{
 " ({#} hits of {#})": " （{#} 次命中，共 {#}）",
 " ({#}/energy)": " （{#}/能量）",
 " +{#} more": " 另 +{#}",
 " - {#} per energy": " - 每能量 {#}",
 " groups Quests, Expedition Resolution, and Events.": " 汇总任务、探险决议和事件。",
 " lists the same goals under their own heading.": " 在自己的标题下列出相同的目标。",
 " page. Its last step is killing the ": " 页面。最后一步是击杀 ",
 " page. They are not random dungeon events.": " 页面。它们不是随机地下城事件。",
 " to the party, rather than handing you items.": " 到队伍，而不是交给你物品。",
 "\" - it is not a Dungeon Settlers save file.": "” - 它不是地下城拓荒者存档文件。",
 "\" - this is not a Dungeon Settlers save.": "\" - 这不是 Dungeon Settlers 存档。",
 "\" completed": "\" 已完成",
 "\" completed; never after": "\" 已完成；此后不再",
 "\" completes": "\" 完成",
 "\" completes)": "\" 完成后)",
 "\" completes; blocked after quest \"": "\" 完成后封锁；任务完成后封锁 \"",
 "\" completes; blocked once": "\" 完成后封锁一次",
 "\" has finished": "\" 已完成",
 "\" has finished)": "\" 结束后封锁)",
 "\" has no UnitProfileTable row - kept the template face.": "”没有UnitProfileTable行 - 保留了模板面。",
 "\"\"Captain,": "““队长，",
 "\"-Kreeeeeek!!\"": "“--吱嘎嘎嘎！！”",
 "\"-Screeeeech!!\"": "\"-尖叫！！\"",
 "\"-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.": "\"-尖叫！！\" 当{0}撕碎生物的几部分时，一声尖锐的叫声在空中回荡。一旦它被完全拆解，一个微小的绿色精华在其核心被发现。至少，你的好奇心得到了满足。",
 "\"...Hmph.\"": "“……哼。”",
 "\"...It's over.\"": "“……结束了。”",
 "\"...What": "“……什么",
 "\"...What? Are you": "\"……什么？你",
 "\"...What? Are you insane?\"": "“……什么？你疯了吗？”",
 "\"...it's over.\"": "“……结束了。”",
 "\">open ›": "\">打开 ›",
 "\"A second lock keeps Festering Burrow closed.\"": "“第二把锁使溃烂地穴保持关闭。”",
 "\"AFFECT...": "\"AFFECT...",
 "\"Aaaah!\"": "\"啊啊啊！\"",
 "\"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 their attack.": "“啊啊啊！” 你听到附近传来了一声尖叫，而后立即认出那是你的一位同伴丽安娜的声音。她被一群老鼠层层包围，很快就在它们的攻击中倒下了。",
 "\"Ah,": "\"啊，",
 "\"Ah, a customer....": "“啊，一位顾客……",
 "\"Ah...": "\"啊...",
 "\"Ah... Of course! That's it! Why did it ta...": "“啊……当然！就是它！为什么花了这么……",
 "\"Ah... Yes. So that's how it...": "“啊……是的。原来是这样……”",
 "\"An": "“一个",
 "\"An expedition... Not a bad choice if I": "“探险吗……若想调查，倒是个不错的选择，如果我",
 "\"An expedition... Not a bad choice if I am to investigate the depths of the Dungeon.\" After briefly scanning the mission papers, he mutters under his breath. \"But I still have orders to investigate the biological specimens the empire used for research. It must have been forbidden even then, yet it seems they experimented on living creatures as well...\" Still looking weary, he makes you a promise. \"Find a specimen and examine it yourself. After that, I will join the expedition.\"": "“探险吗……若想调查，倒是个不错的选择，如果我 am 去调查 depths 地下城的。” After briefly scanning the mission papers, he mutters under his breath. \"But I still have orders 去调查 biological specimens the empire used for research. It must have been forbidden even then, yet it seems they experimented on living creatures as well...\" Still looking weary, he makes you a promise. \"Find a specimen and examine it yourself. After that, 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.\"": "“探险吗……若想调查，倒是个不错的选择，如果我 intend 去调查 deepest reaches 地下城的。” After briefly reviewing the mission documents, he murmurs under his breath. \"But I still have orders 去调查 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": "\"在",
 "\"At fir...": "“起初……",
 "\"At least during mealtimes, everyone can rest easy.\"": "“至少在用餐时，每个人都可以安心。”",
 "\"AttackSpeedPerModifier_-30\",": "\"AttackSpeedPerModifier_-30\",",
 "\"AttackSpeedPerModifier_20\",": "\"AttackSpeedPerModifier_20\",",
 "\"Bald\"": "\"光头\"",
 "\"BaseRandomFoodRation\"": "“基础随机口粮”",
 "\"BaseRandomGazeMoon\"": "“基础随机凝视月亮”",
 "\"Be": "“要",
 "\"Best": "“最好",
 "\"Best not come any closer.\"": "“最好别再靠近了。”",
 "\"Beyond": "“超越",
 "\"Black\"": "\"Black\"",
 "\"Blitz\",": "\"闪击\",",
 "\"Blitz\", \"Tide\"]": "\"闪击\", \"潮汐\"]",
 "\"Blitz\"]": "\"闪击\"]",
 "\"Blue\"": "蓝色",
 "\"Blunt\",": "\"Blunt\",",
 "\"Blunt\", \"FireMagic\"]": "\"Blunt\", \"FireMagic\"]",
 "\"Blunt\"]": "\"Blunt\"]",
 "\"Bow\",": "\"弓\",",
 "\"Bow\", \"WaterMagic\"]": "\"弓\", \"水魔法\"]",
 "\"Bow\"]": "\"Bow\"]",
 "\"BowSkillAptit...": "\"BowSkillAptit...",
 "\"Bribe\"": "贿赂",
 "\"BuildingEnemy\"": "“建筑敌人”",
 "\"Burst\",": "\"Burst\",",
 "\"Burst\"]": "\"Burst\"]",
 "\"Bwoooong-\"": "“呜-”",
 "\"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 achieving our expedition goals.\" You clear your throat before continuing. \"Listen well, everyone. From this point onward, we shall...\"": "“呜-” 你吹响探险号角后，探险队员们纷纷聚拢过来。“关于设定和实现探险目标，我们得换个新思路了。”你清了清嗓子，继续说道。“各位听好。从现在开始，我们要……”",
 "\"By": "“通过",
 "\"Captain,": "“队长，",
 "\"Captain...": "“船长……",
 "\"Captain... I found a strange vine.\" It looks like it could be quite useful.": "\"Captain... 我发现了一株奇怪的藤蔓。” 看起来能派上些用场。",
 "\"Caution\"": "\"注意\"",
 "\"Cavern_LittleFlesh\"": "\"Cavern_LittleFlesh\"",
 "\"Cavern_Mine\"": "\"Cavern_Mine\"",
 "\"Cavern_Poison\"": "\"Cavern_Poison\"",
 "\"Cavern_Standard\"": "\"Cavern_Standard\"",
 "\"Chief,": "“队长，",
 "\"ChoiceE0001\"]": "\"选择E0001\"]",
 "\"ChoiceE0201\"]": "\"ChoiceE0201\"]",
 "\"ChoiceF27001\"]": "\"ChoiceF27001\"]",
 "\"ChoiceF30001\"]": "\"ChoiceF30001\"]",
 "\"ChoiceF34001\"]": "\"ChoiceF34001\"]",
 "\"ChoiceF49111\"]": "\"ChoiceF49111\"]",
 "\"ChoiceF9111\"]": "选择F9111",
 "\"ChoiceN12001\",": "选择N12001",
 "\"ChoiceN12001\"]": "“选择N12001”]",
 "\"ChoiceN12002\"]": "选择",
 "\"ChoiceN14111\",": "选择N14111",
 "\"ChoiceN14111\"]": "选择",
 "\"ChoiceN14112\"]": "选择",
 "\"ChoiceN16001\",": "选择",
 "\"ChoiceN16001\"]": "你选择了一个新的地下城，但你必须先击败它才能解锁它。",
 "\"ChoiceN16002\"]": "选择",
 "\"ChoiceN2001\",": "“ChoiceN2001”，",
 "\"ChoiceN2001\"]": "“ChoiceN2001”]",
 "\"ChoiceN2002\"]": "“ChoiceN2002”]",
 "\"ChoiceR5001\",": "“ChoiceR5001”，",
 "\"ChoiceR5001\"]": "“ChoiceR5001”]",
 "\"ChoiceR5002\"]": "“ChoiceR5002”]",
 "\"ChoiceR6001\",": "\"ChoiceR6001\",",
 "\"ChoiceR6001\"]": "\"ChoiceR6001\"]",
 "\"ChoiceR6002\"]": "\"ChoiceR6002\"]",
 "\"ChoiceR7001\",": "\"ChoiceR7001\",",
 "\"ChoiceR7001\"]": "\"ChoiceR7001\"]",
 "\"ChoiceR7002\"]": "\"ChoiceR7002\"]",
 "\"ChoiceR8001\",": "选择R8001",
 "\"ChoiceR8001\"]": "选择R8001",
 "\"ChoiceR8002\"]": "选择R8002",
 "\"ClearDungeon1\"": "清除地下城1",
 "\"Come": "“来吧",
 "\"Comman...": "“指挥...",
 "\"Commander,": "“指挥官，",
 "\"Commander, there's a": "“指挥官，这里有个",
 "\"Commander, why don't we request expedition support from the Guild? Given": "“指挥官，要不要向公会申请探险支援？以",
 "\"Commander...": "“指挥官……",
 "\"Commander... I found a strange vine.\" It looks like it could be quite useful.": "\"Commander... 我发现了一株奇怪的藤蔓。” 看起来能派上些用场。",
 "\"CriticalChance_-10\"]": "\"CriticalChance_-10\"]",
 "\"CriticalChance_-5\"]": "\"CriticalChance_-5\"]",
 "\"CriticalChance_10\",": "\"CriticalChance_10\",",
 "\"CriticalDamageBonus...": "\"暴击伤害加成...\"",
 "\"DamageTakenBonus_-{2}\"]": "承受伤害加成：-{2}",
 "\"DamageTakenBonus_{2}\"]": "承受伤害加成：{2}",
 "\"Damn! That": "“该死！那",
 "\"DecisionDismiss\"": "\"DecisionDismiss\"",
 "\"Default\"": "“默认”",
 "\"DefaultEnemy\"": "“默认敌人”",
 "\"Defence\"": "\"防御\"",
 "\"DeputyCaptainElf\"": "精灵副队长",
 "\"DeputyCaptainHuamn\"": "人类副队长",
 "\"DeputyCaptainLizard\"": "蜥蜴人副队长",
 "\"DeputyCaptainLycan\"": "狼人副队长",
 "\"DeputyCaptainMia\"": "米娅副队长",
 "\"DiscaredMagicPowerDevice\"": "\"DiscaredMagicPowerDevice\"",
 "\"Do": "\"你",
 "\"Do goblins... enjoy having insects drink their blood? How strange...\"": "“哥布林……喜欢让昆虫吸它们的血吗？真奇怪……”",
 "\"DodgeChance_-10\",": "\"DodgeChance_-10\",",
 "\"DodgeChance_-10\"]": "\"DodgeChance_-10\"]",
 "\"DodgeChance_-5\",": "\"DodgeChance_-5\",",
 "\"DodgeChance_-5\"]": "\"DodgeChance_-5\"]",
 "\"DodgeChance_10\",": "\"DodgeChance_10\",",
 "\"DodgeChance_15\",": "\"闪避几率_15\",",
 "\"Don't": "“别",
 "\"Don't push yourself. A brief investigation will be": "“不必勉强。稍作调查就足够",
 "\"Don't push yourself. A brief investigation will be enough.\"": "“不必勉强。稍作调查就足够 enough.\"",
 "\"Dungeon1RandomCliff\"": "地下城1随机悬崖",
 "\"Dungeon1RandomGreen\"": "“地下城1随机绿色”",
 "\"Dungeon1RandomMusic\"": "“地下城1随机音乐”",
 "\"Dungeon1RandomWatcher\"": "“地下城1随机观察者”",
 "\"Elf02_Blue\"": "精灵02_蓝色",
 "\"Elf02_White\"": "精灵02_白色",
 "\"Elf03_Green\"": "精灵03_绿色",
 "\"Elf04_Green\"": "精灵04_绿色",
 "\"Elf06_Green\"": "精灵06_绿色",
 "\"Elf07_Blue\"": "“精灵07_蓝色”",
 "\"Elf08_Blue\"": "精灵08_蓝色",
 "\"Elf10_Blue\"": "精灵10_蓝色",
 "\"Elf11_Green\"": "\"Elf11_Green\"",
 "\"ElfStandardMale_012\"": "精灵标准男性_012",
 "\"EndrossiQuestEnd2\"": "\"EndrossiQuestEnd2\"",
 "\"EndrossiQuestEnd3\"": "\"EndrossiQuestEnd3\"",
 "\"EndrossiQuestEnd4\"": "\"EndrossiQuestEnd4\"",
 "\"EnergyRegeneration_0.03\"]": "\"EnergyRegeneration_0.03\"]",
 "\"Equipment": "装备",
 "\"Equipment_MainAccessory\"": "主饰品",
 "\"Equipment_Spear\"": "\"Equipment_Spear\"",
 "\"Equipment_SubAccessory\"": "副饰品",
 "\"Establish\"": "\"建立\"",
 "\"Event_Npc0\"": "“Event_Npc0”",
 "\"Event_Npc1\"": "\"Event_Npc1\"",
 "\"Event_Npc11\"": "\"Event_Npc11\"",
 "\"Event_Npc13\",": "“Event_Npc13”，",
 "\"Event_Npc13\"]": "“Event_Npc13”]",
 "\"Event_Npc15\"": "“事件_Npc15”",
 "\"Event_Npc23\"": "\"Event_Npc23\"",
 "\"Event_Npc26\"": "\"Event_Npc26\"",
 "\"Event_Npc27\",": "“Event_Npc27”，",
 "\"Event_Npc28\"]": "“Event_Npc28”]",
 "\"Event_Npc6\"": "\"Event_Npc6\"",
 "\"Exceptional\"": "“卓越”",
 "\"Execution\",": "\"Execution\",",
 "\"Execution\"]": "\"处决\"]",
 "\"Expedition": "“探险",
 "\"Expedition Commander,": "“探险指挥官，",
 "\"ExpeditionHorn\"": "\"ExpeditionHorn\"",
 "\"ExpeditionHornNotActive\"": "探险号角未激活",
 "\"ExpeditionTeamSupport3\"": "探险队支援3",
 "\"FaceScar01_Peach\"": "\"FaceScar01_Peach\"",
 "\"Farming\"": "\"耕作\"",
 "\"Female_Aggressive\"": "\"Female_Aggressive\"",
 "\"Female_Cautious\"": "\"Female_Cautious\"",
 "\"Female_Cool\"": "\"Female_Cool\"",
 "\"Female_Kind\"": "女性_善良",
 "\"FireMagic\",": "\"FireMagic\",",
 "\"FireMagic\"]": "\"FireMagic\"]",
 "\"Floor\"": "层",
 "\"FloorDeco\"": "层装饰",
 "\"Forest_Golem\"": "\"Forest_Golem\"",
 "\"Fortress\",": "\"Fortress\",",
 "\"Fortress\", \"Burst\"]": "\"Fortress\", \"Burst\"]",
 "\"Fortress\"]": "\"Fortress\"]",
 "\"Furniture\"": "\"家具\"",
 "\"Fwoooom-\"": "\"Fwoooom-\"",
 "\"Good.": "\"很好。",
 "\"Good. This should be enough to test my hypothesis.\"": "“很好。这应该足以验证我的假设了。”",
 "\"GreatSwordSkillAptitude_-1\"]": "\"GreatSwordSkillAptitude_-1\"]",
 "\"Greatsword\",": "\"巨剑\",",
 "\"Greatsword\"]": "\"巨剑\"]",
 "\"Green\"": "\"Green\"",
 "\"Greetings, brother.\"": "“你好，兄弟。”",
 "\"Guardian\",": "\"Guardian\",",
 "\"Guardian\", \"Execution\"]": "\"Guardian\", \"Execution\"]",
 "\"Guardian\", \"Fortress\"]": "\"Guardian\", \"Fortress\"]",
 "\"Guardian\"]": "\"Guardian\"]",
 "\"Haa...\"": "“哈...”",
 "\"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?\" At your question, her expression darkens in silence. Seeing the reaction you expected, you think for a moment, then give instructions to the two of them. \"Then we shouldn't hesitate. We need to get out of here quickly. We have to find the portal somewhere on this floor.\" \"Commander, I know where the portal is. But even if we leave the dungeon, the 'Abandoned Land' has nothing but useless thorny vines and dried up trees. So we should gather resources here before we go back.\" You nod in agreement with her suggestion.": "“哈...”她在搀扶下艰难起身，重重地喘着粗气。“和你在一起的杰克和伊万呢？”听到你的提问，她的脸色沉了下来，一言不发。这种反应也并不出乎预料。你沉思了一会，随即向两人下达了指令。“我们不能再迟疑了。需要找到这一层的传送门，尽快离开这里。”“指挥官，我知道传送门在哪里，但即使离开了地下城，‘荒芜之地’中除了尖刺藤蔓和枯树外，也没有什么能用的资源。所以最好是先在这里收集一些资源，然后再回去。”你点了点头，表示同意她的建议。",
 "\"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?\" At your question, her expression darkens in silence. Seeing the reaction you expected, you think for a moment, then give instructions to the two of them. \"Then we shouldn't hesitate. We need to get out of here quickly. We have to find the portal somewhere on this floor.\" \"Commander, I know where the portal is. But even if we leave the dungeon, the 'Abandoned Land' has nothing but useless thorny vines and dried-up trees. So we should gather resources here before we go back.\" You nod in agreement with her suggestion.": "“哈...”她在搀扶下艰难起身，重重地喘着粗气。“和你在一起的杰克和伊万呢？”听到你的提问，她的脸色沉了下来，一言不发。看到预料中的反应，你沉思了一会，随即向两人下达了指令。“我们不能再迟疑了。需要尽快离开这里。我们必须找到这一层某处的传送门。”“指挥官，我知道传送门在哪里。但即使离开了地下城，‘荒芜之地’中除了没用的尖刺藤蔓和枯树外什么都没有。所以最好是先在这里收集一些资源，然后再回去。”你点了点头，表示同意她的建议。",
 "\"Haaah...\"": "“哈啊……”",
 "\"Haaah...\" With help, she barely manages to rise and struggles to catch her breath. \"What about Jack and Ivan? They were with you.\" Her expression darkens at your question. Having expected that reaction, you immediately give the order. \"Then we should hurry and get out of here. We need to find a portal somewhere on this layer.\" \"Commander, I know where the portal is. But the Barren Land outside has nothing but thorny vines and withered trees. We should gather resources here before we return.\" You nod at her suggestion.": "\"Haaah...\" 在搀扶下，她勉强 rise and struggles to catch her breath. “杰克和 Ivan? They were with you.\" Her expression darkens at your question. Having expected that reaction, you immediately give the order. \"Then we should hurry and get out of here. We need to find a portal somewhere on this layer.\" \"Commander, I know where the portal is. But the Barren Land outside has nothing but thorny vines and withered trees. We should gather resources here before we return.\" You nod at her suggestion.",
 "\"Hard\"": "“困难”",
 "\"Harmony\",": "\"Harmony\",",
 "\"Harmony\", \"Blitz\"]": "\"Harmony\", \"Blitz\"]",
 "\"Harmony\"]": "\"Harmony\"]",
 "\"Hidden\"": "\"隐藏\"",
 "\"HitChance_-10\"]": "\"HitChance_-10\"]",
 "\"HitChance_-15\",": "\"HitChance_-15\",",
 "\"HitChance_-20\"]": "\"HitChance_-20\"]",
 "\"Hm...": "“嗯……",
 "\"Hmm... As expected, it appears to use Imperi...": "“嗯……不出所料，它似乎使用了帝国……",
 "\"Hoo...\"": "“呼……”",
 "\"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.\"": "“呼……”她缓慢地呼出一口气，努力克制自己的情绪。“当它开始跺地时要小心。那是它即将冲锋的信号。”",
 "\"Huh...\"": "“嗯……”",
 "\"HumanStandardFemale_021\"": "“人类标准女性_021”",
 "\"Humanity's": "“人类的",
 "\"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]": "“即使在埃洛斯帝国辉煌的时代，人类对神圣的渴望依然坚定不移，尽管帝国表现得仿佛没有神灵存在。”--米格尔，市政厅秘书。对女神的信仰在大陆上广泛传播，成为大灾变后支撑无数人心灵和生活的基石之一。人类对神圣的本能感知通过魔法石与女神雕像产生共鸣，极大地增强了个体的能力。这种现象被称为“奉献”。设施越高大宏伟，它能用更少的魔法石产生更大的精神和身体成长。这使得装饰神殿尤为重要。[ROOM_PoorTemple] [ROOM_MediocreTemple] [ROOM_NormalTemple] [ROOM_DecentTemple]",
 "\"HungerRegeneration_-0.01\"]": "\"HungerRegeneration_-0.01\"]",
 "\"I heard that the expedition t...": "\"我听说探险队...",
 "\"I know": "“我知道",
 "\"I know how hard": "“我知道你有多努力",
 "\"I know well how": "“我很清楚如何",
 "\"I think we should spend enough time researching this.\"": "\"我们应该花足够的时间来对其进行研究。\"",
 "\"I'll": "\"我会",
 "\"I've": "“我曾",
 "\"I've been hearing stories about your group everywhere lately.\"": "\"最近，似乎到处都能听到你们这支队伍的传闻。\"",
 "\"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，似乎到处都能听到你们这支队伍的传闻。\" 观察者的声音从乌鸦的喙中传出。 \"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.",
 "\"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，似乎到处都能听到你们这支队伍的传闻。\" 观察者的声音从乌鸦的喙中传出。 \"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.",
 "\"I've received a report that the position of deputy": "“我收到报告，说副",
 "\"If": "\"如果",
 "\"Illustration_DiscardedMagicPowerDevice\"": "\"Illustration_DiscardedMagicPowerDevice\"",
 "\"Illustration_DiscardedSpecimen\"": "\"Illustration_DiscardedSpecimen\"",
 "\"Illustration_Endrossi\"": "\"Illustration_Endrossi\"",
 "\"Illustration_EndrossiAlphaAcidSlogel\"": "“插画_恩德罗西·阿尔法酸史莱姆”",
 "\"Illustration_EndrossiElderGloth\"": "插画_恩德罗西长老格洛斯",
 "\"Illustration_EndrossiMawmurk\"": "“插画_恩德罗西·默莫克”",
 "\"Illustration_EndrossiWhiteMawmurk\"": "“插画_恩德罗西·白默莫克”",
 "\"Illustration_FesteringBurrowMerchant\"": "“Illustration_FesteringBurrowMerchant”",
 "\"Illustration_FrenziedBall\"": "\"Illustration_FrenziedBall\"",
 "\"Illustration_GazeMoon\"": "\"Illustration_GazeMoon\"",
 "\"Illustration_GuildMerchant\"": "\"Illustration_GuildMerchant\"",
 "\"Illustration_MysteriousSound\"": "\"Illustration_MysteriousSound\"",
 "\"Illustration_Perion\"": "\"Illustration_Perion\"",
 "\"Illustration_PerionDiscardedMagicPowerDevice\"": "插画_佩里恩废弃的魔力装置",
 "\"Illustration_PerionDiscardedSpecimen\"": "“插画_佩里翁废弃样本”",
 "\"Illustration_ReturnFromExpedition\"": "\"Illustration_ReturnFromExpedition\"",
 "\"Illustration_SmallGreenThing\"": "\"Illustration_SmallGreenThing\"",
 "\"Illustration_StrangeNiche\"": "\"Illustration_StrangeNiche\"",
 "\"Illustration_TheWatchingEntity\"": "\"Illustration_TheWatchingEntity\"",
 "\"Illustration_ThornvineCliff\"": "插画_荆棘藤蔓悬崖",
 "\"Illustration_VentingFrustration\"": "\"Illustration_VentingFrustration\"",
 "\"Illustration_Xenon\"": "\"Illustration_Xenon\"",
 "\"Illustration_XenonAcidBug\"": "“插画_异种酸虫”",
 "\"Illustration_XenonHellLeech\"": "“插画_异种地狱水蛭”",
 "\"Illustration_XenonMeatGrub\"": "“插画_异种肉蛆”",
 "\"Illustration_XenonSporeInsect\"": "“插画_异种孢子虫”",
 "\"Illustration_YearningForExploration\"": "\"Illustration_YearningForExploration\"",
 "\"Insect\"": "“昆虫”",
 "\"Is": "“是",
 "\"It": "\"它",
 "\"It has been": "“已经过去",
 "\"It has been many years since the Magic Empi...": "“自魔法帝国覆灭以来，已过去多年……",
 "\"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it a...": "\"It looks 像是早该灭绝的昆虫... 究竟什么 mechanism could possibly keep it a...",
 "\"It seems": "“看来",
 "\"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 resemble a proper expedition. Even the guild has begun treating you as a fairly respectable one.\" \"Wondering why we're still alive, are you?\" As you grumble, the raven lets out a caw and shakes its feathers. \"Now, now, don't be like that. In any case, the support you receive from here on will be different. Though naturally, we'll expect results to match.\" With that said, the raven spreads its dark wings and disappears beyond the sky.": "“看来我最近到处都听到了关于你们团队的故事。”检查员的声音从乌鸦的喙中传出。“看起来你们终于像一支真正的探险队了。就连公会也开始把你们当作一支相当受人尊敬的队伍。”“想知道我们为什么还活着，是吗？”你抱怨着，乌鸦发出一声叫声，抖了抖羽毛。“好了，好了，别这样。无论如何，你们从现在起得到的支持将有所不同。当然，我们也会期待相应的成果。”说完，乌鸦展开它漆黑的翅膀，消失在天际。",
 "\"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. \"Isn't it a waste of time to keep chasing something that clearly isn't working?\" You had thought the objective would be completed quickly, but it has proven far less simple than expected. You fall into deep thought.": "“看来我们完成目标的速度变慢了，指挥官。”探险队员开始怀疑我们的队伍近期是否还有实现目标的能力。“不断追逐一个明显行不通的目标，难道不是在浪费时间吗？”你原以为计划很快就能完成，但事实证明这一切远没有预想中那么简单。你陷入了深思。",
 "\"It seems yo...": "\"看来你...",
 "\"It seems you're finally beginning to look ...": "\"看样子你们总算开始像样 ...",
 "\"It...": "\"那...",
 "\"Leader! I'm telling you, that one is suspicious no matter how you look at it! They...": "“领队！我告诉你，那个人无论怎么看都可疑！他们...",
 "\"Leader,": "“队长，",
 "\"Let's": "\"让我们",
 "\"Listen,": "“听着，",
 "\"Long02_Black\"": "\"Long02_Black\"",
 "\"Long02_Blonde\"": "“长发02_金色”",
 "\"Long02_Brown\"": "长发02_棕色",
 "\"Long02_White\"": "\"Long02_White\"",
 "\"Long03_Blonde\"": "\"Long03_Blonde\"",
 "\"Long04_Black\"": "“长发04_黑色”",
 "\"Long04_Blonde\"": "长发04_金发",
 "\"Long04_Brown\"": "长发04_棕色",
 "\"Long04_Orange\"": "“长发04_橙色”",
 "\"Long04_Red\"": "“长发04_红色”",
 "\"Long04_White\"": "长发04_白色",
 "\"Long_Blonde\"": "\"Long_Blonde\"",
 "\"Long_Brown\"": "长发_棕色",
 "\"Long_Orange\"": "“长发_橙色”",
 "\"Long_Red\"": "“长_红色”",
 "\"Long_White\"": "“长_白”",
 "\"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 be...": "“看看那些随着运气和技巧洒落在地板上的色彩。它们难道不让你想起朱雀每次振翅时散落的羽毛吗？",
 "\"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]": "“看看那些随着运气和技巧洒落在地板上的色彩。它们难道不让你想起朱雀每次振翅时散落的羽毛吗？”--王维，竞技场播报员 娱乐室 人们既需要休息，也需要玩乐。这能让他们在享受乐趣的同时提高效率。[ROOM_PoorRecreationRoom] [ROOM_MediocreRecreationRoom] [ROOM_NormalRecreationRoom] [ROOM_DecentRecreationRoom]",
 "\"Looks": "“看起来",
 "\"LycanTattoo_Yellow\"": "\"LycanTattoo_Yellow\"",
 "\"MAX\"": "\"MAX\"",
 "\"MagicAttackPowerPerModifier_-10\"]": "\"MagicAttackPowerPerModifier_-10\"]",
 "\"MagicAttackPowerPerModifier_10\"]": "\"MagicAttackPowerPerModifier_10\"]",
 "\"MagicAttackPowerPerModifier_100\"]": "\"魔法攻击力每修正值_100\"]",
 "\"MagicAttackPowerPerModifier_20\"]": "魔法攻击力修正值：20]",
 "\"MagicAttackPowerPerModifier_50\"]": "\"MagicAttackPowerPerModifier_50\"]",
 "\"MagicResistance_-15\"]": "\"MagicResistance_-15\"]",
 "\"MagicResistance_-8\"]": "\"MagicResistance_-8\"]",
 "\"Main8\"": "主线8",
 "\"MainAddedTutorial\"": "主线任务已添加教程",
 "\"Male_Aggressive\"": "\"Male_Aggressive\"",
 "\"Male_Cautious\"": "\"Male_Cautious\"",
 "\"Male_Cool\"": "\"Male_Cool\"",
 "\"Male_Kind\"": "男性_善良",
 "\"MaxEnergyPerModifier_-20\"]": "\"MaxEnergyPerModifier_-20\"]",
 "\"MaxEnergyPerModifier_-25\"]": "\"MaxEnergyPerModifier_-25\"]",
 "\"MaxHealthTotalPerMo...": "\"MaxHealthTotalPerMo...",
 "\"MaxWeightPerModifier_-20\"]": "\"MaxWeightPerModifier_-20\"]",
 "\"Moderate\"": "\"中等\"",
 "\"MoodUnder-3\"": "心情低于-3",
 "\"Muscles strike iron, iron strikes wood, and wood holds fast to magic stones.": "“肌肉击打钢铁，钢铁击打木材，木材紧握魔法石。",
 "\"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]": "\"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 探险队员 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]",
 "\"Mustache02_Red\"": "胡子02_红色",
 "\"Mustache_Black\"": "\"Mustache_Black\"",
 "\"Mustache_Brown\"": "\"Mustache_Brown\"",
 "\"Mustache_Orange\"": "胡须_橙色",
 "\"Mustache_Red\"": "\"Mustache_Red\"",
 "\"Mustache_White\"": "\"Mustache_White\"",
 "\"NOT_USED\"": "\"NOT_USED\"",
 "\"NPC\"": "“NPC”",
 "\"NPC_000\"": "NPC_000",
 "\"NPC_001\"": "“NPC_001”",
 "\"NULL\"": "\"NULL\"",
 "\"NatureMagic\",": "\"NatureMagic\",",
 "\"NatureMagic\", \"Bow\"]": "\"NatureMagic\", \"Bow\"]",
 "\"NatureMagic\"]": "\"NatureMagic\"]",
 "\"NatureMagicSkillAptitude_1\",": "\"NatureMagicSkillAptitude_1\",",
 "\"NatureMagicSkillAptitude_2\"]": "\"NatureMagicSkillAptitude_2\"]",
 "\"No! I'm real! I'm the real one!\"": "“不！我是真的！我才是真的！”",
 "\"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 take an unnecessary risk. A few members look strangely uneasy, but most seem relieved.": "“不！我是真的！我才是真的！”你听到{0}尖叫，冷冷地转过头去。无论怎么看，这都太可疑了。没有必要冒不必要的风险。少数成员显得异常不安，但大多数人似乎松了一口气。",
 "\"No,": "\"不，",
 "\"None\"": "\"无\"",
 "\"Normal\"": "\"普通\"",
 "\"Nothing": "“没什么",
 "\"Now": "\"现在",
 "\"Now I hear tales of you lot from here and there.\"": "\"如今我到处都听到你们的传闻。\"",
 "\"Now we can carry out most research here without difficult...": "“现在我们可以在这里轻松进行大部分研究……”",
 "\"Oh,": "“哦，",
 "\"Oh... What an extraordinary discovery.\"": "\"哦……真是惊人的发现。\"",
 "\"Oh... what": "“哦...什么",
 "\"Oh... what a re...": "\"哦...多么惊...",
 "\"On": "“在",
 "\"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]": "\"在战场上，吃得好意味着你已经完成了任务的百分之八十。\" - 战地厨师吉照 餐厅 食物可以缓解饥饿，但餐厅可以缓解人们一天中 lingering 的疲惫。 [ROOM_PoorDiningRoom] [ROOM_MediocreDiningRoom] [ROOM_NormalDiningRoom] [ROOM_DecentDiningRoom]",
 "\"Others": "“其他人",
 "\"Outstanding\"": "“杰出”",
 "\"Peach\"": "“桃色”",
 "\"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.": "「每房间几率」是匹配的房间槽在那些层上生成时，此节点的模板份额；一层有多个槽，因此实际出现率更高。点击节点查看完整明细。",
 "\"Phew...\"": "“呼...”",
 "\"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 moment, then give the two of them instructions. \"Then we should get out of here quickly. We need to find the portal somewhere on this floor.\" \"I know where the portal is, but even if we leave the dungeon, there are no useful resources left in the 'Barren Land.' So it would be better to gather resources here before heading back.\" You nod in agreement with her suggestion.": "“呼...”她艰难地喘着气。“杰克和伊万呢？”听到你的提问，她的脸色沉了下来，一言不发。你停顿片刻，随即向两人下达了指令。“那我们得尽快离开这里。需要找到这一层某处的传送门。”“我知道传送门在哪里，但即使离开了地下城，‘荒芜之地’里也没有什么能用的资源。所以最好是先在这里收集一些资源，然后再回去。”你点了点头，表示同意她的建议。",
 "\"PhysicalAttackPowerPerModifier_10\"]": "\"PhysicalAttackPowerPerModifier_10\"]",
 "\"PhysicalAttackPowerPerModifier_100\",": "\"物理攻击力每修正值_100\",",
 "\"PhysicalAttackPowerPerModifier_20\",": "物理攻击力修正值：20，",
 "\"PhysicalAttackPowerPerModifier_20\"]": "\"PhysicalAttackPowerPerModifier_20\"]",
 "\"PhysicalAttackPowerPerModifier_25\"]": "\"PhysicalAttackPowerPerModifier_25\"]",
 "\"PhysicalAttackPowerPerModifier_50\",": "\"PhysicalAttackPowerPerModifier_50\",",
 "\"PhysicalResistance_-10\"]": "\"PhysicalResistance_-10\"]",
 "\"PhysicalResistance_-8\"]": "\"PhysicalResistance_-8\"]",
 "\"PhysicalResistance_10\",": "\"PhysicalResistance_10\",",
 "\"PhysicalResistance_8\",": "\"PhysicalResistance_8\",",
 "\"PhysicalResistance_8\", \"GuardChance_10\"]": "\"PhysicalResistance_8\", \"GuardChance_10\"]",
 "\"Primary\"": "主要",
 "\"Probability_ChoiceF45100\"": "“概率_选择F45100”",
 "\"RankUp1to2\"": "\"RankUp1to2\"",
 "\"RankUp2to3\"": "\"RankUp2to3\"",
 "\"Really,": "“真的吗，",
 "\"Recreation\"": "\"娱乐\"",
 "\"Red\"": "\"Red\"",
 "\"SFX_CraftingDefault\"": "SFX_CraftingDefault",
 "\"SFX_CraftingFabric\"": "“制作布料”音效",
 "\"Sandbox\"": "\"沙盒\"",
 "\"Shield\",": "\"Shield\",",
 "\"Shield\", \"Blunt\"]": "\"Shield\", \"Blunt\"]",
 "\"Shield\", \"Greatsword\"]": "\"Shield\", \"Greatsword\"]",
 "\"Shield\"]": "“护盾”]",
 "\"Short02_Orange\"": "短发02_橙色",
 "\"Short03_Brown\"": "“短发03_棕色”",
 "\"Short04_Brown\"": "“短发04_棕色”",
 "\"Short04_Orange\"": "“短04_橙”",
 "\"Short04_Red\"": "“短04_红”",
 "\"Short05_Black\"": "\"Short05_Black\"",
 "\"Short05_Blonde\"": "“短发05_金色”",
 "\"Short05_Brown\"": "“短发05_棕色”",
 "\"Short05_Red\"": "短发05_红色",
 "\"Short06_Brown\"": "短发06_棕色",
 "\"Short06_Orange\"": "“短06_橙”",
 "\"Short07_Black\"": "短发07_黑色",
 "\"Short07_Brown\"": "短发07_棕色",
 "\"Short07_Orange\"": "短发07_橙色",
 "\"Short07_Red\"": "“短发07_红色”",
 "\"Short08_Brown\"": "\"Short08_Brown\"",
 "\"Short08_Red\"": "“短08_红”",
 "\"Short09_Black\"": "短发09_黑色",
 "\"Short09_Red\"": "\"Short09_Red\"",
 "\"Short09_White\"": "\"Short09_White\"",
 "\"Short_Black\"": "短发_黑色",
 "\"Short_Brown\"": "短发_棕色",
 "\"Short_Red\"": "“短_红”",
 "\"ShowAction\"": "\"ShowAction\"",
 "\"ShowChoiceAction_ChoiceF28100\"": "“显示选择行动_选择F28100”",
 "\"ShowChoiceAction_ChoiceF28110\"": "“显示选择行动_选择F28110”",
 "\"ShowChoiceAction_ChoiceF29110\"": "“显示选择行动_选择F29110”",
 "\"ShowChoiceAction_ChoiceF34100\"": "“显示选择行动_选择F34100”",
 "\"ShowChoiceAction_ChoiceN12100\"": "“显示选择动作_选择N12100”",
 "\"ShowChoiceAction_ChoiceN14110\"": "\"ShowChoiceAction_ChoiceN14110\"",
 "\"ShowChoiceAction_ChoiceN14200\"": "“显示选择动作_选择N14200”",
 "\"ShowChoiceAction_ChoiceN16100\"": "“显示选择动作_选择N16100”",
 "\"ShowChoiceAction_ChoiceN17100\"": "“显示选择行动_选择N17100”",
 "\"ShowChoiceAction_ChoiceN18100\"": "“显示选择行动_选择N18100”",
 "\"ShowChoiceAction_ChoiceN2100\"": "“显示选择动作_选择N2100”",
 "\"ShowChoiceAction_ChoiceN27100\"": "“显示选择行动_选择N27100”",
 "\"ShowChoiceAction_ChoiceN4100\"": "“显示选择动作_选择N4100”",
 "\"ShowChoiceAction_ChoiceN5100\"": "“显示选择动作_选择N5100”",
 "\"ShowChoiceAction_ChoiceR14130\"": "\"ShowChoiceAction_ChoiceR14130\"",
 "\"ShowChoiceAction_ChoiceR15100\"": "\"ShowChoiceAction_ChoiceR15100\"",
 "\"ShowChoiceAction_ChoiceR19100\"": "\"ShowChoiceAction_ChoiceR19100\"",
 "\"ShowChoiceAction_ChoiceR5100\"": "\"ShowChoiceAction_ChoiceR5100\"",
 "\"ShowChoiceAction_ChoiceR5110\"": "\"ShowChoiceAction_ChoiceR5110\"",
 "\"ShowChoiceAction_ChoiceR6100\"": "“显示选择行动_选择R6100”",
 "\"ShowChoiceAction_ChoiceR6110\"": "“显示选择行动_选择R6110”",
 "\"ShowChoiceAction_ChoiceR8100\"": "“ShowChoiceAction_ChoiceR8100”",
 "\"ShowUI_Research\"": "“显示UI_研究”",
 "\"Since": "“自从",
 "\"SlimUnisex\"": "“苗条中性”",
 "\"So": "“所以",
 "\"So you really did kill it. I can't say I expected much...\"": "“所以你还真把它杀了。我本来还没抱多大期待……”",
 "\"So,": "\"所以，",
 "\"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]": "\"那么，你打算花多少钱？\" - 杰克，狼人集市商人 商人室 商人带来的不只是货物。他们还带来了定居点以外的消息和可能性。商人室是一个生命线，可以在这里出售不必要的物品并购买所需的货物。 [ROOM_MerchantRoom]",
 "\"Spear\",": "\"Spear\",",
 "\"Spear\"]": "\"Spear\"]",
 "\"SpearSkillApt...": "\"SpearSkillApt...",
 "\"Special\"": "\"特殊\"",
 "\"Square\"": "“方形”",
 "\"Stake\",": "\"Stake\",",
 "\"Stake\"]": "\"Stake\"]",
 "\"Stalling\"": "“拖延”",
 "\"StandardMale\"": "“标准男性”",
 "\"Start": "\"起点",
 "\"Status\"": "\"状态\"",
 "\"Sword\",": "\"剑\",",
 "\"Sword\"]": "\"剑\"]",
 "\"Take what you need. Just pay the right price.\"": "“拿你需要的。只要付对价格。”",
 "\"Take whatever you need. Just make sure you pay a fair price.\"": "“你需要什么就拿走吧。只要确保你支付了合理的价格。”",
 "\"Thank you,": "“谢谢你，",
 "\"Thank you, Captain!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "\"Thank you, Captain!\" 队员们领到了比平时更充足的食物，神情明显满意了许多，于是愉快地享用起来。",
 "\"Thank you, Commander!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "\"Thank you, Commander!\" 队员们领到了比平时更充足的食物，神情明显满意了许多，于是愉快地享用起来。",
 "\"That": "“那",
 "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\"": "“那次远征也太累了！我真想立刻睡个暖和的觉……”",
 "\"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. {0} never returned from the dungeon, so how could they have come back like this?": "“那次远征也太累了！我真想立刻睡个暖和的觉……”随着一声响亮的伸展，{0}出现在传送门前！几名成员的脸色变得苍白。{0}从未从地下城回来，他们怎么会以这种方式回来呢？",
 "\"The": "“",
 "\"The Dungeon is becoming far more": "\"地下城正变得远比",
 "\"The Dungeon is becoming far more dan...": "“地下城正变得出乎预料地危...",
 "\"The Dungeon is consuming the continent. If we fail to stop this calamity,": "“地下城正在侵蚀大地。若无法阻止这场灾难，",
 "\"The Dungeon will not welcome us. It will test us without end and,": "\"地下城不会善待我们。它会无休无止地考验我们，而且，",
 "\"The Golem cannot spawn.\"": "“巨石魔像无法生成。”",
 "\"The dungeon is encroaching on the continent. If we ca...": "\"地下城正在侵蚀大陆。如果我们无...",
 "\"The eyelids are heavier than a thousand weights, for no strongman can lift them...\"": "“眼皮重逾千斤，无人能将其抬起……”",
 "\"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]": "“眼皮比千钧还重，再强壮的人也抬不起来……” - Girim，公会书记 探险队员可以休息睡觉的卧室对他们的恢复至关重要。 私人房间 与他人共用卧室会让探险队员觉得自己的私人空间受到了侵犯。若想获得最高质量的睡眠，最好不要在同一房间内摆放两张或更多床铺。 [ROOM_PoorPrivateRoom] [ROOM_MediocrePrivateRoom] [ROOM_NormalPrivateRoom] [ROOM_DecentPrivateRoom] 公共房间 当资源或空间有限时，探险队员可能不得不睡在同一个地方。这或许无法大幅提升心情，但在战略上可能仍有必要。 [ROOM_PoorSharedRoom] [ROOM_MediocreSharedRoom] [ROOM_NormalSharedRoom] [ROOM_DecentSharedRoom]",
 "\"The others need their rest. That's enough for tonight.\"": "“其他人也是需要休息的，今晚就到此为止吧。”",
 "\"Ther...": "“那…",
 "\"There is someone who insis...": "“有个人无论如何都坚...",
 "\"There's": "\"有",
 "\"There's a bloodsucking insect that goblin shamans appa...": "“有一种吸血昆虫，哥布林萨满似乎……",
 "\"They": "“它们",
 "\"They've": "“它们有",
 "\"This": "\"这",
 "\"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]": "“这个地方……是为我准备的……一个我可以倾注一切去揭示和发现的地方，我的昏暗、纯洁，以及某种忧郁……”--斯维亚托戈尔，东方研究会实验室指挥官。工匠完成工具，而学者则会问这个工具还有什么做不到的，并不断在纸上奋笔疾书以寻找答案。[ROOM_PoorResearchLab] [ROOM_MediocreResearchLab] [ROOM_NormalResearchLab] [ROOM_DecentResearchLab]",
 "\"This takes us one step further. Excellen...": "\"我们又向前迈进了一步。干得漂...",
 "\"Tide\",": "\"Tide\",",
 "\"Tide\", \"Harmony\"]": "\"潮汐\", \"和谐\"]",
 "\"Tide\"]": "\"Tide\"]",
 "\"To": "“要",
 "\"To be honest, I did not expect your group to last very long. Yet, I suppose I must admit I was wrong. ...": "\"老实说，我本没想过你们这支队伍能撑多久。不过，我得承认自己想错了。 ...",
 "\"Understood.": "\"明白了。",
 "\"Understood.\"": "\"明白了。\"",
 "\"Very well. Then": "\"很好。那么",
 "\"Very well. Then we shall make you": "“很好。那么就让你们变得",
 "\"Warrior\",": "\"战士\",",
 "\"Warrior\"]": "\"战士\"]",
 "\"WaterMagic\",": "\"WaterMagic\",",
 "\"WaterMagic\", \"NatureMagic\"]": "\"WaterMagic\", \"NatureMagic\"]",
 "\"WaterMagic\"]": "\"WaterMagic\"]",
 "\"WaterMagicSkillAptitude_2\",": "\"WaterMagicSkillAptitude_2\",",
 "\"We": "\"我们",
 "\"We can't": "“我们无法",
 "\"We should make some more ceramics and keep them ...": "“我们应该多制作一些陶瓷并储备起来……”",
 "\"Wha...": "“什……",
 "\"What about Jack": "\"杰克呢",
 "\"What about Jack and": "“杰克和",
 "\"What about Jack and Ivan, who were with you?\"": "“和你在一起的杰克和伊万呢？”",
 "\"What process": "\"什么过程",
 "\"What process produces that ...": "“是什么过程产生了那个……",
 "\"Whew...\"": "\"呼...\"",
 "\"White": "\"白色",
 "\"White\"": "白色",
 "\"With": "“有了",
 "\"Workbench\"": "\"工作台\"",
 "\"Yellow\"": "\"Yellow\"",
 "\"You": "“你",
 "\"You'd better not come any closer.\"": "\"最好别再靠近了。\"",
 "\"You're here.\"": "\"来了啊。\"",
 "\"] .dsb-combo input": "\"] .dsb-combo input",
 "#1 damage": "#1 伤害",
 "#c-bg .dsb-search": "#c-bg .dsb-search",
 "#c-eq .dsb-eqfxq": "#c-eq .dsb-eqfxq",
 "#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",
 "% CDR)": "% 冷却缩减)",
 "% crit dmg)": "% 暴击伤害)",
 "% crit, +": "% 暴击, +",
 "% dmg, +": "% 伤害, +",
 "% hit, consumed on use)": "% 命中，使用时消耗)",
 "% less dmg)": "% 减伤)",
 "% missing HP": "% 已损失 HP",
 "% of HP": "占 HP%",
 "% of Max HP per tick": "% 最大 HP（每跳）",
 "% of its HP": "其 HP 的 %",
 "% of its Magic Atk)": "% 其魔法攻击力)",
 "% of the vines are big.": "% 的藤蔓是大藤蔓。",
 "% of your HP": "占你的 HP%",
 "% to": "% 至",
 "% total HP or below kills it instantly. Bosses are exempt.": "% 总 HP 及以下，会立刻将其击杀。首领除外。",
 "%. There is no per-hit ceiling on the reflected number.": "%。反弹数值没有单次上限。",
 "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers\\Saves\\": "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers\\Saves\\",
 "&mdash; found in {#}": "&mdash; 见于 {#}",
 "&mdash; from {#}": "&mdash; 来自 {#}",
 "'><img loading='lazy' src='": "'><img loading='lazy' src='",
 "'Auto": "“自动",
 "'Bubbling(s)'": "'泡泡怪'",
 "'Bubblings'": "'泡泡怪'",
 "'Gatherable": "'可采集",
 "'Inventory'.": "“物品栏”。",
 "'Prioritiz...": "“优先...",
 "'Skip Safe Floor' bypasses it on repeat visits (where allowed)": "'跳过安全层' 在重复进入时绕过该层（在允许的情况下）",
 "'Wait": "“等待",
 "'Yearning...": "“渴望……”",
 "(+INT,": "(+INT,",
 "(+wisdom,": "(+智慧,",
 "(-2 心情) when they eat carnivore food, and ignore the usual mood penalty for an all-vegetarian diet.": "(-2 心情) 当他们食用肉食食物时，并忽略全素食饮食通常的心情惩罚。",
 "(-2 心情) when they eat vegetarian food, and ignore the penalty for an all-meat diet.": "(-2 心情) 当他们食用素食食物时，并忽略全肉食饮食的惩罚。",
 "(-2 心情) whenever their XP bar is sitting at max, so level them up promptly.": "(-2 心情) 每当经验条处于满值时，所以要及时升级。",
 "(-2) is also applied.": "(-2) 也会施加。",
 "(10 burning stacks)": "(10 层燃烧)",
 "(10% ×4) - from": "(10% ×4) - 来自",
 "(10.34%) - from": "(10.34%) - 来自",
 "(10.71% ×2) - from": "(10.71% ×2) - 来自",
 "(100% attack power, magic, range 5).": "（100% 攻击力，魔法，射程 5）。",
 "(100% attack power, physical, range 1).": "（100% 攻击力，物理，射程 1）。",
 "(100% attack power, physical, range 3).": "（100% 攻击力，物理，射程 3）。",
 "(100% ×10) - from": "(100% ×10) - 来自",
 "(100% ×12) - from": "(100% ×12) - 来自",
 "(100% ×13) - from": "(100% ×13) - 来自",
 "(100% ×16) - from": "(100% ×16) - 来自",
 "(100% ×18) - from": "(100% ×18) - 来自",
 "(100% ×2) - from": "(100% ×2) - 来自",
 "(100% ×20) - from": "(100% ×20) - 来自",
 "(100% ×25) - from": "(100% ×25) - 来自",
 "(100% ×3) - from": "(100% ×3) - 来自",
 "(100% ×30) - from": "(100% ×30) - 来自",
 "(100% ×32) - from": "(100% ×32) - 来自",
 "(100% ×4) - from": "(100% ×4) - 来自",
 "(100% ×40) - from": "(100% ×40) - 来自",
 "(100% ×48) - from": "(100% ×48) - 来自",
 "(100% ×5) - from": "(100% ×5) - 来自",
 "(100% ×50) - from": "(100% ×50) - 来自",
 "(100% ×6) - from": "(100% ×6) - 来自",
 "(100% ×8) - from": "(100% ×8) - 来自",
 "(100%) - from": "(100%) - 来自",
 "(11 chances over a full career).": "（完整生涯共 11 次机会）。",
 "(11.11%) - from": "(11.11%) - 来自",
 "(12.5%) - from": "(12.5%) - 来自",
 "(13.04%) - from": "(13.04%) - 来自",
 "(13.33% ×2) - from": "(13.33% ×2) - 来自",
 "(13.33% ×9) - from": "(13.33% ×9) - 来自",
