0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation": "{0}: 募集候補生成時にユニットに付与される二次スキルツリーの最小数",
 "{0}: Multiplier for required item (usually Mana Stone) quantity increase when Least {1}: Multiplier for required item (usually Mana Stone) quantity increase when Ordinary {2}: Multiplier for required item (usually Mana Stone) quantity increase when Plentiful PS: Intended so that the better the option chosen, the lower the Mana Stone consumption efficiency relative to the stat increase. (241129 note) Least Stat increase multiplier: 1 Consumption quantity multiplier: 0.5 Trade-off ratio (efficiency): 2 Ordinary Stat increase multiplier: 1.2 Consumption quantity multiplier: 1 Trade-off ratio (efficiency): 1.2 Plentiful Stat increase multiplier: 1.5 Consumption quantity multiplier: 2 Trade-off ratio (efficiency): 0.75": "{0}: Leastのときの必要アイテム（通常はマナ石）数量増加の倍率 {1}: Ordinaryのときの必要アイテム（通常はマナ石）数量増加の倍率 {2}: Plentifulのときの必要アイテム（通常はマナ石）数量増加の倍率 PS: より良い選択肢を選ぶほど、能力値上昇に対するマナ石の消費効率が低くなるよう意図している。(241129 note) Least 能力値上昇倍率: 1 消費数量倍率: 0.5 トレードオフ比（効率）: 2 Ordinary 能力値上昇倍率: 1.2 消費数量倍率: 1 トレードオフ比（効率）: 1.2 Plentiful 能力値上昇倍率: 1.5 消費数量倍率: 2 トレードオフ比（効率）: 0.75",
 "{0}: Number of Inscriptions randomly presented on level up": "{0}: レベルアップ時にランダムに提示される刻印の数",
 "{0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}: 募集候補生成時に追加の性格特性を付与する確率（理論上は無限に繰り返される可能性があります）",
 "{0}: Probability of granting an additional secondary skill tree during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}: 募集候補生成時に追加の二次スキルツリーを付与する確率（理論上は無限に繰り返しうる）",
 "{0}: Required item (usually Mana Stones) quantity increase multiplier for 'least' {1}: Required item (usually Mana Stones) quantity increase multiplier for 'ordinary' {2}: Required item (usually Mana Stones) quantity increase multiplier for 'plentiful' PS: Intended as balancing so that the better option you pick, the lower the efficiency of Mana Stone consumption relative to the stat increase.": "{0}: 'least'の必要アイテム（通常はマナ石）数量増加の倍率 {1}: 'ordinary'の必要アイテム（通常はマナ石）数量増加の倍率 {2}: 'plentiful'の必要アイテム（通常はマナ石）数量増加の倍率 PS: より良い選択肢を選ぶほど、能力値上昇に対するマナ石消費の効率が低くなるようバランス調整として意図している。",
 "{0}: Starting primary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0}: レベル1での開始時の一次スキルポイント（Statusシートのスキルポイントは参照用のみで、変更しても効果がないため、ここで別途扱う）",
 "{0}: Starting secondary skill points at level 1 (skill points on the Status sheet are for reference only and have no effect if changed, so they're handled separately here)": "{0}: レベル1での開始時の二次スキルポイント（Statusシートのスキルポイントは参照用のみで、変更しても効果がないため、ここで別途扱う）",
 "{0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful": "{0}: 「最小」時のステータス上昇倍率 {1}: 「普通」時のステータス上昇倍率 {2}: 「豊富」時のステータス上昇倍率",
 "{0}: Time interval (in minutes) at which Recruitment candidates refresh NOTE: Set to 50 for now for testing convenience. Needs to be adjusted later.": "{0}: 募集候補が更新される時間間隔（分）NOTE: テストの便宜上、今は50に設定。後で調整が必要。",
 "{0}: Time interval (in minutes) at which trade offers refresh": "{0}: 取引オファーが更新される時間間隔（分）",
 "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 아이템의 수량(FloatValues), 아이템의 종류(StringValues) HW 250905 : 원래 3->4렙 가는게 LowGrade 로 되는데, 알파 데모에서는 막아둠. 이후에는 다시 LowGrade가 되도록 수정 필요.": "{0}~{11}：各レベル（1~12）でレベルアップに必要なアイテムの数量（FloatValues）、アイテムの種類（StringValues） HW 250905：本来はレベル3->4への上昇がLowGradeになるが、アルファデモではふさいでいる。以降は再びLowGradeになるよう修正が必要。",
 "{0}~{11} : 각 레벨(1~12)에서 레벨업을 위해 요구하는 최대 경험치 량 PS : 다항식 증가형 -> 경험치=a×(Level^b)+c 방식을 따르도록 설정. 현재 적용 공식 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 첫 탐사 끝내고 오면 2렙 갈 수 있도록 1레벨만 이 공식에서 예외적으로 48 대신 30을 사용.": "{0}~{11}：各レベル（1~12）でレベルアップに必要な最大経験値量 PS：多項式増加型 -> 経験値=a×(Level^b)+c の方式に従うよう設定。現在適用中の公式 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 初回の探査を終えて戻るとレベル2に上がれるよう、レベル1のみこの公式の例外として48ではなく30を使用。",
 "{0}~{11} : 모집 유닛의 1~12까지 레벨의 기준 취급 가격 NOTE : 공식 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 의도 -> 기준 가치로 비교할 때 1레벨 때는 맨몸 유닛 == 나무 갑옷 2개 12렙 때는 맨몸 유닛 == 미스릴 갑옷 3개 게임 초반에는 유닛의 상대 가치가 낮음 (왜냐면, 죽으면 다시 뽑아서 쓸 수 있도록 해야하므로) 게임 후반에는 유닛의 상대 가치가 다시 점점 높아짐": "{0}~{11}：募集ユニットのレベル1~12の基準となる取り扱い価格 NOTE：公式 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 意図 -> 基準価値で比較したとき、レベル1では素の状態のユニット == 木の鎧2個、レベル12では素の状態のユニット == ミスリルの鎧3個。ゲーム序盤ではユニットの相対価値が低い（死んでも再び引いて使えるようにするため）。ゲーム後半ではユニットの相対価値が再び徐々に高くなる。",
 "{0}~{11}: Base handling price for Recruitment units at levels 1 through 12 NOTE: Formula Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 Intent -> When comparing base value, a bare unit at level 1 == 2 wooden armors At level 12, a bare unit == 3 mithril armors Early in the game, a unit's relative value is low (because units should be re-recruitable when they die) Late in the game, a unit's relative value gradually rises again": "{0}~{11}: レベル1から12までの募集ユニットの基本取扱価格 NOTE: 式 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 意図 -> 基本価値を比較すると、レベル1の素のユニット == 木の鎧2つ レベル12では、素のユニット == ミスリルの鎧3つ ゲーム序盤ではユニットの相対価値は低い（ユニットが死んだら再募集できるべきなので）ゲーム終盤では、ユニットの相対価値が再び徐々に上がる",
 "{0}~{11}: Max experience required to level up at each level (1-12) PS: Set to follow a polynomial growth pattern -> EXP = a×(Level^b)+c. Current formula applied = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) So that players can reach level 2 right after finishing their first expedition, level 1 is an exception to this formula, using 30 instead of 48.": "{0}~{11}: 各レベル（1-12）でレベルアップに必要な最大経験値 PS: 多項式的な成長パターンに従うよう設定 -> EXP = a×(Level^b)+c。現在適用中の式 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) プレイヤーが最初の遠征を終えた直後にレベル2へ到達できるよう、レベル1はこの式の例外で、48ではなく30を使用。",
 "{0}~{11}: Quantity of items required to level up at each level (1-12) (FloatValues), item type (StringValues) HW 250905: Originally, going from level 3->4 uses LowGrade, but this is disabled in the alpha demo. Needs to be changed back to LowGrade afterward.": "{0}~{11}: 各レベル（1-12）でレベルアップに必要なアイテムの数量（FloatValues）、アイテムの種類（StringValues）HW 250905: 元々はレベル3->4でLowGradeを使うが、アルファデモでは無効化されている。後でLowGradeに戻す必要がある。",
 "{0}~{1}: Range of the random percentage variance that finally affects price (min~max)": "{0}~{1}: 最終的に価格に影響するランダムな変動率の範囲（最小~最大）",
 "{0}~{1}: Range of the total sum possible when all Talents are added together (min~max)": "{0}~{1}: すべての才能を合計したときに取り得る総和の範囲（最小~最大）",
 "{0}~{3} : 각 레벨이 되었을 때 각인을 새로 1개 습득함 >> OUTDATE : 이제는 매 레벨 얻는걸로 기획이 변경되었음.": "{0}~{3}：各レベルに達したとき刻印を新たに1個習得する >> OUTDATE：現在は毎レベル獲得する仕様に変更された。",
 "{0}~{3} : 등장하는 각인 특성의 확률 가중치 일반~전설. 실제 동작상 필수적이진 않지만 확률 파악 편의를 위해 총합 1000이 되도록 맞춰서 기입 바람(int값이어야한다).": "{0}~{3}：出現する刻印特性の確率の重み 一般~伝説。実際の動作上は必須ではないが、確率把握の便宜のため合計が1000になるように合わせて記入すること（int値でなければならない）。",
 "{0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units": "{0}~{3}: 募集ユニットに付与されるCommon～Legendaryの刻印特性の基本取扱価格",
 "{0}~{3}: Gain 1 new Inscription upon reaching each level >> OUTDATED: Design has since been changed so that one is gained every level.": "{0}~{3}: 各レベルに到達するたびに新しい刻印を1つ獲得 >> OUTDATED: その後、毎レベルで1つ獲得するよう設計が変更された。",
 "{0}~{3}: Probability weight for appearing Inscription traits, Common to Legendary. Not strictly required for actual behavior, but please set the values so they sum to 1000, for easier probability tracking (must be an int value).": "{0}~{3}: 出現する刻印特性の確率重み、CommonからLegendaryまで。実際の動作には厳密には必要ないが、確率の追跡を容易にするため合計が1000になるように設定してください（整数値でなければならない）。",
 "{0}는 근처 수풀 사이로 무엇인가 빠르게 움직이는 소리를 듣습니다. 곧이어 어딘가를 열심히 뒤지더니 수상한 무언가를 잡아와 당신에게 보여줍니다. <color=#a69085>\"쉬이익!\"</color> 잎사귀가 뭉친듯한 모습의 그것은 {0}의 손아귀에서 바둥거리다 이내 포기합니다. <color=#a69085>\"단장, 이거 어떻게 할까요?\"</color> 당신이 가늠컨데 이 작은 생명체는 그다지 위험해 보이지 않습니다.": "{0}는 근처 수풀 사이로 무엇인가 빠르게 움직이는 소리를 듣습니다. 곧이어 어딘가를 열심히 뒤지더니 수상한 무언가를 잡아와 당신에게 보여줍니다. <color=#a69085>\"쉬이익!\"</color> 잎사귀가 뭉친듯한 모습의 그것은 {0}의 손아귀에서 바둥거리다 이내 포기합니다. <color=#a69085>\"단장, 이거 어떻게 할까요?\"</color> 당신이 가늠컨데 이 작은 생명체는 그다지 위험해 보이지 않습니다.",
 "{0}초 동안 [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange]를 얻습니다.": "{0}秒間、[AFFECTER_ReflectMelee]、[AFFECTER_ReflectRange]を得ます。",
 "{0}초 동안 [AFFECTER_Stealth]을 얻습니다.": "{0}秒間、[AFFECTER_Stealth]を得ます。",
 "{0}초 동안 {1}의 [AFFECTER_Shell]을 얻습니다.": "{0}秒間、{1}の[AFFECTER_Shell]を得ます。",
 "{1} in inventory.": "所持数:{1}。",
 "{1}% more": "{1}%多い",
 "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/": "~/Library/Application Support/com.CanOpener.Dungeon-Settlers--Alpha-/Saves/",
 "~0-2% / room": "~0-2% / 部屋",
 "~1-100% / room": "~1-100% / 部屋",
 "~1-7% / room": "~1-7% / ルーム",
 "~1-8% / room": "約1-8% / 部屋",
 "~100% / room": "~100% / 部屋",
 "~12-100% / room": "~12-100% / 部屋",
 "~16% / room": "~16% / ルーム",
 "~16-18% / room": "約16-18% / 部屋",
 "~16-46% / room": "~16-46% / ルーム",
 "~17% / room": "約17% / 部屋",
 "~17-50% / room": "約17-50% / 部屋",
 "~19% / room": "~19% / ルーム",
 "~19-46% / room": "~19-46% / ルーム",
 "~2-100% / room": "約2-100% / 部屋",
 "~2-25% / room": "約2-25% / 部屋",
 "~2-4% / room": "~2-4% / 部屋",
 "~21% / room": "~21% / 部屋",
 "~21-50% / room": "~21-50% / 部屋",
 "~24-26% / room": "約24-26% / 部屋",
 "~3 - dev comments, editor-only fields, Korean localization churn": "~3 - 開発コメント、エディタ専用フィールド、韓国語ローカライズの変動",
 "~3-24% / room": "~3-24% / ルーム",
 "~3-46% / room": "~3-46% / ルーム",
 "~3-50% / room": "約3-50% / 部屋",
 "~3-8% / room": "約3-8% / 部屋",
 "~4% / room": "~4% / 部屋",
 "~44% / room": "約44% / 部屋",
 "~46% / room": "~46% / ルーム",
 "~5-6% / room": "~5-6% / ルーム",
 "~50% / room": "約50% / 部屋",
 "~50% reflected": "約50%反射",
 "~6-7% / room": "~6-7% / ルーム",
 "~7% / room": "~7% / 部屋",
 "~7-8% / room": "~7-8% / 部屋",
 "~72 - dev comments, editor-only fields, Korean localization churn": "~72 - 開発者コメント、エディタのみのフィールド、韓国語ローカライゼーションチャーン",
 "~8-100% / room": "~8-100% / 部屋",
 "~8-25% / room": "約8-25% / 部屋",
 "~9-91% / room": "~9-91% / 部屋",
 "~{0}: Very Unhappy {0}~{1}: Unhappy {1}~{2}: Normal {2}~(3): Happy {3}~: Very Happy": "~{0}: とても不幸 {0}~{1}: 不幸 {1}~{2}: 普通 {2}~(3): 幸せ {3}~: とても幸せ",
 "×1 (quality ≥ 10)": "×1（品質 ≥ 10）",
 "×1 (quality ≥ 15)": "×1（品質 ≥ 15）",
 "×1 (quality ≥ 20)": "×1（品質 ≥ 20）",
 "×1 (quality ≥ 5)": "×1（品質 ≥ 5）",
 "×2 (quality ≥ 10)": "×2（品質 ≥ 10）",
 "×2 (quality ≥ 15)": "×2（品質 ≥ 15）",
 "×2 (quality ≥ 3)": "×2（品質 ≥ 3）",
 "×2 (quality ≥ 5)": "×2（品質 ≥ 5）",
 "×4 (quality ≥ 3)": "×4（品質 ≥ 3）",
 "×6 (quality ≥ 3)": "×6（品質 ≥ 3）",
 "← All dungeon rooms": "← すべてのダンジョンルーム",
 "↑ back to top": "↑ トップに戻る",
 "→ AffecterTable,": "→ AffecterTable、",
 "→ BuildingTable,": "→ BuildingTable、",
 "→ DropTable,": "→ DropTable、",
 "→ ItemTable,": "→ ItemTable、",
 "→ ResearchTable.": "→ ResearchTable。",
 "→ SkillTable,": "→ SkillTable、",
 "→ StatusTable,": "→ StatusTable、",
 "→ UnitTable,": "→ UnitTable、",
 "→ event tables,": "→ イベントテーブル、",
 "⟨name 2⟩": "⟨name 2⟩",
 "⟨name⟩": "⟨name⟩",
 "ダンジョンポータルs created by ダンジョンコア・アークティオン drain energy from their surroundings, slowly turning parts of the continent into 不毛の地. As the corruption spreads, the": "ダンジョンコア・アークティオンによって作られたダンジョンポータルは周囲からエネルギーを吸収し、大陸の一部を徐々に不毛の地に変えていきます。腐敗が広がるにつれて、",