 "(13.79%) - from": "(13.79%) - 来自",
 "(1440 = 1 day)": "(1440 = 1 天)",
 "(15.38%) - from": "(15.38%) - 来自",
 "(15.63% ×4) - from": "(15.63% ×4) - 来自",
 "(15.63% ×6) - from": "(15.63% ×6) - 来自",
 "(15.79% ×4) - from": "(15.79% ×4) - 来自",
 "(16%) - from": "(16%) - 来自",
 "(16.67% ×2) - from": "(16.67% ×2) - 来自",
 "(16.67% ×6) - from": "(16.67% ×6) - 来自",
 "(16.67%) - from": "(16.67%) - 来自",
 "(18.37%) - from": "(18.37%) - 来自",
 "(18.75% ×2) - from": "(18.75% ×2) - 来自",
 "(18.75%) - from": "(18.75%) - 来自",
 "(20% ×16) - from": "(20% ×16) - 来自",
 "(20% ×3) - from": "(20% ×3) - 来自",
 "(20% ×5) - from": "(20% ×5) - 来自",
 "(20% ×6) - from": "(20% ×6) - 来自",
 "(20%) - from": "(20%) - 来自",
 "(20.69% ×12) - from": "(20.69% ×12) - 来自",
 "(2000 HP)": "(2000 HP)",
 "(21.43% ×2) - from": "(21.43% ×2) - 来自",
 "(21.74%) - from": "(21.74%) - 来自",
 "(21.88% ×6) - from": "(21.88% ×6) - 来自",
 "(21.88% ×8) - from": "(21.88% ×8) - 来自",
 "(22.22% ×2, 11.11% ×4) - from": "(22.22% ×2, 11.11% ×4) - 来自",
 "(22.22%, 11.11% ×2) - from": "(22.22%, 11.11% ×2) - 来自",
 "(23.08%) - from": "(23.08%) - 来自",
 "(25% ×2) - from": "(25% ×2) - 来自",
 "(25% ×3) - from": "(25% ×3) - 来自",
 "(25% ×4) - from": "(25% ×4) - 来自",
 "(25% ×9) - from": "(25% ×9) - 来自",
 "(25.81% ×10) - from": "(25.81% ×10) - 来自",
 "(25.81%) - from": "(25.81%) - 来自",
 "(26.67% ×10) - from": "(26.67% ×10) - 来自",
 "(26.67% ×2) - from": "(26.67% ×2) - 来自",
 "(26.67% ×3) - from": "(26.67% ×3) - 来自",
 "(26.67% ×4) - from": "(26.67% ×4) - 来自",
 "(26.67% ×40) - from": "(26.67% ×40) - 来自",
 "(26.67% ×5) - from": "(26.67% ×5) - 来自",
 "(26.67% ×6) - from": "(26.67% ×6) - 来自",
 "(26.67% ×8) - from": "(26.67% ×8) - 来自",
 "(26.67%) - from": "(26.67%) - 来自",
 "(27.78%) - from": "(27.78%) - 来自",
 "(28.57% ×2) - from": "(28.57% ×2) - 来自",
 "(28.57% ×5) - from": "(28.57% ×5) - 来自",
 "(3.23%) - from": "(3.23%) - 来自",
 "(3/stack/s x 1 stacks) for 2 s =": "(3/层/秒 x 1 层) 持续 2 秒 =",
 "(3/stack/s x 1 stacks) for 5 s =": "(3/层/秒 x 1 层) 持续 5 秒 =",
 "(3/stack/s x 2 stacks) for 10 s =": "(3/层/秒 x 2 层) 持续 10 秒 =",
 "(3/stack/s x 2 stacks) for 5 s =": "(3/层/秒 x 2 层) 持续 5 秒 =",
 "(3/stack/s x 5 stacks) for 10 s =": "(3/层/秒 x 5 层) 持续 10 秒 =",
 "(30%) - from": "(30%) - 来自",
 "(31.58% ×4) - from": "(31.58% ×4) - 来自",
 "(32.26% ×11, 3.23% ×22) - from": "(32.26% ×11, 3.23% ×22) - 来自",
 "(32.26% ×13) - from": "(32.26% ×13) - 来自",
 "(32.26% ×15, 3.23% ×30) - from": "(32.26% ×15, 3.23% ×30) - 来自",
 "(32.26% ×2, 3.23% ×4) - from": "(32.26% ×2, 3.23% ×4) - 来自",
 "(32.26% ×3, 3.23% ×6) - from": "(32.26% ×3, 3.23% ×6) - 来自",
 "(32.26% ×3, 3.23% ×8) - from": "(32.26% ×3, 3.23% ×8) - 来自",
 "(32.26% ×5, 3.23% ×10) - from": "(32.26% ×5, 3.23% ×10) - 来自",
 "(32.26% ×6, 3.23% ×12) - from": "(32.26% ×6, 3.23% ×12) - 来自",
 "(32.26% ×8, 3.23% ×16) - from": "(32.26% ×8, 3.23% ×16) - 来自",
 "(32.26% ×9, 3.23% ×18) - from": "(32.26% ×9, 3.23% ×18) - 来自",
 "(32.26%, 3.23% ×2) - from": "(32.26%, 3.23% ×2) - 来自",
 "(3200 HP)": "(3200 HP)",
 "(33.33% ×10) - from": "(33.33% ×10) - 来自",
 "(33.33% ×12) - from": "(33.33% ×12) - 来自",
 "(33.33% ×12, 33.33% ×18, 33.33% ×24) - from": "(33.33% ×12, 33.33% ×18, 33.33% ×24) - 来自",
 "(33.33% ×15) - from": "(33.33% ×15) - 来自",
 "(33.33% ×18) - from": "(33.33% ×18) - 来自",
 "(33.33% ×2) - from": "(33.33% ×2) - 来自",
 "(33.33% ×2, 33.33% ×3, 33.33% ×4) - from": "(33.33% ×2, 33.33% ×3, 33.33% ×4) - 来自",
 "(33.33% ×24) - from": "(33.33% ×24) - 来自",
 "(33.33% ×36) - from": "(33.33% ×36) - 来自",
 "(33.33% ×4) - from": "(33.33% ×4) - 来自",
 "(33.33% ×6) - from": "(33.33% ×6) - 来自",
 "(33.33%) - from": "(33.33%) - 来自",
 "(34.29%) - from": "(34.29%) - 来自",
 "(35.29% ×20) - from": "(35.29% ×20) - 来自",
 "(35.29% ×30) - from": "(35.29% ×30) - 来自",
 "(37.04% ×2) - from": "(37.04% ×2) - 来自",
 "(38.46% ×150) - from": "(38.46% ×150) - 来自",
 "(38.46% ×2) - from": "(38.46% ×2) - 来自",
 "(38.46% ×20) - from": "(38.46% ×20) - 来自",
 "(38.46% ×3) - from": "(38.46% ×3) - 来自",
 "(4%) - from": "(4%) - 来自",
 "(4.55%) - from": "(4.55%) - 来自",
 "(40% ×10) - from": "(40% ×10) - 来自",
 "(40% ×4) - from": "(40% ×4) - 来自",
 "(40% ×8) - from": "(40% ×8) - 来自",
 "(40%) - from": "(40%) - 来自",
 "(45.45% ×2) - from": "(45.45% ×2) - 来自",
 "(5%) - from": "(5%) - 来自",
 "(5.88% ×2) - from": "(5.88% ×2) - 来自",
 "(5.88%) - from": "(5.88%) - 来自",
 "(5/stack/s x 3 stacks) for 6 s =": "(5/层/秒 x 3 层) 持续 6 秒 =",
 "(50% of price -": "(50% 的价格 -",
 "(50% ×12) - from": "(50% ×12) - 来自",
 "(50% ×12, 50% ×16) - from": "(50% ×12, 50% ×16) - 来自",
 "(50% ×15) - from": "(50% ×15) - 来自",
 "(50% ×16) - from": "(50% ×16) - 来自",
 "(50% ×18) - from": "(50% ×18) - 来自",
 "(50% ×2) - from": "(50% ×2) - 来自",
 "(50% ×2, 50% ×3) - from": "(50% ×2, 50% ×3) - 来自",
 "(50% ×20) - from": "(50% ×20) - 来自",
 "(50% ×20, 50% ×24) - from": "(50% ×20, 50% ×24) - 来自",
 "(50% ×24) - from": "(50% ×24) - 来自",
 "(50% ×3, 50% ×4) - from": "(50% ×3, 50% ×4) - 来自",
 "(50% ×4) - from": "(50% ×4) - 来自",
 "(50% ×4, 50% ×6) - from": "(50% ×4, 50% ×6) - 来自",
 "(50% ×5) - from": "(50% ×5) - 来自",
 "(50% ×6) - from": "(50% ×6) - 来自",
 "(50% ×8) - from": "(50% ×8) - 来自",
 "(50% ×9) - from": "(50% ×9) - 来自",
 "(50%) - from": "(50%) - 来自",
 "(50%, 25% ×2) - from": "(50%, 25% ×2) - 来自",
 "(50%, 50% ×2) - from": "(50%, 50% ×2) - 来自",
 "(53.57% ×6) - from": "(53.57% ×6) - 来自",
 "(55.56% ×2) - from": "(55.56% ×2) - 来自",
 "(58.82% ×15) - from": "(58.82% ×15) - 来自",
 "(58.82% ×20) - from": "(58.82% ×20) - 来自",
 "(58.82% ×23) - from": "(58.82% ×23) - 来自",
 "(58.82% ×30) - from": "(58.82% ×30) - 来自",
 "(58.82% ×45) - from": "(58.82% ×45) - 来自",
 "(6.67%) - from": "(6.67%) - 来自",
 "(60% ×5) - from": "(60% ×5) - 来自",
 "(61.22% ×4) - from": "(61.22% ×4) - 来自",
 "(62.5% ×10, 37.5% ×12) - from": "(62.5% ×10, 37.5% ×12) - 来自",
 "(62.5% ×4) - from": "(62.5% ×4) - 来自",
 "(62.5% ×6, 37.5% ×8) - from": "(62.5% ×6, 37.5% ×8) - 来自",
 "(65.22% ×4) - from": "(65.22% ×4) - 来自",
 "(66.67% ×12) - from": "(66.67% ×12) - 来自",
 "(66.67% ×2) - from": "(66.67% ×2) - 来自",
 "(66.67% ×2, 33.33% ×4) - from": "(66.67% ×2, 33.33% ×4) - 来自",
 "(66.67% ×20, 33.33% ×24) - from": "(66.67% ×20, 33.33% ×24) - 来自",
 "(66.67% ×4, 33.33% ×6) - from": "(66.67% ×4, 33.33% ×6) - 来自",
 "(66.67% ×4, 33.33% ×8) - from": "(66.67% ×4, 33.33% ×8) - 来自",
 "(66.67%, 33.33% ×2) - from": "(66.67%, 33.33% ×2) - 来自",
 "(68.97% ×2) - from": "(68.97% ×2) - 来自",
 "(7.14%) - from": "(7.14%) - 来自",
 "(7.41%) - from": "(7.41%) - 来自",
 "(7.69%) - from": "(7.69%) - 来自",
 "(75%) - from": "(75%) - 来自",
 "(76.92% ×3, 23.08% ×4) - from": "(76.92% ×3, 23.08% ×4) - 来自",
 "(8.57%) - from": "(8.57%) - 来自",
 "(80% ×2) - from": "(80% ×2) - 来自",
 "(80% ×8) - from": "(80% ×8) - 来自",
 "(800 HP)": "(800 HP)",
 "(86.96% ×5) - from": "(86.96% ×5) - 来自",
 "(9.09%) - from": "(9.09%) - 来自",
 "(9.68%) - from": "(9.68%) - 来自",
 "(90.91% ×2) - from": "(90.91% ×2) - 来自",
 "(90.91%, 9.09% ×2) - from": "(90.91%, 9.09% ×2) - 来自",
 "(95%) - from": "(95%) - 来自",
 "(Acceleration)": "（加速）",
 "(Applies": "（适用于",
 "(Blade Grinding)": "(打磨刀刃)",
 "(Crystal Shell) reflects magic damage. The reflect fraction sits at": "(水晶甲壳)反弹魔法伤害。反弹比例为",
 "(Debuff,": "（减益，",
 "(DecisionEnd)": "(DecisionEnd)",
 "(DecisionQuest)": "(DecisionQuest)",
 "(Effect)": "（效果）",
 "(Elf)": "(精灵)",
 "(Field": "(田地",
 "(Fixed)": "(固定)",
 "(Fortification)": "（防御工事）",
 "(Haste)": "（急速）",
 "(Have": "（拥有",
 "(Hidden)": "(隐藏)",
 "(Human)": "(人类)",
 "(In": "(在",
 "(Infinite": "(无限",
 "(Lizardman)": "(蜥蜴人)",
 "(Lv1 Human)": "(Lv1 人类)",
 "(Lv1 LizardMan)": "(Lv1 蜥蜴人)",
 "(Lv2 Human)": "(Lv2 人类)",
 "(Lv2 LizardMan)": "(Lv2 蜥蜴人)",
 "(Lv3 Human)": "(Lv3 人类)",
 "(Lv4 Human)": "(Lv4 人类)",
 "(Lv5 Human)": "(Lv5 人类)",
 "(Lycan)": "(狼人)",
 "(Make sure to take a screenshot for the event!)": "（请务必为此时此刻截屏！）",
 "(Maximum": "(最大",
 "(NPCSC_ChainKnightSentinel)": "(NPCSC_ChainKnightSentinel)",
 "(NPCSC_EndrossiDungeon)": "(NPCSC_EndrossiDungeon)",
 "(NPCSC_EndrossiDungeon_BeforeBoss)": "(NPCSC_EndrossiDungeon_BeforeBoss)",
 "(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)",
 "(Normal)": "(普通)",
 "(Only": "（仅",
 "(PS:": "(PS:",
 "(Pos)": "（位置）",
 "(Quick": "(快速",
 "(Random)": "(随机)",
 "(Recruit Endrossi), started by no event in this build.": "(招募恩多尔西)，本版本中没有任何事件会启动。",
 "(Settlement)": "（定居点）",
 "(Spiny Carapace) reflects melee physical damage and the": "(带刺甲壳)反弹近战物理伤害，而",
 "(Spoiler) The setting's hidden prime mover is the Elros Empire, named in the official concept texts: 'The Dungeon Core is a device that maintains the Dungeon, an interdimensional space created for the magical experiments of the Elros Empire.' Four Legendary relic accessories carried this thread as item flavour - Baron Blood Tear ('a hardened tear from the vampire baron of the Elros Empire'), Red Dragon Breath, Frosty Handshake and Swirling Tide - but their item rows were removed in DS_B.0.4.11; only their text keys still ship. The Devrick Pendant (with its Devrick Talisman) is the released Legendary accessory.": "（剧透）设定中隐藏的幕后主使是埃尔罗斯帝国，官方概念文本写明：「地下城核心是一种维持地下城的装置，是为埃尔罗斯帝国的魔法实验而创造的跨维度空间。」四件传说遗物饰品把这条线索写进了物品风味：男爵血泪（「来自埃尔罗斯帝国吸血鬼男爵的凝固泪滴」）、红龙之息、冰冷之握和漩涡之潮，但它们的物品行已在 DS_B.0.4.11 中移除；仅文本键仍随包发布。德弗里克吊坠（及其德弗里克护符）是已发布的传说饰品。",
 "(Warning,": "（警告，",
 "(While equipped)": "(装备中)",
 "(a 33% cut); R = 100 lets through": "（削减 33%）；R = 100 时放行",
 "(a decompile shows no combat code reads the": "（反编译显示没有任何战斗代码读取",
 "(after -": "(减免 -",
 "(agent instructions), and": "（智能体说明），以及",
 "(already agreed": "(已同意",
 "(always on)": "(始终生效)",
 "(an 'Elven Homeland' environment and elf merchant) and an Empire-ruins relic cluster.": "（「精灵家园」环境和精灵商人）以及一处帝国废墟遗物集群。",
 "(and": "(以及",
 "(applied as PerModifier %). Easier settings weaken monster attack; harder ones raise both HP and attack.": "（按 PerModifier % 应用）。较易设置削弱怪物攻击；较难设置同时提高 HP 和攻击。",
 "(base": "(基础",
 "(base area)": "（基地）",
 "(baseline)": "(基准)",
 "(below the cap).": "（低于上限）。",
 "(blind discovery) and": "（盲探）以及",
 "(blocked once the event \"": "(一旦发生事件 \"",
 "(bored debuff,": "(无聊减益,",
 "(by the weapon's damage type), adjusted by these, before the target's resistance:": "（按武器的伤害类型），再经以下项调整，然后才计算目标抗性：",
 "(cap: points stop here)": "(上限：点数到此为止)",
 "(construction)": "(建造)",
 "(cooking)": "(烹饪中)",
 "(costs {#})": "(费用 {#})",
 "(crafting)": "(制作中)",
 "(crit, guard, resistance, DoT math) -": "(暴击、格挡、抗性、持续伤害计算) -",
 "(currently:": "(当前：",
 "(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.": "(每点能量伤害) 是该技能伤害除以该技能的能量消耗：它衡量法术把共享能量池转化成伤害的效率。免费普通攻击不消耗能量，因此没有 DPE。",
 "(default event)": "(默认事件)",
 "(eating)": "(进食中)",
 "(empty)": "(空)",
 "(equipped)": "(装备中)",
 "(factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1.": "（系数 x1.0，游戏的设计默认值）；游戏再乘以下方系数并四舍五入，且从不低于 1。",
 "(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": "（较简单的设置下重生更快、带采集加成的环境效果也更多，因此随时间总掉落更多），而且一次性的开局补给马车在较简单的",
 "(first kill)": "(首次击杀)",
 "(floors 2-5): 13.8%-15.5% -> 61.6%-64.8% of the slot draw.": "（层 2-5）：槽抽取的 13.8%-15.5% -> 61.6%-64.8%。",
 "(floors 2-5): 13.8%-15.5% -> 61.6%-64.8% of the slot draw;": "（层 2-5）：槽抽取的 13.8%-15.5% -> 61.6%-64.8%；",
 "(floors 2-5): 15.7%-26.3% -> 65.1%-78.1% of the slot draw.": "（层 2-5）：槽抽取的 15.7%-26.3% -> 65.1%-78.1%。",
 "(for 10s)": "(10 秒)",
 "(for 300s)": "(300 秒)",
 "(for 600s)": "(600 秒)",
 "(for 720s)": "(720 秒)",
 "(from the dump's": "（来自转储的",
 "(half health):": "(一半生命值)：",
 "(how damage, resistance and guard are computed) -": "(伤害、抗性和格挡如何计算) -",
 "(hunter, Veil of Silence)": "(猎人，寂静帷幕)",
 "(index 0 is the safe floor), so floor 5 runs": "（索引 0 是安全层），因此第 5 层运行",
 "(ingredient amounts shown at Normal) -": "（材料数量按普通难度显示） -",
 "(levels 2–12) a unit is offered": "（等级 2–12）单位会看到",
 "(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）：两者都无视护盾，施加该效果的技能设定层数，每秒伤害固定且从不随攻击力提高。",
 "(max": "(最大",
 "(max +": "(最大 +",
 "(max 2 per unit, 4 per map). Embracing Wave, Glacier Drop and Summon: Bubble Toad consume Bubblings; Water Dive first summons Bubblings of its own and then commands all of them; Tidal Mark instead pulls your summons to a marked tile. Keep Bubblings up or these spells have nothing to spend.": "（每单位最多 2 只，每张地图最多 4 只）。拥抱之波、坠落冰川和召唤：泡泡蟾蜍会消耗泡泡灵；流水冲击会先召唤自己的泡泡灵，再指挥全部泡泡灵；潮汐印记则把你的召唤物拉到标记格。泡泡灵不在场，这些法术就没有可消耗的对象。",
 "(max range)": "(最大射程)",
 "(max-width: 900px)": "(max-width: 900px)",
 "(min range)": "(最小射程)",
 "(mood buffs) -": "(心情增益) -",
 "(most often 1)": "(通常为 1)",
 "(most often {#})": "(通常为 {#})",
 "(needs 1)": "(需要 1)",
 "(needs 10)": "(需要 10)",
 "(needs 2)": "(需要 2)",
 "(needs 3)": "(需要 3)",
 "(needs 4)": "(需要 4)",
 "(needs 5)": "(需要 5)",
 "(needs 6)": "(需要 6)",
 "(never after": "(此后不再",
 "(no choice text - auto/system choice)": "(无选项文本 - 自动/系统选项)",
 "(no combat code reads it), so it shows what it would do if the developers activate it.": "(没有战斗代码读取它)，因此这里显示若开发者启用后会发生什么。",
 "(no dialog text - scripted sequence)": "(无对话文本 - 脚本序列)",
 "(no name)": "(无名称)",
 "(no notable spawns)": "（没有值得注意的生成）",
 "(no saved units)": "(无已保存单位)",
 "(number": "（数字",
 "(on": "(对",
 "(on allies)": "(对盟友)",
 "(on condition)": "(有条件时)",
 "(on enemy)": "(对敌人)",
 "(on the caster)": "(对施法者)",
 "(on units in the area)": "(对区域内的单位)",
 "(on units)": "(对单位)",
 "(on user)": "(对使用者)",
 "(once per cast)": "(每次施放 1 次)",
 "(override)": "(覆盖)",
 "(per hit taken)": "（每次受击）",
 "(per hit)": "(每次命中)",
 "(per skill use)": "(每次技能使用)",
 "(per tick)": "(每跳)",
 "(physical)": "（物理）",
 "(physical) and": "（物理）和",
 "(play buff,": "(玩耍增益,",
 "(pointer: coarse)": "(pointer: coarse)",
 "(praying)": "(祈祷)",
 "(prefers-reduced-motion: reduce)": "(prefers-reduced-motion: reduce)",
 "(quality ≥ {#})": "(品质 ≥ {#})",
 "(range 1)": "（射程 1）",
 "(range 1, Direction radius 2 area up to 2 targets)": "（射程 1，方向半径 2 范围最多 2 个目标）",
 "(raw table values) -": "（原始表数值） -",
 "(raw table values).": "（原始表数值）。",
 "(reflect never reduces it)": "(反弹不会降低它)",
 "(removes)": "(移除)",
 "(requires": "(需要",
 "(requires quest \"": "(需要任务 \"",
 "(researching)": "(研究中)",
 "(room)": "（房间）",
 "(scholar)": "(学者)",
 "(scholar, Festering Burrow)": "(学者，溃烂地穴)",
 "(set in the menu bar)": "(在菜单栏中设定)",
 "(site map for LLMs),": "（面向 LLMs 的网站地图），",
 "(sleeping)": "(睡觉中)",
 "(source unconfirmed)": "(来源未确认)",
 "(spawn pool)": "(生成池)",
 "(spoilers).": "（剧透）。",
 "(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.": "（天赋成长、生成掷骰、装备词缀）使用您选择的掷骰品质。游戏会单独掷骰每个升级，因此实际角色会围绕这些平均值波动。",
 "(the Early Access build, DS_B.0.4.11 onward)": "（抢先体验版本，DS_B.0.4.11 起）",
 "(the baked enum says": "（烘焙枚举显示",
 "(the game's current-build cap).": "（游戏当前版本上限）。",
 "(the interaction spawns this statue and monsters).": "（互动会生成此雕像和怪物）。",
 "(the product name lost its \"(Alpha)\" / \"(Playtest)\" suffix with the Early Access release)": "（产品名在抢先体验发布时去掉了“(Alpha)” / “(Playtest)”后缀）",
 "(timed)": "（限时）",
 "(to": "(在",
 "(typeless)": "（无类型）",
 "(unit name)": "(单位名称)",
 "(unlock)": "(解锁)",
 "(unset)": "(未设置)",
 "(up to": "(最大层数时最多",
 "(workload 1000)": "(需求量 1000)",
 "(workload 1050)": "(需求量 1050)",
 "(workload 1100)": "(需求量 1100)",
 "(workload 1200)": "(需求量 1200)",
 "(workload 1300)": "(工作量 1300)",
 "(workload 1400)": "(需求量 1400)",
 "(workload 1500)": "(需求量 1500)",
 "(workload 1700)": "(需求量 1700)",
 "(workload 1800)": "(需求量 1800)",
 "(workload 1900)": "(需求量 1900)",
 "(workload 200)": "(需求量 200)",
 "(workload 2000)": "(需求量 2000)",
 "(workload 2100)": "(需求量 2100)",
 "(workload 2300)": "(需求量 2300)",
 "(workload 2400)": "(需求量 2400)",
 "(workload 2500)": "(需求量 2500)",
 "(workload 2550)": "(需求量 2550)",
 "(workload 300)": "(需求量 300)",
 "(workload 3000)": "(需求量 3000)",
 "(workload 3200)": "(需求量 3200)",
 "(workload 3500)": "(需求量 3500)",
 "(workload 500)": "(需求量 500)",
 "(workload 600)": "(需求量 600)",
 "(workload 650)": "(需求量 650)",
 "(workload 700)": "(需求量 700)",
 "(workload 800)": "(需求量 800)",
 "(workload 900)": "(需求量 900)",
 "(workload 950)": "(需求量 950)",
 "({#} hits of {#})": "({#} 次 {#} 命中)",
 "({#}% of price &mdash; {#})": "（价格的 {#}% &mdash; {#}）",
 "({#}% of price - {#})": "({#}% 的价格 - {#})",
 "({#}/energy)": "({#}/能量)",
 "({#}/stack/s x {#} stacks) for {#} s =": "({#}/层/秒 x {#} 层) 持续 {#} 秒 =",
 "({0} or screen": "({0} 或屏幕",
 "(~Floor": "(~层",
 "(±30%) and the +3 Perception Elixir are": "(±30%) 和 +3 感知灵药",
 "(眼球), most sit at": "(眼球)，大多数为",
 ") - a per-attack-type multiplier on the aggro/threat a unit generates:": "）- 按攻击类型施加在单位产生的仇恨/威胁上的倍率：",
 ") - about": "）- 约",
 ") - each row below shows the floor and the chance of that room being rolled.": ") - 下方每行显示该层以及抽出该房间的几率。",
 ") - re-read the UnitVisualType enum from the dump.": "）- 从转储中重新读取UnitVisualType枚举。",
 ") - 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.": "）- 怪物在此威胁半径内交战。因为它等于标准的 8 格视野，大多数怪物会在同一距离发现你并投入。",
 ") and opens the neighbour (": "）并打开相邻区域（",
 ") and protects weapon durability.": "），并保护武器耐久。",
 ") but": "），但",
 ") does tie Perception to sight at 0.02 per point, but with the live coefficient at 0 it appears inactive. So the": ") 确实把感知与视野按每点 0.02 绑在一起，但实装系数为 0，看起来未生效。因此",
 ") generates there. Festering Burrow's floor 5 generates": "）在此生成。溃烂地穴的第 5 层按",
 ") in": ") 在",
 ") 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.": "）却索引 FloatValue[0] = 8，那样会变成每层 +8%（达上限时 +48%） - 数据里很可能是占位索引错误。真实的每层数值（6% 还是 8%）没有游戏内测试就无法确认；无论哪种，6 层上限都是确定的。",
 ") is a choice, and its item outcomes are 5": "）是一次选择，其物品结果为 5",
 ") is authored as a constant, but a decompile of DS_B.0.4.19 shows": ") 在数据中写为常量，但对 DS_B.0.4.19 的反编译显示",
 ") is the original full Giant Stone Golem boss arena redressed as a graveyard camp. It is a canon nod to the region-0 boss being defeated.": ") 是原来完整的巨石魔像首领竞技场，改装成墓地营地。这是对区域 0 首领已被击败的设定致敬。",
 ") 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).": "）读取同一套网格视野和仇恨数据 - 不是三维视野锥射线检测。打断视线时察觉是否衰减，数据里没有写明（推断会重置或下降，未经确认）。",
 "), exactly cancelling the night penalty. Granted by": ")，正好抵消夜间惩罚。来源：",
 "), its own monsters, loot pool and, for finished regions, a clear-boss. Only the first 2 are fully built in the current build (DS_B.0.4.19); the rest are named slots or internal generator themes.": "），以及各自的怪物、掉落池，已完成的区域还有通关首领。当前版本（DS_B.0.4.19）中仅前 2 个已完整建成；其余为已命名槽位或内部生成器主题。",
 "), not in the shipped data tables.": "），而不是在随附的数据表中。",
 "), stacking on top of the flat tier scaling.": "），叠加在固定档位缩放之上。",
 "), which generates one new recruit exactly like a normal candidate roll - race, background and traits all random.": "), 会像普通候选人抽取一样生成一名新招募对象 - 种族、出身和特质全部随机。",
 "), worst to best.": "），从最差到最好。",
 "). A mixed-race roster wants a mixed pantry.": "）。混种族队伍需要混合食材。",
 "). A standard 8-tile monster effectively sees only": "）。标准的 8 格怪物实际只能看到",
 "). Breaking line of sight around a corner hides you even at point-blank range.": ")。在拐角处打断视线，即使贴脸也能藏身。",
 "). Combat and management difficulty are picked independently; the top tier is": "）。战斗难度和管理难度分开选择；最高档是",
 "). Crit chance starts at 8% and gains +0.3% per Perception.": "）。暴击几率从 8% 起，感知每 1 点 +0.3%。",
 "). 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": "）。可按区域或生物类型筛选，或按名称或掉落物品搜索。点击怪物可查看完整属性、技能、生成房间和掉落表。生物的",
 "). Floor n runs dungeon phase": "）。第 n 层运行地下城阶段",
 "). Frame timing is approximate.": ")。帧时间仅为近似值。",
 "). It applies on every floor where the room is in the pool, never to random dungeon events, and it ends when the report event is completed or dismissed.": "）。它作用于池中包含该房间的每一层，从不作用于随机地下城事件，并在报告事件完成或关闭时结束。",
 "). Its layout may have changed, so the generator will not touch it. Update the wiki data first.": "）新。其布局可能已更改，因此生成器不会对其进行处理。请先更新维基数据。",
 "). Level-up odds: 0.0455% per offered slot, 0.227% per roll of 5 slots; shared evenly by the 44": ")。升级几率：每个提供的槽 0.0455%，每掷 5 个槽 0.227%；由 44 个均分",
 "). Level-up odds: 0.100% per offered slot, 0.499% per roll of 5 slots; shared evenly by the 3": "）。升级几率：每个提供的槽 0.100%，每 5 槽一掷为 0.499%；由 3 个均分",
 "). Level-up odds: 0.548% per offered slot, 2.71% per roll of 5 slots; shared evenly by the 31": "）。升级几率：每个提供的槽 0.548%，每 5 槽一掷为 2.71%；由 31 个均分",
 "). Level-up odds: 4.75% per offered slot, 21.6% per roll of 5 slots; shared evenly by the 17": "）。升级几率：每个提供的槽 4.75%，每 5 槽一掷为 21.6%；由 17 个均分",
 "). Melee draws 30% more aggro, so it steers which of your units a monster fixates on - a tanking lever, not initial spotting.": ")。近战多拉 30% 仇恨，因此它决定怪物盯上你哪名单位 - 这是坦克杠杆，不是初次发现。",
 "). Needs 4×": "）。需要 4×",
 "). Night (20:00 to 06:00) cuts vision, and long expeditions stack escalating Dungeon Stay mood penalties day after day. Go in, hit your goal, come home.": "）。夜晚（20:00 至 06:00）会削减视野，长时间探险会逐日叠加越来越重的地下城停留心情惩罚。进去，打到目标，回家。",
 "). Of the 253 skills in the table, 185 spend no durability at all; the rest spend 2 durability for 51 skills, 1 durability for 16 skills, 3 durability for 1 skills per use. Because the cost is per action, a weapon lasts for hundreds to thousands of swings before it needs mending.": ")。表中 253 个技能里，185 个完全不消耗耐久度；其余每次使用消耗：2 耐久度对应 51 个技能，1 耐久度对应 16 个技能，3 耐久度对应 1 个技能。因为消耗按每次行动计算，一把武器可以挥舞数百到数千次才需要修理。",
 "). Only the Elder Gloth offer requires Festering Burrow.": "）。只有格洛斯长老的任务需要溃烂地穴。",
 "). Please report this - the save writer is out of step with the stat model.": "）。请报告此问题 - 存档写入器与统计模型不一致。",
 "). Quoted blocks are verbatim in-game text from DS_B.0.4.19.": "）。引用块是 DS_B.0.4.19 的游戏内原文。",
 "). So a 100-damage hit shaves 10 off each armor piece; a 300-damage hit shaves 30.": ")。因此 100 点伤害的命中会从每件护甲削去 10；300 点伤害的命中会削去 30。",
 "). The Vampire Potion adds a temporary": "）。吸血药水会临时加上",
 "). The expedition result screen then offers": "）。随后探险结果界面提供",
 "). The guild merchant is the one level-based trader: on each restock the game appends your current": "）。公会商人是唯一按等级变化的商人：每次补货时游戏会接上你当前的",
 "). The headline answers:": "）。要点如下：",
 "). This shortens a monster's reach, but it clips your own scouts' sight too.": ")。这会缩短怪物的触及距离，但也会裁掉你自己侦察单位的视野。",
 "). Units track head and body HP separately; emptying either bar downs the unit.": "）。单位分别记录头部和身体 HP；任一条清空即击倒该单位。",
 "): from": ")：从",
 "); outside that window it is night.": "）；该时段之外就是夜晚。",
 "); the PerModifier % is where affecters, inscriptions and difficulty apply (e.g.": "）；PerModifier % 是效果施加者、铭文和难度生效的位置（例如",
 "); the growth system's fallback base is": "）；成长系统的回退基础值是",
 "); the rest are authored in the game files but switched off. See also": ")；其余已写入游戏文件但未开启。另见",
 "* estimated from this spell's single coefficient - the shared recipe engine has no entry for it, so extra hits are not counted.": "* 由该法术的单一系数估算 - 共享配方引擎没有该条目，因此未计入额外命中。",
 "**{#}** (`{#}`, {#} items)": "**{#}** (`{#}`, {#} 物品)",
 "+ 10 more changed...": "+ 另外10个已更改...",
 "+ 11 more...": "+ 另外 11 项...",
 "+ 129 more changed...": "+ 129 更多已更改...",
 "+ 13 more changed...": "另有13项更改...",
 "+ 146 more...": "+ 146 更多...",
 "+ 15 more...": "+ 额外15个...",
 "+ 16 more changed...": "+ 另外 16 项已更改...",
 "+ 17 more changed...": "+ 另外 17 项已更改...",
 "+ 2 more changed...": "+ 另有 2 项更改...",
 "+ 32 more...": "+ 另外 32 个...",
 "+ 35 more changed...": "+ 另外 35 项已更改...",
 "+ 4 more changed...": "还有 4 项更改...",
 "+ 44 more changed...": "+ 另外 44 项已更改...",
 "+ 48 more changed...": "另有 48 项更改……",
 "+ 486 more changed...": "另有 486 项已更改...",
 "+ 493 more changed...": "还有 493 项更改...",
 "+ 659 more...": "+ 659 更多...",
 "+ 8 more changed...": "另有 8 项更改...",
 "+ 84 more...": "+ 84 更多...",
 "+ 86 more changed...": "+ 86 更多已更改...",
 "+ 90 more...": "+ 90 更多...",
 "+ Add a random settler": "+ 添加随机开拓者",
 "+ Brawler 2": "+ 斗士 2",
 "+ Female": "+ 女性",
 "+ Mud": "+ 泥浆",
 "+ New character": "+ 新角色",
 "+ RMB : Show all interactions": "+ 右键：显示所有交互",
 "+ Thrower 2": "+ 投掷者 2",
 "+ talent growth per level + flat bonuses, then": "+ 每级天赋成长 + 固定加成，然后",
 "+ {#}": "另 {#}",
 "+ Σ (major stat x its coefficient) + flat bonuses, then": "+ Σ（主属性 x 其系数）+ 固定加成，然后",
 "++virtue)": "++美德)",
 "+1 / ~33 / -1 - player-visible": "+1 / ~33 / -1 - 玩家可见",
 "+1 / ~8 / 0 - player-visible": "+1 / ~8 / 0 - 玩家可见",
 "+10 Phys & Magic Resist on hit": "命中时物理与魔法抗性 +10",
 "+10 Phys & Magic Resist per hit": "每次命中 +10 物理抗性与魔法抗性",
 "+10% Crit on kill (10s)": "击杀时 +10% 暴击（10秒）",
 "+10% Crit per kill": "每次击杀 +10% 暴击",
 "+10% Critical Chance": "+10% 暴击几率",
 "+10% hit and +5% crit per surrounding unit. Defined in the data but not active in this build, since no code reads it": "周围每个单位 +10% 命中和 +5% 暴击。数据中有定义，但此版本未生效，因为没有代码读取它",
 "+10% hit chance": "+10% 命中几率",
 "+10% hit-chance bonus": "+10% 命中几率加成",
 "+100 gold": "+100 金币",
 "+1000 gold": "+1000 金币",
 "+120% damage at 0 HP": "0 HP 时伤害 +120%",
 "+1221 / ~1210 / -127 - player-visible": "+1221 / ~1210 / -127 - player-visible",
 "+15% experience gained": "+15% 获得经验",
 "+150 contribution": "+150 贡献点",
 "+150 each": "各 +150",
 "+2 more...": "+2 更多...",
 "+20% Damage Dealt at 0 HP": "0 HP 时造成伤害 +20%",
 "+200 contribution": "+200 贡献点",
 "+200 gold": "+200 金币",
 "+3 more...": "+3 更多...",
 "+30% Crit": "+30% 暴击",
 "+30% Crit (3 stacks)": "+30% 暴击（3 层）",
 "+30% Critical Chance": "+30% 暴击几率",
 "+30% damage dealt but +20% damage taken.": "+30% 造成伤害，但 +20% 受到伤害。",
 "+300 gold": "+300 金币",
 "+323 / ~1190 / -189 - player-visible": "+323 / ~1190 / -189 - 玩家可见",
 "+38 / ~50 / 0 - player-visible": "+38 / ~50 / 0 - 玩家可见",
 "+4 more...": "+4 项...",
 "+41 more spawn rows not shown.": "另有 +41 条生成行未显示。",
 "+43 / ~133 / -6 - player-visible": "+43 / ~133 / -6 - 玩家可见",
 "+5 / ~5 / 0 - player-visible": "+5 / ~5 / 0 - 玩家可见",
 "+5 more...": "+5 项...",
 "+5% critical chance": "+5% 暴击几率",
 "+5% critical-chance bonus": "+5% 暴击几率加成",
 "+50 contribution": "+50 贡献点",
 "+50 gold": "+50 金币",
 "+500 gold": "+500 金币",
 "+500 gold. That surcharge is often a bargain against the 2.00% Rare / 0.300% Legendary roll odds.": "+500 金币。相对 2.00% 稀有 / 0.300% 传说的抽取几率，这笔加价往往划算。",
 "+6 / ~33 / -1 - player-visible": "+6 / ~33 / -1 - 玩家可见",
 "+6 more...": "+6 项...",
 "+6% Phys Atk on skill use (8s)": "使用技能时 +6% 物理攻击力（8秒）",
 "+777 gold": "+777 金币",
 "+80 contribution": "+80 贡献点",
 "+800 gold": "+800 金币",
 "+Pop": "+人口",
 "+WIL)": "+WIL)",
 "+percent": "+百分比",
 "+{#} Main, +{#} Sub": "+{#} 主技能点，+{#} 辅技能点",
 "+{#} hidden": "+{#} 隐藏",
 "+{#} more": "+{#} 更多",
 "+{#} more attacks not shown.": "另有 {#} 次攻击未显示。",
 "+{#}% Crit forever": "+{#}% 暴击永久",
 "+{#}% hit, +{#}% crit": "+{#}% 命中，+{#}% 暴击",
 ", ...) means. Values shown as extracted.": ", ...) 的含义。数值按提取结果原样显示。",
 ", 10 items)": ", 10 件物品)",
 ", 13 items)": ", 13 件物品)",
 ", 2 items)": ", 2 件物品)",
 ", FloatValue 100). It does not reduce the hit you take - you eat the full damage and the attacker eats an equal copy.": ", FloatValue 100）。它不会减少你受到的那次命中 - 你承受全部伤害，攻击者也承受一份等量的副本。",
 ", FloatValue 20). No damage roll is compared - crossing the threshold and then being touched is a guaranteed kill.": "，FloatValue 20）。不比较伤害骰，越过阈值后再被碰到即为必定击杀。",
 ", FloatValues [10, 2000, 10]). Once you hit the cap the gold stops, and the inscription permanently converts into": "，FloatValues [10, 2000, 10]）。达到上限后不再获得金币，铭文永久转变为",
 ", FloatValues [60, 1, 20]). Each Shell is consumed by one incoming hit to": "，FloatValues [60, 1, 20]）。每层外壳被一次来袭命中消耗，用以",
 ", High-grade": "，高级",
 ", Mid-grade": "，中级",
 ", NULL, NULL, NULL, NULL, NULL,": ", NULL, NULL, NULL, NULL, NULL,",
 ", NULL, NULL, NULL, NULL, NULL, NULL": ", NULL, NULL, NULL, NULL, NULL, NULL",
 ", added - click to remove": ", 已添加 - 点击移除",
 ", an elite monster, not the region's clear boss.": "结束，那是一只精英怪物，不是该区域的通关首领。",
 ", an elite rat with": "，一只精英鼠，拥有",
 ", 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.": "施加减益时才会触发，而护盾只对会被打到的单位有价值，护盾循环按职责标注 - 后排施法者身上的护盾组合并不过强。每张卡片写明施加的效果、目标和频率。11 套协同：2 套过强，8 套强，1 套视情况。",
 ", and each has a hard stack cap. The damage ignores defense and shields and does": "，并且各自有硬性层数上限。该伤害无视防御和护盾，并且",
 ", and guild quests ask you to stockpile food above a given one.": "，并且公会任务会要求你把食物储备到高于给定值。",
 ", and inline": "填充，以及行内",
 ", 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.": "，并且数值取决于目标的最大生命值，而非施法者的攻击力。持续时间由施加该效果的技能决定。",
 ", and the amount is set by your campaign's": "，数值由战役的",
 ", and the stat's own tooltip lists only Physical Attack, Magic Attack, Critical Chance and Cooking. A dormant growth constant (": "，该属性自身的提示只列出物理攻击力、魔法攻击力、暴击几率和烹饪。一个休眠的成长常数 (",
 ", and there are no rare gathering nodes - you farm it through the": "，并且没有稀有资源节点 - 通过以下途径刷取",
 ", and various bugs may occur.": "，并可能出现各种错误。",
 ", as above. The boss floor was reachable all along.": "，如上所述。首领层一直都可以到达。",
 ", both picked at campaign start and both running the same five tiers (": "，均在战役开始时选择，且都使用相同的五档（",
 ", caps the region below the boss phase, so the boss room could never generate.": "，将区域限制在首领阶段之下，因此首领房间永远无法生成。",
 ", chosen - click to remove": ", 已选择 - 点击移除",
 ", cited at 4 call sites at the bottom of this page.": "，引用见本页底部的 4 处调用点。",
 ", coef 1.0)": ", coef 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": "，各自封住其区域的尽头。下方每项属性、攻击和掉落均来自游戏自身的数据表（首领是任何带有",
 ", enemies only) and enters combat once it reaches": "，仅敌人）并在达到",
 ", exactly 3 in-game days": "，正好 3 游戏内天",
 ", free random settlers) and authored-but-gated future special recruits? See": "，免费随机开拓者）以及已编写但锁定的未来特殊招募？参见",
 ", i.e. the head bar and the body bar added together, not either one on its own. Barrier is not counted.": "，即头部条与身体条相加，而不是单独看其中一条。护盾不计入。",
 ", ignoring defense and shields. The amount is fixed: it": "，无视防御和护盾。数值是固定的：它",
 ", ignoring defense. It": "，无视防御。该效果",
 ", is the one-step main quest of the": "，是",
 ", it drops nothing directly (the Abyss rewards you through its treasure chests).": "，它不会直接掉落物品（无尽深渊通过其宝箱给予奖励）。",
 ", monster": ", 怪物",
 ", monster damage x": ", 怪物伤害 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": "，而不是每个房间。一个区域的每一层只抽取一份编写好的布局，所以「每层」才是正确的粒度 - 每层只掷出一份布局。下方按每个区域和每一层，列出特殊房间类型（事件、宝藏、女神像、精英、地下城核心……）出现的几率，以及稀有资源节点（血树等）的每层几率。层的展开图见",
 ", not whether you are first noticed.": "，而不是你是否先被发现。",
 ", one of the best early mana-stone injections in the game (": ", 是游戏前期最好的法力石注入之一（",
 ", or what each node yields on": "，或各节点的产出见",
 ", per": ", 依据",
 ", range {#}": ", 射程 {#}",
 ", ranged x": "，远程 x",
 ", respawn every": ", 每隔",
 ", roster is": "，名册：",
 ", 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 current build's clan-rank cap of 3.": "，因此下方每个编号池都是该探险等级提供的库存 - 等级越高，池越大越好。数据里只有 1–3 阶，与当前版本探险等级上限 3 一致。",
 ", 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": "，因此加成从第一个侧翼单位就开始计算（没有「免费」的第一个单位）：三名攻击者围住一名敌人会提供 +30% 命中、+15% 暴击。因为战斗路径不分阵营，它也会",
 ", so the very first day is only 16 hours long. Every later day is a full 24.": "，所以第一天只有 16 小时。之后每天都是完整的 24 小时。",
 ", so they always agree.": "完全相同的伤害模型，因此始终一致。",
 ", standing on and around the tile the room boss stood on - one per tile, so you walk into the whole group at once.": "，站在房间首领所站的瓷砖上和周围--每块瓷砖一个，所以你一次性走进整个队伍。",
 ", straight through armor. Poison is the odd one out: it is": "，直接穿透护甲。中毒是例外：它是",
 ", the": "、",
 ", the Golem-memorial camp. That spawn requires the Giant Stone Golem kill record.": ", 魔像纪念营地。该刷新需要巨石魔像的击杀记录。",
 ", the game multiplies the room's template weight by 10 - but": "，游戏将该房间的模板权重乘以 10 - 但",
 ", the game multiplies the room's template weight by 10:": "，游戏将该房间的模板权重乘以 10：",
 ", the item breaks: equipment is unequipped and must be repaired before it works again. Two separate things wear your gear -": "时，物品会损坏：装备会被卸下，必须修理后才能再用。有两件不同的事会磨损你的装备 -",
 ", the nearest lower tier that can.": "，最近的较低等级可以。",
 ", the refresh timer, the reroll button, and the member cap.": "、刷新计时器、刷新按钮，以及成员上限。",
 ", up to a lifetime cap of": "，累计上限为",
 ", where R is your resistance to that damage type (diminishing-returns curve, community-verified). So R = 50 lets through 100/150 =": "，其中 R 是你对该伤害类型的抗性（收益递减曲线，社区已验证）。因此 R = 50 时放行 100/150 =",
 ", which is newer than the build this site knows (": "，比本网站所知的版本（",
 ", while a 无尽深渊格洛斯幼崽 is nearsighted at": "，而无尽深渊格洛斯幼崽近视，视野为",
 ", while the": "，而这些",
 ", you can descend to deeper floors o...": "，可以下降到更深的楼层或...",
 ", you can reset your skills.": "，就可以重置技能。",
 ", 主线任务 0 to 主线任务 8) doubles as a tutorial spine that advances automatically as you do the right things, so use it as your to-do list.": "，主线任务 0 至 主线任务 8）同时充当教程主线，你做对事情时会自动推进，所以把它当作待办清单。",
 "- +1 energy per melee physical critical hit": "- +1 energy per 近战物理暴击 hit",
 "- +1 stack per cast (x2 with Fireproof); +30% Magic Attack Power per stack for 30s": "- 每次施放+1层（防火时x2）；每层+30%魔法攻击力，持续30秒",
 "- +10% cooldown reduction each time you gain a Barrier": "- 每次获得屏障时，冷却时间缩短10%",
 "- +20% to all Barrier you gain": "- 你获得的所有护盾 +20%",
 "- +8% damage per Burning stack on the target you hit": "- 你击中的目标身上每层燃烧效果，伤害提高8%",
 "- 0.0455% per slot": "- 每槽 0.0455%",
 "- 0.548% per slot": "- 每槽 0.548%",
 "- 2 stacks on the target, then bounces up to 8 more times to nearby enemies": "- 目标身上2层，然后最多弹跳8次到附近的敌人",
 "- 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 - 从 DS_B.0.3.21 更新 - B.0.3.21 和 B.0.3.26 之间未标记的临时版本",
 "- 2026-06-15 - updated from Build 23725069 - Steam buildid 23739108 - current build": "- 2026-06-15 - 从 Build 23725069 更新 - Steam buildid 23739108 - 当前版本",
 "- 2026-07-23 - updated from DS_B.0.3.26 - Steam buildid 24354931": "- 2026-07-23 - updated from DS_B.0.3.26 - Steam buildid 24354931",
 "- 2026-07-25 - updated from DS_B.0.3.40 - Steam buildid 24389032": "- 2026-07-25 - 从 DS_B.0.3.40 更新 - Steam buildid 24389032",
 "- 2026-09-04 - updated from DS_B.0.3.44 - Early Access release (Steam appid 2798330, buildid 25096615) - first build of the released game; install moved from 'Dungeon Settlers Playtest' to 'Dungeon Settlers'": "- 2026-09-04 - 从 DS_B.0.3.44 更新 - 抢先体验版发布 (Steam appid 2798330, buildid 25096615) - 已发布游戏的首个版本；安装已从“Dungeon Settlers Playtest”移至“Dungeon Settlers”",
 "- 2026-09-05 - updated from DS_B.0.4.11 - Steam buildid 25124554": "- 2026-09-05 - 从 DS_B.0.4.11 更新 - Steam buildid 25124554",
 "- 2026-09-06 - updated from DS_B.0.4.12 - Steam buildid 25143510": "- 2026-09-06 - 从 DS_B.0.4.12 更新 - Steam buildid 25143510",
 "- 2026-09-06 - updated from DS_B.0.4.17 - Steam buildid 25154317": "- 2026-09-06 - 从 DS_B.0.4.17 更新 - Steam buildid 25154317",
 "- 300% Magic Attack Power + stacks x30%, then resets the stacks": "- 300%魔法攻击力 + 每层堆叠x30%，然后重置堆叠",
 "- 4% chance per skill use to summon an extra Bubbling": "每次使用技能有4%的几率额外召唤一个泡泡",
 "- 4.75% per slot": "- 每槽 4.75%",
 "- 400% Magic Attack Power to the area and 5 Burning for 10 s on everything hit (friendly fire) - a second stack source since DS_B.0.4.17, no longer a detonator": "- 对区域造成400%魔法攻击力伤害，并对所有击中的目标施加5层燃烧效果，持续10秒（友军伤害）--自DS_B.0.4.17版本以来的第二个堆叠来源，不再是引爆器",
 "- A tutorial is available.": "- 提供教程。",
 "- Additional research trees": "- 额外的研究树",
 "- AtkSpd": "- 攻击速度",
 "- Barrier = 20% of each hit you take from an enemy you taunted": "- 屏障 = 你从被你嘲讽的敌人那里受到的每次攻击的20%",
 "- Bored:": "- 无聊：",
 "- Boss": "- Boss",
 "- Chain Slash is a single-target melee skill, so using it applies Exposed Flaw": "- 连环斩是单体近战技能，因此使用它会施加“暴露弱点”",
 "- Chain Slash's 4 hits all crit under Exposed Flaw, so +4 energy": "- 连环斩的4次攻击在“暴露弱点”下都会暴击，因此+4能量",
 "- Core": "- Core",