 "ダンジョンポータルs created by ダンジョンコア・アークテオン drain energy from their surroundings, slowly turning parts of the continent into 不毛の地. As the corruption spreads, the": "ダンジョンコア・アークテオンによって作られたダンジョンポータルは周囲からエネルギーを吸い取り、大陸の一部を徐々に不毛の地へと変えていく。腐敗が広がるにつれ、",
 "チュートリアル 0 - Open Game Guide": "チュートリアル 0 - ゲームガイドを開く",
 "チュートリアル 1 - Camera movement input, 10 or more times": "チュートリアル 1 - カメラ移動の入力を10回以上",
 "チュートリアル 13 - Move Near the Marker": "チュートリアル 13 - マーカーの近くへ移動",
 "チュートリアル 14 - Defeat the Acid Bug (0/1)": "チュートリアル 14 - 酸虫を倒す (0/1)",
 "チュートリアル 15 - Move Near the Marker": "チュートリアル 15 - マーカーの近くへ移動",
 "チュートリアル 16 - Move to the Settlement": "チュートリアル 16 - 入植地へ移動",
 "チュートリアル 2 - Camera wheel input, 2 or more times": "チュートリアル 2 - カメラホイールの入力を2回以上",
 "チュートリアル 3 - Move Near the Marker": "チュートリアル 3 - マーカーの近くへ移動",
 "チュートリアル 4 - Defeat 1 Weak Grey Rat": "チュートリアル 4 - 弱い灰色ネズミを1体倒す",
 "チュートリアル 5 - Move Near the Marker": "チュートリアル 5 - マーカーの近くへ移動",
 "チュートリアル 6 - Interact with the Wooden Crate": "チュートリアル 6 - 木箱を調べる",
 "チュートリアル 9 - Defeat 2 Weak Grey Rats": "チュートリアル 9 - 弱い灰色ネズミを2体倒す",
 "チュートリアル（インベントリを開く：I） 7 - Use an Ointment": "チュートリアル（インベントリを開く：I） 7 - 軟膏を使う",
 "チュートリアル（スキルを開く：K） 8 - Learn an Active Skill; Learn a Passive Skill": "チュートリアル（スキルを開く：K） 8 - アクティブスキルを習得；パッシブスキルを習得",
 "デヴリックのペンダント。 - While equipped: 攻撃時、失った体力の割合に応じて、与えたダメージの最大30%を体力として吸収します。 A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "デヴリックのペンダント。 - 装備中: 攻撃時、失った体力の割合に応じて、与えたダメージの最大30%を体力として吸収します。200ダメージの攻撃は、HP 0 付近では最大 60 HP、HP 半分では 30 HP、HP 満タンではなにも回復できません（与えたダメージの 30%に、失った HP の割合を乗じた値）。",
 "ドワーフ, 白鬼, タル, Lycan are also authored but not recruitable - see the": "ドワーフ、白鬼、タル、Lycan も作成されていますが採用不可です - を参照してください",
 "ドワーフ, 白鬼, タル, TODO are also authored but not recruitable - see the": "ドワーフ、白鬼、タル、TODOも制作されているが徴募できない。参照は",
 "メインクエスト 0 - Interact with the Wagon": "メインクエスト 0 - 荷馬車を調べる",
 "メインクエスト 2 - Produce 4 Cloth; Produce 1 Cloth Armor; Produce Wooden Arrows": "メインクエスト 2 - 布を4個生産；布防具を1個生産；木の矢を生産",
 "メインクエスト 4 - Move to the Dungeon": "メインクエスト 4 - ダンジョンへ移動",
 "メインクエスト 5 - Move to the Settlement": "メインクエスト 5 - 入植地へ移動",
 "メインクエスト 7 - Defeat 1 Red Monster Rat.": "メインクエスト 7 - 赤いモンスターネズミを1体倒す。",
 "メインクエスト 7 - Goddess Statue Construction && Level 2 2+ units": "メインクエスト 7 - 女神像の建設 && レベル 2 2+ ユニット",
 "メインクエスト 7 - Has Building Wood Godness Statue 1": "メインクエスト 7 - Has Building Wood Godness Statue 1",
 "メインクエスト 8 - 2 or More Members at Level 2": "メインクエスト 8 - レベル2のメンバーが2人以上",
 "メインクエスト 8 - Defeat 1 Red Monster Rat.": "メインクエスト 8 - Defeat 1 Red Monster Rat.",
 "受けたダメージ decreases by {0}% for each allied plant structure within 1 tile.": "受けたダメージは1タイル以内の味方植物構造物ごとに{0}%減少します。",
 "受けたダメージ decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "受けたダメージは1タイル以内の味方植物構造物ごとに{0}%減少します。(最大{1}%まで適用)",
 "拠点建設 100 - Has Room Type Amount Poor Dining Room 1": "拠点建設 100 - Has Room Type Amount Poor Dining Room 1",
 "攻撃時、失った体力の割合に応じて、与えたダメージの最大30%を体力として吸収します。 A 200-damage hit heals up to 60 HP near 0 HP, 30 HP at half HP, and nothing at full HP (30% of the damage dealt, multiplied by the missing-HP fraction).": "攻撃時、失った体力の割合に応じて、与えたダメージの最大30%を体力として吸収します。200ダメージの攻撃は、HP 0 付近では最大 60 HP、HP 半分では 30 HP、HP 満タンではなにも回復できません（与えたダメージの 30%に、失った HP の割合を乗じた値）。",
 "気分が減少します。 Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "気分が減少します。 管理難易度によるムードペナルティ: -10 (簡単), -12 (通常), -22 (難しい), -23 (非常に難しい), -24 (壊滅的)。",
 "気分が減少します。 Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "気分が減少します。 管理難易度によるムードペナルティ: -7 (簡単), -9 (通常), -16 (難しい), -17 (非常に難しい), -18 (壊滅的)。",
 "気分が減少する. Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "気分が減少する. 管理難易度によるムードペナルティ: -4 (簡単), -6 (通常), -10 (難しい), -11 (非常に難しい), -12 (壊滅的)。",
 "気分が減少する。 Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "気分が減少する。 管理難易度によるムードペナルティ: -1 (簡単), -3 (通常), -4 (難しい), -5 (非常に難しい), -6 (壊滅的)。",
 "特性に\"Leadership\"という名前を付けています。これにより、すべてのLeadershipの説明が\"New allies acquire Leadership\"と読むようになりました。朝鮮語、フランス語、日本語はすでに正しくなっていました。": "特性に\"Leadership\"という名前を付けています。これにより、すべてのLeadershipの説明が\"New allies acquire Leadership\"と読むようになりました。朝鮮語、フランス語、日本語はすでに正しくなっていました。",
 "視界範囲 is the core number. The game's own description: \"ユニットが周囲を明らかにし、敵を確認できる視界範囲です。\" It does double duty - it reveals fog of war for your side and it is the radius a monster uses to spot you. It is measured in": "視界範囲が中心となる数値です。ゲーム内の説明：「ユニットが周囲を明らかにし、敵を確認できる視界範囲です。」これは二重の役割を果たします。味方側では戦場の霧を晴らし、モンスターがあなたを発見する半径にもなります。単位は",
 "認知 (Fortify / Weaken / Elixir)": "認知（強化 / 弱体化 / エリクサー）",
 "隠密 (potion / skill)": "隠密（薬 / スキル）",
 "가시 덩굴 위로 까마귀 한 마리가 날아와 당신의 앞에 내려앉습니다. 녀석의 눈동자가 푸른빛으로 물들더니, 이내 감독관의 목소리가 흘러나옵니다. <color=#a69085>\"탐사단장, 최근 탐사단 운영에 대한 평가를 준비하고 있네.\"</color><color=#a69085>\"</color> 까마귀는 고개를 갸웃거리며 당신을 바라봅니다. <color=#a69085>\"</color>하지만 결국에는 사람에 달린 일이지. 자네가 조금만 성의를 보여준다면... 내가 조금 더 의욕적으로 평가할 수 있을 것 같은데.<color=#a69085>\"</color> 당신은 곧이어 감독관의 불순한 의도를 알아차리고 쉽게 대답하지 못합니다. <color=#a69085>\"</color": "가시 덩굴 위로 까마귀 한 마리가 날아와 당신의 앞에 내려앉습니다. 녀석의 눈동자가 푸른빛으로 물들더니, 이내 감독관의 목소리가 흘러나옵니다. <color=#a69085>\"탐사단장, 최근 탐사단 운영에 대한 평가를 준비하고 있네.\"</color><color=#a69085>\"</color> 까마귀는 고개를 갸웃거리며 당신을 바라봅니다. <color=#a69085>\"</color>하지만 결국에는 사람에 달린 일이지. 자네가 조금만 성의를 보여준다면... 내가 조금 더 의욕적으로 평가할 수 있을 것 같은데.<color=#a69085>\"</color> 당신은 곧이어 감독관의 불순한 의도를 알아차리고 쉽게 대답하지 못합니다. <color=#a69085>\"</color",
 "각레벨에서다음레벨로올라가기위해필요한아이템의'종류'키값을의미함.(0}은사용하지않는플레이스홀더이며값은\"None\"으로고정한다.": "各レベルから次のレベルへ上がるために必要なアイテムの「種類」キー値を意味する。(0}は使用しないプレースホルダーであり、値は\"None\"で固定する。",
 "건축 workload * {0} = 파괴 태스크 수행 Workload": "建築workload * {0} = 破壊タスク実行のWorkload",
 "고블린 승리 GAMESYSTEM_Environment_{affecterName}": "ゴブリンの勝利 GAMESYSTEM_Environment_{affecterName}",
 "곤충들이 갇혀있는 나무 우리 옆에 가면을 쓴 누군가 서있습니다. 그는 안에 갇힌 산성충을 한참 동안 바라보더니, 무언가를 적어 내려갑니다. 그 옆에서는 고양이 한 마리가 당신을 힐끔 쳐다볼 뿐, 별다른 관심을 보이지 않습니다. 당신이 다가서며 기척을 내지만 그는 당신보다도 곤충에게 더 관심이 있는 듯합니다. 그는 고개도 돌리지 않은채로 산성충을 가리킵니다. <color=#a69085>\"녀석들은 산을 토해내는데도 정작 자기 몸은 녹지 않아. 흥미롭지 않나? 살아 있는 개체를 조금 더 관찰해보면 알아낼 수 있을 것 같은데...\"</color> 그는 아무렇지도 않게 수첩 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"산성충을 찾아서 조사해 줘. 결과만 알려주면 돼": "곤충들이 갇혀있는 나무 우리 옆에 가면을 쓴 누군가 서있습니다. 그는 안에 갇힌 산성충을 한참 동안 바라보더니, 무언가를 적어 내려갑니다. 그 옆에서는 고양이 한 마리가 당신을 힐끔 쳐다볼 뿐, 별다른 관심을 보이지 않습니다. 당신이 다가서며 기척을 내지만 그는 당신보다도 곤충에게 더 관심이 있는 듯합니다. 그는 고개도 돌리지 않은채로 산성충을 가리킵니다. <color=#a69085>\"녀석들은 산을 토해내는데도 정작 자기 몸은 녹지 않아. 흥미롭지 않나? 살아 있는 개체를 조금 더 관찰해보면 알아낼 수 있을 것 같은데...\"</color> 그는 아무렇지도 않게 수첩 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"산성충을 찾아서 조사해 줘. 결과만 알려주면 돼",
 "구조/수술 태스크에서 필요로 하는 Workload": "救助/手術タスクで必要となるWorkload",
 "구조물이 '운반 요구' 아이템에 대해서 최대 보유 수량의 몇퍼센트 이하로 내려가면 운반 태스크를 발행하는지에 대한 기준 비율 (0~1) 기본값. EX : 마력발전기가 연료로 마석 100개까지 보관 가능하면 -> 이 값이 0.2면 20개까지 내려갔을 때 운반 태스크를 발행함.": "構造物が「運搬要求」アイテムについて、最大保有数量の何パーセント以下に下がると運搬タスクを発行するかの基準比率（0～1）の初期値。EX : 魔力発電機が燃料としてマナ石を100個まで保管できる場合 -> この値が0.2なら、20個まで下がったときに運搬タスクを発行する。",
 "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color> 그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.": "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color> 그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.",
 "그는 손으로 턱을 괴고 혼잣말로 중얼거립니다. <color=#a69085>\"진작 멸종했어야 하는 곤충 같은데... 대체 어떤 원리일까.\"</color> 그는 다시 연구에 몰두하기 시작합니다.": "그는 손으로 턱을 괴고 혼잣말로 중얼거립니다. <color=#a69085>\"진작 멸종했어야 하는 곤충 같은데... 대체 어떤 원리일까.\"</color> 그는 다시 연구에 몰두하기 시작합니다.",
 "글로트 승리 GAMESYSTEM_Environment_{affecterName}": "グロスの勝利 GAMESYSTEM_Environment_{affecterName}",
 "까마귀가 멀리서부터 날아와 당신의 팔뚝을 잡고 앉습니다. <color=#a69085>\"솔직히 말하지, 자네들이 얼마 못버틸거라고 생각했네. 하지만 내가 틀렸다는걸 인정해야겠군. 버려진 땅에서 살아남는 것만 해도 쉽지 않은 일이거든.\"</color> <color=#a69085>\"만약 길드에서 더 많은 지원을 했더라면 보다 훌륭한 성과를 냈을겁니다 감독관.\"</color> <color=#a69085>\"그래, 그래, 알겠네. 몇가지 지원품을 보낼테니 잘 활용하도록. 그리고 몇몇 사람들이 자네 탐사단에 합류하는데 관심을 보이더군.\"</color> 까마귀는 고개를 살짝 비틀다 부리로 퉁명스럽게 당신의 가슴팍을 툭툭 찌릅니다. <color=#a69085>\"물론 우쭐하지는 말게나": "까마귀가 멀리서부터 날아와 당신의 팔뚝을 잡고 앉습니다. <color=#a69085>\"솔직히 말하지, 자네들이 얼마 못버틸거라고 생각했네. 하지만 내가 틀렸다는걸 인정해야겠군. 버려진 땅에서 살아남는 것만 해도 쉽지 않은 일이거든.\"</color> <color=#a69085>\"만약 길드에서 더 많은 지원을 했더라면 보다 훌륭한 성과를 냈을겁니다 감독관.\"</color> <color=#a69085>\"그래, 그래, 알겠네. 몇가지 지원품을 보낼테니 잘 활용하도록. 그리고 몇몇 사람들이 자네 탐사단에 합류하는데 관심을 보이더군.\"</color> 까마귀는 고개를 살짝 비틀다 부리로 퉁명스럽게 당신의 가슴팍을 툭툭 찌릅니다. <color=#a69085>\"물론 우쭐하지는 말게나",
 "당신과 탐사단 운영에 대해 의견을 나누던 {0}이(가) 조심스럽게 입을 엽니다. <color=#a69085>\"단장, 길드에 탐사 지원을 요청해보는 건 어떻습니까? 지금 상황이라면 도움을 받을 수도 있을 것 같습니다.\"</color> 당신이 고개를 끄덕이자, {0}은 엇박자의 신호의 휘파람을 짧게 불어 올립니다. 얼마 지나지 않아 까마귀 한 마리가 날아와 당신 앞에 내려와 통신을 시작합니다. 당신이 현재 탐사단의 사정을 설명하며 길드의 지원을 요청하자 감독관이 난색을 표합니다. <color=#a69085>\"길드의 지원에도 우선순위가 있는 법이지. 자네들에게 지원을 보내려면 다른 탐사단이 받을 몫을 먼저 돌려야 할걸세...\"</color> 까마귀는 가볍게 날개를 털며": "당신과 탐사단 운영에 대해 의견을 나누던 {0}이(가) 조심스럽게 입을 엽니다. <color=#a69085>\"단장, 길드에 탐사 지원을 요청해보는 건 어떻습니까? 지금 상황이라면 도움을 받을 수도 있을 것 같습니다.\"</color> 당신이 고개를 끄덕이자, {0}은 엇박자의 신호의 휘파람을 짧게 불어 올립니다. 얼마 지나지 않아 까마귀 한 마리가 날아와 당신 앞에 내려와 통신을 시작합니다. 당신이 현재 탐사단의 사정을 설명하며 길드의 지원을 요청하자 감독관이 난색을 표합니다. <color=#a69085>\"길드의 지원에도 우선순위가 있는 법이지. 자네들에게 지원을 보내려면 다른 탐사단이 받을 몫을 먼저 돌려야 할걸세...\"</color> 까마귀는 가볍게 날개를 털며",
 "당신은 미간을 찌푸리며 단호하게 말합니다. <color=#a69085>\"다른 사람들도 쉬어야 하니, 오늘은 그만하도록.\"</color> 라이칸 단원들은 아쉬운 표정으로 서로를 바라보다가 천천히 고개를 숙입니다. <color=#a69085>\"...알겠습니다, 단장.\"</color> 이내 정착지는 다시 고요를 되찾습니다. 다른 단원들은 안도의 한숨을 내쉬며 당신의 결정에 만족한 듯 다시 잠자리에 듭니다. 반면 라이칸들은 밝게 떠오른 달을 아쉬운 눈빛으로 바라보다가, 끝내 조용히 흩어집니다.": "당신은 미간을 찌푸리며 단호하게 말합니다. <color=#a69085>\"다른 사람들도 쉬어야 하니, 오늘은 그만하도록.\"</color> 라이칸 단원들은 아쉬운 표정으로 서로를 바라보다가 천천히 고개를 숙입니다. <color=#a69085>\"...알겠습니다, 단장.\"</color> 이내 정착지는 다시 고요를 되찾습니다. 다른 단원들은 안도의 한숨을 내쉬며 당신의 결정에 만족한 듯 다시 잠자리에 듭니다. 반면 라이칸들은 밝게 떠오른 달을 아쉬운 눈빛으로 바라보다가, 끝내 조용히 흩어집니다.",
 "당신은 불현듯, 누군가 당신을 바라보고 있음을 깨닫습니다. 주변을 둘러보아도 아무것도 없자 고개를 들어 위를 바라봅니다. 그곳에는 의미심장한 형태로 구름이 뭉쳐있습니다. 그것은 마치 일종의 의사를 가진 듯, 기묘하게 웃어보입니다. <color=#a69085>\"이 세계에 가득한 것은 고통인가, 아니면 쾌락인가?\"</color> 당신은 이것의 존재감에 압도되어 꼼짝도 할 수 없음을 느낍니다. <color=#a69085>\"아니면 욕심인가?\"</color> 그리고 본능적으로 질문에 대한 답을 고릅니다.": "당신은 불현듯, 누군가 당신을 바라보고 있음을 깨닫습니다. 주변을 둘러보아도 아무것도 없자 고개를 들어 위를 바라봅니다. 그곳에는 의미심장한 형태로 구름이 뭉쳐있습니다. 그것은 마치 일종의 의사를 가진 듯, 기묘하게 웃어보입니다. <color=#a69085>\"이 세계에 가득한 것은 고통인가, 아니면 쾌락인가?\"</color> 당신은 이것의 존재감에 압도되어 꼼짝도 할 수 없음을 느낍니다. <color=#a69085>\"아니면 욕심인가?\"</color> 그리고 본능적으로 질문에 대한 답을 고릅니다.",
 "당신은 한숨을 내쉬며 어깨를 으쓱합니다. <color=#a69085>\"그게 너희의 관습이라면 어쩔 수 없지. 단, 너무 과하지만 않게 하도록.\"</color> 당신의 허락이 떨어지자 라이칸 단원들은 기다렸다는 듯 달을 향해 고개를 치켜듭니다. 아우우우우!! 아우우우우우!! 한밤중 내내 정착지에는 우렁찬 울음소리가 메아리칩니다. 다음 날 아침, 라이칸 단원들은 어딘가 후련한 표정으로 하루를 시작했지만, 밤새 잠을 설친 다른 단원들은 퀭한 얼굴로 연신 하품을 하며 라이칸들을 못마땅하게 바라봅니다.": "당신은 한숨을 내쉬며 어깨를 으쓱합니다. <color=#a69085>\"그게 너희의 관습이라면 어쩔 수 없지. 단, 너무 과하지만 않게 하도록.\"</color> 당신의 허락이 떨어지자 라이칸 단원들은 기다렸다는 듯 달을 향해 고개를 치켜듭니다. 아우우우우!! 아우우우우우!! 한밤중 내내 정착지에는 우렁찬 울음소리가 메아리칩니다. 다음 날 아침, 라이칸 단원들은 어딘가 후련한 표정으로 하루를 시작했지만, 밤새 잠을 설친 다른 단원들은 퀭한 얼굴로 연신 하품을 하며 라이칸들을 못마땅하게 바라봅니다.",