 "- Corridor": "- 走廊",
 "- Crit": "- 暴击",
 "- Defeat Red": "- 击败红色",
 "- Elite": "- Elite",
 "- EliteTreasure": "- EliteTreasure",
 "- Elves can be recruited": "- 可招募精灵",
 "- Entry": "- Entry",
 "- From:": "- 来自:",
 "- Girim, Guild Scribe": "- 吉里姆，公会书记",
 "- Goddess": "- Goddess",
 "- HardCombat": "- HardCombat",
 "- Heavy Rain": "- 大雨",
 "- Hit": "- 命中",
 "- In the quest table, but nothing in this build starts it and no event reacts to it finishing": "- 在任务表中，但此版本没有任何内容会启动它，也没有事件会对其完成作出反应",
 "- MAtk": "- 魔攻",
 "- MagRes": "- 魔法抗性",
 "- Main SP": "- 主技能点",
 "- Maximum expedition members: 5": "- 探险队员上限：5",
 "- Maximum expedition members: 6": "- 探险队员上限：6",
 "- More items": "- 更多物品",
 "- Not needed if using Battlemage without a fire staff.": "- 使用火焰战斗法师且不带火焰法杖时不需要。",
 "- PAtk": "- 物理攻击力",
 "- Phase 1 Unique": "- 阶段 1 独特",
 "- Phase 2": "- 阶段 2",
 "- Phase 2 Unique": "- 第 2 阶段独特",
 "- PhysRes": "- 物理抗性",
 "- Rain": "- 下雨",
 "- Region 1 Common": "- 区域 1 普通",
 "- Region 2 Common": "- 区域 2 普通",
 "- Regions 3-6 and their bosses": "- 区域 3-6 及其首领",
 "- Reported to": "- 报告给",
 "- Res": "- 抗性",
 "- Reward: 1": "- 奖励：1",
 "- Reward: 10": "- 奖励：10",
 "- Reward: 2": "- 奖励：2",
 "- Reward: 3": "- 奖励：3",
 "- Reward: 4": "- 奖励：4",
 "- Reward: 8": "- 奖励：8",
 "- SafeFloor": "- SafeFloor",
 "- Source not recorded in the game data": "- 游戏数据中未记录来源",
 "- Sub SP": "- 辅技能点",
 "- This is the most basic starting point.": "- 这是最基础的起点。",
 "- Tier 1, column 1": "- 第 1 层，第 1 列",
 "- Tier 1, column 2": "- 第 1 档，第 2 列",
 "- Tier 1, column 3": "- 第 1 阶，第 3 列",
 "- Tier 2, column 1": "- 第 2 档，第 1 列",
 "- Tier 2, column 2": "- 第 2 阶，第 2 列",
 "- Tier 2, column 3": "- 第 2 层，第 3 列",
 "- Tier 3, column 2": "- 第 3 阶，第 2 列",
 "- Tier 4, column 1": "- 第 4 阶，第 1 列",
 "- Tier 4, column 2": "- 第 4 阶，第 2 列",
 "- Tier 4, column 3": "- 第 4 阶，第 3 列",
 "- Treasure": "- Treasure",
 "- XP": "- 经验",
 "- Xenon summons 3 ladybugs within 3 tiles (SKILL_SummonLadybug).": "- 科赛农在 3 格内召唤 3 只瓢虫 (SKILL_SummonLadybug)。",
 "- a Tadpole that has swallowed 3 corpses evolves.": "- 吞下 3 具尸体的蝌蚪会进化。",
 "- 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": "- 一个快速模拟单位（护甲、体质、等级、可选加成）或你已保存的名册单位之一 - 再按该目标的抗性减免，显示为",
 "- a weakened Medium Slime splits into small slimes.": "- 虚弱的中型史莱姆会分裂成小型史莱姆。",
 "- advanced overrides on": "- 高级覆盖已开启",
 "- after swallowing 3 corpses.": "- 吞噬 3 具尸体后。",
 "- and this takes precedence over guard.": "- 并且此效果优先于格挡。",
 "- applied region-wide while the region's floors are depleted": "- 在该区域各层枯竭期间作用于整个区域",
 "- applied to monsters by the chosen difficulty setting": "- 由所选难度设定施加到怪物",
 "- awareness has hit the threshold; it locks on and engages.": "- 察觉已达到阈值；它锁定并交战。",
 "- binds to room": "- 绑定到房间",
 "- carried by": "- 携带者：",
 "- combat difficulty": "- 战斗难度",
 "- commands it": "- 指挥它",
 "- consumes 1 of them": "- 消耗其中 1 个",
 "- default": "- 默认",
 "- each uses one inscription": "- 每棵占用一条铭文",
 "- enemies surrounding one of your units would get the same benefit against it.": "- 包围你一名单位的敌人也会对该单位获得同样的好处。",
 "- 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.": "- 游戏可抽出的每种战役开局：场景类型 × 管理难度，含初始单位、物品和地图建筑。测试/平衡行是仅供开发者使用的预设。",
 "- every table as JSON plus a manifest.": "- 每张表均为 JSON，另附清单。",
 "- every time you use a single-target melee skill": "- 每次你使用单体近战技能",
 "- extra skill tree:": "- 额外技能树：",
 "- fights alongside the Giant Stone Golem in its boss room; Stone Raise grants it max Art of Rush stacks during the fight (SKILL_StoneRaise).": "- 在其首领房间与巨石魔像并肩作战；战斗期间岩石崛起赋予其最大层数的突进之术 (SKILL_StoneRaise)。",
 "- from {#}": "- 来自 {#}",
 "- future weapon classes, races, magic schools, systems and regions - plus a record of the dormant item rows that DS_B.0.4.11 removed. Entries marked (spoiler) reveal story details the game has not surfaced in play.": "的内容 - 未来的武器类型、种族、魔法学派、系统和区域 - 外加 DS_B.0.4.11 移除的休眠物品行记录。标有 (spoiler) 的条目会揭示游戏尚未在游玩中展示的剧情细节。",
 "- got": "- 得到",
 "- granted by:": "- 来源：",
 "- grants the": "- 赋予",
 "- guarantees crits against that enemy": "- 保证对该敌人暴击",
 "- idle or patrolling; it has not seen you.": "- 闲置或巡逻；它还没看到你。",
 "- is shown as a section inside its own entry, not as a separate boss.": "中战斗的腐化形态，作为其条目内的一节显示，而不是单独的首领。",
 "- lines show unlock requirements - top-right corner = energy cost per cast (skill-point cost shows on hover)": "- 线条表示解锁条件 - 右上角 = 每次施放的能量消耗（悬停时显示技能点消耗）",
 "- locks in HP = your Magic Attack Power + 300 and Magic Attack = 0.5 x your Magic Attack Power + 16.9 at summon time": "- 召唤时锁定HP = 你的魔法攻击力 + 300，魔法攻击 = 0.5 x 你的魔法攻击力 + 16.9",
 "- lv": "- 等级",
 "- never after": "- 此后不再",
 "- no room layout ships in this build, so it is never placed": "- 此版本没有附带房间布局，因此永远不会放置",
 "- 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.": "- 不是建造、购买或击杀掉落。一层生成时，游戏会把它放入上方列出的房间/区域布局中；你派遣单位就地采集。",
 "- not present in DropTable (unresolved)": "- DropTable 中不存在（未解决）",
 "- one of your units has entered its sight; awareness is building.": "- 你的一个单位进入了它的视野；察觉正在积累。",
 "- one trigger per Exposed Flaw application": "- 每次施加暴露的弱点触发一次",
 "- one trigger per debuff per enemy hit by the stomp": "- 践踏击中的每个敌人、每个减益触发一次",
 "- optional: heals 4% of missing health per Burning application": "- 可选：每次施加燃烧治疗已损失生命值的 4%",
 "- paste it wherever the site owner listens.": "- 请粘贴到站点所有者查看的地方。",
 "- 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": "- 性格、需求、食物、睡眠、房间品质、天气、环境、战斗、待遇等。界面量表最高显示为 30，但实际数值没有硬上限。以下每个来源均直接取自",
 "- physical / magic hit": "- 物理 / 魔法命中",
 "- pick members (up to": "- 选择成员 (最多",
 "- plus Slow; 15s cooldown": "- 附加减速；15秒冷却",
 "- re-armed each time Fire Cloak's Burning lands, so ~once a second while enemies are adjacent": "- 每次火焰披风的燃烧命中都会重新触发，因此敌人相邻时约每秒一次",
 "- recruits roll a sum in [": "- 招募掷出合计，范围 [",
 "- 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.0.4.19 game tables.": "的效果 - 反射、金矿、处决、已损失 HP 铭文、持续伤害、外壳抵挡和临时增益 - 并给出精确公式、演算示例，以及每个上限允许的最大值。每个数字都从 DS_B.0.4.19 游戏表实时读取。",
 "- requires": "- 需要",
 "- res": "- res",
 "- see the description for the exact behavior.": "- 确切行为见说明。",
 "- see the note at the top of this page.": "- 见本页顶部的说明。",
 "- single target, 30s; also +50% damage to it and -30% damage from others": "- 单目标，30秒；同时对其造成+50%伤害，来自其他人的伤害-30%",
 "- 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": "- 这样就能一眼看出 \"这里能采集什么\"；详细的节点、怪物和宝箱表在其下方。在筛选框中输入物品名称即可跳到其来源。各房间类型和稀有节点的每层生成几率见",
 "- spent to power this skill (spawn Bubblings with Summon Bubbling).": "- 用于驱动此技能（用召唤：泡泡灵生成泡泡灵）。",
 "- stock chance 100%, qty 1, fixed price": "- 库存几率 100%，数量 1，固定价格",
 "- stock chance 100%, qty 10–15, price -25%...+25%": "- 库存几率 100%，数量 10–15，价格 -25%...+25%",
 "- stock chance 100%, qty 10–20, price -25%...+25%": "- 库存几率 100%，数量 10–20，价格 -25%...+25%",
 "- stock chance 100%, qty 10–20, price 25%...+50%": "- 库存几率 100%，数量 10–20，价格 25%...+50%",
 "- stock chance 100%, qty 16–24, price 25%...+50%": "- 库存几率 100%，数量 16–24，价格 25%...+50%",
 "- stock chance 100%, qty 1–2, price -25%...+25%": "- 库存几率 100%，数量 1–2，价格 -25%...+25%",
 "- stock chance 100%, qty 20–30, price -25%...+25%": "- 库存几率 100%，数量 20–30，价格 -25%...+25%",
 "- stock chance 100%, qty 2–3, price -25%...+25%": "- 库存几率 100%，数量 2–3，价格 -25%...+25%",
 "- stock chance 100%, qty 30–20, price -25%...+25%": "- 库存几率 100%，数量 30–20，价格 -25%...+25%",
 "- stock chance 100%, qty 30–45, price -25%...+25%": "- 库存几率 100%，数量 30–45，价格 -25%...+25%",
 "- stock chance 100%, qty 3–4, price -100%...-50%": "- 库存几率 100%，数量 3–4，价格 -100%...-50%",
 "- stock chance 100%, qty 3–4, price -25%...+25%": "- 库存几率 100%，数量 3–4，价格 -25%...+25%",
 "- stock chance 100%, qty 40–60, price -25%...+25%": "- 库存几率 100%，数量 40–60，价格 -25%...+25%",
 "- stock chance 100%, qty 4–6, price -25%...+25%": "- 库存几率 100%，数量 4–6，价格 -25%...+25%",
 "- stock chance 100%, qty 60–90, price -25%...+25%": "- 库存几率 100%，数量 60–90，价格 -25%...+25%",
 "- stock chance 100%, qty 80–120, price -25%...+25%": "- 库存几率 100%，数量 80–120，价格 -25%...+25%",
 "- stock chance 100%, qty 8–12, price 25%...+50%": "- 库存几率 100%，数量 8–12，价格 25%...+50%",
 "- stock chance 30%, qty 1–2, price 0%...+25%": "- 库存几率 30%，数量 1–2，价格 0%...+25%",
 "- stock chance 5%, qty 1, price -25%...+25%": "- 库存几率 5%，数量 1，价格 -25%...+25%",
 "- stock chance 50%, qty 1–2, price -25%...+25%": "- 库存几率 50%，数量 1–2，价格 -25%...+25%",
 "- stock chance 50%, qty 2–3, price -100%...-50%": "- 库存几率 50%，数量 2–3，价格 -100%...-50%",
 "- stock chance 50%, qty 2–3, price -25%...+25%": "- 库存几率 50%，数量 2–3，价格 -25%...+25%",
 "- stock chance 50%, qty 2–3, price 25%...+50%": "- 库存几率 50%，数量 2–3，价格 25%...+50%",
 "- stock chance 50%, qty 3–4, price -25%...+25%": "- 库存几率 50%，数量 3–4，价格 -25%...+25%",
 "- stock chance 50%, qty 4–6, price -100%...-50%": "- 库存几率 50%，数量 4–6，价格 -100%...-50%",
 "- stock chance 50%, qty 4–6, price -25%...+25%": "- 库存几率 50%，数量 4–6，价格 -25%...+25%",
 "- targets it": "- 以它为目标",
 "- the average damage of one cast on a single target, crit folded in.": "排名 - 对单一目标一次施放的平均伤害，已计入暴击。",
 "- the baseline: no bonus, no malus": "- 基准：无加成，无减益",
 "- the corrupted form fought in the endless": "- 即在",
 "- the game will show its usual version prompt when you load it.": "- 游戏加载时会显示其常规版本提示。",
 "- the hit and crit resolution has no positional or surrounding-unit term, and the constant is never loaded. So it currently has": "- 命中和暴击结算没有位置或周围单位项，该常量从未被加载。所以它目前",
 "- the taunt itself is a debuff, so it also fires Guard Barrier": "- 嘲讽本身是一个减益效果，所以它也会触发格挡屏障",
 "- this background appears to have been released; treat the note below as historical.": "- 此出身似乎已经发布；请将下方说明视为历史记录。",
 "- to all nearby enemies": "- 对附近所有敌人",
 "- to all nearby enemies (30s cooldown)": "- 对附近所有敌人（30 秒冷却）",
 "- to every adjacent enemy, once a second for the 10s aura": "- 每秒对每个相邻敌人，持续 10 秒光环",
 "- use": "；请用",
 "- when a Barrier expires, heal 20% of its remaining value": "- 护盾到期时，治疗其剩余值的 20%",
 "- when a unit or structure you summoned is destroyed": "- 当你召唤的单位或建筑被摧毁时",
 "- when weakened / at low HP, onto adjacent empty tiles.": "- 虚弱时 / HP 低时，移到相邻空格。",
 "- whole nearby pack": "- 附近所有敌人",
 "- 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 简单, x0.67 普通, x1 困难, x1 极难, x1 毁灭 (四舍五入，从不低于 1)。将鼠标悬停在任意数量上即可查看各难度下的花费。",
 "- you are defending, not swinging. Better weapons also carry more durability, so they both hit harder and last longer.": "- 你在防御，不是在挥击。更好的武器也有更高的耐久度，因此既打得更重，也更耐用。",
 "- your melee crits on the marked enemy refund energy": "- 你对标记敌人的近战暴击返还能量",
 "- {#} per energy": "- 每能量 {#}",
 "- 生命之树是魔力的强大汇聚体，同时为周围的存在提供难以言表的韧性。但如果你从树的中心取出其核心，生命力将会消失。 Within 5 tiles: +5 Health Percentage Regeneration (continuous regen stat, no fixed tick).": "- 生命之树是魔力的强大汇聚体，同时为周围的存在提供难以言表的韧性。但如果你从树的中心取出其核心，生命力将会消失。 5 格内：+5 生命恢复（持续恢复属性，无固定跳秒）。",
 "-1 to 2": "-1 至 2",
 "-10 energy": "-10 能量",
 "-100 health": "-100 生命值",
 "-100% to -50%": "-100% 至 -50%",
 "-200 gold": "-200 金币",
 "-25% Hit Chance.": "-25% 命中几率。",
 "-25% to +25%": "-25% 至 +25%",
 "-30% Movement Speed.": "-30% 移动速度。",
 "-4 to -1": "-4 至 -1",
 "-50 health": "-50 生命值",
 "-60px 0px 0px 0px": "-60px 0px 0px 0px",
 "-80 contribution": "-80 贡献点",
 "-80 health": "-80 生命值",
 "-adjusted": "-调整后",
 "-{#} energy": "-{#} 能量",
 "-{#} health": "-{#} 生命值",
 ". 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": "。近战攻击者比远程多拉约 30% 仇恨，因此前排会自然把怪物的注意力从你的施法者身上拉开。这影响的是",
 ". A search of the game binary's string literals finds zero references in B.0.3.40, B.0.3.44 and DS_B.0.4.11. The floor's phase comes from": "。在游戏二进制的字符串字面量中搜索，B.0.3.40、B.0.3.44 和 DS_B.0.4.11 中均无引用。层的阶段来自",
 ". All four give the same aura; the race decides which trait NEW expedition members learn.": "。四种均提供相同光环；种族决定新加入的探险成员学习哪种特质。",
 ". Also hits allies in the area": "。范围内的盟友也会被击中",
 ". Attacks with {#} ({#}% {#}{#}{#})": ". 以 {#} 攻击（{#}% {#}{#}{#}）",
 ". Bigger radius = it spots you from farther off.": "。半径越大 = 它从更远处发现你。",
 ". Clearing a region is the one and only thing that opens the next one.": ". 通关一个区域是打开下一个区域的唯一条件。",
 ". Click to change, or the cross to remove.": ". 点击可更改，或点叉号移除。",
 ". Consumes {#} {#}": ". 消耗 {#} {#}",
 ". Datamined text also hints at a future": ". 从数据中挖出的文本也暗示未来会有",
 ". Descriptions contain": "。描述中含有",
 ". Each attacks with": ". 各自使用",
 ". Events are not a quest line. They are scenes with a choice. ": "。事件不是一条任务线。它们是带有选择的场景。 ",
 ". Every hit that lands drains equipment durability in proportion to the damage, at a roughly 10% durability-loss factor per hit.": "。每次命中都会按伤害比例消耗装备耐久度，每次命中大约 10% 的耐久损耗系数。",
 ". Every unit - your settlers and every monster alike - carries a": "。每个单位 - 你的开拓者和每个怪物一样 - 都带有一个",
 ". Hover a card for its full description.": "。悬停卡片可查看完整说明。",
 ". 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).": "。抽取数量随战斗难度变化（简单 2 个正面，普通 1 个正面，困难 1 个正面 + 1 个负面，直至毁灭 1 个正面 + 3 个负面）。",
 ". In the current data 2 slots are filled:": "。当前数据中填了 2 个槽：",
 ". In this build a unit stops at level": "。在此版本中，单位停在",
 ". It is a small staging area with no enemies, where you regroup before descending into the real dungeon.": ". 这是一个没有敌人的小型准备区，供你在下入真正的地下城之前重整。",
 ". It is backed by Bloody Scratch and a Rat Swarm call.": "。它有血腥抓挠和鼠群召唤作为后援。",
 ". It stacks up to": "。最多叠加",
 ". It uses:": ". 使用：",
 ". Keep mood high and stress stays low. Which band a unit sits in:": "。保持心情高，压力就会低。单位所处区间：",
 ". Let the game discard stale dungeon data itself.": "。让游戏自己丢弃过期的地下城数据。",
 ". Low-level settlers are easily pleased (positive mood); high-level ones expect more and drift negative, more so on harder management settings.": "。低等级开拓者容易满足（正面心情）；高等级开拓者期望更高，心情容易偏负，管理设置越难越明显。",
 ". Most of them pay contribution points and apply": "。其中大多数发放贡献点并施加",
 ". Most units see": "。大多数单位能看到",
 ". No compiled code reads those constants, and the hit/crit resolution has no positioning term, so encirclement has": "。没有已编译代码读取这些常数，命中/暴击结算也没有站位项，因此包围",
 ". Nothing in these tables consumes it:": ". 这些表中没有任何内容会消耗它：",
 ". On a unit whose needs you can keep met it is one of the best stat sticks in the game.": "。在需求能持续满足的单位身上，它是游戏里最好的属性装之一。",
 ". Player-side units default to": "。玩家方单位默认为",
 ". Resistance never reaches full immunity, and each point is worth slightly less than the last.": "。抗性永远不会达到完全免疫，每一点的价值都略低于前一点。",
 ". Same convention in construction costs, starting items, deconstruct returns and event grants.": "。同样约定用于建造花费、初始物品、拆除返还和事件授予。",
 ". See Expedition Resolution below, and the full list on the ": "。见下方的探险决议，完整列表见 ",
 ". See the": "。参见",
 ". 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).": "。设定一个心情后，图表会显示压力的走向 - “如果心情一直如此”（实际开拓者的心情会随增益消退和需求变化而波动）。",
 ". Step off the safe floor and the count starts again from the bottom, with a fresh 1440 in-game minutes before the next step.": "。离开安全层后，计时从底部重新开始，距离下一阶段还有全新的 1440 游戏内分钟。",
 ". Talent growth per level is set by the stat's talent tier (Poor to Genius) times the level-up offering multiplier - see": "。每级天赋成长由该属性的天赋层级（较差到天才）乘上升级供奉倍率决定 - 见",
 ". That is how a caster can pick up, say, Water Magic.": "。施法者就是这样学会水魔法的。",
 ". The campaign begins at": ". 战役开始于",
 ". The coefficients are the table below (": "。系数见下表（",
 ". The durability routine receives the": "。耐久度程序接收的是",
 ". The game treats an empty dict as \"there is data to restore\", finds nothing, and hangs in an": "。游戏把空字典当成“有数据可还原”，结果什么都找不到，然后卡在",
 ". The loss on each piece is": "。每件的损耗为",
 ". The pool depends on the piece.": "。词缀池取决于该件饰品。",
 ". The prayer consumes": "。祈祷会消耗",
 ". The room itself is rolled on floor 1 in about": "。该房间本身在第 1 层约",
 ". The room itself is rolled on floor 13 in about": "。该房间本身在第 13 层约",
 ". The room itself is rolled on floor 15 in about": "。该房间本身在第 15 层约",
 ". The room itself is rolled on floor 16 in about": "。该房间本身在第 16 层约",
 ". The room itself is rolled on floor 17 in about": "。该房间本身在第 17 层约",
 ". The room itself is rolled on floor 18 in about": "。该房间本身在第 18 层约",
 ". The room itself is rolled on floor 19 in about": "。该房间本身在第 19 层约",
 ". The room itself is rolled on floor 2 in about": "。该房间本身在第 2 层约",
 ". The room itself is rolled on floor 3 in about": "。该房间本身在第 3 层约",
 ". The room itself is rolled on floor 4 in about": "。该房间本身在第 4 层约",
 ". The room itself is rolled on floor 6 in about": "。该房间本身在第 6 层约",
 ". The room itself is rolled on floor 9 in about": "。该房间本身在第 9 层约",
 ". The step term is 1'440 minutes, per": ". 每档期限为 1'440 分钟，依据",
 ". 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.": "。两者不一致，因此无法仅从表中确定确切的怪物反弹百分比（50% 与 100%），玩家可见的反射铭文（100%）是明确的。",
 ". They are Abyss variants of nearly every creature in the game, and the roster runs from the low end up to the top:": "。它们是游戏中几乎每种生物的无尽深渊变体，名册从低阶排到最高阶：",
 ". They are not stored in the save.": "。它们不写入存档。",
 ". Up to {#} on the field": ". 场上最多 {#} 个",
 ". Weapons come in one-handed types that can carry a shield and two-handed types that block the shield slot.": "。武器分为可佩戴盾的单手类型，以及占用盾槽的双手类型。",
 ". Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry": "。武器在穿戴者由属性得出的攻击力之上提供固定攻击值，装备还可以带有",
 ". While a player unit stays in a monster's sight, the monster builds": "。当玩家单位留在怪物视野内时，怪物会积累",
 ". You can flip each separately later in Settings.": "。之后可在设置中分别开关每一项。",
 ". You can inspect a candidate to reveal hidden talents before you commit.": "。在确认之前，你可以查看候选人来揭示隐藏天赋。",
 ". You must find the path that leads to it.": "。你必须找到通往它的路径。",
 "...Let's lose ourselves in the music": "……让我们沉浸在音乐中",
 ".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]",
 ".filters .chip[data-nf-toggle]": ".filters .chip[data-nf-toggle]",
 ".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",
 ".secnav-l, .pinbar-item": ".secnav-l, .pinbar-item",
 ".tgtpanel .chip[data-tgtmode]": ".tgtpanel .chip[data-tgtmode]",
 ".wiki": ".wiki",
 "/ second": "/ 秒",
 "/s, magic-resisted). This runs ALONGSIDE the hits above - add it to the sustained DPS.": "/秒，受魔法抗性减免）。这与上方命中同时结算 - 请加到持续 DPS 上。",
 "/tick": "/跳",
 "0 (broken)": "0 (损坏)",
 "0 (empty) to 5 (full) per floor": "每层 0（空）到 5（满）",
 "0 6px": "0 6px",
 "0 filtered of": "0 已过滤，共",
 "0 tiles": "0 格",
 "0 with no Burning on the target, up to 577 at the 50-stack cap (each stack adds about 12). Does not consume the stacks.": "目标无燃烧时为 0，50 层上限时最高 577（每层约增加 12）。不消耗层数。",
 "0% to +25%": "0% 至 +25%",
 "0.1 x the damage of the hit": "0.1 x 该次伤害",
 "0.2x the median physical active per cast": "0.2倍，中位数 物理（每次施法主动）",
 "0.4x the median magic active per cast": "每次施放为魔法主动中位数的 0.4 倍",
 "0.4x the median physical active per cast": "每次施放为物理主动中位数的 0.4 倍",
 "0.5 gold": "0.5 金币",
 "0.5x mana-stone cost, 1x stat gain": "0.5x 法力石消耗，1x 属性提升",
 "0.5x the median physical active per cast": "每次施放相当于中位数物理主动的 0.5 倍",
 "0.6x the median physical active per cast": "每次施放为物理主动中位数的 0.6 倍",
 "0.8x the median physical active per cast": "每次施放为物理主动中位数的 0.8 倍",
 "0.9x the median physical active per cast": "每次施放为物理主动中位数的 0.9 倍",
 "06:00 to 20:00": "06:00 到 20:00",
 "06:00 to 20:00 (night otherwise; night lowers vision)": "06:00 至 20:00（其余为夜晚；夜晚降低视野）",
 "08:00 (first day is only 16 hours)": "08:00（第一天只有 16 小时）",
 "0x the median magic active per cast": "每次施放为魔法主动中位数的 0 倍",
 "1 (None)": "1 (无)",
 "1 (Primary)": "1 (主要)",
 "1 (no stack)": "1（无叠加）",
 "1 Constitution = +9 Max HP": "1 体质 = +9 最大 HP",
 "1 Entry": "1 入口",
 "1 Intelligence = +1.2 Magic Attack": "1 智力 = +1.2 魔法攻击力",
 "1 Shell": "1 层外壳",
 "1 Shell per 60 Energy recovered": "每恢复 60 能量获得 1 层外壳",
 "1 Stack": "1 层",
 "1 Strength = +1 Physical Attack": "1 力量 = +1 物理攻击力",
 "1 combo": "1 套组合",
 "1 decimal": "1 位小数",
 "1 energy to cast": "施放消耗 1 能量",
 "1 energy to cast - 15s cooldown": "施放消耗 1 能量 - 15秒冷却",
 "1 energy to cast - 20s cooldown": "施放消耗 1 能量 - 20秒冷却",
 "1 energy to cast - 8s cooldown": "施放消耗 1 能量 - 8秒冷却",
 "1 entries": "1 条",
 "1 gold": "1 金币",
 "1 in-game day": "游戏内 1 天",
 "1 instance only": "仅 1 个实例",
 "1 magic": "1 魔法",
 "1 members are Level 2 or higher": "1 名成员达到 2 级或更高",
 "1 min": "1 分钟",
 "1 of 17 random bonuses": "17 项随机加成中的 1 项",
 "1 on the field": "场上 1 个",
 "1 or more": "1 个或以上",
 "1 other template(s) competing for this slot": "另有 1 个模板争夺此槽",
 "1 per in-game minute": "每游戏内分钟 1 点",
 "1 rooms": "1 房间",
 "1 scene step": "1 个场景步骤",
 "1 second": "1 秒",
 "1 step": "1 步",
 "1 step - 1 decision": "1 步 - 1 项决策",
 "1 target: 105 dmg (21.1/energy) | 3 targets: 316 dmg (63.2/energy)": "1 个目标：105 伤害（21.1/能量） | 3 个目标：316 伤害（63.2/能量）",
 "1 target: 106 dmg (106/energy) | 3 targets: 318 dmg (318/energy)": "1 个目标：106 伤害（106/能量） | 3 个目标：318 伤害（318/能量）",
 "1 target: 129 dmg (32.3/energy) | 3 targets: 388 dmg (97/energy)": "1 个目标：129 伤害（32.3/能量） | 3 个目标：388 伤害（97/能量）",
 "1 target: 148 dmg (37/energy) | 3 targets: 444 dmg (111.1/energy)": "1 个目标：148 伤害（37/能量） | 3 个目标：444 伤害（111.1/能量）",
 "1 target: 158 dmg (158/energy) | 3 targets: 474 dmg (474/energy)": "1 个目标：158 伤害（158/能量） | 3 个目标：474 伤害（474/能量）",
 "1 target: 159 dmg (31.8/energy) | 3 targets: 477 dmg (95.4/energy)": "1 个目标：159 伤害（31.8/能量） | 3 个目标：477 伤害（95.4/能量）",
 "1 target: 182 dmg (18.2/energy) | 3 targets: 547 dmg (54.7/energy)": "1 个目标：182 伤害（18.2/能量） | 3 个目标：547 伤害（54.7/能量）",
 "1 target: 182 dmg (91.2/energy) | 3 targets: 547 dmg (273.5/energy)": "1 个目标：182 伤害 (91.2/能量) | 3 个目标：547 伤害 (273.5/能量)",
 "1 target: 182 dmg | 3 targets: 547 dmg": "1 个目标：182 伤害 | 3 个目标：547 伤害",
 "1 target: 183 dmg | 3 targets: 550 dmg": "1 个目标：183 伤害 | 3 个目标：550 伤害",
 "1 target: 241 dmg (48.3/energy) | 3 targets: 724 dmg (144.9/energy)": "1 个目标：241 伤害（48.3/能量） | 3 个目标：724 伤害（144.9/能量）",
 "1 target: 269 dmg (67.4/energy) | 3 targets: 808 dmg (202.1/energy)": "1 个目标：269 伤害（67.4/能量） | 3 个目标：808 伤害（202.1/能量）",
 "1 target: 27 dmg (4.6/energy) | 3 targets: 82 dmg (13.7/energy)": "1 个目标：27 伤害（4.6/能量） | 3 个目标：82 伤害（13.7/能量）",
 "1 target: 274 dmg | 3 targets: 821 dmg": "1 个目标：274 伤害 | 3 个目标：821 伤害",
 "1 target: 345 dmg (69/energy) | 2 targets: 690 dmg (138/energy)": "1 个目标：345 伤害（69/能量） | 2 个目标：690 伤害（138/能量）",
 "1 target: 384 dmg (54.9/energy) | 3 targets: 1,153 dmg (164.7/energy)": "1 个目标：384 伤害（54.9/能量） | 3 个目标：1,153 伤害（164.7/能量）",
 "1 target: 52 dmg | 3 targets: 157 dmg": "1 个目标：52 伤害 | 3 个目标：157 伤害",
 "1 target: 65 dmg | 2 targets: 131 dmg": "1 个目标：65 伤害 | 2 个目标：131 伤害",
 "1 target: 65 dmg | 3 targets: 196 dmg": "1 个目标：65 伤害 | 3 个目标：196 伤害",
 "1 target: 91 dmg | 3 targets: 274 dmg": "1 个目标：91 伤害 | 3 个目标：274 伤害",
 "1 target: {#} | {#} targets: {#}": "1 个目标：{#} | {#} 个目标：{#}",
 "1 text entries had their wording or punctuation tidied.": "1 条文本的措辞或标点已整理。",
 "1 tile": "1 格",
 "1% Max HP / 10s": "1% 最大 HP / 10秒",
 "1% of Max HP every 10 seconds": "每 10 秒最大 HP 的 1%",
 "1% of the target's Max Health": "目标最大生命值的 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.": "每 10 秒造成目标最大生命值 1% 的无类型伤害，无视防御。不可叠加；随目标最大生命值缩放，不随施法者攻击力缩放。示例：500 HP 的目标每 10 秒受到 5 伤害。持续时间由施加该效果的技能决定。",
 "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. This matches the": "目标最大生命值的 1% 作为无属性伤害，每 10 秒一次，无视防御。不可叠加；随目标的最大生命值缩放，不随施法者的攻击力缩放。示例：500 HP 的目标即每 10 秒 5 伤害。持续时间由施加该效果的技能决定。这与",
 "1% of the target's Max Health every second": "每秒目标最大生命值的 1%",
 "1'080 seconds": "1'080 秒",
 "1-second": "1秒",
 "1. Race": "1. 种族",
 "1. Raise your Expedition Reputation Rank": "1. 提升探险等级",
 "1.1x the median physical active per cast": "1.1倍，中位数 物理（每次施法主动）",
 "1.2x the median physical active per cast": "每次施放为物理主动中位数的 1.2 倍",
 "1.3x the median physical active per cast": "每次施放为物理主动中位数的 1.3 倍",
 "1.4x the median physical active per cast": "每次施放为物理主动中位数的 1.4 倍",
 "1.5 gold": "1.5 金币",
 "1.5x damage": "1.5x 伤害",
 "1.5x the median magic active per cast": "每次施放为魔法主动中位数的 1.5 倍",
 "1.6x the median physical active per cast": "每次施放为物理主动中位数的 1.6 倍",
 "1.7x the median physical active per cast": "每次施放为物理主动中位数的 1.7 倍",
 "10 Shells": "10 层外壳",
 "10 critical hits is 100 gold. 200 of them exhausts the budget.": "10 次暴击为 100 金币。其中 200 次会耗尽额度。",
 "10 energy to cast": "施放消耗 10 能量",
 "10 energy to cast - 40s cooldown": "施放消耗 10 能量 - 40秒冷却",
 "10 gold": "10 金币",
 "10 gold per critical hit": "每次暴击 10 金币",
 "10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "每次暴击 10 金币，上限 2,000 金币；达到最大层数时 +10% 暴击几率。",
 "10 min": "10 分钟",
 "10 other template(s) competing for this slot": "另有 10 个模板争夺此槽",
 "10 percent of the damage the basic attack just dealt. Physical attack power is never read anywhere in the routine.": "普通攻击刚刚造成的伤害的 10%。该流程中任何地方都不会读取物理攻击力。",
 "10 resolutions": "10 项探险决议",
 "10 rooms": "10 房间",
 "10 scene steps": "10 个场景步骤",
 "10 skill points to unlock": "解锁需 10 技能点",
 "10 to 20 resolutions": "10 至 20 项探险决议",
 "10% / kill": "10% / 击杀",
 "10-second global cooldown": "10 秒全局冷却",
 "10.34% / kill": "10.34% / 击杀",
 "10.71% / kill": "10.71% / 击杀",
 "100 HP": "100 HP",
 "100 each": "各 100",
 "100 gold": "100 金币",
 "100 resource rows - 21 nodes - 60 monster-drop rows - 34 chest rows": "100 条资源 - 21 个节点 - 60 条怪物掉落 - 34 条宝箱",
 "100% / kill": "100% / 击杀",
 "100% / open": "100% / 开启",
 "100% magic": "100% 魔法",
 "100% magic + 180% magic": "100% 魔法 + 180% 魔法",
 "100% of post-defense damage (no per-hit cap)": "防御后伤害的 100%（无单次命中上限）",
 "100% physical": "100% 物理",
 "100% private: the file is read inside your browser and never uploaded anywhere.": "100% 私密：文件在浏览器内读取，绝不会上传到任何地方。",
 "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% 私密：文件在浏览器内读取，绝不会上传到任何地方。你的原始文件绝不会被改动 - 你会得到一份新副本供下载。",
 "1000 HP": "1000 HP",
 "1000 gold": "1000 金币",
 "101 physical": "101 物理",
 "101 physical damage / target": "101 物理伤害 / 目标",
 "105 magic": "105 魔法",
 "105 magic damage / target": "105 魔法伤害 / 目标",
 "106 magic": "106 魔法",
 "1065 gold": "1065 金币",
 "108 gold": "108 金币",
 "108 physical": "108 物理",
 "108 physical damage / target": "108 物理伤害 / 目标",
 "109 physical": "109 物理",
 "109 physical damage / target": "109 物理伤害 / 目标",
 "109 physical damage / target - 36.5 per energy": "109 物理伤害 / 目标 - 每能量 36.5",
 "10s cooldown": "10秒冷却",
 "10×1 tiles": "10×1 格",
 "10×2 tiles": "10×2 格",
 "11 gold": "11 金币",
 "11 other template(s) competing for this slot": "另有 11 个模板争夺此槽",
 "11.11% / kill": "11.11% / 击杀",
 "11.5 gold": "11.5 金币",
 "110 gold": "110 金币",
 "113.5 gold": "113.5 金币",
 "118 gold": "118 金币",
 "12 gold": "12 金币",
 "12 in-game hours": "游戏内 12 小时",
 "12 other template(s) competing for this slot": "另有 12 个模板争夺此槽",
 "12 skill points to unlock": "解锁需 12 技能点",
 "12.5% / kill": "12.5% / 击杀",
 "120 HP": "120 HP",
 "120 gold": "120 金币",
 "120 gold at level 1 to roughly 4'200 at level 12, with a random swing of -30% / +30% on top.": "120 金币（等级 1）升至大约 4'200（等级 12），并额外叠加 -30% / +30% 的随机浮动。",
 "1200 gold": "1200 金币",
 "1200 min": "1200 分钟",
 "12000 ticks (≈0.19 days)": "12000 刻 (≈0.19 天)",
 "122 gold": "122 金币",
 "122.5 gold": "122.5 金币",
 "123 gold": "123 金币",
 "125 gold": "125 金币",
 "129 physical": "129 物理",
 "12×8 tiles": "12×8 格",
 "13 cells (Manhattan radius 2): up to 13 targets, 3,139 total if every cell is hit": "13 格（曼哈顿半径 2）：最多 13 个目标，若每格都命中则合计 3,139",
 "13 cells (Manhattan radius 2): up to 13 targets, 4,997 total if every cell is hit. Also hits allies in the area": "13 格（曼哈顿半径 2）：最多 13 个目标，若每格都命中则合计 4,997。范围内也会命中盟友",
 "13 gold": "13 金币",
 "13 other template(s) competing for this slot": "另有 13 个模板争夺此槽",
 "13.04% / open": "13.04% / 开启",
 "13.33% / kill": "13.33% / 击杀",
 "13.79% / kill": "13.79% / 击杀",
 "130 gold": "130 金币",
 "130% physical + 130% magic": "130% 物理 + 130% 魔法",
 "131 magic damage / target": "131 魔法伤害 / 目标",
 "132 gold": "132 金币",
 "135 seconds": "135 秒",
 "13500 ticks (≈0.21 days)": "13500 刻 (≈0.21 天)",
 "137 physical damage / target": "137 物理伤害 / 目标",
 "14 gold": "14 金币",
 "14 skill points to unlock": "解锁需 14 技能点",
 "140 gold": "140 金币",
 "142.5 gold": "142.5 金币",
 "144 physical attack": "144 物理攻击力",
 "1440 min": "1440 分钟",
 "1440 min (1 in-game day)": "1440 分钟（游戏内 1 天）",
 "146 physical": "146 物理",
 "146 physical damage / target": "146 物理伤害 / 目标",
 "147 gold": "147 金币",
 "148 gold": "148 金币",
 "148 physical": "148 物理",
 "15 damage/second": "15 伤害/秒",
 "15 gold": "15 金币",
 "15 in-game days": "15 游戏内天",
 "15 min": "15 分钟",
 "15 other template(s) competing for this slot": "另有 15 个模板争夺此槽",
 "15 stacks = +150 each": "15 层 = 各 +150",
 "15 total": "总计 15",
 "15.38% / kill": "15.38% / 击杀",
 "15.63% / kill": "15.63% / 击杀",
 "15.79% / kill": "15.79% / 击杀",
 "150 / sec": "150 / 秒",
 "150 HP": "150 HP",
 "150 gold": "150 金币",
 "150 magic damage per second": "每秒 150 魔法伤害",
 "150 physical attack power, a 100 percent coefficient basic attack, target at 0 resistance, critical damage bonus at the default 50 percent.": "150 物理攻击力，系数 100% 的普通攻击，目标抗性为 0，暴击伤害加成为默认的 50%。",
 "150 total": "总计 150",
 "150% physical": "150% 物理",
 "1500 gold": "1500 金币",
 "152 gold": "152 金币",
 "157.5 gold": "157.5 金币",
 "158 magic": "158 魔法",
 "159 magic": "159 魔法",
 "159 magic damage / target - 53 per energy": "159 魔法伤害 / 目标 - 每能量 53",
 "15s cooldown": "15秒冷却",
 "16 gold": "16 金币",
 "16.67% / kill": "16.67% / 击杀",
 "16.67% / open": "16.67% / 开启",
 "162 gold": "162 金币",
 "167.5 gold": "167.5 金币",
 "16s cooldown": "16秒冷却",
 "17 gold": "17 金币",
 "17 other template(s) competing for this slot": "另有 17 个模板争夺此槽",
 "17 steps": "17 个步骤",
 "17.5 gold": "17.5 金币",
 "173 gold": "173 金币",
 "18 gold": "18 金币",
 "18 min": "18 分钟",
 "18 resolutions offered here, each +10": "18 项探险决议在此提供，每项 +10",
 "18.37% / kill": "18.37% / 击杀",
 "18.75% / open": "18.75% / 开启",
 "180 gold": "180 金币",
 "181 physical": "181 物理",
 "181 physical damage / target - 60.4 per energy": "181 物理伤害 / 目标 - 每能量 60.4",
 "182 physical": "182 物理",
 "182 physical damage / target - 36.5 per energy": "182 物理伤害 / 目标 - 每能量 36.5",
 "184 gold": "184 金币",
 "184.5 gold": "184.5 金币",
 "185 resource rows - 42 nodes - 60 monster-drop rows - 51 chest rows": "185 行资源 - 42 个节点 - 60 行怪物掉落 - 51 行宝箱",
 "189 gold": "189 金币",
 "19 accessories in 2 families and 15 sets. A set is the material the piece is made of. A piece with no material of its own is its own set. Every number here is the item's own. The settler's stats add on top.": "19 件饰品，分属 2 个系和 15 个套装。套装即该装备所用的材料。没有自身材料的装备自成一个套装。此处每个数字都是物品自身的数值。开拓者的属性会额外叠加。",
 "19 gold": "19 金币",
 "191 physical": "191 物理",
 "191 physical damage / target - 47.9 per energy": "191 物理伤害 / 目标 - 每能量 47.9",
 "1_Hard": "1_Hard",
 "1_Normal Battle 1": "1_Normal Battle 1",
 "1_Normal Battle 2": "1_Normal Battle 2",
 "1x mana-stone cost, 1.2x stat gain": "1x 法力石消耗，1.2x 属性提升",
 "1x speed": "1x 速度",
 "1x the median magic active per cast": "1倍，中位数 魔法（每次施法主动）",
 "1×1 tiles": "1×1 地块",
 "1×2 tiles": "1×2 格",
 "1×3 tiles": "1×3 地块",
 "2 (Primary)": "2 (主要)",
 "2 Stacks - Add a reward to monster meat": "2 层 - 为怪物肉添加奖励",
 "2 accessories": "2 个饰品",
 "2 campaign bosses": "2 个战役首领",
 "2 cells (Direction radius 2): up to 2 targets, 690 total if every cell is hit. Also hits allies in the area": "2 格（方向半径 2）：最多 2 个目标，若每格都命中则合计 690。范围内也会命中盟友",
 "2 combos": "2种组合",
 "2 decimals": "2 位小数",
 "2 energy to cast": "施放消耗 2 能量",
 "2 energy to cast - 12s cooldown": "施放消耗 2 能量 - 12秒冷却",
 "2 energy to cast - 8s cooldown": "施放消耗 2 能量 - 8秒冷却",
 "2 entries": "2 条",
 "2 in-game days": "游戏内 2 天",
 "2 members are below Level 2": "2 名成员低于等级 2",
 "2 members are below Level 3": "2 名成员低于等级 3",
 "2 members are below Level 5": "2 名成员低于等级 5",
 "2 of 5 random bonuses": "5 项随机加成中的 2 项",
 "2 of 6 random bonuses": "6 项随机加成中的 2 项",
 "2 of the 8 slots are filled; every later slot is NULL.": "8 个槽中填了 2 个；之后每个槽均为 NULL。",
 "2 or More Members at Level 2": "2个或更多成员达到2级",
 "2 or more": "2 或更多",
 "2 or more members are alive": "2 名或更多成员存活",
 "2 or more members have": "2 名或以上成员拥有",
 "2 scene steps": "2 个场景步骤",
 "2 steps": "2 个步骤",
 "2 steps - 1 decision": "2 个步骤 - 1 项决策",
 "2 steps - 2 decisions - loops": "2 个步骤 - 2 项决策 - 循环",
 "2 tiles": "2 格",
 "2 to 5": "2 至 5",
 "2 중첩이 누적되면 1초 간 기절을 부여합니다. (PS : 기절 부여하면서 스택이 초기화됨)": "叠加2层后，施加1秒眩晕。（注意：施加眩晕时，层数会重置。）",
 "2'160 seconds": "2'160 秒",
 "2. Humans and Lizardmen are available from the start.": "2. 人类和蜥蜴人从一开始就可以招募。",
 "2. Level & Growth": "2. 等级与成长",
 "2. Wait for the board to refresh": "2. 等待招募板刷新",
 "2.1x the median physical active per cast": "每次施放为物理主动中位数的 2.1 倍",
 "2.4x the median magic active per cast": "每次施放为魔法主动中位数的 2.4 倍",
 "2.4x the median physical active per cast": "每次施放为物理主动中位数的 2.4 倍",
 "2.5 gold": "2.5 金币",
 "20 Constitution": "20 体质",
 "20 Shell stacks": "20 层外壳",
 "20 Shells (each blocks one hit to 1 dmg)": "20 层外壳（每层将一次命中降为 1 伤害）",
 "20 Str / 15 Agi / 12 Per": "20 力量 / 15 敏捷 / 12 感知",
 "20 descending floors": "20 层下行楼层",
 "20 gold": "20 金币",
 "20 of them carry a combat layout of their own": "其中 20 个有自己的战斗布局",
 "20 resolutions offered here, each +10": "20 项探险决议在此提供，每项 +10",
 "20% / kill": "20% / 击杀",
 "20% / open": "20% / 开启",
 "20% of its combined HP or below": "合计 HP 的 20% 及以下",
 "20, each with its own combat layout": "20，每层都有自己的战斗布局",
 "20.69% / kill": "20.69% / 击杀",
 "200 HP": "200 HP",
 "200 gold": "200 金币",
 "200% magic": "200% 魔法",
 "200% physical": "200% 物理",
 "2000 gold": "2000 金币",
 "2000 gold, then +10% Crit": "2000 金币，然后 +10% 暴击",
 "204 damage / target": "204 伤害 / 目标",
 "209.5 gold": "209.5 金币",
 "20s cooldown": "20秒冷却",
 "21 other template(s) competing for this slot": "另有 21 个模板争夺此槽",
 "21.43% / kill": "21.43% / 击杀",
 "21.5 gold": "21.5 金币",
 "21.74% / open": "21.74% / 开启",
 "21.88% / kill": "21.88% / 击杀",
 "211 magic": "211 魔法",
 "211 magic damage / target - 210.7 per energy": "211 魔法伤害 / 目标 - 每能量 210.7",
 "211 physical": "211 物理",
 "211 physical damage / target - 70.4 per energy": "211 物理伤害 / 目标 - 每能量 70.4",
 "216 gold": "216 金币",
 "217 physical": "217 物理",
 "217 physical damage / target - 54.3 per energy": "217 物理伤害 / 目标 - 每能量 54.3",
 "22 gold": "22 金币",
 "22 other template(s) competing for this slot": "另有 22 个模板竞争此槽",
 "22 resource rows - 22 chest rows": "22 行资源 - 22 行宝箱",
 "220 gold": "220 金币",
 "222.5 gold": "222.5 金币",
 "226 gold": "226 金币",
 "227 gold": "227 金币",
 "23 gold": "23 金币",
 "23.08% / open": "23.08% / 开启",
 "23.5 gold": "23.5 金币",
 "237 physical": "237 物理",
 "237 physical damage / target - 79 per energy": "237 物理伤害 / 目标 - 每能量 79",
 "237.5 gold": "237.5 金币",
 "24 / 48 / 72 / 96 / 120 / 144 cumulative hours. Dormant (Dev_NotUsed, no alert/affecter/event consumes it)": "累计 24 / 48 / 72 / 96 / 120 / 144 小时。休眠（Dev_NotUsed，没有警报/效果施加者/事件会消耗它）",
 "24 armor and off-hand pieces in 3 families and 11 sets. A set is the material the piece is made of. Every number here is the item's own. The settler's stats add on top.": "24 件护甲和副手，分属 3 个系和 11 个套装。套装即该装备所用的材料。此处每个数字都是物品自身的数值。开拓者的属性会额外叠加。",
 "24 backgrounds": "24 个出身",
 "24 gold": "24 金币",
 "24 hours make a day": "24 小时为 1 天",
 "240 gold": "240 金币",
 "24000 ticks (≈0.37 days)": "24000 刻 (≈0.37 天)",
 "241 physical": "241 物理",
 "241 physical damage / target": "241 物理伤害 / 目标",
 "242.5 gold": "242.5 金币",
 "244 gold": "244 金币",
 "245 gold": "245 金币",
 "25 gold": "25 金币",
 "25 other template(s) competing for this slot": "另有 25 个模板争夺此槽",
 "25% / kill": "25% / 击杀",
 "25% to +50%": "25% 至 +50%",
 "25.81% / kill": "25.81% / 击杀",
 "250 gold": "250 金币",
 "254 magic": "254 魔法",
 "254 magic damage / target - 84.8 per energy": "254 魔法伤害 / 目标 - 每能量 84.8",
 "26 gold": "26 金币",
 "26 magic damage / target": "26 魔法伤害 / 目标",
 "26.3/energy": "26.3/能量",
 "260 gold": "260 金币",
 "267 physical": "267 物理",
 "267 physical damage / target - 66.6 per energy": "267 物理伤害 / 目标 - 每能量 66.6",
 "269 physical": "269 物理",
 "27 backgrounds": "27 出身",
 "27 gold": "27 金币",
 "27 physical": "27 物理",
 "27 physical damage / target": "27 物理伤害 / 目标",
 "27.5 gold": "27.5 金币",
 "27.78% / open": "27.78% / 开启",
 "274 physical": "274 物理",
 "274 physical damage / target": "274 物理伤害 / 目标",
 "274 physical damage / target - 91.2 per energy": "274 物理伤害 / 目标 - 每能量 91.2",
 "28 gold": "28 金币",
 "28.57% / kill": "28.57% / 击杀",
 "285 gold": "285 金币",
 "286 gold": "286 金币",
 "288 magic": "288 魔法",
 "288 magic damage / target - 72.1 per energy": "288 魔法伤害 / 目标 - 每能量 72.1",
 "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.": "目标无燃烧时为 288，50 层上限时最高 1,730（每层约增加 29）。起爆会消耗层数。",
 "2880 min (2 in-game days)": "2880 分钟（游戏内 2 天）",
 "29 backgrounds": "29 个出身",
 "29 gold": "29 金币",
 "29 resolutions offered here, each +10 to +20": "29 项探险决议在此提供，每项 +10 至 +20",
 "29.5 gold": "29.5 金币",
 "292 physical": "292 物理",
 "292 physical damage / target - 97.3 per energy": "292 物理伤害 / 目标 - 每能量 97.3",
 "294 gold": "294 金币",
 "2_Hard": "2_Hard",
 "2_Normal Battle 1": "2_Normal Battle 1",
 "2_Normal Battle 2": "2_Normal Battle 2",
 "2x mana-stone cost, 1.5x stat gain": "2x 法力石消耗，1.5x 属性提升",
 "2x the median magic active per cast": "每次施放为魔法主动中位数的 2 倍",
 "2×1 tiles": "2×1 格",
 "2×2 tiles": "2×2 格",
 "2×3 tiles": "2×3 格",
 "3 (Primary)": "3 (主要)",
 "3 Corridor": "3 走廊",
 "3 Stacks": "3 层",
 "3 backgrounds": "3 出身",
 "3 basic attacks is one payout of 2 Bleeding stacks.": "3 次普通攻击结算 1 次，施加 2 层出血。",
 "3 basic attacks is one payout of 2 Burning stacks.": "3 次普通攻击结算 1 次，施加 2 层燃烧。",
 "3 cells (ConeExceptMe radius 1): up to 3 targets, 547 total if every cell is hit": "3 格 (ConeExceptMe 半径 1)：最多 3 个目标，若每格都命中则合计 547",
 "3 cells (Direction radius 3): up to 3 targets, 444 total if every cell is hit": "3 格（方向半径 3）：最多 3 个目标，若每格都命中则合计 444",
 "3 combos": "3 套组合",
 "3 damage/second": "3 伤害/秒",
 "3 energy to cast": "施放消耗 3 能量",
 "3 energy to cast - 10s cooldown": "施放消耗 3 能量 - 10秒冷却",
 "3 energy to cast - 12s cooldown": "施放消耗 3 能量 - 12秒冷却",
 "3 energy to cast - 15s cooldown": "施放消耗 3 能量 - 15秒冷却",
 "3 energy to cast - 18s cooldown": "施放消耗 3 能量 - 18秒冷却",
 "3 energy to cast - 20s cooldown": "施放消耗 3 能量 - 20秒冷却",
 "3 energy to cast - 6s cooldown": "施放消耗 3 能量 - 6秒冷却",
 "3 energy to cast - 7s cooldown": "施放消耗 3 能量 - 7秒冷却",
 "3 energy to cast - 8s cooldown": "施放消耗 3 能量 - 8秒冷却",
 "3 entries": "3 条",
 "3 gold": "3 金币",
 "3 in-game days": "游戏内 3 天",
 "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.": "每层每秒 3 魔法 伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加50层）。示例：10 层 = 30 魔法 伤害/秒。持续时间由施加该效果的技能决定。",
 "3 magic per stack": "每层 3 魔法",
 "3 magic per stack / sec": "每层每秒 3 点魔法",
 "3 min": "3 分钟",
 "3 other template(s) competing for this slot": "另有 3 个模板争夺此槽",
 "3 per stack per second": "每层每秒 3",
 "3 scene steps": "3 个场景步骤",
 "3 steps": "3 个步骤",
 "3 steps - 1 decision": "3 个步骤 - 1 项决策",
 "3 steps - 1 decision - 1 roll": "3 个步骤 - 1 项决策 - 1 次抽取",
 "3 steps - 1 decision - loops": "3 个步骤 - 1 项决策 - 循环",
 "3 steps - 2 decisions": "3 个步骤 - 2 项决策",
 "3 tiles": "3 格",
 "3 중첩이 누적되면 5초 간 기절을 부여합니다. (PS : 기절 부여하면서 스택이 초기화됨)": "叠加3层后，施加5秒眩晕。（注意：施加眩晕时，层数会重置。）",
 "3-Man": "3人",
 "3. Background": "3. 出身",
 "3. Reroll the board by hand": "3. 手动刷新招募板",
 "3.23% / kill": "3.23% / 击杀",
 "3.5x speed": "3.5x 速度",
 "30 gold": "30 金币",
 "30 physical": "30 物理",
 "30 total": "总计 30",
 "30% / open": "30% / 开启",
 "30% dmg in 2 squares on crit basic": "暴击普通攻击对 2 格造成 30% 伤害",
 "30% head / 70% body": "30% 头部 / 70% 身体",
 "30% of damage": "伤害的 30%",
 "30% physical": "30% 物理",
 "300 gold": "300 金币",
 "300% physical": "300% 物理",
 "3000 HP": "3000 HP",
 "303 gold": "303 金币",
 "304 gold": "304 金币",
 "31.58% / kill": "31.58% / 击杀",
 "315 gold": "315 金币",
 "32 gold": "32 金币",
 "32 physical": "32 物理",
 "32 physical damage / target - 8.1 per energy": "32 物理伤害 / 目标 - 每能量 8.1",
 "32.26% / kill": "32.26% / 击杀",
 "33 gold": "33 金币",
 "33.33% / kill": "33.33% / 击杀",
 "33.33% / open": "33.33% / 打开",
 "335 gold": "335 金币",
 "34.29% / kill": "34.29% / 击杀",
 "34.45% / kill": "34.45% / 击杀",
 "340 gold": "340 金币",
 "345 physical": "345 物理",
 "35 gold": "35 金币",
 "35 room templates": "35 个房间模板",
 "35 rooms": "35 房间",
 "35.29% / open": "35.29% / 开启",
 "36 gold": "36 金币",
 "36 min": "36 分钟",
 "36.5 gold": "36.5 金币",
 "360 gold": "360 金币",
 "365 physical": "365 物理",
 "365 physical damage / target - 121.6 per energy": "365 物理伤害 / 目标 - 每能量 121.6",
 "368 gold": "368 金币",
 "369 gold": "369 金币",
 "37 gold": "37 金币",
 "378 gold": "378 金币",
 "38 direct only, up to 68 per hit target with the full 30 burn damage from one application.": "仅 38 直接伤害，算上一次施加的全部 30 点燃烧伤害，每个被击中目标最高 68。",
 "38 gold": "38 金币",
 "38 magic": "38 魔法",
 "38 magic damage / target - 9.6 per energy": "38 魔法伤害 / 目标 - 每能量 9.6",
 "38.46% / open": "38.46% / 开启",
 "380 HP / 90.7 Magic Attack": "380 HP / 90.7 魔法攻击力",
 "384 direct only, up to 534 per hit target with the full 150 burn damage from one application.": "仅 384 直接伤害，算上一次施加的全部 150 点燃烧伤害，每个被击中目标最高 534。",
 "384 magic": "384 魔法",
 "385 Max HP": "385 最大 HP",
 "3_Hard": "3_Hard",
 "3_Normal": "3_Normal",
 "3_Normal Battle 1": "3_Normal Battle 1",
 "3_Normal Battle 2": "3_Normal Battle 2",
 "3_Normal Battle 3": "3_Normal Battle 3",
 "3x the median magic active per cast": "每次施放为魔法主动中位数的 3 倍",
 "3×1 tiles": "3×1 格",
 "3×2 tiles": "3×2 地块",
 "3×3 tiles": "3×3 格",
 "3×4 tiles": "3×4 格",
 "4 Stacks": "4 层",
 "4 energy to cast": "施放消耗 4 能量",
 "4 energy to cast - 10s cooldown": "施放消耗 4 能量 - 10秒冷却",
 "4 energy to cast - 12s cooldown": "施放消耗 4 能量 - 12秒冷却",
 "4 energy to cast - 14s cooldown": "施放消耗 4 能量 - 14秒冷却",
 "4 energy to cast - 15s cooldown": "施放消耗 4 能量 - 15秒冷却",
 "4 energy to cast - 18s cooldown": "施放消耗 4 能量 - 18秒冷却",
 "4 energy to cast - 20s cooldown": "施放消耗 4 能量 - 20秒冷却",
 "4 energy to cast - 30s cooldown": "施放消耗 4 能量 - 30秒冷却",
 "4 entries": "4 条",
 "4 gold": "4 金币",
 "4 other template(s) competing for this slot": "另有 4 个模板争夺此槽",
 "4 rooms": "4 房间",
 "4 steps": "4 个步骤",
 "4 steps - 1 decision": "4 个步骤 - 1 项决策",
 "4 steps - 1 decision - 1 roll": "4 个步骤 - 1 项决策 - 1 次抽取",
 "4 steps - 2 decisions - loops": "4 个步骤 - 2 项决策 - 循环",
 "4 tiles": "4 格",
 "4'320 in-game minutes": "4'320 游戏内分钟",
 "4'500 total HP": "总计 4'500 HP",
 "4. Individual Traits": "4. 个人特质",
 "4. Make room under the member cap": "4. 在成员上限下留出空位",
 "4.5 gold": "4.5 金币",
 "4.5 hours of real time": "4.5 小时真实时间",
 "40 gold": "40 金币",
 "40 physical": "40 物理",
 "40% / kill": "40% / 击杀",
 "40% / open": "40% / 开启",
 "400 gold": "400 金币",
 "419 gold": "419 金币",
 "42 Abyss variants": "42 种无尽深渊变体",
 "42 gold": "42 金币",
 "42 unique Abyss monsters": "42 种独特的无尽深渊怪物",
 "43 gold": "43 金币",
 "432 gold": "432 金币",
 "4320 min": "4320 分钟",
 "4320 min (3 in-game days)": "4320 分钟（游戏内 3 天）",
 "44 gold": "44 金币",
 "440 gold": "440 金币",
 "445 gold": "445 金币",
 "448 engine/game constants; dev comments document FloatValues indices.": "448 条引擎/游戏常量；开发者备注记录 FloatValues 各下标的含义。",
 "45 HP": "45 HP",
 "45 magic": "45 魔法",
 "45 ticks make a minute": "45 刻为 1 分钟",
 "45.45% / kill": "45.45% / 击杀",
 "450 gold": "450 金币",
 "452 gold": "452 金币",
 "456 physical damage / target": "456 物理伤害 / 目标",
 "46 sources": "46 个来源",
 "47 gold": "47 金币",
 "475 gold": "475 金币",
 "48 gold": "48 金币",
 "48.5 gold": "48.5 金币",
 "480 gold": "480 金币",
 "485 gold": "485 金币",
 "485 physical": "485 物理",
 "485 physical damage / target - 97 per energy": "485 物理伤害 / 目标 - 每能量 97",
 "488 gold": "488 金币",
 "49 gold": "49 金币",
 "495 / sec": "495 / 秒",
 "495 physical damage per second": "每秒 495 物理伤害",
 "4_Hard": "4_Hard",
 "4_Normal": "4_Normal",
 "4x the median magic active per cast": "每次施放为魔法主动中位数的 4 倍",
 "4×1 tiles": "4×1 格",
 "4×2 tiles": "4×2 格",
 "4×3 tiles": "4×3 地块",
 "4×4 tiles": "4×4 地块",
 "4×5 tiles": "4×5 格",
 "5 (GAMESYSTEM_Dungeon_MaxFloor)": "5（GAMESYSTEM_Dungeon_MaxFloor）",
 "5 Stacks": "5 层",
 "5 cells (Manhattan radius 1): up to 5 targets, 790 total if every cell is hit. Also hits allies in the area": "5 格（曼哈顿半径 1）：最多 5 个目标，若每格都命中则合计 790。范围内也会命中盟友",
 "5 energy to cast": "施放消耗 5 能量",
 "5 energy to cast - 10s cooldown": "施放消耗 5 能量 - 10秒冷却",
 "5 energy to cast - 12s cooldown": "施放消耗 5 能量 - 12秒冷却",
 "5 energy to cast - 15s cooldown": "施放消耗 5 能量 - 15秒冷却",
 "5 energy to cast - 20s cooldown": "施放消耗 5 能量 - 20秒冷却",
 "5 energy to cast - 30s cooldown": "施放消耗 5 能量 - 30秒冷却",
 "5 energy to cast - 8s cooldown": "施放消耗 5 能量 - 8秒冷却",
 "5 entries": "5 条",
 "5 floors": "5 层",
 "5 floors -": "5 层 -",
 "5 gold": "5 金币",
 "5 in-game minutes": "5 个游戏内分钟",
 "5 inscription choices": "5 个铭文选项",
 "5 min": "5 分钟",
 "5 misc edibles sit outside those classes. The racial diet rules read the class:": "另有 5 种杂项食物不在这些类别中。种族饮食规则读取该类别：",
 "5 other template(s) competing for this slot": "另有 5 个模板竞争此槽",
 "5 per stack per second": "每层每秒 5",
 "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.": "每层每秒 5 物理伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 99 层）。示例：10 层 = 50 物理伤害/秒。持续时间由施加该效果的技能决定。",
 "5 physical per stack": "每层 5 点物理",
 "5 physical per stack / sec": "每层每秒 5 点物理",
 "5 random inscriptions": "5 条随机铭文",
 "5 scene steps": "5 个场景步骤",
 "5 skill points to unlock": "解锁需 5 技能点",
 "5 slots are offered per roll": "每次掷骰提供 5 个槽",
 "5 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)": "5 叠 x 3 天 = 15 游戏内天（1x 下约 4.5 真实小时）",
 "5 steps - 2 decisions - 1 roll - loops": "5 个步骤 - 2 项决策 - 1 次抽取 - 循环",
 "5 tiles": "5 格",
 "5 victims": "5 个目标",
 "5, with a Retry button that rerolls all of them": "5 个，带有重试按钮，可重掷全部选项",
 "5. Skill Trees": "5. 技能树",
 "5.88% / open": "5.88% / 开启",
 "50 (150/s at max)": "50 (满层时 150/秒)",
 "50 gold": "50 金币",
 "50 stacks = 150/sec": "50 层 = 150/秒",
 "50% / kill": "50% / 击杀",
 "50% / open": "50% / 打开",
 "50% missing HP": "已损失 50% HP",
 "500 gold": "500 金币",
 "500% physical": "500% 物理",
 "53.57% / kill": "53.57% / 击杀",
 "532.5 gold": "532.5 金币",
 "54 gold": "54 金币",
 "54 min": "54 分钟",
 "54000 ticks (≈0.83 days)": "54000 刻 (≈0.83 天)",
 "55 gold": "55 金币",
 "55.56% / open": "55.56% / 开启",
 "56 gold": "56 金币",
 "572 gold": "572 金币",
 "58 gold": "58 金币",
 "58.82% / open": "58.82% / 开启",
 "59 gold": "59 金币",
 "5th": "第5",
 "5×3 tiles": "5×3 地块",
 "5×4 tiles": "5×4 地块",
 "6 Stacks": "6 层",
 "6 additions, 35 changes and 1 removals across 7 data tables.": "7 个数据表中有 6 项新增、35 项更改和 1 项移除。",
 "6 damage/second": "6 伤害/秒",
 "6 energy = 1 to cast + 5 for the Bubbling it consumes.": "6 能量 = 1 用于施放 + 5 用于所消耗的泡泡灵。",
 "6 energy = 4 to cast + 2 for the Bubbling it consumes.": "6 能量 = 4 用于施放 + 2 用于所消耗的泡泡灵。",
 "6 energy to cast": "施放消耗 6 能量",
 "6 energy to cast - 30s cooldown": "施放消耗 6 能量 - 30秒冷却",
 "6 entries": "6 条",
 "6 gold": "6 金币",
 "6 other template(s) competing for this slot": "另有 6 个模板争夺此槽",
 "6 skill points to unlock": "解锁需 6 技能点",
 "6 skills - click to collapse": "6 技能 - 点击折叠",
 "6 stacks (see note)": "6 层（见注释）",
 "6 steps - 2 decisions - 2 rolls - loops": "6 个步骤 - 2 项决策 - 2 次抽取 - 循环",
 "6 steps - 4 decisions - 1 roll - loops": "6 个步骤 - 4 项决策 - 1 次抽取 - 循环",
 "6 tiles": "6 格",
 "6 total": "总计 6",
 "6. Inscriptions": "6. 铭文",
 "60 Energy": "60 能量",
 "60 Energy is 1 Shell.": "60 能量为 1 外壳。",
 "60 gold": "60 金币",
 "60 minutes make an hour": "60 分钟为 1 小时",
 "60 total": "总计 60",
 "600 gold": "600 金币",
 "600 min": "600 分钟",
 "606 gold": "606 金币",
 "61 gold": "61 金币",
 "61.22% / kill": "61.22% / 击杀",
 "61.5 gold": "61.5 金币",
 "62.5% / open": "62.5% / 开启",
 "630 gold": "630 金币",
 "64 gold": "64 金币",
 "64'800 ticks": "64'800 刻",
 "65 magic": "65 魔法",
 "65 magic damage / target": "65 魔法 伤害 / 目标",
 "65 magic damage / target - 21.8 per energy": "65 魔法伤害 / 目标 - 每能量 21.8",
 "65.22% / open": "65.22% / 开启",
 "66 gold": "66 金币",
 "66 pages": "66 页",
 "68.97% / kill": "68.97% / 击杀",
 "680 gold": "680 金币",
 "69 weapons in 10 families and 7 sets. A set is the material the piece is made of. Every number here is the item's own. The settler's stats add on top.": "69 件武器，分属 10 个系和 7 个套装。套装即该装备所用的材料。此处每个数字都是物品自身的数值。开拓者的属性会额外叠加。",
 "6×3 tiles": "6×3 格",
 "6×4 tiles": "6×4 格",
 "6×5 tiles": "6×5 格",
 "7 cells (Direction radius 7): up to 7 targets, 1,113 total if every cell is hit": "7 格（方向半径 7）：最多 7 个目标，若每格都命中则合计 1,113",
 "7 energy = 5 to cast + 2 for the Bubbling it consumes.": "7 能量 = 5 用于施放 + 2 用于所消耗的泡泡灵。",
 "7 energy to cast": "施放消耗 7 能量",
 "7 energy to cast - 30s cooldown": "施放消耗 7 能量 - 30秒冷却",
 "7 equipment slots": "7 个装备槽",
 "7 gold": "7 金币",
 "7 in-game days": "游戏内 7 天",
 "7 per unit": "每个单位 7 个",
 "7 steps - 4 decisions - 1 roll - loops": "7 个步骤 - 4 项决策 - 1 次抽取 - 循环",
 "7 tiles": "7 格",
 "7. Soul Stones & Acquired Traits": "7. 灵魂石与后天特质",
 "7.14% / kill": "7.14% / 击杀",
 "7.5 gold": "7.5 金币",
 "7.69% / kill": "7.69% / 击杀",
 "70 gold": "70 金币",
 "70.37% / open": "70.37% / 开启",
 "72 gold": "72 金币",
 "72000 ticks (≈1.1 days)": "72000 刻 (≈1.1 天)",
 "73 gold": "73 金币",
 "73 physical": "73 物理",
 "73 physical damage / target": "73 物理伤害 / 目标",
 "73.5 gold": "73.5 金币",
 "74 gold": "74 金币",
 "74 physical": "74 物理",
 "74 physical damage / target": "74 物理伤害 / 目标",
 "75 gold": "75 金币",
 "75% physical": "75% 物理",
 "750 gold": "750 金币",
 "76 gold": "76 金币",
 "77.78% / kill": "77.78% / 击杀",
 "79 sources": "79 个来源",
 "7s cooldown": "7秒冷却",
 "7x speed": "7 倍速",
 "7×5 tiles": "7×5 格",
 "7×6 tiles": "7×6 格",
 "8 Luma Log + 6 Stone": "8 原木 + 6 石材",
 "8 Treasure": "8 宝藏",
 "8 gold": "8 金币",
 "8 min": "8 分钟",
 "8 other template(s) competing for this slot": "另有 8 个模板争夺此槽",
 "8 skill points to unlock": "解锁需 8 技能点",
 "8 steps": "8 步",
 "8 steps - 7 decisions": "8 个步骤 - 7 项决策",
 "8 tiles": "8 格",
 "8. Equipment": "8. 装备",
 "8.5 gold": "8.5 金币",
 "8.57% / kill": "8.57% / 击杀",
 "80% physical, 2 hits": "80% 物理，2 次命中",
 "800 HP": "800 HP",
 "800 gold": "800 金币",
 "81 gold": "81 金币",
 "84 gold": "84 金币",
 "86.5 gold": "86.5 金币",
 "88 gold": "88 金币",
 "9 cells (Square radius 1): up to 8 targets centered on the caster, 2,156 total if every cell is hit. Also hits allies in the area": "9 格（方形半径 1）：最多 8 个目标，以施法者为中心，若每格都命中则合计 2,156。范围内也会命中盟友",
 "9 cells (Square radius 1): up to 8 targets centered on the caster, 219 total if every cell is hit": "9 格（方形半径 1）：最多 8 个目标，以施法者为中心，若每格都命中则合计 219",
 "9 cells (Square radius 1): up to 9 targets, 1,164 total if every cell is hit. Also hits allies in the area": "9 格（方形半径 1）：最多 9 个目标，若每格都命中则合计 1,164。范围内也会命中盟友",
 "9 gold": "9 金币",
 "9 magic per second to nearby enemies for 10 s": "对附近敌人每秒 9 魔法，持续 10 秒",
 "9 other template(s) competing for this slot": "另有 9 个模板在竞争此槽",
 "9 steps": "9 个步骤",
 "9. Advanced - input my stats": "9. 高级 - 输入我的属性",
 "9.09% / kill": "9.09% / 击杀",
 "9.68% / kill": "9.68% / 击杀",
 "90 total": "总计 90",
 "900 gold": "900 金币",
 "900 min": "900 分钟",
 "9000 ticks (≈0.14 days)": "9000 刻 (≈0.14 天)",
 "904 gold": "904 金币",
 "91 physical": "91 物理",
 "91 physical damage / target": "91 物理伤害 / 目标",
 "96 direct only, up to 156 per hit target with the full 60 burn damage from one application.": "仅 96 直接伤害，算上一次施加的全部 60 点燃烧伤害，每个被击中目标最高 156。",
 "96 gold": "96 金币",
 "96 magic": "96 魔法",
 "96 magic damage / target": "96 魔法伤害 / 目标",
 "97 gold": "97 金币",
 "97 magic": "97 魔法",
 "98 gold": "98 金币",
 "99 (495/s at max)": "99 (满层 495/秒)",
 "99 physical": "99 物理",
 "99 physical damage / target": "99 物理伤害 / 目标",
 "99 stacks = 495/sec": "99 层 = 495/秒",
 "9999 HP": "9999 HP",
 "9×8 tiles": "9×8 格",
 ": \"保持未被发现且无法成为目标。如果你对敌人造成伤害，该效果会立即结束。\" A hard on/off flag. Defined in the data but not currently granted by any obtainable item, trait or skill.": "：\"保持未被发现且无法成为目标。如果你对敌人造成伤害，该效果会立即结束。\" 硬性开/关标志。数据中有定义，但当前没有任何可获得的物品、特质或技能会赋予。",
 ": 2 appear here per visit, alongside 2×": ": 每次访问此处出现 2 只，另有 2×",
 ": 2 appear here per visit, alongside 3×": ": 每次访问此处出现 2 只，另有 3×",
 ": 2 appear here per visit. The room itself is rolled on floor 1 / floor 2 in about": ": 每次访问此处出现 2 只。该房间本身在第 1 层 / 第 2 层约",
 ": 2 appear here per visit. The room itself is rolled on floor 5 in about": ": 每次访问此处出现 2 只。该房间本身在第 5 层约",
 ": 3 appear here per visit, alongside 1×": ": 每次访问此处出现 3 只，另有 1×",
 ": 3 appear here per visit, alongside 2×": ": 每次访问此处出现 3 只，另有 2×",
 ": 4 appear here per visit, alongside 2×": ": 每次访问此处出现 4 只，另有 2×",
 ": 4 appear here per visit, alongside 3×": ": 每次访问此处出现 4 只，另有 3×",
 ": a scripted lesson. Tutorial events drive it. See Tutorial below.": "：一段脚本教学。由教程事件驱动。见下方教程。",
 ": a successful guard cuts the damage by": "：格挡成功时将伤害削减",
 ": accepting the request runs the": ": 接受该请求会运行",
 ": an auto-advancing chain. No NPC hands it out. See Main story below.": "：一条自动推进的任务链。没有非玩家角色发放。见下方主线剧情。",
 ": building": ": 建筑",
 ": each DropTable row has three slots (item key, percentage, amount). A slot may reference another": "：每条 DropTable 行有三个槽位（物品键、百分比、数量）。一个槽位可以引用另一个",
 ": 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.": ": 每列是一层科技等级，需科技手册和探险等级才能解锁。线条将研究项目连接到需要它的项目；角上的数字是完成所需的需求量。点击任意节点可跳到下方表格中对应的行。",
 ": each hit rolls": "：每次命中掷出",
 ": 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": "：游戏内每分钟，开拓者的压力会按心情 x -0.03 变化，所以开心的开拓者会平静下来，不开心的会积压压力，直到",
 ": got": ": 得到",
 ": granted to all": "：授予所有",
 ": hunts and studies from named people. The item reward is paid when you talk to them again, and every reward shown here is read from that event data.": "：来自具名人物的狩猎和研究。物品奖励在你再次与他们交谈时发放，此处显示的每项奖励都读自该事件数据。",
 ": instantly executes any non-boss enemy that takes damage while at 20% combined HP (head + body) or less.": "：立即处决任何受到伤害时合计 HP（头部 + 身体）为 20% 或更低的非首领敌人。",
 ": it repairs": "：它修复",
 ": item": ": 物品",
 ": list entries like": "：列表条目如",
 ": look up": "：查阅",
 ": monster": ": 怪物",
 ": multiplies damage by": "：将伤害乘以",
 ": no more gold, but a standing +10% Crit - which makes future crits (and other crit-payout effects) come faster.": "：不再获得金币，但保留固定 +10% 暴击，这会让后续暴击（以及其他暴击奖励效果）来得更快。",
 ": no shippable": "：没有可运输的",
 ": one appears here per visit, alongside 2×": ": 每次访问此处出现 1 只，另有 2×",
 ": one appears here per visit, alongside 3×": ": 每次访问此处出现 1 只，另有 3×",
 ": one appears here per visit, alongside 4×": ": 每次访问此处出现 1 只，另有 4×",
 ": one appears here per visit. The room itself is rolled on floor 1 / floor 2 in about": ": 每次访问此处出现 1 只。该房间本身在第 1 层 / 第 2 层约",
 ": one appears here per visit. The room itself is rolled on floor 10 in about": ": 每次访问此处出现 1 只。该房间本身在第 10 层约",
 ": one appears here per visit. The room itself is rolled on floor 20 in about": ": 每次访问此处出现 1 只。该房间本身在第 20 层约",
 ": one appears here per visit. The room itself is rolled on floor 5 in about": ": 每次访问此处出现 1 只。该房间本身在第 5 层约",
 ": only": ": 只",
 ": packed for every character (": "：为每个角色打包（",
 ": portrait \"": "：肖像“",
 ": raises every one of the unit's 6 talents by one tier, capped at Genius.": "：将该单位的 6 项天赋各提高一档，上限为天才。",
 ": repeatable settlement goals. They raise ": "：可重复的据点目标。它们提升 ",
 ": target": ": 目标",
 ": target HP": ": 目标 HP",
 ": target HP x": ": 目标 HP x",
 ": the Korean": "：韩文",
 ": the backpack was full, so": "：背包满了，所以",
 ": the game would show different attributes than the builder does (": "：游戏将显示与构筑器不同的属性（",
 ": the listed routes are unsourced (no unit, building or room references them) - effectively unobtainable.": ": 列出的路径无来源（没有单位、建筑或房间引用它们） - 实际上无法获得。",
 ": themed expedition dungeons you unlock in order by clearing the one before it. Each region has a fixed number of": ": 按主题划分的探险地下城，需按顺序通关前一个才能解锁。每个区域有固定数量的",
 ": this build has no": "：此构建没有",
 ": this character can use the": "：该角色可以使用",
 ": unit": ": 单位",
 ": using the template value": "：使用模板值",
 ": when a basic attack crits, it also deals area damage (matching the attack's damage type) to nearby enemies.": "：普通攻击暴击时，还会对附近敌人造成范围伤害（伤害类型与该攻击相同）。",
 ": your Expedition holds one rank at a time. It rises when you collect enough Contribution Points, and every rank unlocks more of the settlement: members, recruit candidates, races, room quality and research. The data table behind it is named ClanRankTable, so older links say Clan Rank. The table defines 7 ranks; this build lets you reach rank 3.": ": 你的探险同一时间只拥有一个等级。收集足够的贡献点后会提升，每一级都会解锁更多据点内容：成员、招募候选人、种族、房间品质和研究。其背后的数据表名为 ClanRankTable，因此旧链接会写成 Clan Rank。该表定义了 7 个等级；本版本可达到 3 级。",
 "; R = 200 lets through": "；R = 200 时放行",
 "; a fourth kill only refreshes the timer, it does not push past the cap.": "；第四次击杀只刷新计时，不会突破上限。",
 "; blocked after quest \"": "; 任务完成后封锁 \"",
 "; blocked once": "；一旦封锁",
 "; blocked once the event \"": "; 一旦发生事件 \"",
 "; click any name for its full effect.": "；点击任意名称查看完整效果。",
 "; effects adjust this channel, and the main stat page lists them all.": "；效果会调整此通道，主属性页会列出全部。",
 "; never after": "; 此后不再",
 "; pressing it commits the transition and marks the region cleared (": "；按下后确认此次转换，并将该区域标记为已通关（",
 "; requires quest \"": "; 需要任务 \"",
 "; see the": "；详见",
 "; stacks up to {#}": "; 最多叠加{#}层",
 "<b>{#}%</b> of {#} HP": "<b>{#}%</b> 的 {#} HP",
 "= (summoner's Magic Attack Power x 0.5) + the summon's base Magic Attack Power": "= (召唤者的魔法攻击力 x 0.5) + 召唤物的基础魔法攻击力",
 "= (summoner's Magic Attack Power x 1) + the summon's base HP": "= (召唤者的魔法攻击力 x 1) + 召唤物的基础 HP",
 "= +50% HP).": "= +50% HP）。",
 "= 10 + expected talent growth + flat modifiers, then x(1 + sum of % modifiers).": "= 10 + 预期天赋成长 + 固定修正值，然后 x(1 + % 修正值之和)。",
 "= 108 physical": "= 108 物理",
 "= 164 physical + 27 physical": "= 164 物理 + 27 物理",
 "= 181 physical + 30 physical": "= 181 物理 + 30 物理",
 "= 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.": "= 每叠加 4'320 游戏内分钟（3 个游戏内日）。一层被刷到 0 需要 15 个游戏内日（1 倍速下约 4.5 现实小时）才能完全回满。",
 "= 8). It matches the standard 8-tile sight, so for most monsters spotting and engaging happen at the same distance.": "= 8)。它等于标准的 8 格视野，因此对大多数怪物来说，发现和交战发生在同一距离。",
 "= Tech Book tier required": "= 所需科技手册等级",
 "= a building ability;": "= 建筑能力；",
 "= a player-unit skill - learnable from a skill tree (browse them on the": "= 玩家单位技能 - 可从技能树学习（在",
 "= base": "= 基础",
 "= default + sum(major x coefficient) + flat modifiers, then x(1 + sum of % modifiers).": "= 默认值 + sum(主要属性 x 系数) + 固定修正值，然后 x(1 + % 修正值之和)。",
 "= granted or triggered by an item;": "= 由物品授予或触发；",
 "= its": "= 其",
 "= 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.": "= 越容易抽到），并且已预先放置下方列出的建筑、摆件和物品堆。区域类型是它能填入的营地栏位；装饰风格是绘制所用的图块集。这是你家园据点的布局，不是地下城的一层。",
 "= not currently obtainable. The": "= 当前无法获得。",
 "= research workload -": "= 研究需求量 -",
 "= sum of the above =": "= 以上合计 =",
 "= summoner Magic Attack x 0.5 + creature base attack": "= 召唤者魔法攻击力 x 0.5 + 生物基础攻击力",
 "= summoner Magic Attack x 1 + creature base HP": "= 召唤者魔法攻击力 x 1 + 生物基础 HP",
 "= target HP / DPS": "= 目标 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.": "= 该状态存在于玩家单位 / 其他单位 / 物品 / 建筑。百分比属性为加算百分比修正；天赋成长显示玩家单位上每点主属性对该数值的贡献。点击一个状态可查看所有能影响它的内容 - 物品、铭文、特质、技能和怪物。",
 "= used by non-enemy units;": "= 非敌方单位使用；",
 "= used only by enemy units;": "= 仅敌方单位使用；",
 "=100%), orange >=50%, green": "=100%），橙色 >=50%，绿色",
 "@0x893cdc": "@0x893cdc",
 "@0x8EB7A4": "@0x8EB7A4",
 "@0x941AE8,": "@0x941AE8,",
 "@0x942AF0": "@0x942AF0",
 "@0x94DC2C": "@0x94DC2C",
 "@0x94FA04,": "@0x94FA04,",
 "@0x94FC40": "@0x94FC40",
 "@0x94dfb8": "@0x94dfb8",
 "@0x9512bc": "@0x9512bc",
 "@0x960ae0,": "@0x960ae0,",
 "@0x960cdc,": "@0x960cdc,",
 "@0x991ee0": "@0x991ee0",
 "@0xA59F48": "@0xA59F48",
 "@0xDA476C,": "@0xDA476C,",
 "A \"water\" spell simply deals Magic damage. Ice- and frost-flavored abilities are Water Magic flavor, not a separate damage type.": "“水”法术只造成魔法伤害。冰霜风味的能力属于水魔法的表现，不是单独的伤害类型。",
 "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).": "一次 200 伤害的命中在接近 0 HP 时最多恢复 60 HP，一半 HP 时恢复 30 HP，满 HP 时无恢复（所造成伤害的 30%，再乘以已损失 HP 的比例）。",
 "A Barrier-generating engine to amplify": "一个屏障生成引擎，用于放大",
 "A Grey Monster Rat that lives in the forest. It": "生活在森林中的灰色怪鼠。它",
 "A Grey Monster Rat that lives in the forest. It has Incredible power.": "生活在森林中的灰色怪鼠。具有惊人的力量。",
 "A Intermediate elemental stone containing the essence of life.": "一块蕴含生命精华的中级元素石。",
 "A Intermediate elemental stone infused with powerful water energy.": "一块注入了强大水能量的中级元素石。",
 "A Night Watchman patrols the streets even while everyone sleeps, keeping watch for danger. Gains 夜视.": "A Night Watchman patrols the streets even while everyone sleeps, 警惕危险。 Gains 夜视.",
 "A barrier that absorbs one impact envelops your skin.": "一层吸收一次冲击的屏障包裹着你的皮肤。",
 "A base field hidden under the creep is discovered when the blast exposes it, and the buildings and item piles listed for that area spawn. A unit walking into an exposed field discovers it as well.": "藏在蔓延下的据点场地会在爆炸露出它时被发现，该区域列出的建筑和物品堆会随之生成。单位走进已露出的场地也会发现它。",
 "A basic attack deals damage equal to the attacker's": "普通攻击造成的伤害等于攻击者的",
 "A basic axe made of copper.": "A basic 铜制斧头。",
 "A basic axe made of wood.": "A basic 木制斧头。",
 "A basic dagger made of copper.": "一把基本的铜制匕首。",
 "A basic first aid kit containing essential medical supplies.": "一个包含基本医疗用品的急救包。",
 "A basic grain resource used for cooking.": "一种用于烹饪的基本谷物资源。",
 "A basic mace made of copper.": "一把基本的铜制钉头锤。",
 "A basic one-handed sword made of copper.": "一把基本的铜制单手剑。",
 "A basic piece of armor made of leather.": "A basic piece of 由皮革制成的护甲。",
 "A basic set of equipment for making a simple camp in the dungeon. The Guardian Stone offsets the effects of staying in the dungeon.": "A basic set of equipment for making a simple camp in the dungeon. The 守护石会抵消掉 staying in the dungeon.",
 "A basic spear crafted from lightweight wood.": "一把由轻质木材制成的基本长矛。",
 "A basic spear made of copper.": "一把基本的铜矛。",
 "A basic storage": "一个基础储藏室",
 "A basic storage container for storing food. Applies 精心保存 to stored items.": "一个用于存放食物的基础储藏容器。对存放的物品施加精心保存。",
 "A basic storage for": "一个基础储藏室，用于",
 "A basic storage for keeping food.": "一个用于存放食物的基础储藏室。",
 "A battle where multiple mages exist that are problematic if left unattended.": "一场有多名法师的战斗，若不处理会很麻烦。",
 "A battle where multiple mages exist that are problematic if left unattended. - Dungeon Settlers Wiki": "一场有多名法师的战斗，若不处理会很麻烦。 - Dungeon Settlers 维基",
 "A battle where multiple mages exist that are problematic if left unattended. map": "一场有多名法师的战斗，若不处理会很麻烦。地图",
 "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful.": "一场必须在战术上考虑物理/魔法反射的战斗。除反射外，规格也设定得相当强。",
 "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful. - Dungeon Settlers Wiki": "一场必须在战术上考虑物理/魔法反射的战斗。除反射外，规格也设定得相当强。 - Dungeon Settlers 维基",
 "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful. map": "一场必须在战术上考虑物理/魔法反射的战斗。除反射外，规格也设定得相当强。地图",
 "A beast that": "一头野兽",
 "A beast that all Gloths obey at the mere": "一头所有格洛斯仅凭其",
 "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 ease and swallow several goblins at once.": "格洛斯只是听到它低沉的呼吸声便会俯首。这头庞然巨兽体型巨大、破坏力惊人。巨口不仅能轻易咬碎岩石，还能一次吞下数只哥布林。",
 "A beast that lives in caves. It": "生活在洞穴中的野兽。它",
 "A beast that lives in caves. It attacks enemies that enter its territory.": "生活在洞穴中的野兽。它会攻击进入其领地的敌人。",
 "A bid for playing.": "出价游玩。",
 "A bigger offering grows stats faster and costs more mana stones. Least is picked.": "更大的祭品会让属性成长更快，也消耗更多法力石。已选较少。",
 "A blue-glowing mushroom that can cause hallucinations when consumed.": "A blue-glowing 食用后可能会引起幻觉的蘑菇。",
 "A blue-glowing object so cold it sends shivers down the spine just by looking at it.": "A blue-glowing 如此寒冷，仅看一眼就会令人不寒而栗的物体。",
 "A bow": "一把弓",
 "A bow crafted from the bones of beasts.": "A bow crafted 用兽骨制成。",
 "A bow made": "一把弓由",
 "A bow made of carapace.": "一把由甲壳制成的弓。",
 "A bow reinforced with": "一把经加固的弓，材料为",
 "A bow reinforced with bronze fittings.": "一把经加固的弓，材料为 bronze fittings.",
 "A bow reinforced with copper fittings.": "一把经加固的弓，材料为 copper fittings.",
 "A bow reinforced with tin fittings.": "一把经加固的弓，材料为 tin fittings.",
 "A brilliant red stone infused with intense fire energy.": "一块注入了强烈火焰能量的璀璨红石。",
 "A candidate also comes with a": "候选人还带有",
 "A candidate's price is built from two parts. The": "候选人的价格由两部分构成。",
 "A carapace staff imbued with": "一把注入了",
 "A carapace staff imbued with fire": "一把注入了 fire",
 "A carapace staff imbued with fire energy.": "一把注入了 fire energy.",
 "A carapace staff imbued with nature": "一把注入了 nature",
 "A carapace staff imbued with nature energy.": "一把注入了 nature energy.",
 "A carapace staff imbued with water": "一把注入了 water",
 "A carapace staff imbued with water energy.": "一把注入了 water energy.",
 "A carpet dyed red.": "一张染成红色的地毯。",
 "A catastrophe has struck. The wicked": "灾难降临了世界。邪恶的",
 "A catastrophe has struck. The wicked dungeon core, who took the name Arcteon, is rapidly turning the entire continent into 荒芜之地. ## As the expedition leader, dispatched by the 地下城公会, you must build a forward operating base and destroy 地下城核心阿克提恩 located in the deepest part of the 地下城. ## TIP: You can revisit all guide content and control keys via the Help menu at the top right or by pressing the CapsLock key.": "灾难降临了世界。邪恶的地下城核心以阿克提恩为名，正迅速将整个大陆变成一片荒芜之地。 ## 作为地下城公会派出的探险指挥官，你必须建立前哨基地，并摧毁位于地下城最深处的地下城核心阿克提恩。 ## 提示：可通过右上角的帮助菜单或按下 CapsLock 键，重新查看所有教程内容和操作键位。",
 "A catastrophe has struck. The wicked 地下城核心阿克提恩 is rapidly turning the entire continent into 荒芜之地. ## As the expedition leader dispatched by the 地下城公会, you must build an expedition base and destroy 地下城核心阿克提恩 located in the deepest part of the 地下城. ## TIP: You can revisit the game controls and all guide content by pressing the Help menu at the top right of the screen or the CapsLock key.": "灾难降临了世界。邪恶的地下城核心阿克提恩正迅速将整个大陆变成一片荒芜之地。 ## 作为地下城公会派出的探险指挥官，你必须建立前哨基地，并摧毁位于地下城最深处的地下城核心阿克提恩。 ## 提示：可通过屏幕右上角的帮助菜单或按下 CapsLock 键，重新查看游戏操作和所有教程内容。",
 "A character can hold only": "角色同时只能持有",
 "A clamor begins to rise from across the way.": "路的对面开始传来一阵喧闹声。",
 "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.": "路的对面开始传来一阵喧闹声。 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.",
 "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.": "路的对面开始传来一阵喧闹声。 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.",
 "A club made": "一根棍棒由",
 "A club made from": "由",
 "A club made of carapace.": "一个由甲壳制成的棍棒。",
 "A collectible dropped by (or made from) a monster, intended for the not-yet-finished taming system. Each of the 7 stones this build still ships grants a Soul trait when used.": "由怪物掉落（或用怪物制成）的收集物，用于尚未完成的驯化系统。本版本仍附带的 7 颗石头，使用时各授予一项灵魂特质。",
 "A combat axe made of Arcron.": "A combat 以阿克伦为材料制成的斧。",
 "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.": "由主属性和装备算出的战斗属性，例如物理攻击力、最大生命值、攻击速度、暴击几率或抗性。游戏内显示为每项主属性的「每项属性 +X」贡献。",
 "A common animal bone.": "一根普通的动物骨头。",
 "A condensed essence containing mid-grade fire elemental energy.": "一种浓缩的精华，蕴含中级火焰元素能量。",
 "A condensed essence containing mid-grade nature elemental energy.": "一种浓缩的精华，蕴含中级自然元素能量。",
 "A condensed essence containing mid-grade water elemental energy.": "一种浓缩的精华，蕴含中级水元素能量。",
 "A configurable what-if caster.": "可配置的假设施法者。",
 "A core part of machinery.": "机械的核心部分。",
 "A critical basic attack applies 5 stacks of Bleeding to the target for 10 seconds.": "暴击的普通攻击对目标施加 5 层出血，持续 10 秒。",
 "A critical basic attack applies 5 stacks of Burning to the target for 10 seconds.": "暴击的普通攻击对目标施加 5 层燃烧，持续 10 秒。",
 "A critical hit deals 1.5x damage.": "暴击造成 1.5 倍伤害。",
 "A crow quietly flies": "一只乌鸦悄悄地飞过",
 "A crow quietly flies through the thorny vines and lands on your forearm.": "一只乌鸦悄悄地飞过荆棘藤蔓，落在你的前臂上。",
 "A crystal condensed from clear, pristine water.": "由清澈纯净的水凝结而成的水晶。",
 "A crystal that constantly emits faint flames.": "能够持续发出微弱火光的水晶。",
 "A dark crimson blood from a monster rat.": "A dark 来自一只的深红色血液 monster rat.",
 "A decompile of this build shows encirclement is": "对本版本反编译显示，包围",
 "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo.": "一场精心设计的战斗：投掷者束缚敌人的脚，装甲昆虫冲入打出凶狠连击。",
 "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo. - Dungeon Settlers Wiki": "一场精心设计的战斗：投掷者束缚敌人的脚，装甲昆虫冲入打出凶狠连击。 - Dungeon Settlers 维基",
 "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo. map": "一场精心设计的战斗：投掷者束缚敌人的脚，装甲昆虫冲入打出凶狠连击。地图",
 "A dining chair carved from stone.": "一张由石头雕刻而成的餐椅。",
 "A dining chair made of wood.": "一把木制餐椅。",
 "A dish": "一道菜肴",
 "A dish made by roasting": "一道烤制而成的菜肴",
 "A dish made by roasting an entire chunk of monster meat.": "一道烤制而成的菜肴 an entire chunk of monster meat.",
 "A dish of finely chopped turnips mixed with fresh vegetables.": "A dish of 细碎大头菜 mixed with 新鲜蔬菜。",
 "A dish that somewhat improves the nauseating taste of grass porridge.": "一道能稍微改善草粥令人作呕味道的菜肴。",
 "A dug-up grave exudes a foreboding presence.": "A dug-up 坟墓散发出不祥的气息。",
 "A dungeon area on the expedition map. 2 are playable (Veil of Silence, Festering Burrow); the rest are placeholders or internal biomes.": "探险地图上的一处地下城区域。2 个可玩（寂静帷幕、溃烂地穴）；其余为占位或内部生物群系。",
 "A dungeon floor replayed from a game floor seed: the CurrentSeed a save records for one floor, not the campaign code the game shows when you start a run. The page runs the game's own draw stream for that seed, so the layout variant and every Event room are exact. Every other room shows the candidate list the game handed to its layout engine, which makes the final pick inside the engine. The arrangement below is built by that engine: a port of the generator the game runs, checked tile for tile against the floors this site has on record. Floors already on record from a save are drawn at their real tile positions and say so. The quest-report spawn boost is not part of this replay: an NPC room weighs more while a quest report for that NPC is pending. See": "用游戏层种子回放的地下城层：存档为一层记下的 CurrentSeed，不是开局时游戏显示的战役代码。本页对该种子跑游戏自己的抽取流，因此布局变体和每个事件房间都精确。其他房间显示游戏交给布局引擎的候选列表，最终选择在引擎内部完成。下方排列由该引擎搭建：游戏所用生成器的移植，并与本站已记录的层逐格核对。来自存档、已有记录的层按其真实格子位置绘制，并会标明。任务报告的生成加成不在这次回放里：某个 NPC 的任务报告未交时，该 NPC 房间权重更高。参见",
 "A durable bow combining iron and wood.": "一把结合了铁和木材的耐用弓。",
 "A durable club crafted from Bloodwood.": "由血木制成的耐用木棒。",
 "A durable frontline unit": "一个耐用的前线单位",
 "A durable spear crafted from Bloodwood.": "A durable 由血木制成的矛。",
 "A dyed": "一张染色的",
 "A few are non-linear:": "少数是非线性的：",
 "A few combat constants worth knowing:": "几个值得了解的战斗常量：",
 "A few skills divide their table cooldown by attack speed instead of by (1 + cooldown reduction / {#}). Cooldown reduction does not enter that path. A skill whose table cooldown is 0 never reaches either divide.": "少数技能用攻击速度去除表上的冷却，而不是 (1 + 冷却缩减 / {#})。冷却缩减不进这条路径。表冷却为 0 的技能两种除法都到不了。",
 "A fiery red crystal that burns like flames.": "一块如火焰般燃烧的火红色水晶。",
 "A finely crafted silver necklace.": "做工精细的银制项链。",
 "A finely crafted silver necklace. You can gain random stats from 饰品攻击属性, 饰品防御属性, or 饰品功能属性.": "做工精细的银制项链。可从饰品攻击属性、饰品防御属性或饰品功能属性中获得随机属性。",
 "A finely ground": "一种细磨的",
 "A finely ground bone powder.": "一种细磨的骨粉。",