 "당신을 발견한 엔도르시는 반가운 기색을 보이려다 이내 시선을 돌립니다. 괜히 화살통을 뒤적이던 그녀가 아무렇지 않은 척 입을 엽니다. <color=#a69085>\"뭐야, 또 너야?\"</color> 잠시 침묵이 흐른 뒤, 그녀는 숲 너머를 힐끗 바라봅니다. <color=#a69085>\"최근 들어 숲이 조금 잠잠해진 것 같아. 사냥감을 쫓기도 전보다 쉬워졌고.\"</color> 그녀의 주변에는 막 손질을 마친 가죽과 뼈, 사냥감에서 얻은 부산물들이 가지런히 늘어서 있습니다.": "당신을 발견한 엔도르시는 반가운 기색을 보이려다 이내 시선을 돌립니다. 괜히 화살통을 뒤적이던 그녀가 아무렇지 않은 척 입을 엽니다. <color=#a69085>\"뭐야, 또 너야?\"</color> 잠시 침묵이 흐른 뒤, 그녀는 숲 너머를 힐끗 바라봅니다. <color=#a69085>\"최근 들어 숲이 조금 잠잠해진 것 같아. 사냥감을 쫓기도 전보다 쉬워졌고.\"</color> 그녀의 주변에는 막 손질을 마친 가죽과 뼈, 사냥감에서 얻은 부산물들이 가지런히 늘어서 있습니다.",
 "당신이 고개를 끄덕이자 그는 별다른 감흥도 없다는 듯 다시 산성충을 바라봅니다. 그는 산성충이 움직이는 모습을 보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떤 원리로 저 산이 만들어지는 걸까...\"</color> 그는 다시 기록을 이어가기 시작했고, 더 이상 당신에게 관심을 두지 않는 듯합니다.": "당신이 고개를 끄덕이자 그는 별다른 감흥도 없다는 듯 다시 산성충을 바라봅니다. 그는 산성충이 움직이는 모습을 보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떤 원리로 저 산이 만들어지는 걸까...\"</color> 그는 다시 기록을 이어가기 시작했고, 더 이상 당신에게 관심을 두지 않는 듯합니다.",
 "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫒아냅니다.": "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫒아냅니다.",
 "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫓아냅니다.": "당신이 규율을 들먹이며 모든 판돈을 가져가자 {0}이 울상이 됩니다. <color=#a69085>\"아니, 이런게 어디있소 단장! 이건 횡포요!\"</color> 당신은 고개를 으쓱하며 손짓으로 {0}와 단원들을 쫓아냅니다.",
 "당신이 마도 장치의 조사 기록을 건네자 페리온은 피곤한 눈으로 천천히 훑어봅니다. <color=#a69085>\"흠... 역시 제국식 마법 기술이 사용된 것 같소. 알려진대로 그 위험성도 상당한 모양이고.\"</color> 그는 보고서에 몇가지 내용들을 적고 나서 당신에게 감사를 표합니다. <color=#a69085>\"던전은 외부로부터 생기를 빨아들인 뒤, 그걸 재차 가공해서 강력한 마법 에너지로 전환하고 있소. 우리가 완전하게 이해할 수는 없지만...\"</color> 그는 머리가 아픈 듯 한숨을 내쉽니다.": "당신이 마도 장치의 조사 기록을 건네자 페리온은 피곤한 눈으로 천천히 훑어봅니다. <color=#a69085>\"흠... 역시 제국식 마법 기술이 사용된 것 같소. 알려진대로 그 위험성도 상당한 모양이고.\"</color> 그는 보고서에 몇가지 내용들을 적고 나서 당신에게 감사를 표합니다. <color=#a69085>\"던전은 외부로부터 생기를 빨아들인 뒤, 그걸 재차 가공해서 강력한 마법 에너지로 전환하고 있소. 우리가 완전하게 이해할 수는 없지만...\"</color> 그는 머리가 아픈 듯 한숨을 내쉽니다.",
 "당신이 메모를 받아들자 그는 만족스럽게 고개를 끄덕입니다. <color=#a69085>\"좋아. 이 정도면 가설을 검증할 수 있겠군.\"</color> 그는 다시 포자충을 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떻게 저 작은 포자가 생물을 이렇게 약하게 만드는 걸까...\"</color> 그는 어느새 당신의 존재를 잊은 듯 다시 관찰에 몰두합니다.": "당신이 메모를 받아들자 그는 만족스럽게 고개를 끄덕입니다. <color=#a69085>\"좋아. 이 정도면 가설을 검증할 수 있겠군.\"</color> 그는 다시 포자충을 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"어떻게 저 작은 포자가 생물을 이렇게 약하게 만드는 걸까...\"</color> 그는 어느새 당신의 존재를 잊은 듯 다시 관찰에 몰두합니다.",
 "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"...뭐야 이건.\"</color> 그녀는 곧바로 고개를 저으며 날카롭게 쏘아붙입니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.": "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"...뭐야 이건.\"</color> 그녀는 곧바로 고개를 저으며 날카롭게 쏘아붙입니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.",
 "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.": "당신이 사냥의 증거를 보여주자 그녀의 안색이 굳습니다. <color=#a69085>\"놈은 그렇게 쉽게 죽을 괴물이 아니야. 괜히 잘난 척하려고 거짓말하지 마.\"</color> 하지만 그러다 결국 더 이상 할 말을 찾지 못합니다. <color=#a69085>\"......하.\"</color> 그녀는 얼굴을 쓸어내리며 씁쓸하게 웃습니다. <color=#a69085>\"젠장, 너희는 충분히 강해. 인정하기 싫지만 그건 사실이야. 쳇...\"</color> 그리고 이내 새침해져서 부끄러운 듯 다른 곳으로 시선을 돌립니다.",
 "당신이 조사 결과를 건네자 그는 말없이 수첩을 펼쳐 내용을 훑어봅니다. 잠시 침묵이 흐른 뒤, 그의 펜끝이 바쁘게 움직이기 시작합니다. <color=#a69085>\"오... 흥미롭군.\"</color> 그는 산성충을 한참 바라보다가 고개를 천천히 끄덕입니다. <color=#a69085>\"체액은 강한 산성을 띠는데도 외피는 전혀 부식되지 않아. 단순히 산에 강한 정도가 아니야. 뭔가 다른 원리가 있는 것 같은데... 정말 멋지군!\"</color> 그는 당신은 안중에도 없는 듯 산성충을 바라보며 탄식을 내뱉습니다.": "당신이 조사 결과를 건네자 그는 말없이 수첩을 펼쳐 내용을 훑어봅니다. 잠시 침묵이 흐른 뒤, 그의 펜끝이 바쁘게 움직이기 시작합니다. <color=#a69085>\"오... 흥미롭군.\"</color> 그는 산성충을 한참 바라보다가 고개를 천천히 끄덕입니다. <color=#a69085>\"체액은 강한 산성을 띠는데도 외피는 전혀 부식되지 않아. 단순히 산에 강한 정도가 아니야. 뭔가 다른 원리가 있는 것 같은데... 정말 멋지군!\"</color> 그는 당신은 안중에도 없는 듯 산성충을 바라보며 탄식을 내뱉습니다.",
 "당신이 탐사단에 합류해 달라고 하자 엔도르시는 넌지시 숲 너머로 시선을 돌립니다. <color=#a69085>\"이 숲 너머에는 평범한 화살로는 흠집조차 낼 수 없는 거대한 괴물이 살아. 최고의 사냥꾼이더라도 손쉽게 목숨을 잃지.\"</color> 활을 쥐고 있는 그녀의 팔이 덜덜 떨립니다. <color=#a69085>\"그놈을 죽여 언니의 복수를 하기 전까지는 한시도 마음 편히 쉴 수 없어.\"</color> 당신은 그녀의 목소리에서 강하게 억눌린 슬픔과 분노를 느낍니다.": "당신이 탐사단에 합류해 달라고 하자 엔도르시는 넌지시 숲 너머로 시선을 돌립니다. <color=#a69085>\"이 숲 너머에는 평범한 화살로는 흠집조차 낼 수 없는 거대한 괴물이 살아. 최고의 사냥꾼이더라도 손쉽게 목숨을 잃지.\"</color> 활을 쥐고 있는 그녀의 팔이 덜덜 떨립니다. <color=#a69085>\"그놈을 죽여 언니의 복수를 하기 전까지는 한시도 마음 편히 쉴 수 없어.\"</color> 당신은 그녀의 목소리에서 강하게 억눌린 슬픔과 분노를 느낍니다.",
 "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초 동안 [AFFECTER_Stun]을 부여합니다.": "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 {1}초 동안 [AFFECTER_Stun]을 부여합니다.",
 "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 명중시 {1}초 동안 [AFFECTER_Stun]을 부여합니다.": "대검을 수직으로 강하게 휘둘러 대상이 위치한 타일과 대상 바로 뒤의 타일에 있는 유닛에게 물리 공격력의 {0}%의 물리 피해를 입히고 명중시 {1}초 동안 [AFFECTER_Stun]을 부여합니다.",
 "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여합니다.": "대상에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여합니다.",
 "들끓는 벼룩 GAMESYSTEM_Environment_{affecterName}": "群がるノミ GAMESYSTEM_Environment_{affecterName}",
 "마력 과포화 GAMESYSTEM_Environment_{affecterName}": "魔力の過飽和 GAMESYSTEM_Environment_{affecterName}",
 "마석 땅굴 GAMESYSTEM_Environment_{affecterName}": "マナ石の巣穴 GAMESYSTEM_Environment_{affecterName}",
 "만약 현재 제작 스킬이 요구 제작 스킬보다 높은 경우, 높은 정도 만큼 '수작' 결과물이 나올 확률 보정치 (PS : 반대의 경우는 존재할 수 없음. 왜냐하면, 현재 제작 스킬보다 요구 제작 스킬이 높으면 제작 자체가 불가하기 때문)": "もし現在の制作スキルが要求制作スキルより高い場合、高い分だけ「秀作」の成果物が出る確率の補正値（PS : 逆のケースは存在し得ない。なぜなら、現在の制作スキルより要求制作スキルが高いと、制作そのものが不可能だから）",
 "맷집 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "打たれ強さの強化：ポジティブ GAMESYSTEM_Environment_{affecterName}",
 "맷집 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "打たれ強さの弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}",
 "먹여주기 태스크에서 필요로 하는 Workload": "餌やりタスクで必要となるWorkload",
 "메인 던전 맥스 Floor - 탐사열망 (더 깊은 곳으로)이벤트 체크용": "メインダンジョンの最大Floor - 探索熱望（より深い場所へ）イベントチェック用",
 "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.": "すべてのスキル習得をリセットし、SPを取り戻します。",
 "무드 최대치를 의미한다. 실제 변동되며 쓰이는 값은 아니고, 주로 UI에서 게이지바 등을 표시하기 위한 최대치 기준으로 사용된다. (실제 수치는 최대값이 없음)": "ムードの最大値を意味する。実際に変動して使われる値ではなく、主にUIでゲージバーなどを表示するための最大値の基準として使われる。（実際の数値には最大値がない）",
 "민첩 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "敏捷の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}",
 "민첩 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "敏捷の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}",
 "바닥에서 잠을 잤을때 해당하는 무드가 지속되는 {0}초 PS : 인게임 1시간은 1배속 기준 현실 시간 45초임.": "床で寝たときに該当するムードが持続する{0}秒 PS：ゲーム内1時間は1倍速基準で現実時間45秒である。",
 "밤이 깊어 모두가 잠든 시간, 정착지 밖에서 길게 울려 퍼지는 소리가 들려옵니다. 아우우!! 아우우!! 잠에서 깬 당신이 밖으로 나오자 {0}과 {1}을 비롯한 라이칸 단원들이 커다란 보름달을 올려다보며 목청껏 울부짖고 있습니다. <color=#a69085>\"이 오밤중에 대체 뭐 하는 건가?\"</color> 당신이 난감한 표정으로 묻자 {0}이(가) 고개를 돌려 대답합니다. <color=#a69085>\"달에는 저희 조상들의 영혼이 머무른다고 전해집니다. 지금도 끝없는 들판을 달리며 후손들을 지켜보고 계시지요.\"</color> {0}이(가) 다시 달을 올려다보며 미소를 짓습니다. <color=#a69085>\"이렇게 달이 크고 밝은 밤에는, 우리의 목소리가 조상들": "밤이 깊어 모두가 잠든 시간, 정착지 밖에서 길게 울려 퍼지는 소리가 들려옵니다. 아우우!! 아우우!! 잠에서 깬 당신이 밖으로 나오자 {0}과 {1}을 비롯한 라이칸 단원들이 커다란 보름달을 올려다보며 목청껏 울부짖고 있습니다. <color=#a69085>\"이 오밤중에 대체 뭐 하는 건가?\"</color> 당신이 난감한 표정으로 묻자 {0}이(가) 고개를 돌려 대답합니다. <color=#a69085>\"달에는 저희 조상들의 영혼이 머무른다고 전해집니다. 지금도 끝없는 들판을 달리며 후손들을 지켜보고 계시지요.\"</color> {0}이(가) 다시 달을 올려다보며 미소를 짓습니다. <color=#a69085>\"이렇게 달이 크고 밝은 밤에는, 우리의 목소리가 조상들",
 "범위 내 모든 적 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여하는 지역을 형성합니다. 공격은 {3}회 동안 지속됩니다.": "범위 내 모든 적 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히고 {1}초 동안 {2}의 [AFFECTER_Bleeding]을 부여하는 지역을 형성합니다. 공격은 {3}회 동안 지속됩니다.",
 "보석 풍뎅이 GAMESYSTEM_Environment_{affecterName}": "宝石コガネムシ GAMESYSTEM_Environment_{affecterName}",
 "불괴쥐 재매치 인데 2마리 ver. 일정 이상의 탱킹력과 지속딜링 능력이 필요하다.": "불괴쥐 재매치 인데 2마리 ver. 일정 이상의 탱킹력과 지속딜링 능력이 필요하다.",
 "빼빼 마른 남자가 커다란 배낭을 내려놓고 물건을 하나씩 진열하고 있습니다. 당신을 발견한 그는 입꼬리를 비틀어 올리며 능청스럽게 웃습니다. <color=#a69085>\"오, 손님이군. 마침 잘 왔어.\"</color> 그는 커다란 팻말 하나를 세운 뒤 손으로 툭툭 두드립니다. - 오늘만 특별 할인! <color=#a69085>\"내가 오늘 기분이 좋거든. 장담하건데 이런 기회는 자주 오는 게 아니야.\"</color> 그는 물건을 하나 집어 이리저리 닦는 시늉을 하더니 다시 진열대에 올려놓습니다.": "빼빼 마른 남자가 커다란 배낭을 내려놓고 물건을 하나씩 진열하고 있습니다. 당신을 발견한 그는 입꼬리를 비틀어 올리며 능청스럽게 웃습니다. <color=#a69085>\"오, 손님이군. 마침 잘 왔어.\"</color> 그는 커다란 팻말 하나를 세운 뒤 손으로 툭툭 두드립니다. - 오늘만 특별 할인! <color=#a69085>\"내가 오늘 기분이 좋거든. 장담하건데 이런 기회는 자주 오는 게 아니야.\"</color> 그는 물건을 하나 집어 이리저리 닦는 시늉을 하더니 다시 진열대에 올려놓습니다.",
 "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.": "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.",
 "새롭게 부단장으로 임명된 {0}이(가) 단원들을 차분히 둘러봅니다. <color=#a69085>\"던전은 대륙을 잠식하고 있습니다. 이 재앙을 막지 못한다면 숲도, 강도, 끝내 세계수마저 메마르고 말겠지요.\"</color> 잠시 침묵하던 {0}이(가) 단호한 목소리로 말을 잇습니다. <color=#a69085>\"명심하십시오. 우리의 여정에 거룩한 세계수의 축복이 함께할 것 입니다.\"</color> 단원들은 굳은 표정으로 결의를 다집니다.": "새롭게 부단장으로 임명된 {0}이(가) 단원들을 차분히 둘러봅니다. <color=#a69085>\"던전은 대륙을 잠식하고 있습니다. 이 재앙을 막지 못한다면 숲도, 강도, 끝내 세계수마저 메마르고 말겠지요.\"</color> 잠시 침묵하던 {0}이(가) 단호한 목소리로 말을 잇습니다. <color=#a69085>\"명심하십시오. 우리의 여정에 거룩한 세계수의 축복이 함께할 것 입니다.\"</color> 단원들은 굳은 표정으로 결의를 다집니다.",
 "새롭게 부단장으로 임명된 {0}이(가) 모닥불 앞으로 단원들을 불러 세웁니다. <color=#a69085>\"던전은 우리를 반기지 않을 것이오. 끝없이 시험하고, 끝내 삼키려 들겠지.\"</color> 잠시 침묵하던 {0}이(가) 단원들을 천천히 둘러봅니다. <color=#a69085>\"하지만 두려워하기만 해서는 무엇이 해결되겠소? 이 종말을 끝내기 위해 누군가는 첫발을 내디뎌야 할 것이오. 모두 나와 함께 가장 깊은 어둠까지 나아갑시다.\"</color> 탐사단원들은 {0}의 연설에 환호하며 소리지릅니다. 모두의 마음속에 굳은 결의가 차오릅니다.": "새롭게 부단장으로 임명된 {0}이(가) 모닥불 앞으로 단원들을 불러 세웁니다. <color=#a69085>\"던전은 우리를 반기지 않을 것이오. 끝없이 시험하고, 끝내 삼키려 들겠지.\"</color> 잠시 침묵하던 {0}이(가) 단원들을 천천히 둘러봅니다. <color=#a69085>\"하지만 두려워하기만 해서는 무엇이 해결되겠소? 이 종말을 끝내기 위해 누군가는 첫발을 내디뎌야 할 것이오. 모두 나와 함께 가장 깊은 어둠까지 나아갑시다.\"</color> 탐사단원들은 {0}의 연설에 환호하며 소리지릅니다. 모두의 마음속에 굳은 결의가 차오릅니다.",
 "생활 능력치에 따른 슬롯 배경 표시 구간을 의미한다. {0} 미만 : Bad {1} 미만 : Normal {2} 미만 : Good {3} 미만 : Great 그 외(즉 {3} 이상인 경우)에는 Perfect": "生活能力値に応じたスロット背景の表示区間を意味する。{0} 未満：Bad {1} 未満：Normal {2} 未満：Good {3} 未満：Great その他（つまり {3} 以上の場合）は Perfect",
 "소란스러운 웅성거림과 함께 단원들이 당신을 찾아옵니다. 그중에서 누군가가 결심한 듯 앞장섭니다. <color=#a69085>\"더 이상 참을 수 없습니다. 목숨을 걸고 있지만 음식은 형편없고 휴식 시간도 부족합니다!\"</color> {0}이(가) 격앙된 목소리로 외칩니다. 그의 얼굴에는 피로와 분노가 뒤섞여 있습니다. <color=#a69085>\"맞소! 더 이상 참을 수 없소!\"</color> 다른 단원들도 씩씩거리며 그 말이 맞다며 동조합니다. 그들의 얼굴에는 극도의 피로와 함께 분노가 가득 차 있습니다. 곧이어 불만을 쏟아내는 {0}의 목소리가 점점 더 격해지며 방 안의 긴장감이 고조됩니다. 단원들은 모두 지쳐 있고, 상황은 매우 위태로워 보입니다. 이내 당신이 손을 들어 {": "소란스러운 웅성거림과 함께 단원들이 당신을 찾아옵니다. 그중에서 누군가가 결심한 듯 앞장섭니다. <color=#a69085>\"더 이상 참을 수 없습니다. 목숨을 걸고 있지만 음식은 형편없고 휴식 시간도 부족합니다!\"</color> {0}이(가) 격앙된 목소리로 외칩니다. 그의 얼굴에는 피로와 분노가 뒤섞여 있습니다. <color=#a69085>\"맞소! 더 이상 참을 수 없소!\"</color> 다른 단원들도 씩씩거리며 그 말이 맞다며 동조합니다. 그들의 얼굴에는 극도의 피로와 함께 분노가 가득 차 있습니다. 곧이어 불만을 쏟아내는 {0}의 목소리가 점점 더 격해지며 방 안의 긴장감이 고조됩니다. 단원들은 모두 지쳐 있고, 상황은 매우 위태로워 보입니다. 이내 당신이 손을 들어 {",
 "소지금 증가 속도 per tick (PS : 길드 거래가 구현되기 전까지는 주화를 얻을 방법이 없으므로, 자연 증가시킨다.)": "所持金の増加速度 per tick（PS : ギルド取引が実装されるまでは硬貨を得る手段がないため、自然増加させる。）",
 "수면 or 휴식중이라면 매초 {0}%'비율 만큼 모든 신체 부위에서 추가로 부상치가 감소한다": "睡眠または休息中なら、毎秒{0}%の割合で全身の各部位から追加で負傷値が減少する",
 "숲의 가르침 GAMESYSTEM_Environment_{affecterName}": "森の教え GAMESYSTEM_Environment_{affecterName}",
 "스킬의 영약 PS : 메인 스킬포인트 수급이 과공급되는 현상이 있어서 더 이상 지급하지 않는 소모품.": "스킬의 영약 PS : 메인 스킬포인트 수급이 과공급되는 현상이 있어서 더 이상 지급하지 않는 소모품.",