 "A floor ground all the way down to 0: 5 stacks x 3 days =": "一层被刷到 0：5 叠 x 3 天 =",
 "A flowerbed": "花坛",
 "A flowerbed adorned with bright yellow flowers.": "一个装饰着亮黄色花朵的花坛。",
 "A flowerbed adorned with pink flowers.": "一个装饰着粉色花朵的花坛。",
 "A foul-smelling and grotesque lump of meat.": "A foul-smelling 且形状怪异的肉块。",
 "A frontline melee build that takes hits": "会挨打的前线近战构筑",
 "A frontline melee/tank race with a mining and taming focus. Recruitable from clan rank 1 (weight per rank in the chips above). Uses a male-only procedural name pool. Flavored as 'Descendants of Dragons', tying them to the game's unreleased dragon lore.": "前线近战/坦克种族，侧重采矿和驯化。从探险等级 1 即可招募（各等级权重见上方标签）。使用仅男性的程序化名字池。设定为 '古老巨龙的后裔'，与游戏未发布的巨龙设定相关。",
 "A full field of 2 deals about": "场上满员 2 个约造成",
 "A fully built base with all research done. Your squad walks in ready to play.": "一座研究全部完成的全面建成基地。你的小队走进去即可开始游戏。",
 "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); its boss room is a phase-5 template and the region's floor 5 runs phase 5 (GAMESYSTEM_Dungeon_PhaseUnit), so this is the fight that clears the region in stock play. The area's mini-boss tier includes the Elder Gloth and the Goblin Chief Shaman.": "完整建成的首领，使用锁链机制（EnsnaringChains、SoulChain）以及哨兵警报/哨兵惩击/剑之屏障。它作为已放置的首领存在，且自 B.0.3.40 起登记为该区域的通关首领（GAMESYSTEM_Dungeon_UnitForClearRegion 的槽 1）；其首领房间为阶段 5 模板，该区域第 5 层运行阶段 5（GAMESYSTEM_Dungeon_PhaseUnit），因此这是默认流程中通关该区域的战斗。该区域的小首领档包括格洛斯长老和哥布林首席萨满。",
 "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.": "尚无房间或内容的未来区域槽。不要将其与单独的无限深渊无尽地下城模式（内部区域 'Abyss'）混淆，那是另一套系统，不是探险地图区域。",
 "A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.": "一个仅有名称和探险地图槽位的未来区域；尚无房间、怪物或掉落。",
 "A game floor seed is a whole 32-bit number. Check the CurrentSeed field in your save file.": "游戏层种子是一个完整的 32 位整数。请查看存档里的 CurrentSeed 字段。",
 "A game floor seed is the CurrentSeed your save records for the floor you are standing on. It is not the campaign code the game shows when you start a run, and it only means anything together with the region and floor selected above.": "游戏层种子是存档为你当前所在层记录的 CurrentSeed。它不是开局时游戏显示的战役代码，并且只有与上方所选的区域和层一起才有意义。",
 "A gaunt man sets down an enormous backpack and begins laying out his wares one by one.": "一个瘦骨嶙峋的男人放下了一个巨大的背包，开始一件一件地摆放他的商品。",
 "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.": "一个瘦骨嶙峋的男人放下了一个巨大的背包，开始一件一件地摆放他的商品。当他注意到你时，他的嘴角露出了狡黠的笑容。“啊，一位顾客。你来得正是时候。”他立起一块大牌子，用一只手敲了敲。“--今日特惠！”“我今天心情很好。相信我，这样的机会可不常有。”他拿起一件商品，做作地擦拭一番，然后放回展示架上。",
 "A glowing red stone infused with the fiery spirit of flames.": "一块闪着红光、注入火焰之灵的石头。",
 "A good effect will be added later": "稍后将添加正面效果",
 "A greatsword": "一把巨剑",
 "A greatsword crafted from hardened carapace.": "A greatsword crafted 由坚硬的甲壳制成。",
 "A green crystal pulsating with the energy of life.": "一块跳动着生命能量的绿色水晶。",
 "A gruff male voice soon issues from its beak.": "喙中传出了略显沙哑的男性嗓音。",
 "A harmful plant that grows in 荒芜之地 due to the corrupt magic flowing from 地下城传送门. Nearby land becomes Corrupted Ground and cannot be traversed. You can use 女神之泪 to remove thorn vines and expand your settlement area.": "一种因地下城传送门流出的腐化魔力而生长在荒芜之地的有害植物。附近的土地会变成腐化地面，无法通行。你可以使用女神之泪清除荆棘藤蔓并扩大聚落范围。",
 "A health-restoring tonic brewed from antlers.": "A health-restoring 由鹿角熬制的药剂。",
 "A heavy": "一根沉重的",
 "A heavy and sturdy club made from beast bones.": "由野兽骨头制成的沉重而坚固的木棒。",
 "A heavy club": "一根沉重的棍棒",
 "A heavy club that delivers powerful blows.": "能打出强力打击的沉重棍棒。",
 "A heavy iron club designed for crushing blows.": "一根沉重的铁棍，旨在造成毁灭性打击。",
 "A helmet made of bronze.": "由青铜制成的头盔。",
 "A hunt-and-gather loop. Each study quest is offered in the field and followed by a report quest back to Xenon, and the study's turn-in pays Tech Books.": "一套狩猎与采集循环。每项研究任务在野外发放，随后要回到科赛农处完成报告任务，上交研究可获得科技手册。",
 "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.": "一场因无尽深渊才存在、正常情况下不会出现的大规模战斗。需要爆发伤害来压过多名雌性格洛斯的治疗，并迅速解决雄性。",
 "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 Wiki": "一场因无尽深渊才存在、正常情况下不会出现的大规模战斗。需要爆发伤害来压过多名雌性格洛斯的治疗，并迅速解决雄性。 - Dungeon Settlers 维基",
 "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. map": "一场因无尽深渊才存在、正常情况下不会出现的大规模战斗。需要爆发伤害来压过多名雌性格洛斯的治疗，并迅速解决雄性。地图",
 "A last-resort emergency food.": "一份最后的紧急食物。",
 "A leftover object placed in the world by scripts or events (for example the Support Wagon that delivers your starting kit).": "脚本或事件放在世界中的残留物体（例如送来起始物资的补给马车）。",
 "A life infused stone that carries the scent of fresh leaves.": "一块注入生命、带着新鲜树叶香气的石头。",
 "A life-infused stone that carries the scent of fresh leaves.": "A life-infused 散发着新鲜树叶香气的石头。",
 "A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "A long-abandoned 矿井中，弥漫着沉重的阴郁气息。生锈的门扉在风中吱嘎作响，露出通向地底深处的黑暗隧道。",
 "A mace made of bronze.": "青铜制的钉头锤。",
 "A malevolent plant that has taken root in 荒芜之地, spawned by the corrupt magic seeping from 地下城传送门. Its thorny tendrils radiate a sinister aura that unsettles the mind, and the soil around it decays into Corrupted Ground. NOTE: This is 未实装功能. A feature to purge thorn vines and Corrupted Ground will be added in the future.": "一种已在荒芜之地扎根的邪恶植物，由地下城传送门渗出的腐化魔力催生。其带刺藤蔓散发令人心神不宁的阴暗气息，周围土壤会腐化为腐化地面。注意：这是未实装功能。日后将加入清除荆棘藤蔓和腐化地面的功能。",
 "A man": "一个男人",
 "A manual reroll costs exactly the current rank's reroll price in clan gold (never below 0). With less gold than that the game shows the not-enough-gold notice and nothing happens. A successful reroll also resets the automatic refresh timer.": "手动刷新恰好消耗当前等级的刷新价格（团队金币，永不低于 0）。金币不足时，游戏显示金币不足通知，且不会发生任何事。刷新成功也会重置自动刷新计时器。",
 "A masked figure stands beside a wooden cage filled with insects.": "一个戴着面具的人站在关着昆虫的木笼旁。",
 "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 in your direction, showing little interest. You make your presence known as you approach, but the man seems far more interested in the insects than in you. Without even turning around, he points toward the Acid Insects. \"They spit acid, yet their own bodies don't dissolve. Fascinating, isn't it? If I could observe a few more living specimens, I think I might discover how it works...\" He casually tears a page from his notebook and hands it to you. \"Find some Acid Insects and investigate them for me. I only need the results.\"": "一个戴着面具的人站在关着昆虫的木笼旁。他观察了许久笼中的酸液虫，随后低头写下了一些什么。他身边的猫瞥了你一眼，却并未表现出多少兴趣。你靠近打了声招呼，但他似乎对昆虫的兴趣比对你要大得多，头也不回地指向酸液虫道：“这些家伙会吐出酸液，自己的身体却不会溶解。不觉得有趣吗？再多观察一些活体，应该就能弄清楚原理……”他若无其事地从笔记本上撕下一页递给你。“找到酸液虫并展开调查。只要把结果告诉我就行。”",
 "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...": "一个戴着面具的人站在关着昆虫的木笼旁。 After observing the Acid Insects trapped within for some time, he begins writing something down...",
 "A masked figure stands beside a wooden cage filled with insects. You make your presence known as you approach, but he seems more interested in the insects than in you. Without even turning his head, he points to an Acid Insect. \"They spew acid, yet their own bodies do not dissolve. Fascinating, is it not? I believe I could learn more by observing the moment they burst...\" He casually tears a page from his notebook and hands it to you. \"Record the moment an Acid Insect bursts and report back to me. In return, I will share the results of my research.\"": "一个戴着面具的人站在装满昆虫的木笼旁。你走近并表明自己的存在，但他似乎对昆虫比对你更感兴趣。他甚至头也不回，指向一只酸液虫。“它们喷酸，自己的身体却不会溶解。很奇妙，不是吗？我想，观察它们爆开的那一刻，还能学到更多...”他随手从笔记本上撕下一页递给你。“记下酸液虫爆开的瞬间，再回来向我报告。作为回报，我会分享我的研究成果。”",
 "A meat dish with a crispy exterior and a juicy interior.": "一道外酥里嫩的肉菜。",
 "A melee weapon (sword / greatsword / blunt)": "近战武器（剑/大剑/钝器）",
 "A melee weapon and single-target melee skills": "近战武器和单体近战技能",
 "A member has": "有一名成员",
 "A member has died": "有一名成员死亡",
 "A member has {#}": "一名成员拥有 {#}",
 "A member says a scripted line": "有一名成员说出一句脚本台词",
 "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.": "精神崩溃会将压力重置为 {#}，并使该单位进入精神崩溃状态 {#} 天，另有 {#} 天后遗症。它不会立即致命 - 只有在崩溃期间第二次达到上限才会死亡。",
 "A mid-grade fire": "中级火焰",
 "A mid-grade nature": "中级自然",
 "A mid-grade water": "中级水",
 "A moist stone that seems to be perpetually covered in water droplets.": "一块湿润的石头，似乎总是覆盖着水滴。",
 "A moment later, the crevice twists a...": "片刻之后，裂缝扭曲着……",
 "A moment later, the fissure twists as though retching and spits Mana Sto...": "片刻之后，裂隙像干呕一样扭曲，吐出法力石...",
 "A monster hits you for": "一只怪物对你造成",
 "A monster runs through three combat states": "怪物会经历三种战斗状态",
 "A named inscription takes its rarity's chance divided by the number of inscriptions that share the rarity.": "一条具名铭文的几率，等于其稀有度几率除以同稀有度铭文的数量。",
 "A natural ore containing silver.": "一种含有银的天然矿石。",
 "A naturally growing herb with healing properties.": "一种具有治疗特性的天然草药。",
 "A nature-infused staff crafted from Bloodwood.": "A nature-infused 由血木制成的法杖。",
 "A necklace adorned with garnet gems.": "镶嵌有石榴石的项链。",
 "A necklace adorned with garnet gems. You can gain random stats from 饰品攻击属性.": "镶嵌有石榴石的项链。可从饰品攻击属性中获得随机属性。",
 "A necklace adorned with opal gems.": "镶嵌有猫眼石的项链。",
 "A necklace adorned with opal gems. You can gain random stats from 饰品防御属性.": "镶嵌有猫眼石的项链。可从饰品防御属性中获得随机属性。",
 "A necklace adorned with peridot gems.": "镶嵌有橄榄石的项链。",
 "A necklace adorned with peridot gems. You can gain random stats from 饰品功能属性.": "镶嵌有橄榄石的项链。可从饰品功能属性中获得随机属性。",
 "A necklace embedded with blue crystal.": "镶嵌有蓝色水晶的项链。",
 "A necklace embedded with blue crystal. You can gain random stats from 饰品防御属性.": "镶嵌有蓝色水晶的项链。可从饰品防御属性中获得随机属性。",
 "A necklace embedded with green crystal.": "镶嵌有绿色水晶的项链。",
 "A necklace embedded with green crystal. You can gain random stats from 饰品功能属性.": "镶嵌有绿色水晶的项链。可从饰品功能属性中获得随机属性。",
 "A necklace embedded with red crystal.": "镶嵌有红色水晶的项链。",
 "A necklace embedded with red crystal. You can gain random stats from 饰品攻击属性.": "镶嵌有红色水晶的项链。可从饰品攻击属性中获得随机属性。",
 "A new campaign starts with a cap of": "新战役的成员上限为",
 "A new campaign starts with a cap of {#} members. Every rank adds its own bonus on top of the previous ranks:": "新战役的成员上限为 {#}。每一级都会在之前各级加成之上再加自己的加成：",
 "A new character joins": "新角色加入",
 "A new global cooldown replaces the remaining one only when it is longer.": "新的公共冷却只有比剩余时间更长时才会替换。",
 "A new member": "一名新成员",
 "A new member joins the expedition": "一名新成员加入探险",
 "A new one is offered every {#} to {#}.": "每隔 {#} 至 {#} 会提供一项新的。",
 "A new one is offered every {#}.": "每隔 {#} 会提供一项新的。",
 "A nimble dagger made of Arcron.": "A nimble 以阿克伦为材料制成的匕首。",
 "A noisy murmur rises as the expedition members come to see you. Among them, {0} steps forward with a determined look. \"We cannot take this anymore. We are risking our lives, yet the food is awful and we get hardly any time to rest!\" As {0} shouts in agitation, the other members bristle and voice their agreement. \"That's right! We cannot take this anymore!\" The exhausted members air their grievances one after another, and the mood turns hostile. When you raise a hand to stop {0}, everyone falls silent and waits for you to speak.": "A noisy murmur rises as 探险队员们走到你面前。其中， {0} steps forward with a determined look. \"We cannot take this anymore. We are risking our lives, yet the food is awful and we get hardly any time to rest!\" As {0} shouts in agitation, the other members bristle and voice their agreement. \"That's right! We cannot take this anymore!\" The exhausted members air their grievances one after another, and the mood turns hostile. When you raise a hand to stop {0}, everyone falls silent and waits for you to speak.",
 "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.": "非战斗工作技能（采矿、伐木、研究、农业、制作、烹饪、驯化、医疗、建造），决定单位完成据点任务的好坏；受主属性、种族和房间品质提升。",
 "A notice is shown": "显示一条通知",
 "A notice is shown; Time passes: 1 min; Clan gold +300": "显示一条通知；时间流逝：1 分钟；团队金币 +300",
 "A nutritious dish made with tender turnips and grains.": "一份用嫩芜菁和谷物制成的营养菜肴。",
 "A parallel internal \"x0.02\" growth model exists in the data, but it is an unused placeholder. The live model is the flat per-point one.": "数据中还有一套并行的内部 \"x0.02\" 成长模型，但是未使用的占位。实际生效的是每点固定值模型。",
 "A per-floor 'freshness' counter from 5 (full) down to 0 (depleted). When a floor hits 0 the whole region suffers the 枯竭地下城 effect, cutting all drop rates by 50% until it recovers over time.": "按层计算的「新鲜度」计数，从 5（满）降到 0（枯竭）。一层降到 0 时，整个区域会遭受枯竭地下城效果，所有掉落率降低 50%，直到随时间恢复。",
 "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.": "按属性划分的评级（较差、中等、优秀、卓越、天才），决定每项主属性每次升级获得多少点。更高的天赋层级意味着更快成长。",
 "A percentage modifier applied to all damage taken by the target. Positive values increase incoming damage, while negative values reduce it.": "作用于目标所受全部伤害的百分比修正值。正值会提高受到的伤害，负值会降低受到的伤害。",
 "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.": "永久的造成伤害加成会在此双重生效，一次在基础命中上，再一次在每次溅射自己的区间上。淹没只会单次生效，因为它的加成只作用于产生基础命中的那一次结算。",
 "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 95 in total.": "单位在升级时获得、或招募时自带的永久类特质加成。铭文可提供属性提升、整棵技能树或特殊效果，稀有度为普通/优秀/稀有/传说。共计 95 条。",
 "A piece with no material of its own is its own set.": "没有自身材料的装备自成一个套装。",
 "A porridge made from grass. It tastes terrible, but it will satisfy your immediate hunger.": "用草做的粥。味道很糟糕，但能暂时抵挡饥饿。",
 "A portal used for": "用于",
 "A portal used for inter-floor movement in dungeons.": "用于地下城内层间移动的传送门。",
 "A pottery storage": "一个陶制储藏室",
 "A pottery storage container for storing food. Applies 精心保存 (2) to stored items.": "一个用于存放食物的陶制储藏容器。对存放的物品施加精心保存 (2)。",
 "A pottery storage for food.": "用于储存食物的陶制储物箱。",
 "A powerful two-handed greatsword made of Arcron.": "A powerful 以阿克伦为材料制成的双手巨剑。",
 "A pulse echoes from beneath the...": "一阵搏动从下方回响...",
 "A pulse sound...": "搏动声...",
 "A pure essence of fire, an essential material in alchemy.": "纯净的火焰精华，炼金过程中不可或缺的材料。",
 "A pure essence of nature, an essential material in alchemy.": "纯净的自然精华，炼金过程中不可或缺的材料。",
 "A pure essence of water, an essential material in alchemy.": "纯净的水之精华，炼金术中的重要材料。",
 "A quest report whose choice runs SpawnUnitPresetBase_<preset>_<x>/<y> IS the recruit: the action spawns that CandidatePresetTable preset on the Base map as a Player-faction unit, so the character joins your clan the moment you report the quest. No further step recruits them.": "选项会运行 SpawnUnitPresetBase_<preset>_<x>/<y> 的任务汇报就是招募：该动作在基础地图上以 Player-faction 单位生成该 CandidatePresetTable 预设，因此角色在你汇报任务的瞬间加入你的团队。之后没有其他步骤再招募他们。",
 "A race can only be rolled from the first rank where its weight is above zero. A race whose weight is zero at every rank cannot be recruited in the current build, and the table names them.": "一个种族只能从权重首次大于零的等级开始被抽到。一个在所有等级权重都为零的种族在当前版本中无法招募，表中会列出它们。",
 "A race whose recruit weight is zero at every clan rank cannot be recruited; the Clan Ranks table and the Races page derive that list from the live table (in DS_B.0.4.11 it is Dwarf, White Demon and Tal). All 3 have full lore: 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 3). Lycan, which earlier builds carried as groundwork only, has been recruitable since B.0.3.40 - see the Races page.": "招募权重在每一探险等级都为零的种族无法招募；探险等级表和种族页面从现行表得出该名单（在 DS_B.0.4.11 中是矮人、白魔和塔尔）。三者都有完整设定：矮人（山地工匠，暗示未来的制作/采矿加成；仅有特质图标），白魔（剧透：「抛弃同族、倒向人类的叛徒」，暗示存在隐藏的魔族阵营；完全没有美术），以及塔尔（「面具」；每个单位本应有独特个性；三者中美术准备最充分）。狼人在更早版本中仅作铺垫，自 B.0.3.40 起即可招募，参见种族页面。",
 "A race's special mechanic, triggered by its condition.": "种族的特殊机制，由其条件触发。",
 "A radiant green stone brimming with the boundless energy of nature.": "一块散发着光芒的绿色石头，充满了大自然的无限能量。",
 "A raven flies in from afar and lands upon your forearm.": "一只乌鸦自远方飞来，落在你的前臂上。",
 "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 Barren Land is no easy feat in itself.\" \"Perhaps we might have achieved even greater results had the guild offered more support, inspector.\" \"Yes, yes, I hear you. I'll send a few supplies your way, so make good use of them. And it seems a handful of people have shown interest in joining your expedition as well.\" The raven tilts its head slightly before bluntly pecking at your chest with its beak. \"But don't let it go to your head. You still have a long road ahead. Just keep up the good work, understood?\" With those words, the raven disappears into the darkness with a rough beat of its wings.": "一只乌鸦自远方飞来，落在你的前臂上。 \"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 Barren Land is no easy feat in itself.\" \"Perhaps we might have achieved even greater results had the guild offered more support, inspector.\" \"Yes, yes, I hear you. I'll send a few supplies your way, so make good use of them. And it seems a handful of people have shown interest in joining your expedition as well.\" The raven tilts its head slightly before bluntly pecking at your chest with its beak. \"But don't let it go to your head. You still have a long road ahead. Just keep up the good work, understood?\" With those words, the raven disappears into the darkness with a rough beat of its wings.",
 "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 Forsaken Land is no easy feat in itself.\" \"Perhaps we might have achieved even greater results had the guild offered more support, inspector.\" \"Yes, yes, I hear you. I'll send a few supplies your way, so make good use of them. And it seems a handful of people have shown interest in joining your expedition as well.\" The raven tilts its head slightly before bluntly pecking at your chest with its beak. \"But don't let it go to your head. You still have a long road ahead. Just keep up the good work, understood?\" With those words, the raven disappears into the darkness with a rough beat of its wings.": "一只乌鸦自远方飞来，落在你的前臂上。“老实说，我本没想过你们这支队伍能撑多久。不过，我得承认自己想错了。能在失落之地活下来本身就绝非易事。”“要是公会能提供更多支持，或许我们还能取得更大成果，观察者。”“行了行了，我知道了。我会给你们送去一些补给，可要好好使用。而且，似乎也有些人对加入你们的探险抱有兴趣。”乌鸦歪了歪头，用喙毫不客气地啄了啄你的胸口。“不过可别太得意忘形。你们前面的路还长着呢。继续保持，明白吗？”说完这些，乌鸦粗野地拍打了几下翅膀，随后便消失在黑暗之中。",
 "A raven flies over the thorny vines and lands before you.": "一只乌鸦飞过荆棘藤蔓，落在你面前。",
 "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.": "一只乌鸦飞过荆棘藤蔓，落在你面前。它的眼眸染上蓝光，随后从喙中传出了观察者的声音。",
 "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 evaluation of your recent expedition management.\"\" The raven tilts its head and looks at you. \"But in the end, these matters all come down to people. If you were to show me a little... appreciation, I might feel more motivated when conducting my evaluation.\" You quickly recognize the Inspector's unscrupulous intent and find yourself unable to answer readily. \"Hmm? No, no, it's nothing. I'm only saying that such things can happen.\" The raven fidgets in place, fluttering its wings as it waits for your answer.": "一只乌鸦飞过荆棘藤蔓，落在你面前。它的眼眸染上蓝光，随后从喙中传出了观察者的声音。“探险队长，我正准备评估你们最近的探险管理。”乌鸦歪着头望向你。“不过说到底，这些事还是取决于人。只要你稍微表示一点...意思，我评估时或许会更有干劲。”你很快察觉观察者不怀好意，一时难以回答。“嗯？不，不，没什么。我只是说有这种可能而已。”乌鸦像是坐立不安般拍打着翅膀，等待你的回答。",
 "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 am preparing an evaluation of your expedition's recent operations.\" The raven tilts its head and looks at you. \"But in the end, it all comes down to people. If you showed just a little sincerity... I think I might find a bit more enthusiasm for the evaluation.\" You quickly recognize the Inspector's improper intentions and hesitate to answer. \"Hm, no, never mind. I was only saying it could be so.\" The raven fidgets in place, fluttering its wings as it waits for your answer.": "一只乌鸦飞过荆棘藤蔓，落在你面前。它的眼眸染上蓝光，随后从喙中传出了观察者的声音。 “探险指挥官， I am preparing an evaluation of your expedition's recent operations.\" The raven tilts its head and looks at you. \"But in the end, it all comes down to people. If you showed just a little sincerity... I think I might find a bit more enthusiasm for the evaluation.\" You quickly recognize the Inspector's improper intentions and hesitate to answer. \"Hm, no, never mind. I was only saying it could be so.\" The raven fidgets in place, fluttering its wings as it waits for your answer.",
 "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 of your recent expedition management.\"\" The raven tilts its head and looks at you. \"But in the end, these matters all come down to people. If you were to show me a little... appreciation, I might feel more motivated when conducting my evaluation.\" You quickly recognize the Inspector's unscrupulous intent and find yourself unable to answer readily. \"Hmm? No, no, it's nothing. I'm only saying that such things can happen.\" The raven fidgets in place, fluttering its wings as it waits for your answer.": "一只乌鸦飞过荆棘藤蔓，落在你面前。它的眼眸染上蓝光，随后从喙中传出了观察者的声音。“探险指挥官，我最近正准备对探险队运营情况进行评估。”乌鸦歪着头望向你。“不过说到底，一切还是取决于人。只要你稍微表现一点……诚意，我或许就能更积极地进行评估。”你很快察觉观察者不怀好意，一时难以回答。“嗯？不，没什么。我只是说有这种可能而已。”乌鸦像是坐立不安般拍打着翅膀，等待你的回答。",
 "A raven flies over the thorny vines and settles on your arm.": "一只乌鸦越过荆棘藤蔓飞来，落在你的手臂上。",
 "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.\"": "一只乌鸦越过荆棘藤蔓飞来，落在你的手臂上。 它的双眼泛起蓝光，喙中传出了一位男性的声音。 \"地下城正变得远比 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.\"": "一只乌鸦越过荆棘藤蔓飞来，落在你的手臂上。它的双眼泛起蓝光，喙中传出了一位男性的声音。“地下城正变得出乎预料地危险。先按照公会的标准指南，做好在那里生存所需的基本准备。”“别担心，观察者。注意事项我都已熟记。”你的回答仍然没有消去他不太信任的表情。“还真是自信……罢了，亲身经历后你就会明白。祝你武运昌隆，探险队长。”",
 "A raven perched on your forearm glows with blue eyes.": "停在你前臂上的乌鸦双眼发着蓝光。",
 "A raven quietly flies through the thorned vines and lands upon your forearm.": "一只乌鸦悄悄地飞过带刺的藤蔓，落在你的前臂上。",
 "A raven quietly flies through the thorned vines and lands upon your forearm. Its eyes slowly begin to glow with a faint blue light.": "一只乌鸦悄悄地飞过带刺的藤蔓，落在你的前臂上。它的眼睛开始慢慢发出微弱的蓝光。",
 "A raven quietly flies through the thorned vines and lands upon your forearm. Its eyes slowly begin to glow with a faint blue light. \"There is someone who insists on joining your expedition, no matter what. I warned them several times that this is no place for foolish games, but they simply refused to listen.\" The raven lets out a short caw and looks up at you. \"Since they remain stubborn, I have decided to leave the matter to your judgment. What will you do, Commander?\"": "一只乌鸦悄无声息地穿过长满尖刺的藤蔓，落在你的前臂上。它的双眼缓缓亮起微弱的蓝光。“有个人无论如何都坚持要加入你的探险。我已经警告过好几次这里不是什么玩愚蠢游戏的地方，但他们就是不肯听。”乌鸦短促地叫了一声，抬头看向你。“既然他们如此固执，我决定把这件事交由你来判断。你会怎么做呢，指挥官？”",
 "A recipe exists (": "存在配方（",
 "A recipe exists ({#}) but {#}.": "存在配方（{#}），但{#}。",
 "A recruit's background trait decides the main and sub skill trees it can pick from. 41 backgrounds carry tree affinities in this build.": "招募单位的出身特质决定它可选择的主要技能树和辅助技能树。本版本中有 41 种出身带有技能树倾向。",
 "A recruit's origin (City Guard, Poacher, Mage, etc.) that determines which skill trees it starts with and can carry individual traits. 41 backgrounds map to different weapon/magic tree combinations.": "招募单位的出身（城市守卫、偷猎者、法师等），决定其起始技能树，并可带有个别特质。41 种出身对应不同的武器/魔法技能树组合。",
 "A red-glowing fruit occasionally found on Luma trees.": "A red-glowing 偶尔能在鲁玛树上找到的果实。",
 "A refined chunk of pure silver.": "一块精炼的纯银。",
 "A refined silver ingot used for making jewelry and accessories.": "用于制作首饰和饰品的精炼银锭。",
 "A ring adorned with garnet gems.": "镶嵌有石榴石的戒指。",
 "A ring adorned with garnet gems. You can gain random stats from 饰品攻击属性.": "镶嵌有石榴石的戒指。可从饰品攻击属性中获得随机属性。",
 "A ring adorned with opal gems.": "镶嵌有猫眼石的戒指。",
 "A ring adorned with opal gems. You can gain random stats from 饰品防御属性.": "镶嵌有猫眼石的戒指。可从饰品防御属性中获得随机属性。",
 "A ring adorned with peridot gems.": "镶嵌有橄榄石的戒指。",
 "A ring adorned with peridot gems. You can gain random stats from 饰品功能属性.": "镶嵌有橄榄石的戒指。可从饰品功能属性中获得随机属性。",
 "A ring embedded with blue crystal.": "镶嵌有蓝色水晶的戒指。",
 "A ring embedded with blue crystal. You can gain random stats from 饰品防御属性.": "镶嵌有蓝色水晶的戒指。可从饰品防御属性中获得随机属性。",
 "A ring embedded with green crystal.": "镶嵌有绿色水晶的戒指。",
 "A ring embedded with green crystal. You can gain random stats from 饰品功能属性.": "镶嵌有绿色水晶的戒指。可从饰品功能属性中获得随机属性。",
 "A ring embedded with red crystal.": "镶嵌有红色水晶的戒指。",
 "A ring embedded with red crystal. You can gain random stats from 饰品攻击属性.": "镶嵌有红色水晶的戒指。可从饰品攻击属性中获得随机属性。",
 "A roasted monster meat dish.": "一道烤怪物肉菜肴。",
 "A rod made from processed carapace.": "A rod 由加工过的制成 carapace.",
 "A room is boosted only if it is a SpawnDungeonRoomKey of NPCSpawnConditionTable, that NPC row can spawn there (a spawn cell of its category, every RequiredRecord true, no ProhibitedRecord true), and the NPC has a pending report: one of its linked events (EventNpcMappingTable) of type Npc, not repeatable, not yet completed or dismissed, whose StartCondition names a completed quest through a positive QuestFinish token.": "仅当房间是 NPCSpawnConditionTable 的 SpawnDungeonRoomKey，该非玩家角色行可以在此生成（符合其类别的生成格、每条 RequiredRecord 为 true、没有 ProhibitedRecord 为 true），且该非玩家角色有待处理的报告：其关联事件（EventNpcMappingTable）中有一条类型为 Npc、不可重复、尚未完成或关闭、且 StartCondition 通过正向 QuestFinish 标记指向已完成任务的事件，该房间才会被提升。",
 "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": "房间会被识别为它所满足条件中优先级最高的类型：所需家具（按建筑子类型和品质）、最小内部面积（墙内的地板块数）、墙/地板平均品质以及装饰品质总计。每个",
 "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.": "进入一个地下城区域的行程。探险期间共享战役时钟仍在走，扎营过久会触发逐步加重的地下城崩坏压力。",
 "A scarecrow in the boss room.": "首领房间里的稻草人。",
 "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.": "游戏数据中附带的调度常数（累计战役小时 24 / 48 / 72 / 96 / 120 / 144），本用于逐步加重的地下城崩坏事件，但在当前版本中处于休眠：它被标记为 Dev_NotUsed，没有任何警报、效果施加者或事件会消耗它。你实际感受到的长期探险压力是地下城停留（D1-D4）心情阶梯。",
 "A scholar \"who mutters strange words as if possessed\". He hands out two investigations, each followed by a report quest, and after the second report he joins your settlement.": "一个“像被附身般喃喃自语怪话”的学者。他发放两项调查，每项之后都有报告任务，第二次报告后他会加入你的据点。",
 "A scroll inscribed with magic that instantly teleports the user to the settlement when used.": "一张刻有魔法的卷轴，使用后可立即将使用者传送回定居点。",
 "A separate chain from the main story. 17 Tutorial events teach the controls, and each scene starts the matching quest. These scenes sit on the ": "独立于主线剧情的另一条链。17 个教程事件教授操作，每个场景会开始对应的任务。这些场景位于 ",
 "A separate chain teaches the controls:": "另一条链教授操作：",
 "A serum that": "一种血清，",
 "A serum that grants the power to instantly restore a fainted being.": "一种血清，能瞬间恢复一个昏厥的生物。",
 "A serum that rescues a unit that has entered the 濒死 state due to 严重受伤, but causes temporary side effects.": "一种血清，能救助因严重受伤而进入濒死状态的单位，但会造成暂时的副作用。",
 "A set is the material the piece is made of.": "套装指该件装备所用的材料。",
 "A set of equipment for making a simple camp in the dungeon.": "一套用于在地下城中搭建简易营地的装备。",
 "A settler's morale, driven by needs, food quality, environment and events. Low mood hurts performance; sustained low average mood triggers morale-crisis events.": "定居者的心情，由需求、食物品质、环境和事件驱动。心情低会损害表现；平均心情持续偏低会触发士气危机事件。",
 "A sharp spear crafted from Bloodwood.": "用血木制成的锋利长矛。",
 "A shell useful for armor crafting. Extremely tough and resistant to impact.": "可用于护甲制作的壳。非常坚韧且耐冲击。",
 "A shield can never be combined with a spear, a bow or a staff on the same unit.": "同一单位不能把盾与矛、弓或法杖同时装备。",
 "A shield made of bronze.": "青铜制的盾牌。",
 "A shimmering blue stone imbued with the refreshing energy of water.": "一块闪烁着蓝色光芒的石头，蕴含着清新的水能量。",
 "A short while later, they": "过了一会儿，他们",
 "A silver containing ore that can be refined into ingots.": "含银的天然矿石。",
 "A silver-containing ore that can be refined into ingots.": "A silver-containing 可精炼成锭的矿石。",
 "A simple": "简单的",
 "A simple but practical wooden bow.": "一把简单实用的木弓。",
 "A simple yet elegant silver ring.": "简约而优雅的银制戒指。",
 "A simple yet elegant silver ring. You can gain random stats from 饰品攻击属性, 饰品防御属性, or 饰品功能属性.": "简约而优雅的银制戒指。可从饰品攻击属性、饰品防御属性或饰品功能属性中获得随机属性。",
 "A simple yet sturdy wooden club.": "一根简单而坚固的木棒。",
 "A simple, basic wooden arrow.": "一根简单、基本的木箭。",
 "A sini...": "不祥的...",
 "A skill whose own table cooldown is 0 still starts the global cooldown when that skill's cooldown check succeeds.": "表冷却为 0 的技能，只要冷却检查成功，仍会启动公共冷却。",
 "A small but useful": "小巧但有用的",
 "A small but useful mana-generating device.": "小巧但有用的 mana-generating device.",
 "A small vine holds the creep within": "小藤蔓覆盖自身周围",
 "A small vine holds the creep within {#} tiles of itself, a big vine within {#} tiles. About {#}% of the vines are big.": "小型藤蔓覆盖自身周围 {#} 格内的蔓延，大型藤蔓覆盖 {#} 格。约 {#}% 的藤蔓为大型。",
 "A soft and fragrant": "柔软芬芳的",
 "A soft and fragrant petal.": "柔软芬芳的花瓣。",
 "A soldier belonging to the guild.": "一名隶属于公会的士兵。",
 "A solid spear made of iron.": "A solid 铁制长矛。",
 "A space fully suitable for conducting": "一处完全适合进行",
 "A space fully suitable for conducting in-depth research.": "一处完全适合进行 in-depth research.",
 "A space prepared for work. Increases work speed.": "一个为工作准备的空间。提高工作速度。",
 "A spear carved from the": "一把长矛，雕自",
 "A spear carved from the bones of a beast.": "一把长矛，雕自 bones of a beast.",
 "A spear made": "一把长矛由",
 "A spear made of bronze.": "由青铜制成的长矛。",
 "A spear made of carapace.": "一把由甲壳制成的长矛。",
 "A special Rare dungeon metal used for high-end released gear, sitting outside the ordinary metal ladder.": "一种用于已发布高端装备的特殊稀有地下城金属，处在普通金属阶梯之外。",
 "A spray lands every 4 seconds, which is shorter than the Slow and Disturbance each spray applies last, so an enemy that stays in range keeps both of them up with no gap.": "喷雾每 4 秒命中一次，短于每次喷雾施加的减速和干扰的持续时间，所以留在范围内的敌人会无间断保持这两种效果。",
 "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.": "地下城里的小队在跟时间赛跑。从踏上非安全层的那一刻起，每个单位都带有地下城停留减益，小队在下面每过完整的游戏内一天，减益就加重。共有 4 个阶段；单位只带当前那一个。",
 "A staff made of": "一根由",
 "A staff made of blood-soaked wood and blue crystal.": "A staff made of blood-soaked wood 和蓝色水晶。",
 "A staff made of blood-soaked wood and green crystal.": "A staff made of blood-soaked wood 和绿色水晶。",
 "A staff made of blood-soaked wood and red crystal.": "A staff made of blood-soaked wood 和红色水晶。",
 "A staff made of blue crystal and bone.": "由蓝色水晶和骨头制成的法杖。",
 "A staff made of blue crystal and iron.": "由蓝色水晶和铁制成的法杖。",
 "A staff made of green crystal and bone.": "由绿色水晶和骨头制成的法杖。",
 "A staff made of green crystal and iron.": "由绿色水晶和铁制成的法杖。",
 "A staff made of red crystal and bone.": "一根由红色水晶和骨头制成的法杖。",
 "A staff made of red crystal and iron.": "一根由红色水晶和铁制成的法杖。",
 "A standard block of metal made by melting copper ore.": "通过熔炼铜矿石制成的标准金属块。",
 "A standing mood modifier every settler carries based on its": "每个开拓者常驻的心情修正，取决于其",
 "A standing mood modifier every settler carries based on its level and the campaign's management difficulty.": "每个拓荒者按等级和战役管理难度常驻携带的心情修正。",
 "A stone": "一块石头",
 "A stone containing the sealed soul of a": "一块封印着如下灵魂的石头",
 "A stone containing the sealed soul of a red monster rat.": "一块封印着如下灵魂的石头 red monster rat.",
 "A stone containing the soul of a": "一块包含着如下灵魂的石头",
 "A stone containing the soul of a blood-infused slime.": "一块包含着如下灵魂的石头 blood-infused slime.",
 "A stone imbued with the soul of a powerful": "蕴含强大",
 "A stone imbued with the soul of a powerful Chain": "蕴含强大链甲灵魂的石头",
 "A stone imbued with the soul of a powerful Chain Knigh tSentinel.": "蕴含强大链甲灵魂的石头 Knigh tSentinel.",
 "A stone imbued with the soul of a powerful ElderGlothSoul.": "蕴含强大 ElderGlothSoul.",
 "A stone imbued with the soul of a powerful GoblinChiefShaman.": "蕴含强大 GoblinChiefShaman.",
 "A stone that feels slightly warm when held.": "一块握在手中略微发热的石头。",
 "A stone that seals the soul of a monster rat.": "一块封印着怪物鼠灵魂的石头。",
 "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.": "维持地下城维度的剧情装置；设定揭示它是埃尔罗斯帝国的实验。也作为固定掉落互动物出现。",
 "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of": "目标地块上会长出一颗奇怪的种子，将该位置的单位击退 {0} 格，并造成 {1}% 的",
 "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of 魔法攻击力 as damage to enemy units. The strange seed heals adjacent friendly units for {2}% of 魔法攻击力 every second.": "目标地块上会长出一颗奇怪的种子，将该位置的单位击退 {0} 格，并造成 {1}% 的 魔法攻击力 as damage to enemy units. The strange seed heals adjacent friendly units for {2}% of 魔法攻击力 every second.",
 "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of 魔法攻击力 as damage to enemy units. The strange seed heals adjacent friendly units' 当前生命值 for {2}% of 魔法攻击力 every second.": "目标地块上会长出一颗奇怪的种子，将该位置的单位击退 {0} 格，并造成 {1}% 的 魔法攻击力 as damage to enemy units. The strange seed heals adjacent friendly units' 当前生命值 for {2}% of 魔法攻击力 every second.",
 "A strange smile spreads across their faces.": "他们的脸上浮现出诡异的微笑。",
 "A stronger caster makes tougher, harder-hitting summons. Full per-creature numbers are on the": "施法者越强，召唤物越耐打、打得越重。各生物的完整数值见",
 "A sturdy axe made": "一把坚固的斧头，由",
 "A sturdy axe made from Bloodwood.": "一把坚固的斧头，由 from Bloodwood.",
 "A sturdy axe made of": "一把坚固的斧头，由 of",
 "A sturdy axe made of refined iron.": "一把坚固的斧头，由 of refined iron.",
 "A sturdy bow": "一把坚固的弓",
 "A sturdy bow crafted from Bloodwood.": "一把用血木制成的坚固的弓。",
 "A sturdy bow made of Arcron.": "一把坚固的奥术弓。",
 "A sturdy fireplace made of stone.": "坚固的石制壁炉。",
 "A sturdy fireplace made of stone. Warms the interior and allows for cooking.": "坚固的石制壁炉。 Warms the interior and allows for cooking.",
 "A sturdy gear made of metal, transmitting power within various mechanical devices.": "一个坚固的金属齿轮，在各种机械设备中传递动力。",
 "A sturdy suit of armor made of Arcron.": "A sturdy suit of 以阿克伦为材料制成的护甲。",
 "A successful": "成功的",
 "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.": "召唤物继承其主人的魔法攻击力：全额计入 HP，一半计入自身魔法攻击力，两者都加在该生物的基础值上。部分能力（泡泡灵的死亡爆炸或护盾）则直接读取召唤者当前的魔法攻击力。",
 "A summon spawns mirroring the summoner's": "召唤物生成时会镜像召唤者的",
 "A summon's": "召唤物的",
 "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).": "A summon's stats are frozen from the 召唤者的魔法攻击力 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).",
 "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.": "A summon's stats are locked in from the 召唤者的魔法攻击力 at summon time. Only a Magic-Attack self-buff inflates a summon, and Become Fire is the only stacking one.",
 "A support/caster-leaning race. Elves become recruitable at clan rank 2, the first rank with a non-zero Elf weight (see the per-rank chips above). 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).": "偏辅助/施法的种族。精灵在探险等级 2 变为可招募，这是精灵权重首次非零的等级（见上方各等级标签）。研究和耕作加成使他们成为出色的据点工人。从数据中挖出的文本暗示未来会有精灵主题区域或招募扩展（精灵家园环境与精灵商人）。",
 "A sword": "一把剑",
 "A sword crafted from hardened carapace.": "A sword crafted 由坚硬的甲壳制成。",
 "A tainted and decaying corpse.": "受到亵渎的腐烂尸体。",
 "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.": "暂时吸收伤害的护盾池（一种状态/效果施加者，有别于装备的盾牌）。水魔法是盟友护盾的主要来源。",
 "A test unit": "测试单位",
 "A thick, slow-cooked meat porridge.": "一份浓稠慢炖的肉粥。",
 "A thrusting spear made of Arcron.": "A thrusting 以阿克伦为材料制成的矛。",
 "A total party wipe on an expedition, which triggers its own events (First Annihilation and follow-ups).": "探险中全队覆灭，会触发它自己的事件（第一次毁灭及后续）。",
 "A tough but": "坚硬但",
 "A tough but long-lasting dried biscuit.": "一种坚硬但耐储存的干饼。",
 "A tough grass that thrives in harsh environments.": "一种在恶劣环境中茁壮成长的坚韧草。",
 "A turnip dish softened by roasting over fire.": "一道用火烤软的萝卜菜。",
 "A turnip roasted over a fire. It gives off a sweet aroma.": "一个在火上烤过的萝卜。散发出甜美的香气。",
 "A two-handed weapon uses both hands, so it cannot hold a shield.": "双手武器占用双手，因此无法持盾。",
 "A type of": "一种",
 "A type of 探险等级. A small and unremarkable expedition for now. - Maximum expedition members: 5 - Elves can be recruited - More items available from the guild merchant This is currently the highest rank attainable in the game.": "A type of 探险等级. A 规模较小、不起眼的 expedition for now. - 探险队员上限：5 - 可招募精灵 - More items available from the guild merchant This is currently the highest rank attainable in the game.",