 "시간별 tick 수를 의미한다. 이것에 24를 곱하면 하루의 틱 수치를 산출해낼 수 있음.": "1時間あたりのtick数を意味する。これに24を掛けると1日のtick数を算出できる。",
 "야수의 숲 GAMESYSTEM_Environment_{affecterName}": "野獣の森 GAMESYSTEM_Environment_{affecterName}",
 "어두운 땅굴 GAMESYSTEM_Environment_{affecterName}": "暗い巣穴 GAMESYSTEM_Environment_{affecterName}",
 "어둠의 속삭임 GAMESYSTEM_Environment_{affecterName}": "闇のささやき GAMESYSTEM_Environment_{affecterName}",
 "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분)": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート GAMESYSTEM_Dungeon_Floor_Phase_Divisionを基本としつつ、拡張性のためにForest_Darkでのフェーズ区分である（3フェーズ区分）",
 "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Dark 에서의 페이즈 구분이다(3페이즈 구분) 명칭 변경됨": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート GAMESYSTEM_Dungeon_Floor_Phase_Divisionを基本としつつ、拡張性のためにForest_Darkでのフェーズ区分である（3フェーズ区分）名称変更済み",
 "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분)": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート GAMESYSTEM_Dungeon_Floor_Phase_Divisionを基本としつつ、拡張性のためにForest_Standardでのフェーズ区分である（4フェーズ区分）",
 "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 GAMESYSTEM_Dungeon_Floor_Phase_Division 을 기본으로 하나 확장성을 위해서 Forest_Standard에서의 페이즈 구분이다 (4페이즈 구분) 명칭 변경됨 HY : 층에 따른 페이즈. 1층 - 1페이즈 / 4층 3페이즈 이런식으로.": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート GAMESYSTEM_Dungeon_Floor_Phase_Divisionを基本としつつ、拡張性のためにForest_Standardでのフェーズ区分である（4フェーズ区分）名称変更済み HY : 階に応じたフェーズ。1階 - 1フェーズ / 4階 3フェーズ、といった具合。",
 "어떤 층을 넘어가냐에 따라서 페이즈에 따른 던전의 모습이 바뀔지에 대해서 짜보는 파트 기본 : 2, 4 (1페이즈의 마지막 층은 2층임, 2페이즈의 마지막 층은 4층임. 마지막이 4이므로, 4층은 이 Region의 마지막 층으로 취급됨)": "どの階を越えるかによって、フェーズに応じてダンジョンの姿が変わるかを組んでみるパート 基本 : 2, 4（1フェーズの最終階は2階、2フェーズの最終階は4階。最後が4なので、4階はこのRegionの最終階として扱われる）",
 "엘프의 고향 GAMESYSTEM_Environment_{affecterName}": "エルフの故郷 GAMESYSTEM_Environment_{affecterName}",
 "영양 흡수 GAMESYSTEM_Environment_{affecterName}": "栄養吸収 GAMESYSTEM_Environment_{affecterName}",
 "왜곡된 감각 GAMESYSTEM_Environment_{affecterName}": "歪んだ感覚 GAMESYSTEM_Environment_{affecterName}",
 "요구하는 경험치량이다 {1}은 1레벨 때 최대 경험치량을 의미함. (0}은 사용하지 않는 플레이스홀더이며 값은 \"None\"으로 고정한다.": "要求される経験値量である。{1}は1レベル時の最大経験値量を意味する。(0}は使用しないプレースホルダーであり、値は\"None\"で固定する。",
 "운영 난이도 매우 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 非常に難しい。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。",
 "운영 난이도 매우 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 非常に難しい。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。",
 "운영 난이도 보통. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 通常。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。",
 "운영 난이도 보통. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 通常。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。",
 "운영 난이도 쉬움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 簡単。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。",
 "운영 난이도 쉬움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 簡単。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。",
 "운영 난이도 어려움. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 難しい。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。",
 "운영 난이도 어려움. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 難しい。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。",
 "운영 난이도 파멸. 던전 체류 단계별 무드 패널티 값. FloatValues: D1,D2,D3,D4.": "運営難易度 破滅。ダンジョン滞在の段階別の気分ペナルティ値。FloatValues: D1,D2,D3,D4。",
 "운영 난이도 파멸. 유닛 레벨별 처우 기대치 무드 값. FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5.": "運営難易度 破滅。ユニットのレベル別の処遇期待値の気分値。FloatValues: Lv1,Lv2,Lv3,Lv4,Lv5。",
 "의지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "意志の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}",
 "의지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "意志の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}",
 "이번 탐사의 성과에 대해 연설할 준비를 마치자 모두가 모여듭니다. 그들의 눈빛은 전에 없이 불타고 있으며, 희망으로 가득합니다. 당신은 주변을 한 차례 단원들을 둘러본 후 천천히 말문을 엽니다. <color=#a69085>\"우리는 해낸걸세! 침묵의 장막, 그 어둡고 위험한 숲을 정복했지. 이 자리에 서 있는 우리 모두의 용기와 결단력이 만들어낸 성과이며 그 어떤 장애물도, 그 어떤 위협도, 우리의 굳은 의지를 꺾을 수 없었다네.\"</color> 당신의 말에 탐사단원들은 박수를 치고 환호성을 지르며 호응합니다. 그들의 얼굴에서 자부심이 비쳐보입니다. <color=#a69085>\"어떤 어려움이 닥치더라도, 우리는 서로를 믿고, 함께 나아갈 것이오!\"</color> 당신의 신호에 잔": "이번 탐사의 성과에 대해 연설할 준비를 마치자 모두가 모여듭니다. 그들의 눈빛은 전에 없이 불타고 있으며, 희망으로 가득합니다. 당신은 주변을 한 차례 단원들을 둘러본 후 천천히 말문을 엽니다. <color=#a69085>\"우리는 해낸걸세! 침묵의 장막, 그 어둡고 위험한 숲을 정복했지. 이 자리에 서 있는 우리 모두의 용기와 결단력이 만들어낸 성과이며 그 어떤 장애물도, 그 어떤 위협도, 우리의 굳은 의지를 꺾을 수 없었다네.\"</color> 당신의 말에 탐사단원들은 박수를 치고 환호성을 지르며 호응합니다. 그들의 얼굴에서 자부심이 비쳐보입니다. <color=#a69085>\"어떤 어려움이 닥치더라도, 우리는 서로를 믿고, 함께 나아갈 것이오!\"</color> 당신의 신호에 잔",
 "인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.",
 "인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.",
 "인지 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "認知の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}",
 "인지 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "認知の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}",
 "전투 난이도별 던전 유닛 리스폰 주기(분). CombatDifficulty enum 순서: Easy, Normal, Hard, VeryHard, Downfall. 기존 600분 기준 Easy +100%, Normal +50%, Hard 이상 +0%.": "戦闘難易度別のダンジョンユニットのリスポーン周期（分）。CombatDifficulty enum順：Easy, Normal, Hard, VeryHard, Downfall。既存の600分基準でEasy +100%, Normal +50%, Hard以上 +0%。",