 "A type of 探险等级. An expedition that has begun to make a name for itself. - Maximum expedition members: 6": "A type of 探险等级. 一支已经开始崭露头角的探险队 a name for itself. - 探险队员上限：6",
 "A type of 探险等级. An expedition that has begun to make its presence known. - Maximum expedition members: 6 - Lycans can be recruited This is currently the highest rank attainable in the game.": "A type of 探险等级. 一支已经开始崭露头角的探险队 its presence known. - 探险队员上限：6 - Lycans can be recruited This is currently the highest rank attainable in the game.",
 "A type of 探险等级. For now, it is still a small and unremarkable expedition. - Maximum expedition members: 5 - Elves can be recruited - More items available from the Guild Merchant": "A type of 探险等级. For now, it is still a 规模较小、不起眼的 expedition. - 探险队员上限：5 - 可招募精灵 - More items available from 公会商人",
 "A unit at full HP gets nothing at all.": "满 HP 的单位完全得不到任何东西。",
 "A unit has six": "每个单位有六项",
 "A unit stops at level 5 in this build, so it gets 4 level-up rolls and a 5.83% chance of ever being offered a 传说.": "在此版本中单位停在等级 5，因此有 4 次升级抽取，被提供传说的几率为 5.83%。",
 "A unit stops at level {#} in this build, so it gets {#} level-up rolls and a {#} chance of ever being offered a {#}.": "本版本中单位止于 {#} 级，因此获得 {#} 次升级抽取，有 {#} 的几率会被提供 {#}。",
 "A unit with": "一个拥有",
 "A unit's innate trait.": "单位的固有特质。",
 "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).": "单位对某一武器类型或魔法流派（剑、弓、火魔法等）的熟练度，会缩放该武器的效果。种族有标志资质（例如人类在剑/巨剑/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.)": "表示累计战役经过时间达到多少「小时」后会发生地下城崩坏的值。（设计备注：目前很难知道累计据点时间对应多少实际现实游玩时间，因此也很难知道通关前每场战役会发生多少次崩坏。所以目前只设定了首次地下城崩坏的触发时间。等我们核对平衡后再调整。）",
 "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.": "用于调整攻击命中头部的基础几率的变量（按比率调整骰子值）。若该值为 -1，则必定命中头部。若该值为 0，则不做调整。若该值为 1，则命中头部的几率减半。此调整的用意是：如果仅按头部 HP / 总最大 HP 判断几率，考虑到头部命中的重要性，该概率会过高。但若降低头部 HP 来压低该概率，一旦命中头部又会过强。反过来，提高头部 HP 也会提高被命中头部的几率，造成两难。",
 "A wooden staff": "木制法杖",
 "A wooden staff embedded with blue crystal.": "一根镶嵌着蓝色水晶的木杖。",
 "A wooden staff embedded with green crystal.": "镶嵌着绿色水晶的木制法杖。",
 "A wooden staff embedded with red crystal.": "一根镶嵌着红色水晶的木杖。",
 "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. Let us furnish the workshop properly.\"": "存在一个工坊，但在复杂的制作方面仍有许多不足。似乎需要一个更高效的工作环境。“这种级别的设备有其局限性。让我们好好布置一下工坊吧。”",
 "A wriggling giant grub. Used as food.": "一条蠕动的巨型幼虫。用作食物。",
 "A {#} appears on the map": "一个 {#} 出现在地图上",
 "A {#} settler": "一名 {#} 开拓者",
 "A {#} settler appears on the map": "一名 {#} 开拓者出现在地图上",
 "A {0}% accuracy bonus is applied per unit surrounding the target.": "目标周围每有一个单位，施加 {0}% 命中加成。",
 "A {0}% critical hit chance bonus is applied per unit surrounding the target.": "目标周围每有一个单位，施加 {0}% 暴击几率加成。",
 "A 潜行 potion breaks contact cleanly, but the first hit you land drops it.": "一瓶潜行药水会干净地断开接触，但你打出的第一下就会让它结束。",
 "A 眼球 (16-tile sight) will open on you from across a room, while you can slip within a few tiles of a 无尽深渊格洛斯幼崽 (4-tile sight). Most things sit at 8.": "眼球 (16 格视野) 会从房间另一头发现你，而你可以摸到无尽深渊格洛斯幼崽 (4 格视野) 旁边几格。大多数是 8。",
 "AFFECTER Mandrake Scream": "影响者 曼德拉草尖叫",
 "AFFECTER Operate": "影响者操作",
 "AFFECTER Witness Dead": "影响者 见证死亡",
 "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_BattleCadence": "AFFECTER_BattleCadence",
 "AFFECTER_BattleCadence -": "AFFECTER_BattleCadence -",
 "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_CityGuard, AFFECTER_Poacher, AFFECTER_ExiledWarrior, AFFECTER_Occultist, AFFECTER_BeastHunter": "AFFECTER_CityGuard, AFFECTER_Poacher, AFFECTER_ExiledWarrior, AFFECTER_Occultist, AFFECTER_BeastHunter",
 "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_GlothCount": "AFFECTER_GlothCount",
 "AFFECTER_GlothCount -": "AFFECTER_GlothCount -",
 "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_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_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_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_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_SharpInstincts": "AFFECTER_SharpInstincts",
 "AFFECTER_SharpInstincts -": "AFFECTER_SharpInstincts -",
 "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_SoulChainActive": "AFFECTER_SoulChainActive",
 "AFFECTER_SoulChainActive -": "AFFECTER_SoulChainActive -",
 "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_SurvivalInstinctEffect": "AFFECTER_SurvivalInstinctEffect",
 "AFFECTER_SurvivalInstinctEffect -": "AFFECTER_SurvivalInstinctEffect -",
 "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_SymbioticInsectPlayer": "AFFECTER_SymbioticInsectPlayer",
 "AFFECTER_SymbioticInsectPlayer -": "AFFECTER_SymbioticInsectPlayer -",
 "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": "警报：弹药不足",
 "ALERT Low Ammo DESC1": "你的弹药不足！",
 "ALERT Low Ammo DESC2": "你可以在城镇中购买弹药，或者在地下城中找到它。",
 "ALERT No Ammo": "警报：没有弹药",
 "ALERT Show Event": "显示事件",
 "ALERT Show Guide": "显示指南",
 "ALERT Very Exhausted DESC2": "ALERT Very Exhausted DESC2",
 "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_AutoSkill": "ALERT_Tutorial_AutoSkill",
 "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": "资质与能力",
 "AVAILABLE BACKGROUND TRAITS (weight)": "可用出身特质 (权重)",
 "AVAILABLE INDIVIDUAL TRAITS (weight)": "可用个体特质 (权重)",
 "Abandoned": "废弃",
 "Abandoned Farm": "废弃农场",
 "Abandoned Hut Chest1": "废弃小屋宝箱1",
 "Abandoned Infirmary": "废弃医务室",
 "Abandoned Mine": "废弃矿井",
 "Abandoned Mine Safe Floor Chain Knight Sentinel": "废弃矿井 安全层 锁链骑士哨兵",
 "Abandoned Mine Safe Floor Corridor 1": "废弃矿井安全层走廊 1",
 "Abandoned Mine Safe Floor Entry": "废弃矿井安全层入口",
 "Abandoned Mine always uses its safe floor - skip is disabled (ShouldForceSafeFloor)": "废弃矿井始终使用其安全层 - 跳过被禁用（ShouldForceSafeFloor）",
 "Abandoned Mine forces its safe floor. The force check returns true only for that region, so the skip option is ignored there.": "废弃矿井强制使用其安全层。强制检查仅对该区域返回 true，因此那里会忽略跳过选项。",
 "Abandoned Village 1": "废弃村庄 1",
 "Abandoned Village 2": "废弃村庄 2",
 "Abandoned Village 3": "废弃村庄 3",
 "Abandoned Village 4": "废弃村庄 4",
 "Abandoned Village 5": "废弃村庄 5",
 "AbandonedMine": "AbandonedMine",
 "Abandons the running Expedition Resolution": "放弃正在进行的探险决议",
 "Aberration": "畸变",
 "Abilities scale on": "能力缩放基于",
 "Ability scaling": "能力缩放",
 "Abnormal Beast": "异常野兽",
 "About 120 gold (level 1) up to about 4'200 gold (level 12), plus a random swing of -30% / +30%": "约 120 金币（等级 1）到约 4'200 金币（等级 12），外加 -30% / +30% 的随机浮动",
 "About 18 minutes": "约 18 分钟",
 "About 18 real minutes at 1x speed": "1 倍速下约 18 真实分钟",
 "About 2-5 total across the 6 stats at generation": "生成时 6 项属性合计约 2-5",
 "About 30% head / 70% body": "约 30% 头部 / 70% 身体",
 "About 5 tiles from the summoner": "距离召唤者约 5 格",
 "Above,": "上方，",
 "Absent": "空缺",
 "Absolute (can't be removed)": "绝对（不可移除）",
 "Abundant": "丰富",
 "Abundant Mana Stones GAMESYSTEM_Environment_{affecterName}": "丰饶魔力石 GAMESYSTEM_Environment_{affecterName}",
 "Abundant Stone GAMESYSTEM_Environment_{affecterName}": "石材丰富 GAMESYSTEM_Environment_{affecterName}",
 "Abundant Timber GAMESYSTEM_Environment_{affecterName}": "木材丰富 GAMESYSTEM_Environment_{affecterName}",
 "AbundantStone": "AbundantStone",
 "AbundantWood": "AbundantWood",
 "Abyss Common Boss Portal": "深渊普通首领传送门",
 "Abyss Common Combat Floor1": "深渊普通战斗 第1层",
 "Abyss Common Combat Floor10": "深渊普通战斗第10层",
 "Abyss Common Combat Floor11": "深渊普通战斗层11",
 "Abyss Common Combat Floor12": "深渊普通战斗层12",
 "Abyss Common Combat Floor13": "深渊普通战斗层13",
 "Abyss Common Combat Floor14": "深渊普通战斗层14",
 "Abyss Common Combat Floor15": "深渊普通战斗层15",
 "Abyss Common Combat Floor16": "无尽深渊 普通战斗 层16",
 "Abyss Common Combat Floor17": "无尽深渊 普通战斗 层17",
 "Abyss Common Combat Floor18": "深渊普通战斗层18",
 "Abyss Common Combat Floor19": "无尽深渊 普通战斗 层19",
 "Abyss Common Combat Floor2": "深渊普通战斗 第2层",
 "Abyss Common Combat Floor20": "深渊普通战斗层20",
 "Abyss Common Combat Floor3": "深渊普通战斗 第3层",
 "Abyss Common Combat Floor4": "深渊普通战斗 第4层",
 "Abyss Common Combat Floor5": "深渊普通战斗第5层",
 "Abyss Common Combat Floor6": "深渊普通战斗第6层",
 "Abyss Common Combat Floor7": "深渊普通战斗第7层",
 "Abyss Common Combat Floor8": "深渊普通战斗第8层",
 "Abyss Common Combat Floor9": "深渊普通战斗第9层",
 "Abyss Common Entry": "深渊普通入口",
 "Abyss Common Horizontal Corridor 1": "Abyss 普通横向走廊 1",
 "Abyss Common Horizontal Corridor 2": "Abyss 普通横向走廊 2",
 "Abyss Common Horizontal Corridor 3": "Abyss 普通横向走廊 3",
 "Abyss Common Horizontal Corridor Block": "无尽深渊 普通横向走廊 区块",
 "Abyss Common Portal": "深渊普通传送门",
 "Abyss Common Treasure Floor R1 Hight": "无尽深渊 普通宝物层 R1 高阶",
 "Abyss Common Treasure Floor R1 Low": "无尽深渊 普通宝物层 R1 低阶",
 "Abyss Common Treasure Floor R2 Hight": "无尽深渊 普通宝物层 R2 高阶",
 "Abyss Common Treasure Floor R2 Low": "无尽深渊 普通宝物层 R2 低阶",
 "Abyss Common Treasure Floor1": "深渊普通宝藏层1",
 "Abyss Common Treasure Floor10": "无尽深渊 普通宝物层10",
 "Abyss Common Treasure Floor15": "无尽深渊 普通宝物层15",
 "Abyss Common Treasure Floor2": "深渊普通宝藏层2",
 "Abyss Common Treasure Floor20": "无尽深渊 普通宝物层20",
 "Abyss Common Treasure Floor3": "深渊普通宝藏层3",
 "Abyss Common Treasure Floor4": "深渊普通宝藏 第4层",
 "Abyss Common Treasure Floor5": "无尽深渊 普通宝物层5",
 "Abyss Common Treasure Floor6": "深渊普通宝藏 第6层",
 "Abyss Common Treasure Floor7": "深渊普通宝藏 第7层",
 "Abyss Common Treasure Floor8": "深渊普通宝藏 第8层",
 "Abyss Common Treasure Floor9": "深渊普通宝藏 第9层",
 "Abyss F1": "无尽深渊 F1",
 "Abyss F1-F11": "无尽深渊 1-11 层",
 "Abyss F1-F2": "无尽深渊 1-2 层",
 "Abyss F10": "无尽深渊 F10",
 "Abyss F13": "无尽深渊 F13",
 "Abyss F13-F17": "无尽深渊 13-17 层",
 "Abyss F13-F18": "无尽深渊 13-18 层",
 "Abyss F14-F19": "无尽深渊 14-19 层",
 "Abyss F15": "无尽深渊 F15",
 "Abyss F16": "无尽深渊 F16",
 "Abyss F17": "无尽深渊 F17",
 "Abyss F18": "无尽深渊 F18",
 "Abyss F19": "无尽深渊 F19",
 "Abyss F2-F12": "无尽深渊 2-12 层",
 "Abyss F3": "无尽深渊 F3",
 "Abyss F3-F16": "无尽深渊 3-16 层",
 "Abyss F4": "无尽深渊 F4",
 "Abyss F4-F12": "无尽深渊 4-12 层",
 "Abyss F4-F16": "无尽深渊 4-16 层",
 "Abyss F5": "无尽深渊 F5",
 "Abyss F6": "无尽深渊 F6",
 "Abyss F6-F15": "无尽深渊 6-15 层",
 "Abyss F7-F15": "无尽深渊 7-15 层",
 "Abyss F9": "无尽深渊 F9",
 "Abyss High-Level Treasure Chest": "深渊高级宝箱",
 "Abyss Ladybug": "深渊瓢虫",
 "Abyss Ladybug - Dungeon Settlers Wiki": "深渊瓢虫 - Dungeon Settlers 维基",
 "Abyss Ladybug icon": "深渊瓢虫 图标",
 "Abyss Ladybug variant": "深渊瓢虫变体",
 "Abyss Low-Level Treasure Chest": "深渊低级宝箱",
 "Abyss Rabid Dog": "无尽深渊狂狗",
 "Abyss Stage 1": "无尽深渊 阶段 1",
 "Abyss Stage 2": "无尽深渊 阶段 2",
 "Abyss Weak Acid Insect": "无尽深渊弱小酸液虫",
 "Abyss Weak Acid Insect - Dungeon Settlers Wiki": "无尽深渊弱小酸液虫 - Dungeon Settlers 维基",
 "Abyss Weak Acid Insect icon": "无尽深渊弱小酸液虫 图标",
 "Abyss Weak Acid Insect variant": "无尽深渊弱小酸液虫变体",
 "Abyss form": "深渊形态",
 "Abyss monsters do not have their own dedicated drop tables yet.": "无尽深渊怪物还没有自己的专用掉落表。",
 "Abyss variant": "深渊变体",
 "Abyss variants": "深渊变体",
 "Abyss-corrupted monsters in the Infinite Abyss share the base form's art with an abyssal tint; stats differ.": "无限深渊中受深渊侵蚀的怪物共用基础形态的图像，并带有深渊色调；数值不同。",
 "Abyss-corrupted variant": "深渊腐化变体",
 "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:": "深渊变体怪物复用其基础形态的图像，因此动画与上方的动画集相同。此处仅按名称列出：",
 "Abyss_Standard": "Abyss_Standard",
 "Access the research window by selecting a research b...": "通过选择研究建筑来打开研究窗口...",
 "Accessories": "饰品",
 "Accessories - Dungeon Settlers Wiki": "饰品 - Dungeon Settlers 维基",
 "AccumBaseTimeCondition": "AccumBaseTimeCondition",
 "Ach...": "成就...",
 "Acid": "酸液",
 "Acid Bug investigation done, here's your reward": "酸液虫调查完成，这是你的奖励",
 "Acid Insect Random": "酸液虫 随机",
 "Acid Slogel Random": "酸性斯洛格尔 随机",
 "AcidSlogel": "AcidSlogel",
 "Acquire the": "获得",
 "Acquire the Guardian skill tree. Gain {0} 辅技能点.": "Acquire the Guardian 技能树。获得 {0} 辅技能点.",
 "Acquire the guardian skill tree. Gain {0} 辅技能点s.": "Acquire the guardian 技能树。获得 {0} 辅技能点s.",
 "Acquired traits": "获得的特质",
 "Acquisition": "获取",
 "Action": "Action",
 "Action Add Affecter Building": "动作 添加建筑效果器",
 "Action Add Affecter By Race": "按种族添加影响者",
 "Action Add Status": "动作 添加状态",
 "Action Add Trait All": "添加所有特质",
 "Action Get Affecter": "获取影响者",
 "Action Modify Energy Target": "行动：修改目标能量",
 "Action Play Building Animation": "动作 播放建筑动画",
 "Action Remove Item": "动作 移除物品",
 "Action Spend Minute": "动作 消耗分钟",
 "Activate": "激活",
 "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 'Inventory'. ## TIP: Gathering and picking up items are actions you'll repeat often. Remember that you can perform them more easily by using 'Drag' control.": "点击屏幕右下角的“拾取”按钮，或按下 C 键来启用拾取模式。拾取的物品会添加到单位的“物品栏”中。 ## 提示：采集和拾取是需要反复进行的操作。请记住，你可以使用“拖拽”来更轻松地完成这些操作。",
 "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 'Inventory'. ## TIP: Gathering and picking up items are actions you'll repeat often. Remember that you can perform them more easily by using 'Drag' control.": "Activate pick-up 模式，点击右下角的“拾取”按钮或按下 C 键。 Picked-up 物品存放在单位的“物品栏”中。 ## TIP: Gathering and picking up items are actions you'll repeat often. Remember that you can perform them more easily by using 'Drag' control.",
 "Activated": "已激活",
 "Activates the Developer's Letter event.": "激活开发者的信事件。",
 "Active": "主动",
 "Active skills": "主动技能",
 "Active team": "当前队伍",
 "Active team name": "当前队伍名称",
 "Actively blocking with a shield to reduce incoming damage by about 50%. Also reduces the equipment durability lost from a hit.": "主动用盾牌格挡，使受到的伤害降低约 50%。同时减少一次命中所损失的装备耐久。",
 "Add": "添加",
 "Add a shield in the off-hand": "在副手添加盾",
 "Add a soul stone": "添加灵魂石",
 "Add all": "全部添加",
 "Add an acquired trait": "添加获得的特质",
 "Add an inscription": "添加铭文",
 "Add an inscription by name, rarity or category...": "按名称、稀有度或分类添加铭文...",
 "Add at least one monster to the room.": "请至少向房间添加一只怪物。",
 "Add every obtainable": "添加所有可获得的",
 "Add mood sources": "添加心情来源",
 "Add more below -": "在下方继续添加 -",
 "Add shield": "添加盾",
 "Add this monster to the room.": "将此怪物加入房间。",
 "Add to": "添加到",
 "Add to my save": "添加到我的存档",
 "Added": "已添加",
 "Added (1)": "已新增 (1)",
 "Added (11)": "已添加 (11)",
 "Added (12)": "新增 (12)",
 "Added (13)": "已添加 (13)",
 "Added (132)": "已添加 (132)",
 "Added (16)": "已添加 (16)",
 "Added (18)": "已添加 (18)",
 "Added (194)": "已添加 (194)",
 "Added (2)": "新增（2）",
 "Added (21)": "已添加 (21)",
 "Added (22)": "新增 (22)",
 "Added (23)": "已添加 (23)",
 "Added (25)": "已添加 (25)",
 "Added (27)": "已添加 (27)",
 "Added (28)": "已添加 (28)",
 "Added (3)": "新增（3）",
 "Added (35)": "已添加 (35)",
 "Added (38)": "已添加 (38)",
 "Added (4)": "新增（4）",
 "Added (42)": "已添加 (42)",
 "Added (5)": "新增（5）",
 "Added (59)": "已添加 (59)",
 "Added (6)": "新增（6）",
 "Added (707)": "已添加 (707)",
 "Added (8)": "新增（8）",
 "Added (80)": "已添加 (80)",
 "Added (9)": "已添加 (9)",
 "Added ({#})": "新增（{#}）",
 "Added - click to remove": "已添加 - 点击移除",
 "Additional skill point increase (Granted as a bonus by this amount when advancing to levels 3, 5, 7, 9, 11)": "额外技能点增加（升到 3、5、7、9、11 级时按此数量作为加成给予）",
 "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.": "与区间内其余部分加算，因此你已有的造成伤害加成越多，这 20 所占的份额就越小。",
 "Additive, not multiplicative. It shares the bracket with every other damage dealt bonus.": "加算，不是相乘。它与其他所有造成伤害加成共用同一区间。",
 "Adds": "增加",
 "Adds 0.15 percent damage per point of carried Weight to melee physical hits.": "近战物理命中每点携带负重增加 0.15% 伤害。",
 "Adds 10 percent of your max HP as Magic Attack Power on every hit.": "每次命中将最大 HP 的 10% 作为魔法攻击力。",
 "Adds 10 percent of your max HP as Physical Attack Power on every hit.": "每次命中将最大 HP 的 10% 作为物理攻击力。",
 "Adds a flat +20 percent damage against elite and boss monsters.": "对精英和首领怪物增加固定 +20% 伤害。",
 "Adds a flat +25 percent damage to basic attacks and wears the weapon out faster.": "为普通攻击增加固定 +25% 伤害，并使武器损耗更快。",
 "Adds up to +20 percent damage as the wearer's own HP drops.": "随穿戴者自身 HP 下降，最多增加 +20% 伤害。",
 "Adjusts": "调整",
 "Advanced": "高级",
 "Advanced - input my stats": "高级 - 输入我的属性",
 "Advanced ON - my stats override the sheet": "高级已开启 - 我的属性覆盖表格",
 "Advanced Stone": "高级石制",
 "Advanced Stone Housing not completed": "高级石制住房未完成",
 "Advanced, at-your-own-risk. This article describes the raw files on disk.": "高级内容，风险自负。本文说明磁盘上的原始文件。",
 "AffectCondition_": "AffectCondition_",
 "Affecter": "效果施加者",
 "Affecter for recording accumulated hit targets": "用于记录累计命中目标的效果施加者",
 "AffecterAdded": "AffecterAdded",
 "AffecterPresent": "AffecterPresent",
 "AffecterTable": "AffecterTable",
 "AffecterTick": "AffecterTick",
 "AffecterTriggeringTickCount": "AffecterTriggeringTickCount",
 "Affecters": "效果施加者",
 "Affixes": "词缀",
 "After": "之后",
 "After a brief silence, he clutches his head with both hands.": "短暂沉默过后，他用双手抱住脑袋。",
 "After a brief silence, his pen begins racing across the": "短暂的沉默后，他的笔尖开始在",
 "After a brief silence, his pen begins racing across the pag...": "短暂的沉默后，他的笔尖开始在 pag...",
 "After a critical hit lands.": "暴击命中后。",
 "After a hit lands on the wearer.": "命中落在佩戴者身上之后。",
 "After a moment": "片刻之后",
 "After a moment of s...": "片刻的沉...",
 "After a moment, he": "过了一会儿，他",
 "After a moment, he speaks.": "片刻之后，他开口了。",
 "After briefly": "短暂地",
 "After lookin...": "看过之后……",
 "After returning": "返回后",
 "After rummaging deep inside the burrow, {0} crawls out cradling two lumps of damp clay. The clay is quite fine and sticky, with hardly any stones or roots mixed in. Marks on the burrow walls show that the same clay was spread over them and left to harden. \"This is worth taking as well.\"": "{0} 在洞穴深处翻找一番后，爬了出来，怀里抱着两块湿黏土。黏土非常细腻且黏稠，几乎没有混入任何石块或根茎。洞穴墙壁上的痕迹表明，同样的黏土曾被涂抹在墙上并任其硬化。“这东西也值得带走。”",
 "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and": "在腐化区域里挣扎了许久之后，{0}终于回来了，一边喘着粗气，一边拖回一条体型巨大而",
 "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 to {0}'s entire body.": "在腐化区域里挣扎了许久之后，{0}终于回来了，一边喘着粗气，一边拖回一条体型巨大而 grotesque-looking fish. A sinister purple corruption clings thickly to {0}'s entire body.",
 "After studying it for a moment, the": "观察片刻后，",
 "After swallowing the sixth piece of meat, the crevice slowly contracts six times, then stops moving.": "吞下第六块肉后，裂缝缓慢收缩了六次，然后停止了蠕动。",
 "After swallowing the sixth piece of meat, the fissure contracts slowly six times, then falls still.": "吞下第六块肉后，裂隙慢慢收缩了六次，然后静止。",
 "After swallowing the sixth piece of meat, the fissure contracts slowly six times, then falls still. Creeeak! Tick... taste... ting! In the silence, three clear chimes ring out, like glass bottles striking one another. Yes-the sound you just heard could not possibly have come from inside a living creature. The fissure remains open, deeper and wider than before, waiting for another hand to reach out.": "吞下第六块肉后，裂隙慢慢收缩了六次，然后静止。嘎吱吱！嘀...味...叮！寂静中响起三声清脆的鸣响，像玻璃瓶互相碰撞。是的-你刚听到的声音，绝不可能来自活物体内。裂隙仍张着，比之前更深更宽，等着下一只手伸过去。",
 "After the 2000-gold": "达到 2000 金币",
 "After the basic attack has landed and its damage is known.": "普通攻击已经命中且伤害已知之后。",
 "After the basic attack has landed, and only when it was a critical hit.": "普通攻击已经命中之后，且仅当该次为暴击时。",
 "After the hit has landed and its damage is known.": "命中已经落地且伤害已知之后。",
 "After the party returns, a": "队伍返回后，一层",
 "After the wearer guards a hit.": "穿戴者格挡一次命中之后。",
 "After {#}": "{#} 后",
 "Aftereffect duration granted on mental breakdown": "精神崩溃时赋予的后遗症持续时间",
 "Against a target carrying the elite or boss tag.": "对带有精英或首领标签的目标。",
 "Against an elite or a boss, multiply the hit by 1.20 before any other bonus dilutes it.": "对精英或首领，在其他加成稀释之前将命中乘以 1.20。",
 "Against an elite or boss": "对精英或首领",
 "Aggro & threat": "仇恨与威胁",
 "Aggro Correction = [1.3, 1]": "仇恨修正 = [1.3, 1]",
 "Aggro Range": "仇恨范围",
 "Aggro Range = 8 tiles": "仇恨范围 = 8 格",
 "Aggro and threat": "仇恨与威胁",
 "Aggro increase correction value by attack type {0} : Melee correction value {1} : Ranged correction value": "按攻击类型的仇恨增加修正值 {0} ：近战修正值 {1} ：远程修正值",
 "Aggro/threat is scaled by how you hit: melee x": "仇恨/威胁按打法缩放：近战 x",
 "AggroCorrection": "AggroCorrection",
 "AggroRange": "AggroRange",
 "Agility Boost: Positive GAMESYSTEM_Environment_{affecterName}": "敏捷强化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Agility Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "敏捷削弱：负面 GAMESYSTEM_Environment_{affecterName}",
 "AgilityFortify": "AgilityFortify",
 "AgilityWeaken": "AgilityWeaken",
 "Agility_": "Agility_",
 "Agi×0.01": "敏捷×0.01",
 "Agi×0.05": "敏捷×0.05",
 "Agi×0.2": "敏捷×0.2",
 "Agi×0.5": "敏捷×0.5",
 "Ah,": "啊，",
 "Ah, so that's what it was.": "啊，原来是这样。",
 "Ah...": "啊……",
 "Ahh..": "啊哈..",
 "Ahh...": "啊……",
 "Ahmose Nefertari": "阿赫摩斯·娜芙蒂蒂",
 "Aid": "援助",
 "Alchemy": "炼金",
 "Alchemy.": "炼金。",
 "Alert": "警报",
 "Alert Low Ammo Count": "弹药不足警报数量",
 "Alert messages and their meaning": "警报消息及其含义",
 "Alert to disappear after": "警告在此之后消失",
 "AlertTable": "AlertTable",
 "AlertTable - 57 HUD alert definitions (click to expand)": "AlertTable - 57 条 HUD 警报定义（点击展开）",
 "Alert_": "Alert_",
 "Alerts": "警报",
 "Alerts & Warnings": "警报与警告",
 "Alerts and Warnings": "警报与警告",
 "Alerts and Warnings - Dungeon Settlers Wiki": "Alerts and Warnings - Dungeon Settlers 维基",
 "Alert에 띄워주는 이벤트 발생": "会在警报中弹出的事件",
 "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 분단위(1440 = 1일)": "随机事件激活后，在警报中显示并消失所需的分钟数（1440 = 1天）",
 "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 시간(1440 = 1일)": "警报中显示的随机事件激活后，直到消失所需的游玩时间（1440 = 1天）",
 "All": "全部",
 "All 244 items in build DS_B.0.4.19 - 236 obtainable, 8 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.": "版本 DS_B.0.4.19 全部 244 件物品 - 236 件可获得，8 件锁定/未发布。点击列标题排序；用标签筛选。食物列：心情是食用时的心情变化（由该物品的摄入效果得出），保质期是游戏内天数。",
 "All 30 edible items in build DS_B.0.4.19 - 30 obtainable, 0 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.": "全部 30 种可食用物品，版本 DS_B.0.4.19 - 30 可获得，0 锁定/未发布。饥饿是进食时恢复的数值；心情是进食时的心情变化，持续时间是该效果持续多久。点击列标题排序；用标签筛选。",
 "All 372 items: rarity, type, stats, weight, price, equip effects, ammo, repair.": "全部 372 件物品：稀有度、类型、属性、重量、价格、装备效果、弹药、修理。",
 "All 42 unique loading-screen messages (from 46 table rows - duplicates collapsed). Most are gameplay tips; a few are pure world lore about the settlers and races of the Barren Land.": "所有 42 条独特的加载界面消息（来自 46 行表格--重复项已折叠）。大多数是游戏玩法提示；少数是关于贫瘠之地定居者和种族的纯粹世界背景故事。",
 "All 7 soul stones in build DS_B.0.4.19 - 7 obtainable today, 0 gated, and 7 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.": "版本 DS_B.0.4.19 全部 7 颗灵魂石 - 当前可获得 7 颗，锁定 0 颗，效果已接入 7 颗。灵魂石使用后消耗，并永久传授对应怪物的标志技能；角色同时只能持有一个灵魂特质，因此第二颗石头会覆盖第一颗。在框中输入以搜索名称、效果和怪物；点击列标题排序，用标签筛选。",
 "All Genius": "全部天才",
 "All Moderate (balanced)": "全部中等（均衡）",
 "All Poor": "全部较差",
 "All Skill Unlock Mode": "所有技能解锁模式",
 "All Skill Unlock Mode - Dungeon Settlers Wiki": "所有技能解锁模式 - Dungeon Settlers 维基",
 "All Skill Unlock Mode icon": "所有技能解锁模式 图标",
 "All Skills": "所有技能",
 "All Skills - Dungeon Settlers Wiki": "所有技能 - Dungeon Settlers 维基",
 "All bonuses": "全部加成",
 "All buff/debuff/trait effects: FloatValues, durations, stacking, visibility.": "所有增益/减益/特质效果：FloatValues、持续时间、叠加、可见性。",
 "All item drop rates reduced by 50%": "所有物品掉落率降低 50%",
 "All modifiers": "全部修正",
 "All mood modifiers": "全部心情修正",
 "All of": "全部",
 "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.": "突然间，你意识到有什么东西在注视着你。环顾四周却一无所获后，你缓缓抬起头，望向天空。上方，云朵聚集成一个奇怪而富有深意的形状。它看起来几乎是活的，带着一种奇特的微笑，仿佛它有自己的意图。“这个世界充满了痛苦……还是快乐？”被它的存在所压倒，你发现自己无法动弹。“又或许……是贪婪？”你本能地选择了你的答案。",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.": "全远程脏战。由于已施加减速，贸然冲锋容易遭到集火，因此需要战术分配伤害。",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. - Dungeon Settlers Wiki": "全远程脏战。由于已施加减速，贸然冲锋容易遭到集火，因此需要战术分配伤害。 - Dungeon Settlers 维基",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. map": "全远程脏战。由于已施加减速，贸然冲锋容易遭到集火，因此需要战术分配伤害。地图",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical...": "全是远程的肮脏战斗。由于会施加减速，贸然冲锋很容易导致火力集中，所以战术上...",
 "All research": "所有研究",
 "All skills with values, by weapon/magic tree": "所有技能及其数值，按武器/魔法技能树",
 "All skills: FloatValues, cooldowns, ranges, summons (CreatureKey).": "所有技能：FloatValues、冷却、范围、召唤（CreatureKey）。",
 "All tables combined into one JSON object (convenience download).": "所有表合并为一个 JSON 对象（方便下载）。",
 "All trees": "所有技能树",
 "All units/monsters: stats, skills, traits, drops, movement/vision.": "所有单位/怪物：属性、技能、特质、掉落、移动/视野。",
 "All used up (level": "已全部用完(等级",
 "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.": "全部 {#} 种可食用物品，版本 {#} - {#} 可获得，{#} 锁定/未发布。饥饿是进食时恢复的数值；心情是进食时的心情变化，持续时间是该效果持续多久。点击列标题排序；用标签筛选。",
 "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.": "全部 {#} 颗灵魂石，版本 {#} - 当前可获得 {#} 颗，锁定 {#} 颗，效果已接入 {#} 颗。灵魂石使用后消耗，并永久传授对应怪物的标志技能；角色同时只能持有一个灵魂特质，因此第二颗石头会覆盖第一颗。在框中输入以搜索名称、效果和怪物；点击列标题排序，用标签筛选。",
 "Allows": "允许",
 "Allows recreation to be enjoyed more efficiently.": "允许更高效地享受娱乐。",
 "Allows the user to absorb a portion of damage dealt as health.": "允许使用者吸收一部分造成的伤害作为生命值。",
 "Ally": "盟友",
 "Alpha": "Alpha",
 "Alpha Acid Slogel Exclusive Room 1": "阿尔法酸性斯洛格尔专属房间 1",
 "Alpha Acid Slogel Exclusive Room 1 - Dungeon Settlers Wiki": "阿尔法酸性斯洛格尔专属房间 1 - Dungeon Settlers 维基",
 "Alpha Acid Slogel Exclusive Room 1 map": "阿尔法酸性斯洛格尔专属房间 1 地图",
 "Alpha Acid Slogel Fixed": "阿尔法酸性斯洛格尔 固定",
 "Alpha Acid Slogel Random": "阿尔法酸性斯洛格尔 随机",
 "AlphaAcidSlogel": "AlphaAcidSlogel",
 "AlphaCameraRegionRestrict": "AlphaCameraRegionRestrict",
 "Already at breakdown": "已处于崩溃",
 "Already calm": "已经平静",
 "Also": "另外",
 "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.": "另外施加 1 层燃烧，持续 5 秒（每次施加 15 点固定伤害，3/层/秒）。持续伤害为固定值，无视抗性以及上方的阶梯缩放。",
 "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.": "另外施加 2 层出血，持续 10 秒（每次施加 100 点固定伤害，5/层/秒）。持续伤害为固定值，无视抗性以及上方的阶梯缩放。",
 "Also applies 3 Bleeding for 10 s (150 flat damage per application, 5/stack/s). Damage-over-time is flat and ignores resistance and the tier scaling above.": "另外施加 3 层出血，持续 10 秒（每次施加 150 点固定伤害，5/层/秒）。持续伤害为固定值，无视抗性以及上方的阶梯缩放。",
 "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.": "另外施加 3 层出血，持续 6 秒（每次施加 90 点固定伤害，5/层/秒）。持续伤害为固定值，无视抗性以及上方的阶梯缩放。",
 "Also change my campaign to this difficulty": "同时将我的战役改为该难度",
 "Also part of scenario starting kits:": "也属于场景初始套件：",
 "Also triggers on use:": "使用时也会触发：",
 "Also:": "此外：",
 "Alt": "Alt",
 "Alt + RMB : Show all interactions": "Alt + 右键：显示所有交互",
 "Alt pins this tooltip": "按 Alt 固定此提示",
 "Always": "始终",
 "Always active once learned (a permanent passive, no duration):": "学会后始终生效（永久被动，无持续时间）：",
 "Always back up a save before touching it. A bad edit can leave a campaign stuck.": "改之前务必先备份存档。错误的修改会让一局战役卡住。",
 "Ambience": "环境音",
 "Ambience (12)": "环境音 (12)",
 "Ambition": "抱负",
 "Ambition - Elf": "抱负 - 精灵",
 "Ambition - Human": "抱负 - 人类",
 "Ambition - Lizardman": "抱负 - 蜥蜴人",
 "Ambition - Lycan": "抱负 - 狼人",
 "Amid": "当中",
 "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.": "在一片嘈杂的议论声中，探险队员们走到你面前。其中一人像是下定决心般率先站了出来。“我们已经忍无可忍了。我们在拿命冒险，可吃的糟糕透顶，连休息时间都不够！”{0}情绪激动地喊道。筋疲力尽与愤怒写在脸上。“没错！我们受够了！”其他队员也愤愤不平地附和着。他们的脸上满是极度的疲惫与怒火。很快，{0}发泄不满的声音变得愈发激烈，房间里的紧张气氛不断升级。所有人都已不堪重负，局势看起来十分危险。最终，当你抬手制止{0}时，众人都停下来，等待你的回应。",
 "Amid noisy murmuring, the members come looking for you.": "在一片嘈杂的议论声中，队员们来到你面前。",
 "Ammo for": "弹药用于",
 "Among": "其中",
 "Amount": "数量",
 "Amount suffix": "数量后缀",
 "Amounts shown are the Hard baseline.": "所示数量以困难难度为基准。",
 "An": "一个",
 "An Expedition Resolution has been completed": "一项探险决议已完成",
 "An Expedition Resolution is already running": "已有一项探险决议正在进行",
 "An aid kit used to rescue a unit that has entered the 濒死 state due to 严重受伤.": "一种用于救援因严重受伤而进入濒死状态的单位的急救包。",
 "An archer belonging to the guild.": "公会所属的弓箭手。",
 "An arrow made from blood-soaked wood.": "一根由浸血木材制成的箭。",
 "An arrow made of Arcron.": "An 以阿克伦为材料制成的箭矢。",
 "An arrow made of bronze.": "An 青铜制箭矢。",
 "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.": "一条写入的战斗常数（包围目标的每个单位提供命中率 +10% 和暴击几率 +5%），已在游戏数据中定义，但本版本的战斗代码没有接上它，因此目前对任何人都没有效果。若开发者启用它，会从第一个包围单位起对称生效（对你有利也有害，因为战斗结算与阵营无关）。",
 "An axe": "一把斧头",
 "An axe made": "一把斧由",
 "An axe made from hardened beast bones.": "一把由硬化野兽骨骼制成的斧头。",
 "An axe made of bronze.": "An 青铜制成的斧头。",
 "An axe made of carapace.": "一把由甲壳制成的斧头。",
 "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').": "早期的未来区域。目前仅有 4 个安全层过渡房间（入口、传送门、走廊以及链甲骑士哨兵的安全层槽）；尚无战斗层、真正的怪物或掉落。设定将其与遗忘深渊相连（'废弃矿井的深处便是遗忘深渊'）。",
 "An enemy with": "一个拥有",
 "An enemy-free staging area (floor index -1) generated at the start of an expedition": "探险开始时生成的无敌人准备区（层索引 -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.": "探险开始时生成的无敌人集结区（层索引 -1：入口、走廊、传送门），可通过「跳过安全层」选项跳过。各区域规则：寂静帷幕和教程从不生成该层，废弃矿井强制生成一层（跳过关闭），溃烂地穴的则是巨石魔像纪念营地。",
 "An entity of the Abyss in the form of a": "一个以如下形态出现的无尽深渊存在",
 "An entity of the Abyss in the form of a rabid dog.": "一个以狂狗形态出现的无尽深渊存在。",
 "An expedition takes four. Random cards are extras. Click a card to put them on the team.": "一次探险需要四人。随机卡牌是额外的。点击卡牌即可加入队伍。",
 "An expedition that has begun to make": "一支已经开始崭露头角的探险队",
 "An important resource that forms the basis of industry.": "是一种构成工业基础的重要资源。",
 "An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.": "标注为 3 的材料在简单花费 1，普通花费 2，困难 / 极难 / 毁灭花费 3。",
 "An insignia awarded to the Deputy Commander of a Guild expedition of sufficient size.": "授予足够规模的公会探险队副指挥官的徽章。",
 "An internal floor-layout theme used by the dungeon generator, not a player-visited expedition region and not a RegionName in the room table.": "地下城生成器使用的内部层布局主题，不是玩家前往的探险区域，也不是房间表中的 RegionName。",
 "An iron-containing ore that can be processed into metal.": "An iron-containing 可加工成金属的矿石。",
 "An officer belonging to the guild.": "公会所属的官员。",
 "An upset-looking hunter who is also a merchant. At the end of her chain she is a recruit.": "一个看起来不高兴的猎人，同时也是商人。任务链结束时她会成为招募对象。",
 "An {#} has been completed": "{#} 已完成",
 "Ancient Forest Bookshelf Random": "古代森林书架 随机",
 "Ancient Forest Bookshelf Remnant": "古代森林书架遗迹",
 "Ancient Forest Bookshelf Remnant - Dungeon Settlers Wiki": "古代森林书架遗迹 - Dungeon Settlers 维基",
 "Ancient Forest Bookshelf Side Remnant": "古代森林书架（一侧）遗迹",
 "Ancient Forest Bookshelf Side Remnant - Dungeon Settlers Wiki": "古代森林书架（一侧）遗迹 - Dungeon Settlers 维基",
 "Andorsi": "安多西",
 "Androssi": "安德罗西",
 "Androssi4": "Androssi4",
 "Animation": "动画",
 "Animations": "动画",
 "Animations - Dungeon Settlers Wiki": "动画 - Dungeon Settlers 维基",
 "Annihilation": "毁灭",
 "AnnihilationCover": "AnnihilationCover",
 "Anomaly": "异形",
 "Any": "任何",
 "Any critical hit the wearer lands.": "穿戴者打出的任意暴击。",
 "Any hit that is applied to the wearer, from any source.": "任何对佩戴者生效的命中，不论来源。",
 "Any hit the wearer lands on a target that is not already dead.": "穿戴者对尚未死亡的目标打出的任何命中。",
 "Any member": "任意成员",
 "Any member who is not marked deadly": "任意未被标记为濒死的成员",
 "Any one of": "以下任一",
 "Any positive energy change on the wearer.": "佩戴者身上任何正的能量变化。",
 "Any rank": "任意等级",
 "Any rank (1, 2, 3)": "任意等级 (1, 2, 3)",
 "Any rank ({#})": "任意等级 ({#})",
 "Anything that pushes a target under a fifth of its health, including Sinking's own missing-HP burst, sets this up.": "任何把目标压到生命值五分之一以下的东西，包括淹没铭文自身的已损失 HP 爆发，都会为此创造条件。",
 "Anything that raises energy regeneration raises the Shell rate in direct proportion.": "任何提高能量恢复的效果，都会按同样比例提高获得外壳的速度。",
 "Appear %": "出现 %",
 "Appears in rooms": "出现于房间",
 "Appears on recruits from clan rank": "出现在探险等级起的招募对象上",
 "Appears when": "出现时机",
 "Appears when you interact with": "与其互动时出现",
 "Appears when you interact with {#} (the interaction spawns this statue and monsters).": "与 {#} 互动时出现（互动会生成此雕像和怪物）。",
 "Append": "附加",
 "Appendix: clan name pool": "附录：探险名称池",
 "Appli...": "应用...",
 "Applied and maintained by the per-tick status system": "由每跳状态系统施加并维持",
 "Applied automatically by a game system.": "由游戏系统自动施加。",
 "Applied by a campaign event": "由战役事件施加",
 "Applied by lethal conditions": "由致死状态施加",
 "Applied by specific campaign or dungeon events.": "由特定战役或地下城事件施加。",
 "Applied by the mood system - reflects the unit's living conditions, tasks and events.": "由心情系统施加 - 反映该单位的生活条件、工作与事件。",
 "Applied effects": "已施加效果",
 "Applied in the expedition results summary": "在探险结果概览中施加",
 "Applied to the trade only once, at the start": "仅在开始时对交易应用一次",
 "Applied when a companion is lost": "同伴失去时施加",
 "Applied when a unit is released": "单位被释放时施加",
 "Applied while sitting on furniture": "坐在家具上时施加",
 "Applies": "施加",
 "Applies 1 Burning =": "施加 1 层燃烧 =",
 "Applies 2 Burning =": "施加 2 层燃烧 =",
 "Applies 3 Bleeding =": "施加 3 层出血 =",
 "Applies 5 Burning =": "施加 5 层燃烧 =",
 "Applies an additional 'quality of the structure used for resting' * {0}% to the Wound decrease amount from UnitStatusSystem_RestWoundDecreasePercentage.": "在 UnitStatusSystem_RestWoundDecreasePercentage 的伤口减少量上，额外施加「用于休息的建筑品质」 * {0}%。",
 "Applies an additional 'quality of the structure used for resting' * {0}% to the health recovery amount from UnitStatusSystem_NaturalHealthPointRestorePercentage.": "在 UnitStatusSystem_NaturalHealthPointRestorePercentage 的生命恢复量上，额外施加「用于休息的建筑品质」 * {0}%。",
 "Applies to": "适用于",
 "Applies to nothing": "无适用对象",
 "Applies {#} {#} =": "施加 {#} {#} =",
 "Applies 嘲讽 to the target for {0} seconds when using single target melee skills.": "Applies 嘲讽 在使用时对目标持续 {0} 秒 single target melee skills.",
 "Applies 嘲讽 to the target for {0} seconds when using single-target melee skills.": "Applies 嘲讽 在使用时对目标持续 {0} 秒 single-target melee skills.",
 "Applies 嘲讽 to the target for {0} seconds. 造成伤害 against the taunted target increases by {1}%, and 受到伤害 from other sources decreases by {2}%.": "Applies 嘲讽 对目标，持续 {0} 秒。 造成伤害 对被嘲讽目标提高 {1}%，并且 受到伤害 from other sources decreases by {2}%.",
 "Applies 嘲讽 to the target for {0} seconds. 造成伤害 against the taunted target increases by {1}%, and 受到伤害 received from other targets decreases by {2}%. This skill is planned for a future update.": "Applies 嘲讽 对目标，持续 {0} 秒。 造成伤害 对被嘲讽目标提高 {1}%，并且 受到伤害 received from other targets decreases by {2}%. This skill is planned for a future update.",
 "Apply worst-case env debuffs": "应用最差环境减益",
 "Apply {#} to every member for {#}": "对所有队伍成员施加 {#}，持续 {#}",
 "Apply {#} to {#} for {#}": "将 {#} 施加到 {#}，持续 {#}",
 "Arcane": "奥术",
 "Archer": "射手",
 "Arcron (M.Atk {#})": "阿克伦 (魔攻 {#})",
 "Arcron (P.Atk {#})": "阿克伦 (物攻 {#})",
 "Arcron Great Sword": "奥克隆巨剑",
 "Arcron.": "阿克伦。",
 "Arcteon,": "阿克提恩，",
 "Are": "你",
 "Are you sure you want to delete": "您确定要删除",
 "Are you sure you want to delete save? All": "您确定要删除存档吗？所有",
 "Are you sure you want to delete save? All your progress will be deleted!": "您确定要删除存档吗？您的所有进度都将被删除！",
 "Are you sure you want to go down": "确定要前往下一",
 "Are you sure you want to go down floor?": "确定要前往下一层吗？",
 "Are you sure you want to unlock": "确定要解锁",
 "Are you sure you want to unlock Research : {0}?": "确定要解锁 Research : {0}?",
 "Area": "区域",
 "Area Room": "区域房间",
 "Area Type": "区域类型",
 "Area type": "区域类型",
 "Area {0} covered by creep from large thornvines": "巨型黑荆棘藤蔓蔓延覆盖的范围 {0}",
 "Area {0} covered by creep from small thornvines": "小型黑荆棘藤蔓蔓延覆盖的范围 {0}",
 "Armor": "护甲",
 "Armor - Dungeon Settlers Wiki": "护甲 - Dungeon Settlers 维基",
 "Armor - getting hit": "护甲 - 被击中",
 "Armor made of bronze.": "青铜护甲。",
 "Armor wear": "护甲磨损",
 "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.": "护甲磨损 = {#} x 受到的伤害，对每件已穿戴护甲生效。格挡使伤害（以及磨损）减半；闪避或未命中不造成伤害，因此没有损耗。",
 "Armor wear: getting hit": "护甲磨损：被击中",
 "Around her are neatly arranged tanned leather and bones.": "她周围整齐地摆放着鞣制过的皮革和骨头。",
 "Arrow for bows:": "弓箭：",
 "Arrow x1": "箭 x1",
 "Arrow x5": "箭 x5",
 "Arrow ×1": "箭 ×1",
 "Arrow ×3": "箭 ×3",
 "Arrow ×5": "箭 ×5",
 "Arrows": "箭矢",
 "Arrows carved from beast bones. Light yet piercing.": "由野兽骨骼雕刻而成的箭。轻巧但穿透力强。",
 "Arrows made of carapace.": "由甲壳制成的箭。",
 "Artifact": "文物",
 "As": "作为",
 "As a squire sworn to a liege, {0} followed": "作为宣誓效忠领主的侍从，{0}跟随",
 "As a squire sworn to a liege, {0} followed like a": "作为一名宣誓效忠领主的侍从，{0}如影随形，",
 "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 squire would last forever.": "作为一名宣誓效忠领主的侍从，{0}如影随形，在无数次战斗中成为确保领主生存的盾牌。然而，一个问题在你心中滋生--侍从的角色是否会永远持续下去。",
 "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 a squire forever?": "作为宣誓效忠领主的侍从，{0}像影子一样跟随骑士，作为他们的盾牌在无数战斗中幸存下来。然而内心深处，一个问题开始滋生：他们会永远只是一个侍从吗？",
 "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 toward hidden truths did not easily stop. Because of that, they often suspected even kindness of hiding some deeper intent.": "作为一名秘术师，{0}深知每个秘密都有其代价。每当他们研究无名仪式和古老符号时，他们的心智都会一点点磨损，但他们迈向隐藏真相的脚步却从未轻易停止。正因如此，他们常常怀疑即使是善意也隐藏着更深层的意图。",
 "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,...": "作为一名秘术师，{0}深知每个秘密都有其代价。每当他们研究无名仪式和古老符号时，他们的心智都会一点点磨损，...",
 "As the": "随着",
 "As the fifth piece of meat disappears, the room fills with a scent like ginger and mustard burning in a fire.": "第五块肉消失后，房间里充满姜和芥末在火里烧着的气味。",
 "As the fifth piece of meat disappears, the room fills with a scent like ginger and mustard burning in a fire. Yet each expedition member describes a different smell. One catches spices, another scorched fat, and another the dinner table of a home left behind long ago. Clatter. Creak. Crunch. From within the fissure comes the sound of a tongueless mouth savoring its meal.": "第五块肉消失后，房间里充满姜和芥末在火里烧着的气味。可每位探险队员闻到的都不一样。有人闻到香料，有人闻到焦脂，还有人闻到很久以前家里餐桌上的味道。咔嗒。嘎吱。嘎嘣。裂隙里传来一张没有舌头的嘴在品尝食物的声音。",
 "As the fifth piece of meat vanishes, a smell of ginger and mustard mixed with something burning spreads through the room...": "第五块肉消失后，房间里弥漫着一股生姜和芥末混合着某种燃烧物的气味……",
 "As the seventh piece of meat disappears into the darkness, the flesh covering the room contracts all at once.": "第七块肉没入黑暗时，覆盖房间的血肉一下子全部收缩。",
 "As the seventh piece of meat disappears into the darkness, the flesh covering the room shrinks back all at once.": "当第七块肉消失在黑暗中时，覆盖房间的肉质瞬间收缩。",
 "As the surroundings grow": "随着四周变得",
 "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.": "随着四周变得 quiet for a moment, you take a deep breath and begin to speak. “我很清楚如何 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 探险队员 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 探险队员 nod in agreement. Though the situation remains harsh, your heartfelt words rekindle their resolve.",
 "As the surroundings grow quiet, you slowly continue. \"I know how hard all of you have been fighting. Things are difficult now, but once we overcome this crisis, our situation will be much better.\" The expedition members' expressions gradually soften at your words. \"So endure just a little longer. I will not let your hardship go to waste.\" \"Understood, Commander. We will keep going a little longer.\" {0} and the other members nod, accepting your words.": "随着四周变得 quiet, you slowly continue. \"I know how hard all of you have been fighting. Things are difficult now, but once we overcome this crisis, our situation will be much better.\" The 探险队员' expressions gradually soften at your words. \"So endure just a little longer. I will not let your hardship go to waste.\" \"Understood, Commander. We will keep going a little longer.\" {0} and the other members nod, accepting your words.",
 "As we face increasingly dangerous enemies, the expedition members' lack of ability has begun to show.": "As we face increasingly dangerous enemies, the 探险队员' lack of ability has begun to show.",
 "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 abilities alone, it will be difficult to move forward.\"": "As we face increasingly dangerous enemies, the 探险队员' lack of ability has begun to show. More seasoned personnel will be needed for future expeditions. \"With our current abilities alone, it will be difficult to move forward.\"",
 "As you": "当你",
 "As you accept the request, he": "你接受任务后，他",
 "As you approach, Xenon flips through his notebook without any particular reaction, then after a moment, opens his mouth....": "当你走近时，科赛农翻着笔记本，没有什么特别的反应，过了一会儿，才张开嘴....",
 "As you approach, Xenon flips through his notebook without much reaction. After a moment, he speaks. \"You're here.\" He taps a section of the open record with his finger. It is densely filled with sketches of a large grub and observation notes. \"I truly cannot understand this creature. Even as an adult, it has an enormous body but cannot move on its own. How does something like that sustain such a bulk?\" He tears out a sheet of notes and hands it to you. \"Collect the Meat Grubs that inhabit the burrow region and keep records as you do. I want to know their secret.\"": "你走近时，科赛农翻着笔记本，没什么反应。过了一会儿，他开口了。“你来了。”他用手指点开着的记录上的一处。那一页密密麻麻画着一只大型蛆虫和观察笔记。“我实在弄不懂这种生物。就算成年了，身体庞大却不能自己移动。那样的东西靠什么维持这么大的体型？”他撕下一页笔记递给你。“收集栖息在地穴区域的肉蛆，一边收集一边做记录。我想知道它们的秘密。”",
 "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 lot are more capable than I expected.\" She meets your gaze. \"Have you gone beyond this forest yet? There's a monster living there. Huge. Ordinary arrows can't even scratch it.\" She falls silent for a moment, staring off into the distance, before turning back to you with faint sadness in her eyes. \"I'd do anything... if it meant getting revenge on that thing.\"": "当你走近时，她短暂地停止了维护装备，看向你。她不再像以前那样公开嘲笑你，尽管她看起来仍然不太自在。“你们这些家伙比我预想的更有能力。”她与你对视。“你们有没有去过这片森林之外？那里住着一只怪物。巨大无比。普通的箭矢甚至无法伤到它。”她沉默片刻，凝视着远方，然后转过身来，眼中带着一丝淡淡的悲伤。“我愿意做任何事……如果那意味着能向那东西复仇的话。”",
 "As you hand over the": "当你递出",
 "As you hand over the survey materials, Xenon quickly skims through them. After a moment of silence, he grabs his head wi...": "你递上调查资料后，科赛农迅速浏览了一遍。片刻沉默后，他抱住脑袋...",
 "As you hand over the survey results, Xenon silently opens his notebook and skims through the contents.": "你递上调查结果后，科赛农默默翻开笔记本，浏览其中的内容。",
 "As you hand over the survey results, he silently opens his notebook and skims through the contents.": "你递上调查结果后，他默默翻开笔记本，浏览其中的内容。",
 "As you nod, he looks back at the acid insect without any particular interest.": "你点头后，他毫无兴致地重新看向酸液虫。",
 "As you relay the results of the hunt, she slowly closes her eyes and soon exhales softly.": "当你讲述狩猎结果时，她慢慢闭上眼睛，很快轻轻地呼出一口气。",
 "As you take the note, he nods in satisfaction. \"Ah, and don't forget: Spore Insects only inhabit deep within the forest.\" He looks back at the Spore Insect and mutters as if to himself. \"How can such tiny spores make creatures so weak...\" As though he has already forgotten you are there, he immerses himself in observation once more.": "你接过纸条，他满意地点点头。“啊，别忘了：孢子昆虫只栖息在森林深处。”他回头看着孢子昆虫，像自言自语。“这么细小的孢子，怎么能让生物变得这么弱...”仿佛已经忘了你还在，他又沉进观察里。",
 "As you take the note, he nods with satisfaction.": "你接过笔记后，他满意地点了点头。",
 "As you're organizing your report on this expedition, a crow flies down and lands on your arm.": "当你正在整理这次探险的报告时，一只乌鸦飞下来落在你的手臂上。",
 "As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.": "当{0}撕碎生物的几部分时，一声尖锐的叫声在空中回荡。",
 "Ash Of Solace": "慰藉之灰",
 "Ash Of Solace - Dungeon Settlers Wiki": "慰藉之灰 - Dungeon Settlers 维基",
 "Ash Of Solace icon": "慰藉之灰 图标",
 "Asks how many hours a day is divided into (day tick = this value * hour tick)": "指定一天分成多少小时（日跳 = 该值 * 时跳）",
 "Asks how many minutes an hour is divided into (minute tick = hour tick / this value)": "指定一小时分成多少分钟（分跳 = 时跳 / 该值）",
 "AssignControlMode_CancelAssign": "AssignControlMode_CancelAssign",
 "AssignControlMode_Construction": "AssignControlMode_Construction",
 "AssignControlMode_Demolition": "AssignControlMode_Demolition",
 "AssignControlMode_GatherResource": "AssignControlMode_GatherResource",
 "AssignControlMode_MultiplePickUpMode": "AssignControlMode_MultiplePickUpMode",
 "At": "位于",
 "At 120 HP or less, the next damaging hit - even 1 damage, a Bleed tick, or a reflect - kills it outright.": "在 120 HP 及以下时，下一次造成伤害的命中，即使是 1 点伤害、一次出血跳伤或一次反弹，也会直接杀死它。",
 "At 1x speed: about": "1x 速度下：约",
 "At a glance": "一览",
 "At baseline (no bonus, no malus)": "基准值 (无加成，无减益)",
 "At cap": "达上限时",
 "At combat start, a barrier worth twice your missing HP for 20 seconds.": "战斗开始时，获得相当于已损失 HP 两倍的护盾，持续 20 秒。",
 "At each level-up you are shown": "每次升级会显示",
 "At every level-up you pick an inscription from 5 choices. Use the Retry button freely and don't settle for a weak Common (": "每次升级你从 5 个选项中选一条铭文。尽管用重试按钮，不要将就弱的普通（",
 "At least": "至少",
 "At least 0 min since": "至少已过 0 分钟，自",
 "At least 1 day since": "至少已过 1 天，自",
 "At least 3 days since": "至少已过 3 天",
 "At least {#} since {#} last ran": "至少 {#}，自 {#} 上次运行起",
 "At midnight (00:00)": "在午夜（00:00）",
 "At night, an unknown voice is heard in the silence. At night, all units gain": "夜幕降临，寂静中传来一个未知的声音。夜间，所有单位获得",
 "At night, an unknown voice is heard in the silence. At night, all units gain 黑暗低语.": "夜幕降临，寂静中传来一个未知的声音。夜间，所有单位获得黑暗低语。",
 "At night, vision is reduced by": "夜间视野降低",
 "At normal (1x) speed the clock advances about 60 ticks per real second.": "在正常（1x）速度下，时钟大约每现实秒推进 60 刻。",
 "At the": "在",
 "At the cap the board still shows candidates, but hiring fails until a member leaves or dies, or you rank up.": "达到上限时，招募板仍会显示候选人，但招募会失败，直到有成员离开或死亡，或你提升等级。",
 "At the reachable cap (rank 3 in this build) points keep accumulating only up to the rank's requirement and then stop; no further rank-up happens. Nothing lowers a rank.": "在可达到的上限 (本版本中为探险等级 3)，点数只会累积到该等级的需求量后停止；不会再提升探险等级。没有任何东西会降低探险等级。",
 "At your": "听到你的",
 "At your ques...": "听到你的问...",
 "At your words, she": "听完你的话，她",
 "At your words, she falls briefly speechless before narrowing her eyes and letting out a disbelieving laugh. \"...What? Are you insane?\" She looks you up and down as though she can hardly believe what she's hearing. \"That thing's no ordinary monster. Pick a fight with it carelessly and there won't be enough left of you to bury.\" Then, after composing herself, she lets out a quiet scoff. \"Well... fine. If dying horribly's what you're after...\"": "听完你的话，她 falls briefly speechless before narrowing her eyes and letting 发出一声不信任的干笑。 “……什么？你疯了吗？” She looks you up and down as though she can hardly believe what she's hearing. \"That thing's no ordinary monster. Pick a fight with it carelessly and there won't be enough left of you to bury.\" Then, after composing herself, she lets out a quiet scoff. \"Well... fine. If dying horribly's what you're after...\"",
 "At your words, she is speechless for a moment. Then she furrows her brow and lets out a disbelieving laugh. \"...What? Are you insane?\" She looks you over as though she cannot believe it. \"That thing is no ordinary monster. If you rush in carelessly, there will not even be anything left of you.\" She quickly composes herself, then smirks. \"Well, fine. If you are that eager to die, I will not stop you. For your information, you will find it in the deepest part of the forest.\"": "听完你的话，她 is speechless for a moment. Then she furrows her brow and lets 发出一声不信任的干笑。 “……什么？你疯了吗？” She looks you over as though she cannot believe it. \"That thing is no ordinary monster. If you rush in carelessly, there will not even be anything left of you.\" She quickly composes herself, then smirks. \"Well, fine. If you are that eager to die, I will not stop you. For your information, you will find it in the deepest part of the forest.\"",
 "At {#} cooldown reduction, leftover wait is {#}.": "冷却缩减 {#} 时，剩余等待为 {#}。",
 "Ate": "吃了",
 "Atk": "攻击力",
 "Atk Spd": "攻速",
 "Atk spd": "攻击速度",
 "AtkSpd": "攻击速度",
 "Attached": "已附加",
 "Attaches": "附着",
 "Attaches {#} to {#}": "将 {#} 附着到 {#}",
 "Attack": "攻击",
 "Attack 2": "攻击 2",
 "Attack skills - hover an icon for its reach and area on a dungeon room": "攻击技能 - 将鼠标悬停在图标上，可查看其在地下城房间中的射程与范围",
 "Attack speed": "攻击速度",
 "Attack type (melee vs ranged)": "攻击类型（近战 vs 远程）",
 "Attacked": "受击",
 "Attacked (variant)": "受击（变体）",
 "Attacks": "攻击",
 "Attacks & patterns": "攻击与模式",
 "Attacks landed": "命中的攻击",
 "Attacks landed by that moment.": "截至该时刻已命中的攻击。",
 "Attacks split between head and body hit locations, about 30% head and 70% body.": "攻击会分配到头部和身体命中部位，大约 30% 打头、70% 打身体。",
 "Attacks the weakest enemy.": "攻击最弱的敌人。",
 "Aura": "光环",
 "Authored but not yet obtainable (future special recruits)": "已写入但尚不可获取（未来特殊招募）",
 "Authored constant with no consumer in this build - documented here as a would-be mechanic, not a live one.": "本版本中已写入但无代码读取的常数 - 此处作为未上线机制记录，不是现行机制。",
 "Auto": "自动",
 "Auto (until the event)": "自动（直到该事件）",
 "Auto PickUp in Dungeon": "在地下城中自动拾取",
 "Auto Save Interval (Only in Settlement)": "自动保存间隔（仅在定居点）",
 "Auto-clear (demo builds only)": "自动通关（仅演示版本）",
 "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": "自动修复 ×3，链条空闲 ×3，空闲 ×3，链条 ×2，链条抓取命中 ×2，链条抓取开始 ×1，死亡 ×1，附魔链条 ×1，幻影链条 ×1，阶段1开始 ×1，阶段1开始溅射 ×1，阶段2开始 ×1，阶段2开始溅射 ×1，脉冲 ×1，嘎嘎循环 ×1，哨兵猛击1 ×1，哨兵猛击2 ×1，开始 ×1，警告 ×1，警告三 ×1",
 "Automatically": "自动",
 "Automatically uses skills on enemies when": "当高于一定阈值时自动对敌人使用技能，在",
 "Automatically uses skills on enemies when 能量 is above a certain threshold. Right click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used automatically when Auto Skill is enabled.": "当高于一定阈值时自动对敌人使用技能，在 能量 高于一定阈值。 Right click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used automatically when Auto Skill is enabled.",
 "Automatically uses skills on enemies when 能量 is above a certain threshold. Right-click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used automatically when Auto Skill is enabled.": "当高于一定阈值时自动对敌人使用技能，在 能量 高于一定阈值。 Right-click a skill in the 'Command Panel' quick slot to choose individually whether each skill is used automatically when Auto Skill is enabled.",
 "Autosave the current character and start a new one": "自动保存当前角色并开始新角色",
 "Autosave this character and start a fresh one. Nothing is lost - switch back any time from the list below or the units bar.": "自动保存该角色并新建一个。不会丢失任何内容 - 可随时从下方列表或单位栏切回。",
 "Autosaves as you edit (name it first)": "编辑时自动保存 (请先命名)",
 "Auxiliary skill tree": "辅助技能树",
 "Availability": "可用性",
 "Available localization languages.": "可用的本地化语言。",
 "Available phases": "可用阶段",
 "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.": "在「施放者」中所选施法者对单一目标一次施放的平均伤害，已计入暴击几率。若选定了目标，会经该怪物抗性减免，并显示为其 HP 的 %（红色 + 骷髅 = 致命）。这是排名指标。",
 "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.": "一次使用该攻击、在所选难度下对「{#}」中设定的目标造成的平均伤害（已计入暴击，并经该目标抗性减免），以及它扣除该目标 HP 的百分比。红色 + 骷髅 = 致命（>=100%），橙色 >=50%，绿色 <10%。这是排名指标。",
 "Avg basic hit (magic staff)": "平均普通命中 (魔法法杖)",
 "Avg basic hit (physical)": "平均普通命中 (物理)",
 "Avg hit": "平均命中",
 "Awakened": "觉醒",
 "Awareness": "察觉",
 "Awareness value accumulated per minute when a player unit is within sight range (applies only to enemies)": "玩家单位处于视野范围内时，每分钟累积的警觉值（仅对敌人生效）",
 "Awareness value required before entering combat": "进入战斗前所需的警觉值",
 "AwarenessOnMin": "AwarenessOnMin",
 "AwarenessToCombat": "AwarenessToCombat",
 "Awaring": "察觉中",
 "Awe": "地下城恐惧",
 "Awooo!!": "嗷呜！！",
 "Awoooo!!": "嗷呜！！",
 "Axe (aptitude stat only)": "斧（仅资质属性）",
 "B.0.3.x demo and playtest builds marked Veil of Silence cleared from floor 5's result screen (DemoClearConditionResolver); compiled out in DS_B.0.4.11, the check never fires": "B.0.3.x 演示和试玩版本会从第 5 层的结果界面将寂静帷幕标记为已通关（DemoClearConditionResolver）；在 DS_B.0.4.11 中已编译剔除，该检查永远不会触发",
 "B.6 link chips on this page": "此页面上的 B.6 链接芯片",
 "BACKGROUNDBIO Beast Hunter 0": "背景故事 兽猎人 0",
 "BACKGROUNDBIO Beast Hunter 1": "BACKGROUNDBIO 野兽猎人 1",
 "BACKGROUNDBIO Beast Hunter 2": "BACKGROUNDBIO 野兽猎人 2",
 "BACKGROUNDBIO Blacksmith 0": "铁匠是那些用金属制作和修理物品的人。他们习惯了艰苦的工作和高温，并且在地下城中感到自在。",
 "BACKGROUNDBIO Blacksmith 1": "铁匠是那些用金属制作和修理物品的人。他们习惯了艰苦的工作和高温，并且在地下城中感到自在。",
 "BACKGROUNDBIO Blacksmith 2": "铁匠是那些用金属制作和修理物品的人。他们习惯了艰苦的工作和高温，并且在地下城中感到自在。",
 "BACKGROUNDBIO Carpenter 0": "木匠是那些用木材制作和修理物品的人。他们习惯了艰苦的工作和精确，并且在地下城中感到自在。",
 "BACKGROUNDBIO Carpenter 1": "木匠是那些用木材制作和修理物品的人。他们习惯了艰苦的工作和精确，并且在地下城中感到自在。",
 "BACKGROUNDBIO Carpenter 2": "木匠是那些用木材制作和修理物品的人。他们习惯了艰苦的工作和精确，并且在地下城中感到自在。",
 "BACKGROUNDBIO Carter 0": "卡特出身 0",
 "BACKGROUNDBIO Carter 1": "卡特出身 1",
 "BACKGROUNDBIO Carter 2": "卡特出身 2",
 "BACKGROUNDBIO Cursed Child 0": "受诅咒的孩子背景故事 0",
 "BACKGROUNDBIO Cursed Child 1": "受诅咒的孩子背景故事 1",
 "BACKGROUNDBIO Cursed Child 2": "受诅咒的孩子背景故事 2",
 "BACKGROUNDBIO Deserter 0": "逃兵是那些抛弃军队的人。他们习惯了逃跑和躲藏，并且在地下城中感到自在。",
 "BACKGROUNDBIO Deserter 1": "逃兵是那些抛弃军队的人。他们习惯了逃跑和躲藏，并且在地下城中感到自在。",
 "BACKGROUNDBIO Deserter 2": "逃兵是那些抛弃军队的人。他们习惯了逃跑和躲藏，并且在地下城中感到自在。",
 "BACKGROUNDBIO Druid 0": "德鲁伊出身 0",
 "BACKGROUNDBIO Druid 1": "德鲁伊出身 1",
 "BACKGROUNDBIO Druid 2": "德鲁伊出身 2",
 "BACKGROUNDBIO Exiled Lord 0": "流亡领主背景故事 0",
 "BACKGROUNDBIO Exiled Lord 1": "流亡领主背景故事 1",
 "BACKGROUNDBIO Exiled Lord 2": "流亡领主背景故事 2",
 "BACKGROUNDBIO Gambler 0": "你学会了解读人们的意图和动作，就像解读蛇的动作一样。在赌桌上，这让你能够……",
 "BACKGROUNDBIO Gardener 0": "园丁出身 0",
 "BACKGROUNDBIO Gardener 1": "园丁出身 1",
 "BACKGROUNDBIO Gardener 2": "园丁出身 2",
 "BACKGROUNDBIO Mage 0": "法师出身 0",
 "BACKGROUNDBIO Mage 1": "法师出身 1",
 "BACKGROUNDBIO Mage 2": "法师出身 2",
 "BACKGROUNDBIO Messenger 0": "信使们是快速而可靠的信使，在城镇和村庄之间传递信息。他们习惯了长途跋涉，并且在地下城中感到自在。",
 "BACKGROUNDBIO Messenger 1": "信使们是快速而可靠的信使，在城镇和村庄之间传递信息。他们习惯了长途跋涉，并且在地下城中感到自在。",
 "BACKGROUNDBIO Messenger 2": "信使们是快速而可靠的信使，在城镇和村庄之间传递信息。他们习惯了长途跋涉，并且在地下城中感到自在。",
 "BACKGROUNDBIO Miner 0": "BACKGROUNDBIO 矿工 0",
 "BACKGROUNDBIO Miner 1": "BACKGROUNDBIO 矿工 1",
 "BACKGROUNDBIO Miner 2": "矿工们在地下深处工作，挖掘珍贵的矿石和宝石。他们习惯了黑暗和幽闭，并且在地下城中感到自在。",
 "BACKGROUNDBIO Night Watch 0": "守夜人出身 0",
 "BACKGROUNDBIO Night Watch 1": "夜巡者背景故事 1",
 "BACKGROUNDBIO Night Watch 2": "夜巡者背景故事 2",
 "BACKGROUNDBIO Noble Adventurer 0": "贵族冒险家背景故事 0",
 "BACKGROUNDBIO Noble Adventurer 1": "贵族冒险家背景故事 1",
 "BACKGROUNDBIO Noble Adventurer 2": "贵族冒险家背景故事 2",
 "BACKGROUNDBIO Occultist 0": "神秘主义者是那些研究和实践神秘艺术的人。他们寻求隐藏的知识和力量，通常通过仪式、咒语和与超自然实体的交流。他们的道路充满了危险，但回报可能是巨大的，包括对元素、思想甚至生死的掌握。",
 "BACKGROUNDBIO Occultist 1": "你曾是某个秘密社团的成员，他们崇拜着一个古老而强大的实体。你被教导如何利用黑暗魔法，并与异界生物建立联系。然而，你对力量的渴望最终导致你被社团驱逐，现在你独自一人，寻求更强大的魔法知识。",
 "BACKGROUNDBIO Occultist 2": "背景故事 秘术师 2",
 "BACKGROUNDBIO Peddler 2": "你曾是位走街串巷的货郎，在各个村庄之间穿梭，贩卖你的商品。你曾冒着生命危险，只为获得那些珍贵的宝藏，也曾因被骗子欺诈而损失惨重。但你从未放弃，你坚信总有一天会找到属于你的财富。",
 "BACKGROUNDBIO Philosopher 2": "你对世界的好奇心驱使你探索其最深奥的奥秘。你寻求知识，质疑一切，并试图理解存在的本质。你曾失败过，但你从未停止探索。",
 "BACKGROUNDBIO Porter 1": "背景故事 搬运工 1",
 "BACKGROUNDBIO Prodigy 0": "神童背景故事 0",
 "BACKGROUNDBIO Prodigy 1": "神童背景故事 1",
 "BACKGROUNDBIO Prodigy 2": "神童背景故事 2",
 "BACKGROUNDBIO Scale Craftsman 0": "鳞片工匠是技艺精湛的工匠，他们将龙鳞制成令人惊叹的护甲和武器。他们对材料的掌握无与伦比，每件作品都证明了他们的奉献精神和精湛技艺。鳞片工匠的作品不仅实用，而且美丽、强大，备受追捧。",
 "BACKGROUNDBIO Scout 0": "侦察兵出身 0",
 "BACKGROUNDBIO Scout 1": "侦察兵出身 1",
 "BACKGROUNDBIO Scout 2": "侦察兵出身 2",
 "BACKGROUNDBIO Snake Catcher 1": "在一次狩猎中，你被一条毒蛇咬伤，但你不仅活了下来，还获得了与蛇沟通的神秘能力。现在，你利用这种独特的天赋来捕捉最危险的爬行动物，保护你的村庄免受它们的威胁。",
 "BACKGROUNDBIO Squire 1": "作为一名宣誓效忠领主的侍从，你如影随形，在无数次战斗中成为确保领主生存的盾牌。然而，一个问题在你心中滋生--侍从的角色是否会永远持续下去。",
 "BACKGROUNDBIO Tavern Runner 0": "酒馆跑腿背景故事 0",
 "BACKGROUNDBIO Tavern Runner 1": "酒馆跑腿背景故事 1",
 "BACKGROUNDBIO Tavern Runner 2": "酒馆跑者2",
 "BACKGROUNDBIO Undertaker 0": "掘墓人是那些处理死者的人。他们习惯了死亡和腐烂，并且在地下城中感到自在。",
 "BACKGROUNDBIO Undertaker 1": "掘墓人是那些处理死者的人。他们习惯了死亡和腐烂，并且在地下城中感到自在。",
 "BACKGROUNDBIO Undertaker 2": "掘墓人是那些处理死者的人。他们习惯了死亡和腐烂，并且在地下城中感到自在。",
 "BACKGROUNDBIO Wanderer 2": "流浪者出身背景2",
 "BAND": "BAND",
 "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",
 "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_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_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_BlueberryBushRemnant": "BUILDING_BlueberryBushRemnant",
 "BUILDING_BlueberryBushRemnant -": "BUILDING_BlueberryBushRemnant -",
 "BUILDING_Blueprint": "BUILDING_Blueprint",
 "BUILDING_Blueprint -": "BUILDING_Blueprint -",
 "BUILDING_BonePile1": "BUILDING_BonePile1",
 "BUILDING_BonePile2": "BUILDING_BonePile2",
 "BUILDING_BoneRemains1": "BUILDING_BoneRemains1",
 "BUILDING_BoneRemains1 -": "BUILDING_BoneRemains1 -",
 "BUILDING_BoneRemains2": "BUILDING_BoneRemains2",
 "BUILDING_BoneRemains2 -": "BUILDING_BoneRemains2 -",
 "BUILDING_BoneRemains3": "BUILDING_BoneRemains3",
 "BUILDING_BoneRemains3 -": "BUILDING_BoneRemains3 -",
 "BUILDING_BoneRemains4": "BUILDING_BoneRemains4",
 "BUILDING_BoneRemains4 -": "BUILDING_BoneRemains4 -",
 "BUILDING_BoneRemains5": "BUILDING_BoneRemains5",
 "BUILDING_BoneRemains5 -": "BUILDING_BoneRemains5 -",
 "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_DecorativeBarrel1": "BUILDING_DecorativeBarrel1",
 "BUILDING_DecorativeBarrel1 -": "BUILDING_DecorativeBarrel1 -",
 "BUILDING_DecorativeBarrel2": "BUILDING_DecorativeBarrel2",
 "BUILDING_DecorativeBarrel2 -": "BUILDING_DecorativeBarrel2 -",
 "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_DecorativeCorpse1": "BUILDING_DecorativeCorpse1",
 "BUILDING_DecorativeCorpse1 -": "BUILDING_DecorativeCorpse1 -",
 "BUILDING_DecorativeCorpse2": "BUILDING_DecorativeCorpse2",
 "BUILDING_DecorativeCorpse2 -": "BUILDING_DecorativeCorpse2 -",
 "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_DecorativeSupplyPile": "BUILDING_DecorativeSupplyPile",
 "BUILDING_DecorativeSupplyPile -": "BUILDING_DecorativeSupplyPile -",
 "BUILDING_DecorativeTrainingDummy": "BUILDING_DecorativeTrainingDummy",
 "BUILDING_DecorativeTrainingDummy -": "BUILDING_DecorativeTrainingDummy -",
 "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_DecorativeWeaponStorage": "BUILDING_DecorativeWeaponStorage",
 "BUILDING_DecorativeWeaponStorage -": "BUILDING_DecorativeWeaponStorage -",
 "BUILDING_DecorativeWood'sBlood": "BUILDING_DecorativeWood'sBlood",
 "BUILDING_DecorativeWood'sBlood -": "BUILDING_DecorativeWood'sBlood -",
 "BUILDING_DecorativeWoodBarricade": "BUILDING_DecorativeWoodBarricade",
 "BUILDING_DecorativeWoodBarricade -": "BUILDING_DecorativeWoodBarricade -",
 "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_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_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_DungeonFloorPortal3": "BUILDING_DungeonFloorPortal3",
 "BUILDING_DungeonFloorPortal3 -": "BUILDING_DungeonFloorPortal3 -",
 "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_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_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_GoblinTent1side": "BUILDING_GoblinTent1side",
 "BUILDING_GoblinTent2": "BUILDING_GoblinTent2",
 "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_GuildTent4": "BUILDING_GuildTent4",
 "BUILDING_GuildTent4 -": "BUILDING_GuildTent4 -",
 "BUILDING_GuildWagon": "BUILDING_GuildWagon",
 "BUILDING_GuildWagon -": "BUILDING_GuildWagon -",
 "BUILDING_GuildWatchPost": "BUILDING_GuildWatchPost",
 "BUILDING_GuildWatchPost -": "BUILDING_GuildWatchPost -",
 "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_LargeBlueCrystal": "BUILDING_LargeBlueCrystal",
 "BUILDING_LargeBlueCrystalRemnant": "BUILDING_LargeBlueCrystalRemnant",
 "BUILDING_LargeBlueCrystalRemnant -": "BUILDING_LargeBlueCrystalRemnant -",
 "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_LargeGreenCrystal": "BUILDING_LargeGreenCrystal",
 "BUILDING_LargeGreenCrystalRemnant": "BUILDING_LargeGreenCrystalRemnant",
 "BUILDING_LargeGreenCrystalRemnant -": "BUILDING_LargeGreenCrystalRemnant -",
 "BUILDING_LargeRedCrystal": "BUILDING_LargeRedCrystal",
 "BUILDING_LargeRedCrystalRemnant": "BUILDING_LargeRedCrystalRemnant",
 "BUILDING_LargeRedCrystalRemnant -": "BUILDING_LargeRedCrystalRemnant -",
 "BUILDING_LargeSilverVein": "BUILDING_LargeSilverVein",
 "BUILDING_LargeSilverVeinRemnant": "BUILDING_LargeSilverVeinRemnant",
 "BUILDING_LargeSilverVeinRemnant -": "BUILDING_LargeSilverVeinRemnant -",
 "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_MandrakeRemnant": "BUILDING_MandrakeRemnant",
 "BUILDING_MandrakeRemnant -": "BUILDING_MandrakeRemnant -",
 "BUILDING_MasonWorkstation": "BUILDING_MasonWorkstation",
 "BUILDING_MasonWorkstation -": "BUILDING_MasonWorkstation -",
 "BUILDING_MeatGrub1": "BUILDING_MeatGrub1",
 "BUILDING_MeatGrub1Remnant": "BUILDING_MeatGrub1Remnant",
 "BUILDING_MeatGrub1Remnant -": "BUILDING_MeatGrub1Remnant -",
 "BUILDING_MeatGrub2": "BUILDING_MeatGrub2",
 "BUILDING_MeatGrub2Remnant": "BUILDING_MeatGrub2Remnant",
 "BUILDING_MeatGrub2Remnant -": "BUILDING_MeatGrub2Remnant -",
 "BUILDING_MeatGrubEggFloorHorizontal1": "BUILDING_MeatGrubEggFloorHorizontal1",
 "BUILDING_MeatGrubEggFloorHorizontal1 -": "BUILDING_MeatGrubEggFloorHorizontal1 -",
 "BUILDING_MeatGrubEggFloorHorizontal2": "BUILDING_MeatGrubEggFloorHorizontal2",
 "BUILDING_MeatGrubEggFloorHorizontal2 -": "BUILDING_MeatGrubEggFloorHorizontal2 -",
 "BUILDING_MeatGrubEggFloorVertical1": "BUILDING_MeatGrubEggFloorVertical1",
 "BUILDING_MeatGrubEggFloorVertical1 -": "BUILDING_MeatGrubEggFloorVertical1 -",
 "BUILDING_MeatGrubEggFloorVertical2": "BUILDING_MeatGrubEggFloorVertical2",
 "BUILDING_MeatGrubEggFloorVertical2 -": "BUILDING_MeatGrubEggFloorVertical2 -",
 "BUILDING_MeatGrubEggWall1": "BUILDING_MeatGrubEggWall1",
 "BUILDING_MeatGrubEggWall1 -": "BUILDING_MeatGrubEggWall1 -",
 "BUILDING_MeatGrubEggWall2": "BUILDING_MeatGrubEggWall2",
 "BUILDING_MeatGrubEggWall2 -": "BUILDING_MeatGrubEggWall2 -",
 "BUILDING_MeatGrubFloorDecoration1": "BUILDING_MeatGrubFloorDecoration1",
 "BUILDING_MeatGrubFloorDecoration1 -": "BUILDING_MeatGrubFloorDecoration1 -",
 "BUILDING_MeatGrubFloorDecoration2": "BUILDING_MeatGrubFloorDecoration2",
 "BUILDING_MeatGrubFloorDecoration2 -": "BUILDING_MeatGrubFloorDecoration2 -",
 "BUILDING_MeatGrubFloorDecoration3": "BUILDING_MeatGrubFloorDecoration3",
 "BUILDING_MeatGrubFloorDecoration3 -": "BUILDING_MeatGrubFloorDecoration3 -",
 "BUILDING_MediumBlueCrystal": "BUILDING_MediumBlueCrystal",
 "BUILDING_MediumBlueCrystalRemnant": "BUILDING_MediumBlueCrystalRemnant",
 "BUILDING_MediumBlueCrystalRemnant -": "BUILDING_MediumBlueCrystalRemnant -",
 "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_MediumGreenCrystalRemnant": "BUILDING_MediumGreenCrystalRemnant",
 "BUILDING_MediumGreenCrystalRemnant -": "BUILDING_MediumGreenCrystalRemnant -",
 "BUILDING_MediumRedCrystal": "BUILDING_MediumRedCrystal",
 "BUILDING_MediumRedCrystalRemnant": "BUILDING_MediumRedCrystalRemnant",
 "BUILDING_MediumRedCrystalRemnant -": "BUILDING_MediumRedCrystalRemnant -",
 "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_Mushroom2": "BUILDING_Mushroom2",
 "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_OatsGrowth0": "BUILDING_OatsGrowth0",
 "BUILDING_OatsGrowth0 -": "BUILDING_OatsGrowth0 -",
 "BUILDING_OatsGrowth1": "BUILDING_OatsGrowth1",
 "BUILDING_OatsGrowth1 -": "BUILDING_OatsGrowth1 -",
 "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_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_ScareCrow": "BUILDING_ScareCrow",
 "BUILDING_ScareCrow -": "BUILDING_ScareCrow -",
 "BUILDING_ScareCrow - hit-receive animation": "BUILDING_ScareCrow - 受击动画",
 "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_ShabbySkullTotem2": "BUILDING_ShabbySkullTotem2",
 "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_SmallBlueCrystalRemnant": "BUILDING_SmallBlueCrystalRemnant",
 "BUILDING_SmallBlueCrystalRemnant -": "BUILDING_SmallBlueCrystalRemnant -",
 "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_SmallGreenCrystalRemnant": "BUILDING_SmallGreenCrystalRemnant",
 "BUILDING_SmallGreenCrystalRemnant -": "BUILDING_SmallGreenCrystalRemnant -",
 "BUILDING_SmallRedCrystal": "BUILDING_SmallRedCrystal",
 "BUILDING_SmallRedCrystalRemnant": "BUILDING_SmallRedCrystalRemnant",
 "BUILDING_SmallRedCrystalRemnant -": "BUILDING_SmallRedCrystalRemnant -",
 "BUILDING_SmallSilverVein": "BUILDING_SmallSilverVein",
 "BUILDING_SmallSilverVeinRemnant": "BUILDING_SmallSilverVeinRemnant",
 "BUILDING_SmallSilverVeinRemnant -": "BUILDING_SmallSilverVeinRemnant -",
 "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_SupportWagonEasy": "BUILDING_SupportWagonEasy",
 "BUILDING_SupportWagonEasy -": "BUILDING_SupportWagonEasy -",
 "BUILDING_SupportWagonEasyRemnant": "BUILDING_SupportWagonEasyRemnant",
 "BUILDING_SupportWagonHard": "BUILDING_SupportWagonHard",
 "BUILDING_SupportWagonHard -": "BUILDING_SupportWagonHard -",
 "BUILDING_SupportWagonHardRemnant": "BUILDING_SupportWagonHardRemnant",
 "BUILDING_SupportWagonNormal": "BUILDING_SupportWagonNormal",
 "BUILDING_SupportWagonNormal -": "BUILDING_SupportWagonNormal -",
 "BUILDING_SupportWagonNormalRemnant": "BUILDING_SupportWagonNormalRemnant",
 "BUILDING_SupportWagonVeryHard": "BUILDING_SupportWagonVeryHard",
 "BUILDING_SupportWagonVeryHard -": "BUILDING_SupportWagonVeryHard -",
 "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_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_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_WildHerbRemnant": "BUILDING_WildHerbRemnant",
 "BUILDING_WildHerbRemnant -": "BUILDING_WildHerbRemnant -",
 "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": "幼崽",
 "Background": "出身",
 "Background / Trait": "出身 / 特质",
 "Background Music (40)": "背景音乐 (40)",
 "Background pool": "出身池",
 "BackgroundTraitMaxClanRank": "BackgroundTraitMaxClanRank",
 "Backgrounds": "出身",
 "Backgrounds (1)": "出身 (1)",
 "Backgrounds (12)": "出身 (12)",
 "Backgrounds (16)": "出身 (16)",
 "Backgrounds (17)": "出身 (17)",
 "Backgrounds (18)": "出身 (18)",
 "Backgrounds (2)": "出身 (2)",
 "Backgrounds (24)": "出身 (24)",
 "Backgrounds (3)": "出身 (3)",
 "Backgrounds (4)": "出身 (4)",
 "Backgrounds (5)": "出身 (5)",
 "Backgrounds (6)": "出身 (6)",
 "Backgrounds (8)": "出身 (8)",
 "Backgrounds ({#})": "出身 ({#})",
 "Backgrounds - Dungeon Settlers Wiki": "出身 - Dungeon Settlers 维基",
 "Backgrounds decide skill-tree access.": "出身决定可学的技能树。",
 "Balance Test Lv1": "平衡测试 Lv1",
 "Balance Test Lv2": "平衡测试 Lv2",
 "Balance Test Lv3": "平衡测试 Lv3",
 "Balance Test Lv4": "平衡测试 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.": "攻防均衡，但灰色怪鼠和白色莫默克会带来属性层面的挑战。最好尽快清理孢子昆虫。",
 "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 Wiki": "攻防均衡，但灰色怪鼠和白色莫默克会带来属性层面的挑战。最好尽快清理孢子昆虫。 - Dungeon Settlers 维基",
 "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. map": "攻防均衡，但灰色怪鼠和白色莫默克会带来属性层面的挑战。最好尽快清理孢子昆虫。地图",
 "Bald": "光头",
 "Ball": "舞会",
 "Band": "区间",
 "Bar full - remove one to swap.": "快捷栏已满 - 移除一个以替换。",
 "Barbecue": "烧烤",
 "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.": "护盾 = (你的最大 HP - 你当前 HP) x 200 x 0.01，向零截断，也就是已损失 HP 的两倍。该值至少为 1 才会生效。",
 "Barrier amplifiers": "护盾增幅",
 "Barrier does NOT protect equipment": "护盾不会保护装备",
 "Barrier granted": "赋予的护盾",
 "Barrier points granted for 20 seconds.": "赋予的护盾点数，持续 20 秒。",
 "Barriers.": "护盾。",
 "Base %": "基础 %",
 "Base Areas": "据点区域",
 "Base Areas - Dungeon Settlers Wiki": "据点区域 - Dungeon Settlers 维基",
 "Base Building": "基地建造",
 "Base Building Basics": "基地建造基础",
 "Base Campsite Bedrolls": "基础营地 睡袋",
 "Base Campsite Bedrolls - Dungeon Settlers Wiki": "基础营地 睡袋 - Dungeon Settlers 维基",
 "Base Campsite Bedrolls icon": "基础营地 睡袋 图标",
 "Base Campsite Bedrolls range and area shown on a dungeon room": "基础营地 睡袋 地下城房间上显示的射程与范围",
 "Base Campsite Camp Fire": "基础营地 篝火",
 "Base Campsite Camp Fire - Dungeon Settlers Wiki": "基础营地 篝火 - Dungeon Settlers 维基",
 "Base Campsite Camp Fire icon": "基础营地 篝火 图标",
 "Base Campsite Camp Fire range and area shown on a dungeon room": "基础营地 篝火 地下城房间上显示的射程与范围",
 "Base Campsite Deco1": "基础营地 装饰1",
 "Base Campsite Deco1 - Dungeon Settlers Wiki": "基础营地 装饰1 - Dungeon Settlers 维基",
 "Base Campsite Deco1 icon": "基础营地 装饰1 图标",
 "Base Campsite Deco1 range and area shown on a dungeon room": "基础营地 装饰1 地下城房间上显示的射程与范围",
 "Base Campsite Deco2": "基础营地 装饰2",
 "Base Campsite Deco2 - Dungeon Settlers Wiki": "基础营地 装饰2 - Dungeon Settlers 维基",
 "Base Campsite Deco2 icon": "基础营地 装饰2 图标",
 "Base Campsite Deco2 range and area shown on a dungeon room": "基础营地 装饰2 地下城房间上显示的射程与范围",
 "Base Campsite Lesser Guardian Stone": "基础营地 次级守护石碑",
 "Base Campsite Lesser Guardian Stone - Dungeon Settlers Wiki": "基础营地 次级守护石碑 - Dungeon Settlers 维基",
 "Base Campsite Lesser Guardian Stone icon": "基础营地 次级守护石碑 图标",
 "Base Campsite Lesser Guardian Stone range and area shown on a dungeon room": "基础营地 次级守护石碑 地下城房间上显示的射程与范围",
 "Base Campsite Repairstand": "基础营地 修理工作台",
 "Base Campsite Repairstand - Dungeon Settlers Wiki": "基础营地 修理工作台 - Dungeon Settlers 维基",
 "Base Campsite Repairstand icon": "基础营地 修理工作台 图标",
 "Base Campsite Repairstand range and area shown on a dungeon room": "基础营地 修理工作台 地下城房间上显示的射程与范围",
 "Base Construction": "据点建造",
 "Base HP": "基础 HP",
 "Base Magic Attack": "基础魔法攻击力",
 "Base areas you can uncover": "可以揭开的据点区域",
 "Base critical chance": "基础暴击几率",
 "Base form": "基础形态",
 "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.": "基础值是主属性加入前的固定起始值。空白 = 该主属性不影响该属性。六项非战斗能力（采矿、研究、烹饪...）各自主属性每 1 点缩放 +0.05，此处省略。",
 "Base map": "基础地图",
 "Base probability of producing a 'Fine Work' when 100% is the max.": "以 100% 为上限时产出「良作」的基础概率。",
 "Base probability of producing a 'Masterpiece' when 100% is the max.": "以 100% 为上限时产出「杰作」的基础概率。",
 "Base recruit weight": "基础招募权重",
 "Base skill point increase": "基础技能点增加",
 "Base statlines": "基础属性",
 "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.": "每单位睡眠消耗 {0} 跳的基础值。如果单位实际睡完整段时间，该过程会执行多次。每经过一个单位，屏幕上会显示为一次体力恢复。",
 "Base values by creature": "各生物基础数值",
 "Base-camp area definitions (unlock costs, bounds).": "据点区域定义（解锁费用、边界）。",
 "BaseAreaMaxRadius": "BaseAreaMaxRadius",
 "BaseAutoSaveTimeIntervalHour": "BaseAutoSaveTimeIntervalHour",
 "BaseImplementRange": "BaseImplementRange",
 "BaseRandomBird": "BaseRandomBird",
 "BaseRandomCorruption": "BaseRandomCorruption",
 "BaseRandomFoodRation": "BaseRandomFoodRation",
 "BaseRandomGambler": "BaseRandomGambler",
 "BaseRandomGazeMoon": "BaseRandomGazeMoon",
 "BaseRandomRecruit": "BaseRandomRecruit",
 "Basement": "地下室",
 "Basic": "普通攻击",
 "Basic Attack 1.2": "普通攻击 1.2",
 "Basic Attack 1.3": "普通攻击 1.3",
 "Basic Attack 2": "普通攻击 2",
 "Basic Attack 2.1": "普通攻击 2.1",
 "Basic Attack 2.2": "普通攻击 2.2",
 "Basic Attack 2.3": "普通攻击 2.3",
 "Basic Attack 3": "普通攻击 3",
 "Basic Crafting not completed": "基础制作未完成",
 "Basic Crafts": "基础工艺",
 "Basic Supply Kit": "基础补给套件",
 "Basic Template": "基础模板",
 "Basic attack": "普通攻击",
 "Basic attack (": "普通攻击 (",
 "Basic attack (100%": "普通攻击 (100%",
 "Basic attack damage without the inscription": "无该铭文时的普通攻击伤害",
 "Basic attack skill": "普通攻击技能",