 "제논은 산성충에서 시선을 떼더니 근처의 포자충을 바라봅니다. 잠시 녀석을 바라보던 그의 입가가 서서히 올라갑니다. <color=#a69085>\"처음엔 산성충의 친척쯤 되는 줄 알았지.\"</color> 막대기로 포자충의 몸을 자극하자 포자를 뿜어냅니다. <color=#a69085>\"저 포자를 뒤집어쓴 생물은 평소보다 훨씬 쉽게 상처를 입더군. 독도 아니고, 산도 아닌데 말이야.\"</color> 그는 수첩에 정신없이 몇 줄을 적어 내려갑니다. <color=#a69085>\"같은 곤충인데도 완전히 다른 방식으로 사냥하다니... 아름다워.\"</color> 잠시 후, 그는 메모 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"포자충을 조금 더 조사해 줘": "제논은 산성충에서 시선을 떼더니 근처의 포자충을 바라봅니다. 잠시 녀석을 바라보던 그의 입가가 서서히 올라갑니다. <color=#a69085>\"처음엔 산성충의 친척쯤 되는 줄 알았지.\"</color> 막대기로 포자충의 몸을 자극하자 포자를 뿜어냅니다. <color=#a69085>\"저 포자를 뒤집어쓴 생물은 평소보다 훨씬 쉽게 상처를 입더군. 독도 아니고, 산도 아닌데 말이야.\"</color> 그는 수첩에 정신없이 몇 줄을 적어 내려갑니다. <color=#a69085>\"같은 곤충인데도 완전히 다른 방식으로 사냥하다니... 아름다워.\"</color> 잠시 후, 그는 메모 한 장을 찢어 당신에게 건넵니다. <color=#a69085>\"포자충을 조금 더 조사해 줘",
 "조사하기(Inspect) 사용시 소질을 몇개나 공개시키는지에 대한 값": "調査（Inspect）使用時に素質をいくつ公開するかの値",
 "주변 시야 범위. 이 값을 기준으로 Fog of war를 업데이트한다. 프로토타입에는 이 값에 대한 '최종 능력치'는 존재하지 않는 상태이다. 이후로는 각 유닛이 vision 최종 능력치를 가지도록 처리할 필요가 있음. 예컨데 휏불 사용 여부에 따라 시야에 따라 맵이 밝혀지는 정도가 다르다던가.": "周囲の視界範囲。この値を基準にFog of warを更新する。プロトタイプではこの値に対する「最終能力値」は存在しない状態である。今後は各ユニットがvisionの最終能力値を持つように処理する必要がある。例えば松明の使用有無によって、視界に応じてマップが照らされる度合いが異なる、といったように。",
 "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Nature로 변경 필요": "主要能力値が最終能力値へ変換される比率の係数値 NOTE : Natureへ変更が必要",
 "주요 능력치가 최종 능력치로 변환되는 비율 계수값 NOTE : Water로 변경 필요": "主要能力値が最終能力値へ変換される比率の係数値 NOTE : Waterへ変更が必要",
 "지능 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "知力の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}",
 "지능 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "知力の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}",
 "지역클리어를 위해 처리해야하는 적 순서에 따라서 1스테,2스테,,, 그리고 NULL 인경우 보스가 존재하지않기에 클리어해도 해금안 됨.": "地域クリアのために処理すべき敵の順序に従って1ステージ、2ステージ...、そしてNULLの場合はボスが存在しないためクリアしても解放されない。",
 "지정한 위치에 {0}마리의 '버블링'을 소환합니다. 버블링은 가까운 적을 공격하며, 사망시 폭발하며 근처의 적에게 마법 공격력의 {1}%의 마법 피해를 입히고, 근처의 아군에게 {5}초 동안 마법 공격력의 {2}%의 보호막을 부여합니다. 버블링은 한 유닛에 의해 최대 {3}마리 까지 동시에 소환될 수 있으며, 한 맵에는 최대 {4}마리 까지 존재할 수 있습니다. DEV(JH) : 소환자의 스탯에 따른 버블링의 마공/생명력 증가는 코드로만 동작하고 있다. 유저에게 나오는 설명은 없어서 직접 소환해봐야 알 수 있다. 버블스플래시의 데미지는 '소환자' 마공을 따른다. 버블태클의 데미지는 '버블링'의 마공을 따른다.": "指定した位置に{0}体の『バブリング』を召喚します。バブリングは近くの敵を攻撃し、倒されると爆発して近くの敵に魔法攻撃力の{1}%の魔法ダメージを与え、近くの味方ユニットに{5}秒間魔法攻撃力の{2}%のシールドを付与します。バブリングは1体のユニットにより最大{3}体まで同時に召喚でき、1マップに最大{4}体まで存在できます。DEV(JH):召喚者のステータスに応じたバブリングの魔攻/生命力の増加はコードでのみ機能しています。ユーザーに表示される説明がないため、直接召喚して確認する必要があります。バブルスプラッシュのダメージは『召喚者』の魔攻を参照します。バブルタックルのダメージは『バブリング』の魔攻を参照します。",
 "지하탐험가 GAMESYSTEM_Environment_{affecterName}": "地下探検家 GAMESYSTEM_Environment_{affecterName}",
 "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Nature로 변경 필요": "最終能力値システムの初期値（表記F1パーセント）NOTE : Natureへ変更が必要",
 "최종능력치 시스템 기본값 (표기 F1 퍼센트) NOTE : Water로 변경 필요": "最終能力値システムの初期値（表記F1パーセント）NOTE : Waterへ変更が必要",
 "최종능력치 시스템 기본값 (표기F0, 실제 처리는 DevValueConvertRatio_MovementSpeed 적용)": "最終能力値システムの初期値（表記F0、実際の処理はDevValueConvertRatio_MovementSpeedを適用）",
 "침묵의 평온 GAMESYSTEM_Environment_{affecterName}": "沈黙の静穏 GAMESYSTEM_Environment_{affecterName}",
 "탐사단의 최종적인 목표는 자아를 가진 던전 아크테온의 코어를 파괴하여 세상에 찾아온 끔찍한 종말을 끝내는 것에 있습니다. 최근 진행된 탐사가 가시적인 성과를 내지 못하자 탐사단원들은 아무래도 몸이 근질 거리는 듯 보입니다. <color=#a69085>\"단장, 다음 탐사에는 더 깊은 곳으로 내려가보는게 어떻겠습니까?\"</color> 모든 단원들이 모인 자리에서 누군가가 큰 소리로 제안합니다. <color=#a69085>\"만약 우리가 여기서 멈춘다면 모두가 우리를 겁쟁이라고 생각할겁니다.\"</color> 깊게 고민하던 당신은 단원들의 의욕이 넘치는 지금이야말로 탐사의 다음 단계로 나아갈 좋은 기회라는 것을 알아차립니다.": "탐사단의 최종적인 목표는 자아를 가진 던전 아크테온의 코어를 파괴하여 세상에 찾아온 끔찍한 종말을 끝내는 것에 있습니다. 최근 진행된 탐사가 가시적인 성과를 내지 못하자 탐사단원들은 아무래도 몸이 근질 거리는 듯 보입니다. <color=#a69085>\"단장, 다음 탐사에는 더 깊은 곳으로 내려가보는게 어떻겠습니까?\"</color> 모든 단원들이 모인 자리에서 누군가가 큰 소리로 제안합니다. <color=#a69085>\"만약 우리가 여기서 멈춘다면 모두가 우리를 겁쟁이라고 생각할겁니다.\"</color> 깊게 고민하던 당신은 단원들의 의욕이 넘치는 지금이야말로 탐사의 다음 단계로 나아갈 좋은 기회라는 것을 알아차립니다.",
 "탐사를 지속하던 와중 {0}은 근처 암벽에서 이상한 틈새를 발견했다고 알립니다. <color=#a69085>\"이건 찔리면 아플 것 같은데.\"</color> 당신은 가시가 무성하게 자란 틈새 사이를 관찰하다 그 안쪽에서 무엇인가 반짝이는 것을 발견합니다.": "탐사를 지속하던 와중 {0}은 근처 암벽에서 이상한 틈새를 발견했다고 알립니다. <color=#a69085>\"이건 찔리면 아플 것 같은데.\"</color> 당신은 가시가 무성하게 자란 틈새 사이를 관찰하다 그 안쪽에서 무엇인가 반짝이는 것을 발견합니다.",
 "풍부한 마석 GAMESYSTEM_Environment_{affecterName}": "豊富なマナストーン GAMESYSTEM_Environment_{affecterName}",
 "풍부한 목재 GAMESYSTEM_Environment_{affecterName}": "豊富な木材 GAMESYSTEM_Environment_{affecterName}",
 "풍부한 석재 GAMESYSTEM_Environment_{affecterName}": "豊富な石材 GAMESYSTEM_Environment_{affecterName}",
 "핀볼 타임 PS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.": "핀볼 타임 PS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.",
 "한 단위의 수면시 소요되는 틱의 기본값 {0}. 수면 중 깨기 위한 (EX : 기력이 일정 이상이거나, 매우 배고픔) 조건을 예외 처리를 위해 존재하는 변수임.": "1単位の睡眠にかかるティックの基本値{0}。睡眠中に目覚めるための（例：気力が一定以上、または非常に空腹）条件を例外処理するために存在する変数である。",
 "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다": "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다",
 "현상수배 : 엘리트 몬스터 GAMESYSTEM_Environment_{affecterName}": "指名手配：エリートモンスター GAMESYSTEM_Environment_{affecterName}",
 "현재 무게/최대 무게 > {0}%이상 일 때 매우 무거움 효과를 얻는다 (무게 게이지 검은 부분) >> 240613 HW : 앞으로 매우 무거움을 없앤다.": "現在の重量/最大重量 > {0}%以上のとき、非常に重い効果を得る（重量ゲージの黒い部分）>> 240613 HW : 今後は非常に重いを廃止する。",
 "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "炎のマントで身を包み、{0}秒間自分が魔法攻撃力の{1}%に等しいシールドを獲得し、隣接する敵ユニットに{5}秒ごとに魔法攻撃力の{2}%の魔法ダメージを与え、{4}秒間{3}の[AFFECTER_Burning]を付与します。",
 "화염 망토를 둘러 {0}초 동안 스스로 마법 공격력의 {1}%의 보호막을 얻고, 인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "炎のマントで身を包み、{0}秒間自分が魔法攻撃力の{1}%に等しいシールドを獲得し、隣接する敵ユニットに毎秒魔法攻撃力の{2}%の魔法ダメージを与え、{4}秒間{3}の[AFFECTER_Burning]を付与します。",
 "힘 강화 : 긍정 GAMESYSTEM_Environment_{affecterName}": "力の強化：ポジティブ GAMESYSTEM_Environment_{affecterName}",
 "힘 약화 : 부정 GAMESYSTEM_Environment_{affecterName}": "力の弱体化：ネガティブ GAMESYSTEM_Environment_{affecterName}"
}