 "Basic attack:": "普通攻击：",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1.4s).": "普通攻击：无技能冷却，因此再次使用间隔为该怪物的攻击间隔（1 / 攻击速度 = 1.4秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1.7s).": "普通攻击：无技能冷却，因此再次使用间隔为该怪物的攻击间隔（1 / 攻击速度 = 1.7秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1s).": "普通攻击：无技能冷却，因此再次使用间隔为该怪物的攻击间隔（1 / 攻击速度 = 1秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2.5s).": "普通攻击：无技能冷却，因此再次使用间隔为该怪物的攻击间隔（1 / 攻击速度 = 2.5秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2s).": "普通攻击：无技能冷却，因此再次使用间隔为该怪物的攻击间隔（1 / 攻击速度 = 2秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 3.3s).": "普通攻击：无技能冷却，因此再次使用间隔等于该怪物的攻击间隔（1 / 攻击速度 = 3.3秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 5s).": "普通攻击：无技能冷却，因此再次使用间隔为该怪物的攻击间隔（1 / 攻击速度 = 5秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = {#}s).": "普通攻击：无技能冷却，因此再次使用的间隔为怪物的攻击间隔（1 / 攻击速度 = {#}秒）。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.5s).": "普通攻击：无技能冷却，因此再次使用间隔为该武器的攻击间隔（1 / 攻击速度 = 1.5秒）。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.6s).": "普通攻击：无技能冷却，因此再次使用间隔为该武器的攻击间隔（1 / 攻击速度 = 1.6秒）。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = {#}s).": "普通攻击：无技能冷却，因此再次使用间隔为武器的攻击间隔（1 / 攻击速度 = {#}秒）。",
 "Basic attacks add a second magic hit worth 10 percent of the damage they dealt.": "普通攻击追加第二次魔法命中，伤害为其所造成伤害的 10%。",
 "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.)": "普通攻击造成 100% 魔法攻击力的魔法伤害，并施加 2 层燃烧，持续 10 秒。（增益持续时间：技能行写 5 秒，数据槽写 20 秒 - 游戏内验证待进行。）",
 "Basic attacks landed": "普通攻击命中次数",
 "Basic attacks only, and only on a critical result.": "仅普通攻击，且仅在暴击时。",
 "Basic attacks only, and only when the hit was actually applied (not a miss, not an immune result).": "仅普通攻击，且仅在命中实际生效时（不是未命中，也不是免疫结果）。",
 "Basic attacks only.": "仅普通攻击。",
 "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.": "仅限普通攻击。普通、暴击和格挡命中都会触发：门槛是命中已被施加，仅排除未命中和免疫结果。",
 "Basic attacks only. There is no melee check, no damage type check and no touch tag: any skill flagged as a basic attack qualifies.": "仅普通攻击。没有近战判定、没有伤害类型判定，也没有接触标签：任何标记为普通攻击的技能都符合条件。",
 "Basic attacks splash 30 percent of the damage dealt onto up to 8 tiles around the target.": "普通攻击将造成伤害的 30% 溅射到目标周围最多 8 格。",
 "BasicHowl ×2, ChallengerAttack ×2, ElderAttack ×2, ElderRoaring ×2, FemaleRoaring ×2, MaleAttack ×2, Scared ×2, Spit ×2, ChallengerRoaring ×1, ElderBreath ×1, MaleRoaring ×1, PupBorn ×1": "基本嚎叫 ×2，挑战者攻击 ×2，长者攻击 ×2，长者咆哮 ×2，雌性咆哮 ×2，雄性攻击 ×2，惊吓 ×2，吐痰 ×2，挑战者咆哮 ×1，长者呼吸 ×1，雄性咆哮 ×1，幼崽出生 ×1",
 "BasicMonster": "BasicMonster",
 "BasicMonsterAttack": "怪物普通攻击",
 "BasicStats": "BasicStats",
 "Basic_": "Basic_",
 "Basics": "基础",
 "Battle": "战斗",
 "Battle 1": "战斗 1",
 "Battle 2": "战斗 2",
 "Battle Stomp + Guard Barrier": "战争践踏 + 格挡屏障",
 "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.": "战争践踏对附近所有敌人施加干扰和头晕。两者都是减益，每个敌人身上的每次施加都是格挡屏障触发，所以踏进人群能在一次施放中囤起一堵护盾墙，同时削弱敌群命中。这是爆发，不是引擎：30 秒冷却意味着你无法一直维持，所以很适合作为火焰披风这类每跳来源前面的起手，或用在只想要周期大护盾和一点控制的钝器前排身上。",
 "Battle kits": "战斗套件",
 "Battle kits: a generated unit has no backpack - it arrives empty-handed.": "战斗工具包：生成的单位没有背包--它们空手而来。",
 "Battle kits: this build has no carry inscription to grant - the squad is packed but not reinforced.": "战斗工具包：此构建没有可授予的携带铭文--小队已打包但未增援。",
 "Battlefields": "战场",
 "Battlemage exception": "火焰战斗法师例外",
 "Bead": "珠子",
 "Beast": "野兽",
 "Beast Faction": "野兽派系",
 "Beast Faction have {0}% more health and": "野兽派系拥有额外 {0}% 生命值，并且",
 "BeastForestEnv": "BeastForestEnv",
 "Because it attacks every second, it rolls for the critical hit that inflicts Dizziness far more often than the other two nature plants.": "因为它每秒都攻击，所以它掷出施加头晕的暴击的次数远多于另外两种自然植物。",
 "Because it is read off the damage that landed, anything that raised that damage raises this too.": "因为它取自实际命中的伤害，任何提高该伤害的效果也会提高这个值。",
 "Because it multiplies against the skill coefficient, it is worth far more on a high-coefficient skill than on a plain basic attack.": "因为它会乘以技能系数，所以在高系数技能上的价值远高于普通攻击。",
 "Because percent bonuses apply": "因为百分比加成作用于",
 "Because the reflected hit is typeless, resistance-stacking enemies take it in full.": "因为反射命中没有伤害类型，堆叠抗性的敌人会全额承受。",
 "Become Fire into Summon (stat lock-in)": "化火为召唤（属性锁定）",
 "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.": "化火会在你身上叠加魔法攻击力；召唤物在施放时会复制你膨胀的魔法攻击力，并在增益效果消失后保持不变。",
 "Becomes": "变为",
 "BedMoodCooltime": "BedMoodCooltime",
 "Bedroom": "卧室",
 "Bedrooms": "卧室",
 "Bedrooms where expedition members can stay and sleep...": "Bedrooms where 探险队员 can stay and sleep...",
 "Bee Hive Tree Remnant": "蜜蜂蜂巢树遗迹",
 "Bee Hive Tree Remnant - Dungeon Settlers Wiki": "蜜蜂蜂巢树遗迹 - Dungeon Settlers 维基",
 "Bee Hive Tree1": "蜜蜂蜂巢树1",
 "Bee Random": "蜜蜂 随机",
 "Been": "曾",
 "Before": "在",
 "Before a room counts as a given type, the game checks two quality gates (in-game tooltip wording; N is the per-room threshold):": "房间要算作某一类型之前，游戏会检查两道品质门槛（游戏内提示用语；N 为每个房间的阈值）：",
 "Before the hit is calculated for the counter, and when the counter effect is applied for the payout.": "在为计数计算命中之前，以及在为结算施加计数效果时。",
 "Before the hit is calculated for the damage half, and after it lands for the durability drain.": "伤害部分在命中计算之前，耐久消耗在命中落地之后。",
 "Before the hit is calculated, in the phase where effects adjust the attacker's stats.": "在命中计算之前，在效果调整攻击者属性的阶段。",
 "Before the target's resistance.": "在目标抗性之前。",
 "Begger": "乞丐",
 "Beginner Guide: Your First Days": "新手指南：最初几天",
 "Beginner Guide: Your First Days - Dungeon Settlers Wiki": "新手指南：最初几天 - Dungeon Settlers 维基",
 "Begins the expedition with the floor's portal location revealed.": "开始探险时，该层传送门位置已揭示。",
 "Behavior": "行为",
 "Behaviors": "行为",
 "Behaviour": "行为",
 "Behaviour & phase triggers": "行为与阶段触发",
 "Behaviour Options": "行为选项",
 "Behaviour against a target that took 0 damage from an immune result was not verified.": "对因免疫而受到 0 伤害的目标的表现尚未验证。",
 "BehaviourOption_AutoAttack": "BehaviourOption_AutoAttack",
 "BehaviourOption_RestFirst": "BehaviourOption_RestFirst",
 "BehaviourOption_WaitForOrder": "BehaviourOption_WaitForOrder",
 "Being": "作为",
 "Benchmark monster": "基准怪物",
 "Berserker sub-tree (2 orphan nodes)": "狂战辅助技能树（2 个孤立节点）",
 "Best": "最好",
 "Best Picks": "最佳选择",
 "Best Picks - Dungeon Settlers Wiki": "最佳选择 - Dungeon Settlers 维基",
 "Best in slot: Archer": "最佳装备：射手",
 "Best in slot: Fire mage": "最佳装备：火焰法师",
 "Best in slot: Sword and shield": "最佳装备：剑与盾",
 "Best in slot: Tank": "最佳装备：坦克",
 "Best in slot: Two-handed fighter": "最佳装备：双手战士",
 "Best in slot: Water mage": "最佳装备：水法师",
 "Best in slot: {#}": "最佳装备：{#}",
 "Best inscriptions per stat, best items for needs and regeneration, best in slot per archetype - ranked from the tables": "各属性最佳铭文、需求与回复的最佳物品、各构型的栏位最佳 - 按表中数据排名",
 "Best inscriptions: Major Stats": "最佳铭文：主属性",
 "Best inscriptions: Resistances": "最佳铭文：抗性",
 "Best inscriptions: Resources & Needs": "最佳铭文：资源与需求",
 "Best inscriptions: {#}": "最佳铭文：{#}",
 "Best items for needs and regeneration (on use)": "需求与回复的最佳物品（使用时）",
 "Beyond": "超越",
 "Beyond normal candidate rolls, a handful of characters are tied to quests and events. 2 of them can be recruited today (": "除普通候选人抽取外，少数角色与任务和事件绑定。其中 2 人当前可招募 (",
 "Beyond normal candidate rolls, a handful of characters are tied to quests and events. {#} of them can be recruited today ({#}); the rest are authored in the game files but switched off. See also {#} and {#}.": "除普通候选人抽取外，少数角色与任务和事件绑定。其中 {#} 人当前可招募 ({#})；其余已写入游戏文件但未开启。另见 {#} 和 {#}。",
 "Beyond the 2 playable regions (Veil of Silence and Festering Burrow), the expedition map reserves 4 region slots that are empty placeholders with no dungeon, monsters or loot:": "在 2 个可玩区域（寂静帷幕和溃烂地穴）之外，探险地图还预留了 4 个区域槽，它们是空占位，没有地下城、怪物或掉落：",
 "Beyond the built-in Retry button, saving before a prayer and reloading rerolls all 5 choices.": "除了内置的重试按钮，祈祷前存档再加载会重抽全部 5 个选项。",
 "Beyond the gated data rows, the shipped": "在锁定的数据行之外，已发布的",
 "Bid": "投标",
 "Big": "大",
 "Big Rock Remnant": "巨岩遗迹",
 "Big Rock Remnant - Dungeon Settlers Wiki": "巨岩遗迹 - Dungeon Settlers 维基",
 "BigDarkThornRadius": "BigDarkThornRadius",
 "BigDarkThornRatio": "BigDarkThornRatio",
 "Biggest trap": "最大陷阱",
 "Binding value": "绑定值",
 "BindingRoom rows filter, they never force: a binding room whose NPC cannot spawn is removed from the candidates, and a generated binding room without its NPC fails the attempt so the floor is rolled again.": "BindingRoom 行只做筛选，从不强制：无法生成其非玩家角色的绑定房间会从候选中移除；已生成但没有对应非玩家角色的绑定房间会使本次尝试失败，该层会重新抽取。",
 "Binds to room": "绑定到房间",
 "Biography": "简介",
 "Black": "黑色",
 "Black Serum": "黑色血清",
 "Black Serum - Dungeon Settlers Wiki": "黑色血清 - Dungeon Settlers 维基",
 "Black Serum icon": "黑色血清 图标",
 "Black Serum range and area shown on a dungeon room": "黑色血清 地下城房间上显示的射程与范围",
 "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.": "刀刃之魂是游戏中唯一能恢复能量的被动技能（每次近战物理暴击恢复1点能量）。配合“暴露弱点”提供必暴击，你的攻击将自给自足。",
 "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.": "Blade Spirit is the single source of energy regeneration in Dungeon Settlers: +1 energy each time you land a 近战物理暴击 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.",
 "Blast area": "爆炸范围",
 "Blazing Echo + Ignition into Incinerate": "炽热回响 + 引燃 + 焚烧",
 "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. Explosion adds a second seeding tool: 400% Magic Attack Power to everything in its area and 5 Burning for 10 s on each target (it can hit allies, so mind your own line); since DS_B.0.4.17 it no longer scales with the stacks. Then you cash the stacks in: Incinerate deals 300% Magic Attack Power plus stacks x30% and resets them. 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.": "炽热回响在目标上施加2层燃烧，并最多弹跳8次到附近的敌人，因此一次施法最多可以燃烧九个目标；防火使施加的每层堆叠翻倍。引燃随后为你在燃烧目标上施加的每次打击增加每层燃烧8%的伤害，因此你扩散的燃烧会悄悄地使你的所有伤害倍增。爆炸增加了第二个播种工具：对其区域内的所有目标造成400%魔法攻击力，并对每个目标施加5层燃烧，持续10秒（它可以击中盟友，所以请注意你的站位）；自DS_B.0.4.17以来，它不再与层数挂钩。然后你兑现这些层数：焚烧造成300%魔法攻击力加上层数x30%的伤害并重置它们。这是一种远程伤害组合--它不需要或不依赖护盾，这就是为什么它存在于后排法师而不是格挡屏障前排的原因。",
 "Bleed": "出血",
 "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）和燃烧（魔法）是每秒固定值、可叠加的持续伤害。中毒单独处理：它是无视防御的无类型伤害，每 10 秒相当于最大 HP 的 1%，且不可叠加（已从游戏代码确认 - 中毒跳数计时器数到 10 才触发）。参见战斗公式和上限效果页面。",
 "Bleeding and Burning are": "出血和燃烧是",
 "Bleeding and Burning deal a": "出血和燃烧造成",
 "Bleeding and Burning per second and total over a duration - flat per stack, never scales with attack power. Poison is left out: it cannot stack and ticks every 10 seconds for a percentage of the target's Max HP, so it is documented rather than calculated.": "出血和燃烧的每秒伤害及持续时间内合计 - 每层固定值，从不随攻击力提高。中毒未计入：它不可叠加，每 10 秒按目标最大 HP 的百分比跳一次，因此只作说明、不放入计算。",
 "Bleeding and Burning per second and total over a duration - flat per stack, never scales with attack power. Poison is left out: it cannot stack and ticks every {#} seconds for a percentage of the target's Max HP, so it is documented rather than calculated.": "出血和燃烧的每秒伤害及持续时间内的合计：每层固定值，从不随攻击力提高。中毒未计入：它不可叠加，每 {#} 秒按目标最大 HP 的百分比跳一次，因此只作说明而不做计算。",
 "Bleeding at its 99-stack cap = 99 × 5 =": "出血在 99 层上限时 = 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.": "出血上限为 99 层，燃烧为 50 层。中毒是分开的：它完全不可叠加，因此始终是 1% 最大 HP 的单个实例。",
 "Bleeding stacks applied": "施加的出血层数",
 "Bleeding stacks applied, before the target's stack ceiling.": "施加的出血层数，在目标层数上限之前。",
 "Bleeding, Burning, Poison": "出血、燃烧、中毒",
 "BleedingImmune": "BleedingImmune",
 "Bless": "祝福",
 "Bless Magic": "魔法祝福",
 "Bless Magic +10%": "魔法祝福 +10%",
 "Bless Of World Tree": "世界之树的祝福",
 "Bless Phys": "物理祝福",
 "Bless Phys +10%": "物理祝福 +10%",
 "Blessing": "祝福",
 "Blessings": "祝福",
 "Blind discovery": "盲探",
 "Blind discovery is on.": "盲探已开启。",
 "Blocks head and body damage, spending stacks equal to the damage blocked.": "阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。",
 "Blood Soaked Fruit": "浸血果实",
 "Blood Soaked Fruit - Dungeon Settlers Wiki": "浸血果实 - Dungeon Settlers 维基",
 "Blood Soaked Fruit icon": "浸血果实 图标",
 "Blood Soaked Fruit range and area shown on a dungeon room": "浸血果实 地下城房间上显示的射程与范围",
 "Blood Tree Random": "血树 随机",
 "Blood Tree Remnant": "血树遗迹",
 "Blood Tree Remnant - Dungeon Settlers Wiki": "血树遗迹 - Dungeon Settlers 维基",
 "Blood Tree With Fruit Fixed": "带果实的血树 固定",
 "Blood Tree With Fruit Random": "带果实的血树 随机",
 "Blood Tree With Fruit Remnant": "带果实的血树遗迹",
 "Blood Tree With Fruit Remnant - Dungeon Settlers Wiki": "带果实的血树遗迹 - Dungeon Settlers 维基",
 "Blood Wood Spear": "血木矛",
 "Blood type": "血型",
 "BloodWood (M.Atk {#})": "血木 (魔攻 {#})",
 "BloodWood (P.Atk {#})": "血木 (物攻 {#})",
 "Bloodwood": "血木",
 "Bloodwood.": "血木。",
 "Bloody Crescent": "血色新月",
 "Bloody Crescent - Dungeon Settlers Wiki": "血色新月 - Dungeon Settlers 维基",
 "Bloody Crescent icon": "血色新月 图标",
 "Blooming": "绽放",
 "Blue": "蓝色",
 "Blue Berry": "蓝莓",
 "Blue Berry - Dungeon Settlers Wiki": "蓝莓 - Dungeon Settlers 维基",
 "Blue Berry Random": "蓝莓 随机",
 "Blue Berry icon": "蓝莓 图标",
 "Blue Berry range and area shown on a dungeon room": "蓝莓 地下城房间上显示的射程与范围",
 "Blue Goblin Fixed": "蓝哥布林 固定",
 "Blue Goblin Random": "蓝哥布林 随机",
 "Blue Stone Golem Random": "蓝石魔像 随机",
 "Blue_Small": "Blue_Small",
 "Blueberry Bush Remnant": "蓝莓灌木遗迹",
 "Blueberry Bush Remnant - Dungeon Settlers Wiki": "蓝莓灌木遗迹 - Dungeon Settlers 维基",
 "Blueprint (1)": "蓝图 (1)",
 "Blunt tree (Battle Stomp)": "钝器技能树（战争践踏）",
 "Blunt weapons": "钝器",
 "Blunt weapons excel in breaking through defenses with powerful strikes.": "钝器擅长以强力打击突破防御。",
 "Blunt, Sword can use a shield": "钝器、剑可以使用盾",
 "Bodies": "尸体",
 "Body": "身体",
 "Body Armor": "身体护甲",
 "Body Equipment Not Worn": "无身体装备",
 "Body HP": "躯干 HP",
 "BodyArmorRatio": "BodyArmorRatio",
 "BodyPartHealth_": "BodyPartHealth_",
 "BodyPartInjury_": "BodyPartInjury_",
 "Boils": "沸腾",
 "Bondage": "束缚",
 "Bone (M.Atk {#})": "骨头 (魔攻 {#})",
 "Bone (P.Atk {#})": "骨头 (物攻 {#})",
 "Bone Processing 1": "骨骼加工 1",
 "Bone Processing 2": "骨骼加工2",
 "Bone Remains1": "骸骨残骸1",
 "Bone Remains1 - Dungeon Settlers Wiki": "骸骨残骸1 - Dungeon Settlers 维基",
 "Bone Remains2": "骸骨残骸2",
 "Bone Remains2 - Dungeon Settlers Wiki": "骸骨残骸2 - Dungeon Settlers 维基",
 "Bone Remains3": "遗骨3",
 "Bone Remains3 - Dungeon Settlers Wiki": "遗骨3 - Dungeon Settlers 维基",
 "Bone Remains4": "遗骨4",
 "Bone Remains4 - Dungeon Settlers Wiki": "遗骨4 - Dungeon Settlers 维基",
 "Bone Remains5": "遗骨5",
 "Bone Remains5 - Dungeon Settlers Wiki": "遗骨5 - Dungeon Settlers 维基",
 "Bonus": "加成",
 "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.": "加成 = (你已损失的 HP / 你的最大 HP) x 20，作为造成伤害加成的百分点加入。严格线性，该比例本身将其上限限制在 20。",
 "Bonus = carried Weight x 15 x 0.01, which is 0.15 percentage points of Damage Dealt Bonus per point of Weight.": "加成 = 当前负重 x 15 x 0.01，即每点负重提供 0.15 个百分点的造成伤害加成。",
 "BonusCriticalRate": "BonusCriticalRate",
 "BonusHitRate": "BonusHitRate",
 "BonusSkillPointIncrease": "BonusSkillPointIncrease",
 "Bonuses": "加成",
 "Book Pile": "书堆",
 "Book Pile - Dungeon Settlers Wiki": "书堆 - Dungeon Settlers 维基",
 "Book Pile2": "书堆2",
 "Book Pile2 - Dungeon Settlers Wiki": "书堆2 - Dungeon Settlers 维基",
 "Boost": "强化",
 "Bored": "无聊",
 "Boss": "首领",
 "Boss Guide": "首领指南",
 "Boss Guide - Dungeon Settlers Wiki": "首领指南 - Dungeon Settlers 维基",
 "Boss Portal": "首领传送门",
 "Boss Portal - Dungeon Settlers Wiki": "首领传送门 - Dungeon Settlers 维基",
 "Boss Portal map": "首领传送门地图",
 "Boss Room": "首领房间",
 "Boss Room - Dungeon Settlers Wiki": "首领房间 - Dungeon Settlers 维基",
 "Boss Room map": "首领房间地图",
 "Boss Start": "首领开始",
 "Boss Start - Dungeon Settlers Wiki": "首领开始 - Dungeon Settlers 维基",
 "Boss Start map": "首领开始地图",
 "Boss Vertical Corridor 1": "首领纵向走廊 1",
 "Boss Vertical Corridor 1 - Dungeon Settlers Wiki": "首领纵向走廊 1 - Dungeon Settlers 维基",
 "Boss Vertical Corridor 1 map": "首领纵向走廊 1 地图",
 "Boss fight": "首领战斗",
 "Boss floors, their rooms and drops": "首领层、其房间与掉落",
 "Boss monsters are exempt.": "首领怪物除外。",
 "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.": "首领名称、图像、位置、攻击和掉落均已隐藏，显示为 \"首领 1\"、\"首领 2\" 等。用其上的按钮揭示一名首领的身份，或揭示单个章节 - 揭示一项不会揭示其余内容。",
 "Boss portals": "首领传送门",
 "Boss room": "首领房间",
 "Boss room requirement": "首领房间要求",
 "Boss trait effects and thresholds read from the game's AffecterTable / TraitTable. A": "首领特质效果和阈值读取自游戏的 AffecterTable / TraitTable。",
 "Bosses": "首领",
 "Both": "两者",
 "Both amounts are published as fixed-value health status executions. They are heals, not damage-model output, so no attack power, magic power or difficulty multiplier touches them.": "两笔数值都作为固定值生命状态结算发出。它们是治疗，不是伤害模型输出，因此攻击力、魔法攻击力或难度倍率都不会影响它们。",
 "Both come straight from the quest table's own completion conditions, so this page follows the chain the game actually ships (": "两者都直接来自任务表自己的完成条件，所以本页跟随游戏实际交付的主线（",
 "Both summons carry the same base statline in this build, so the difference between them is their skills, not their numbers.": "在此版本中两种召唤物的基础属性相同，所以差别在技能，不在数值。",
 "Bounty: Elite Monster GAMESYSTEM_Environment_{affecterName}": "精英狩猎令 GAMESYSTEM_Environment_{affecterName}",
 "Bow, Fire Staff, Greatsword, Nature Staff, Spear, Water Staff block the shield slot, per the client IsTwoHanded check in DS_B.0.4.19": "弓、火焰法杖、巨剑、自然法杖、矛、水法杖占用盾槽，依据客户端 DS_B.0.4.19 中的 IsTwoHanded 检查",
 "Bows allow for safe": "弓可以安全地",
 "Bows allow for safe long-range attacks on enemies.": "弓可以安全地 long-range 攻击敌人。",
 "Brawler": "斗士",
 "Brawler.": "斗士。",
 "Breakdown": "崩溃",
 "Bribe": "贿赂",
 "Bring": "带来",
 "Bring the expedition to 4 members or more": "使探险队达到 4 名或更多成员",
 "Bring the expedition to {#} members or more": "使探险队达到 {#} 名或更多成员",
 "Bring:": "带上：",
 "Broken Cart": "破损推车",
 "Broken Wagon Remnant": "损坏的马车遗迹",
 "Broken Wagon Remnant - Dungeon Settlers Wiki": "损坏的马车遗迹 - Dungeon Settlers 维基",
 "Broken Wheel": "破损车轮",
 "Broken Wheel - Dungeon Settlers Wiki": "破损车轮 - Dungeon Settlers 维基",
 "Bronze Dagger": "青铜匕首",
 "Bronze Great Sword": "青铜巨剑",
 "Bronze Sword": "青铜剑",
 "Brown": "棕色",
 "Browse": "浏览",
 "Browse all 95 inscriptions": "浏览全部 95 条铭文",
 "Browse all data": "浏览全部数据",
 "Brutal,": "残酷，",
 "Bubble": "泡泡",
 "Bubble...": "泡泡...",
 "Bubblelings": "泡泡",
 "Bubbletoad": "泡泡蟾蜍",
 "Bubbletoads": "泡泡蟾蜍",
 "Bubbling economy:": "泡泡灵经济：",
 "Bubbling(s)": "泡泡",
 "Bubblings": "泡泡灵",
 "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.": "泡泡很容易死亡（它们在死亡时爆炸，造成伤害并为盟友提供屏障）。潮汐（Ebb and Flow）在你召唤的单位或建筑被摧毁时提供冷却缩减，因此一个不断召唤泡泡的召唤师可以保持冷却时间很短，并保持场上充满单位；额外泡泡（Extra Bubble）增加了一个4%的技能几率，可以免费获得一个额外的泡泡。这是节奏，而不是纯粹的力量--它具有情境性，并且与你的水系技能树中的化火锁定竞争--但它能让死亡爆炸的屏障不断流向你的阵线。",
 "Bubblings explode on death, which grants you cooldown reduction (Ebb and Flow), which lets you resummon sooner - a self-feeding tempo loop.": "泡泡在死亡时爆炸，这会为你提供冷却缩减（潮汐），让你更快地重新召唤--一个自我循环的节奏。",
 "Bubblings,": "泡泡，",
 "Buff": "增益",
 "Buff Dish": "增益菜肴",
 "Buff stack caps": "增益叠加上限",
 "Buff window taken from the description, not the unreliable Duration column.": "增益窗口取自描述，而非不可靠的持续时间列。",
 "Buff:": "增益：",
 "Buffing the summoner strengthens the summon's spells, independent of the summon's own halved attack.": "给召唤者加增益会强化召唤物的法术，与召唤物自身减半的攻击力无关。",
 "Buffs & debuffs (1)": "增益与减益 (1)",
 "Buffs & debuffs (10)": "增益与减益 (10)",
 "Buffs & debuffs (11)": "增益与减益 (11)",
 "Buffs & debuffs (119)": "增益与减益 (119)",
 "Buffs & debuffs (12)": "增益与减益 (12)",
 "Buffs & debuffs (13)": "增益与减益 (13)",
 "Buffs & debuffs (14)": "增益与减益 (14)",
 "Buffs & debuffs (15)": "增益与减益 (15)",
 "Buffs & debuffs (2)": "增益与减益 (2)",
 "Buffs & debuffs (3)": "增益与减益 (3)",
 "Buffs & debuffs (4)": "增益与减益 (4)",
 "Buffs & debuffs (5)": "增益与减益 (5)",
 "Buffs & debuffs (7)": "增益与减益 (7)",
 "Buffs & debuffs (8)": "增益与减益 (8)",
 "Buffs & debuffs (9)": "增益与减益 (9)",
 "Buffs & debuffs ({#})": "增益与减益 ({#})",
 "Bug": "漏洞",
 "Bug (site)": "错误（站点）",
 "Bug,": "虫，",
 "Bug.": "虫。",
 "Build": "建造",
 "Build 23725069": "版本 23725069",
 "Build Easy": "建造简单",
 "Build Expiry": "建筑过期",
 "Build Hard": "建造困难",
 "Build Normal": "建造普通",
 "Build Renew Easy": "建造更新 简单",
 "Build Renew Hard": "建造更新 困难",
 "Build Renew Normal": "建造更新 普通",
 "Build a Basic Workstation (主线任务 1), then craft": "建造一座基础工作台（主线任务 1），然后制作",
 "Build a Research Station (主线任务 6) and start research immediately. Idle research is wasted time.": "建造一座研究工作台（主线任务 6）并立即开始研究。闲置的研究就是浪费时间。",
 "Build it yourself from the construction menu": "从建造菜单自行建造",
 "Build it yourself from the construction menu (costs": "从建造菜单自行建造 (费用",
 "Build it yourself from the construction menu -": "从建造菜单自行建造 -",
 "Build my save file": "生成我的存档文件",
 "Build note (DS_B.0.4.19): the DefaultEventKey column of EventNpcMappingTable is shifted by one row in this build, so the default talk is taken from the event keyword instead.": "构建说明 (DS_B.0.4.19)：此版本中 EventNpcMappingTable 的 DefaultEventKey 列偏移了一行，因此默认对话取自事件关键词。",
 "Build note ({#}): the DefaultEventKey column of EventNpcMappingTable is shifted by one row in this build, so the default talk is taken from the event keyword instead.": "构建说明 ({#})：此版本中 EventNpcMappingTable 的 DefaultEventKey 列偏移了一行，因此默认对话取自事件关键词。",
 "Build structures for various special purposes, such as": "建造用于各种特殊用途的建筑，例如",
 "Build structures for various special purposes, such as level-up.": "建造用于各种特殊用途的建筑，例如 level-up.",
 "BuildMaxLevel": "BuildMaxLevel",
 "BuildMaxRegion": "BuildMaxRegion",
 "BuildRenew": "BuildRenew",
 "Builder": "建造者",
 "Building": "建筑",
 "Building Storage": "建筑仓库",
 "Building Sub Type Floor Deco": "建筑子类型地板装饰",
 "Building Sub Type Grave": "建筑子类型坟墓",
 "Building Sub Type Recreation": "建筑子类型：娱乐",
 "Building Sub Type Specific Storage": "建筑子类型特定存储",
 "Building Type Remnant": "建筑类型遗迹",
 "Building attachable": "可附着于建筑",
 "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from": "建立基地并为探险做好准备，往往需要大量的资源。你可以从",
 "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 'Gather' button at the bottom right or press the Z key to activate Gather Mode. While in gather mode, left-click or drag to select the targets you want to gather from. ## Unless otherwise restricted, expedition members will automatically carry out the orders you assign. ## If you wish to cancel assigned tasks, click the 'Cancel' button at the bottom right or press the X key to enter cancel mode.": "建立基地并为探险做好准备，往往需要大量的资源。你可以从地图上找到的“可采集目标”处收集资源。 ## 点击右下角的“采集”按钮，或按下 Z 键便可启用采集模式。在采集模式下，左键点击或拖拽以选择想要采集的目标。 ## 如果没有其他限制，探险队员便会自动执行你分配的任务。 ## 如果想取消已分配的任务，点击右下角的“取消”按钮，或按下 X 键便可进入取消模式。",
 "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map.": "建立基地并为探险做好准备，往往需要大量的资源。可以从地图上的可采集目标处收集资源。",
 "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 'Gather' button at the bottom right or press the Z key to activate Gather Mode. While Gather Mode is active, left click or drag the targets you want to gather from to assign them. ## Unless there is a special reason not to, expedition members will automatically carry out the orders you give. ## If you want to cancel assigned orders, click the 'Cancel' button at the bottom right or press the X key to activate Cancel Mode.": "建立基地并为探险做好准备，往往需要大量的资源。可以从地图上的可采集目标处收集资源。 ## Click the 'Gather' button at the bottom right or press the Z key to activate Gather Mode. While Gather Mode is active, left click or drag the targets you want to gather from to assign them. ## Unless there is a special reason not to, 探险队员 will automatically carry out the orders you give. ## If you want to cancel assigned orders, click the 'Cancel' button at the bottom right or press the X key to activate Cancel Mode.",
 "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 'Gather' button at the bottom right or press the Z key to activate Gather Mode. While Gather Mode is active, left-click or drag the targets you want to gather from to assign them. ## Unless there is a special reason not to, expedition members will automatically carry out the orders you give. ## If you want to cancel assigned orders, click the 'Cancel' button at the bottom right or press the X key to activate Cancel Mode.": "建立基地并为探险做好准备，往往需要大量的资源。可以从地图上的可采集目标处收集资源。 ## 点击右下角的“采集”按钮，或按下 Z 键便可启用采集模式。在采集模式下，左键点击或拖拽想要采集的目标来指派。 ## 如果没有特殊情况，探险队员便会自动执行你分配的任务。 ## 如果想取消已分配的任务，点击右下角的“取消”按钮，或按下 X 键便可进入取消模式。",
 "Building your save file...": "正在生成存档文件...",
 "Building's interaction area is blocked": "建筑的互动区域被阻挡",
 "Building:": "建筑：",
 "BuildingEnemy": "BuildingEnemy",
 "BuildingSpawn": "BuildingSpawn",
 "Buildings": "建筑",
 "Buildings & props": "建筑与物件",
 "Buildings (default trait):": "建筑（默认特质）：",
 "Buildings - Dungeon Settlers Wiki": "建筑 - Dungeon Settlers 维基",
 "Buildings / Props": "建筑 / 摆件",
 "Buildings:": "建筑：",
 "Buildings: no": "建筑：否",
 "Buildings: yes": "建筑：是",
 "Bulb": "球根",
 "Bulb Early Harvest": "球根提前收获",
 "Burn": "燃烧",
 "Burn DoT:": "燃烧持续伤害：",
 "Burn engine": "燃烧引擎",
 "Burn is assumed FLAT (3/stack/s) and magic-resisted - the exact method body is not in the dump.": "燃烧按固定值计 (3/层/秒)，并受魔法抗性减免 - 确切方法体不在转储中。",
 "BurnImmune": "BurnImmune",
 "Burned it all and obtained bones.": "烧毁一切，获得骨头。",
 "Burning (magic)": "燃烧（魔法）",
 "Burning and Bleeding are flat damage over time - they ignore resistance and the tier scaling above.": "燃烧和出血为固定持续伤害 - 它们无视抗性以及上方的阶梯缩放。",
 "Burning stacks applied": "施加的燃烧层数",
 "Burning stacks applied, before the target's stack ceiling.": "施加的燃烧层数，在目标层数上限之前。",
 "Burr...": "伯尔...",
 "Burrow": "地穴",
 "Burrow Monster Cooking not completed": "地穴怪物烹饪未完成",
 "Burrow.\"": "伯罗。”",
 "Burrow_Phase": "Burrow_Phase",
 "Burst sub-tree (Fireproof + Fire Battle Mage)": "爆发子树（防火+火焰战斗法师）",
 "Burst sub-tree (Flame of Life, optional)": "爆发子树（生命之焰，可选）",
 "Burst sub-tree (Ignition; Fireproof to double stacks)": "爆发子技能树（点燃；防火以使堆叠翻倍）",
 "But": "但",
 "But...": "但是...",
 "By": "由",
 "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 2 | Devastation 2": "按管理难度 | 简单 1 | 普通 1 | 困难 2 | 极难 2 | 毁灭 2",
 "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 3 | Devastation 3": "按管理难度 | 简单 1 | 普通 2 | 困难 3 | 极难 3 | 毁灭 3",
 "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 4 | Devastation 4": "按管理难度 | 简单 1 | 普通 3 | 困难 4 | 极难 4 | 毁灭 4",
 "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 30 | Devastation 30": "按管理难度 | 简单 10 | 普通 20 | 困难 30 | 极难 30 | 毁灭 30",
 "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 3300 | Devastation 3300": "按管理难度 | 简单 1122 | 普通 2211 | 困难 3300 | 极难 3300 | 毁灭 3300",
 "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 400 | Devastation 400": "按管理难度 | 简单 136 | 普通 268 | 困难 400 | 极难 400 | 毁灭 400",
 "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 4000 | Devastation 4000": "按管理难度 | 简单 1360 | 普通 2680 | 困难 4000 | 极难 4000 | 毁灭 4000",
 "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 5 | Devastation 5": "按管理难度 | 简单 2 | 普通 3 | 困难 5 | 极难 5 | 毁灭 5",
 "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 6 | Devastation 6": "按管理难度 | 简单 2 | 普通 4 | 困难 6 | 极难 6 | 毁灭 6",
 "By Management difficulty | Easy 20 | Normal 40 | Hard 60 | Very Hard 60 | Devastation 60": "按管理难度 | 简单 20 | 普通 40 | 困难 60 | 极难 60 | 毁灭 60",
 "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 8 | Devastation 8": "按管理难度 | 简单 3 | 普通 5 | 困难 8 | 极难 8 | 毁灭 8",
 "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 10 | Devastation 10": "按管理难度 | 简单 3 | 普通 7 | 困难 10 | 极难 10 | 毁灭 10",
 "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 100 | Devastation 100": "按管理难度 | 简单 34 | 普通 67 | 困难 100 | 极难 100 | 毁灭 100",
 "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1000 | Devastation 1000": "按管理难度 | 简单 340 | 普通 670 | 困难 1000 | 极难 1000 | 毁灭 1000",
 "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 12 | Devastation 12": "按管理难度 | 简单 4 | 普通 8 | 困难 12 | 极难 12 | 毁灭 12",
 "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 16 | Devastation 16": "按管理难度 | 简单 5 | 普通 11 | 困难 16 | 极难 16 | 毁灭 16",
 "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 14 | Devastation 14": "按管理难度 | 简单 5 | 普通 9 | 困难 14 | 极难 14 | 毁灭 14",
 "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 20 | Devastation 20": "按管理难度 | 简单 7 | 普通 13 | 困难 20 | 极难 20 | 毁灭 20",
 "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 24 | Devastation 24": "按管理难度 | 简单 8 | 普通 16 | 困难 24 | 极难 24 | 毁灭 24",
 "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 2500 | Devastation 2500": "按管理难度 | 简单 850 | 普通 1675 | 困难 2500 | 极难 2500 | 毁灭 2500",
 "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 solitude closed in. Still, there was belief that one day an answer would be found, though the path was known to be arduous.": "By asking 无尽的问题，{0} sought to probe the world, doubting 他人视为理所当然的事物，并 setting out in search of 答案。然而世人 did not understand, and solitude closed in. Still, there was belief that one day an answer would be found, though the path was known to be arduous.",
 "By clicking 'Confirm', you agree to the Terms of Service and Privacy Policy, and can proceed with the game.": "点击“确认”，表明您同意服务条款和隐私政策后，便可继续游戏。",
 "By default, {0} is consumed every tick when mana is insufficient": "默认在法力不足时每跳消耗 {0}",
 "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": "间隔",
 "Calculation order matters.": "计算顺序很重要。",
 "Calculators": "计算器",
 "Calculators - Dungeon Settlers Wiki": "计算器 - Dungeon Settlers 维基",
 "Calm": "冷静",
 "Calm Leadership": "冷静领导",
 "Camera": "镜头",
 "Camera movement input, 10 or more times": "摄像机移动输入，10 次或更多",
 "Camera wheel input, 2 or more times": "摄像机滚轮输入，2 次或以上",
 "CameraMaxZoomSize": "CameraMaxZoomSize",
 "CameraMinZoomSize": "CameraMinZoomSize",
 "CameraMoveSpeed": "CameraMoveSpeed",
 "CameraZoomIn": "镜头拉近",
 "CameraZoomInOutSpeed": "CameraZoomInOutSpeed",
 "CameraZoomOut": "镜头拉远",
 "Camp Fire Remnant": "篝火遗迹",
 "Camp Fire Remnant - Dungeon Settlers Wiki": "篝火遗迹 - Dungeon Settlers 维基",
 "Campaign": "战役",
 "Campaign Credit Roll Revision": "战役演职员表修订",
 "Campaign floor": "战役层",
 "Campaign options": "战役选项",
 "Campaign start time": "战役开始时间",
 "Campaign starting setups per scenario × difficulty: units, items, map buildings.": "按场景 × 难度划分的战役初始配置：单位、物品、地图建筑。",
 "CampaignStartHour": "CampaignStartHour",
 "Campaign_": "Campaign_",
 "Can": "可以",
 "Can be used raw, but its effect is minimal.": "可直接使用，但效果不佳。",
 "Can be used to acquire active skills. Can be obtained through 升级.": "可用于获得主动技能。可通过升级获得。",
 "Can be used to acquire passive skills. Can be obtained through 升级.": "可用于获得被动技能。通过升级获得。",
 "Can be used to build walls": "可用于建造墙壁。",
 "Can repeat": "可重复",
 "Can target over walls": "可越过墙壁选定目标",
 "Can't": "不能",
 "Candidate levels": "候选人等级",
 "Candidate price": "候选人价格",
 "Candidate refresh": "候选人刷新",
 "Candidate refreshes": "候选人刷新",
 "Candidate talent sum": "候选人天赋合计",
 "CandidateRefreshInterval": "CandidateRefreshInterval",
 "Candidates": "候选人",
 "Candidates already carrying": "已经带有",
 "Candidates per refresh": "每次刷新候选人数",
 "Candidates you did not hire are replaced; hire before the timer runs out if you want one of them.": "未雇佣的候选人会被替换；若想要其中某人，请在计时器结束前雇佣。",
 "Cannot": "无法",
 "Cannot be worn with a spear, a bow or any staff": "不能与矛、弓或任何法杖同时佩戴",
 "Cannot complete the trade. The target inventory": "无法完成交易。目标物品栏",
 "Cannot complete the trade. The target inventory does not have enough space.": "无法完成交易。目标物品栏 does not have enough space.",
 "Cannot dismiss expedition members who are currently working.": "Cannot dismiss expedition 正在工作的成员。",
 "Cannot recruit units.": "无法招募单位。",
 "Cannot stack": "不可叠加",
 "Cannot stack (single instance)": "不可叠加（单实例）",
 "Cap": "上限",
 "Cap reached": "已达上限",
 "Capability": "能力",
 "Capable": "有能力的",
 "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. \"Even so, it should at least feel like a place fit for people to live in.\"": "Capable 探险队员 deserve proper treatment. We should at least provide them with Normal Private Rooms so they can rest comfortably after returning from dangerous expeditions. \"Even so, it should at least feel like a place fit for people to live in.\"",
 "Capacity": "容量",
 "Capital Punishment": "处决",
 "Capital Punishment (execute)": "处决（立即击杀）",
 "Capital Punishment calculator": "处决计算器",
 "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.": "处决会立即杀死合计 HP 处于 20% 及以下的非首领敌人。它在任意一次伤害上触发，因此只要目标足够低，即使零碎伤害也会触发。",
 "Capital Punishment, Inscription of Perfection, Inscription of the Storm": "处决、完美铭文、风暴铭文",
 "Capped Effects": "上限效果",
 "Capped Effects & Bonuses": "上限效果与加成",
 "Capped Effects & Bonuses - Dungeon Settlers Wiki": "上限效果与加成 - Dungeon Settlers 维基",
 "Capped at {#} stacks (you entered {#}).": "上限为 {#} 层（你输入了 {#}）。",
 "Captain": "队长",
 "Captain!\"": "船长！\"",
 "Captain's": "队长的",
 "Captain,": "队长，",
 "Carapace": "甲壳",
 "Carapace (M.Atk {#})": "甲壳 (魔攻 {#})",
 "Carapace (P.Atk {#})": "甲壳 (物攻 {#})",
 "Carapace Processing": "甲壳加工",
 "Carapace Processing 1": "甲壳加工 1",
 "Carapace Processing 2": "甲壳加工 2",
 "Carapace Processing III": "甲壳加工 III",
 "Card": "卡牌",
 "Cargo Bundle1 Remnant": "货物堆1遗迹",
 "Cargo Bundle1 Remnant - Dungeon Settlers Wiki": "货物堆1遗迹 - Dungeon Settlers 维基",
 "Cargo Bundle2 Remnant": "货物堆2遗迹",
 "Cargo Bundle2 Remnant - Dungeon Settlers Wiki": "货物堆2遗迹 - Dungeon Settlers 维基",
 "Carnivore by nature.": "生来食肉。",
 "Carnivore by nature. [Plant Rage] is a mood penalty Lizardmen take from eating vegetables, though they ignore the penalty for a meat-only diet.": "生来食肉。[Plant Rage] 是蜥蜴人吃蔬菜时受到的心情惩罚，但纯肉饮食可忽略该惩罚。",
 "Carried weight": "携带负重",
 "Carrier": "搬运工",
 "Carrying": "正在携带",
 "Cast by": "施放者",
 "Casting": "铸造",
 "Cat: Decoration (30)": "分类：装饰 (30)",
 "Cat: Farming (2)": "分类：农业 (2)",
 "Cat: Furniture (23)": "分类：家具 (23)",
 "Cat: Housing (20)": "分类：住宅 (20)",
 "Cat: None (446)": "分类：无 (446)",
 "Cat: Recreation (3)": "分类：娱乐 (3)",
 "Cat: Special (7)": "分类：特殊 (7)",
 "Cat: Storage (13)": "分类：仓库 (13)",
 "Cat: Workbench (15)": "分类：工作台 (15)",
 "Categories": "分类",
 "Categories:": "分类：",
 "Category": "分类",
 "Cause": "原因",
 "Caution": "注意",
 "Caution : Some expedition members are located outside the portal area! Are you sure you want to go down floor?": "Caution : Some 探险队员 are located outside the portal area! 确定要前往下一层吗？",
 "Caution:": "注意：",
 "Caution: Some expedition members are outside the portal area! Are you sure you want to go down to the next floor?": "Caution: Some 探险队员 are outside the portal area! 确定要前往下一 to the next floor?",
 "Cave": "洞穴",
 "Cavern Godness Ancient Wall": "洞穴女神古代墙",
 "Cavern Godness Ancient Wall - Dungeon Settlers Wiki": "洞穴女神古代墙 - Dungeon Settlers 维基",
 "Cavern Godness Ancient Wall2": "洞穴女神古代墙2",
 "Cavern Godness Ancient Wall2 - Dungeon Settlers Wiki": "洞穴女神古代墙2 - Dungeon Settlers 维基",
 "Cavern Godness Ancient Wall3": "洞穴女神古代墙3",
 "Cavern Godness Ancient Wall3 - Dungeon Settlers Wiki": "洞穴女神古代墙3 - Dungeon Settlers 维基",
 "Cavern Godness Ancient Wall4": "洞穴女神古代墙4",
 "Cavern Godness Ancient Wall4 - Dungeon Settlers Wiki": "洞穴女神古代墙4 - Dungeon Settlers 维基",
 "Cavern Godness Ancient Wall5": "洞穴女神古代墙5",
 "Cavern Godness Ancient Wall5 - Dungeon Settlers Wiki": "洞穴女神古代墙5 - Dungeon Settlers 维基",
 "Cavern Godness Ancient Wall6": "洞穴女神古代墙6",
 "Cavern Godness Ancient Wall6 - Dungeon Settlers Wiki": "洞穴女神古代墙6 - Dungeon Settlers 维基",
 "Cavern Godness Pillar": "洞穴女神柱",
 "Cavern Godness Pillar - Dungeon Settlers Wiki": "洞穴女神柱 - Dungeon Settlers 维基",
 "Cavern Godness Pillar2": "洞穴女神柱2",
 "Cavern Godness Pillar2 - Dungeon Settlers Wiki": "洞穴女神柱2 - Dungeon Settlers 维基",
 "Cavern_LittleFlesh": "Cavern_LittleFlesh",
 "Cavern_Mine": "Cavern_Mine",
 "Cavern_Phase": "Cavern_Phase",
 "Cavern_Poison": "Cavern_Poison",
 "Cavern_Standard": "Cavern_Standard",
 "Central": "中央",
 "Chain": "链甲",
 "Chain Grap": "铁索抓取",
 "Chain Grap 2": "铁索抓取 2",
 "Chain Knigh tSentinel Soul Stone": "链甲骑士哨兵灵魂石",
 "Chain Knight": "链甲骑士",
 "Chain Knight Sentinel": "链甲骑士哨兵",
 "Chain Knight Sentinel Fixed": "链甲骑士哨兵 固定",
 "Chain Knight Sentinel Random": "链甲骑士哨兵 随机",
 "Chain Slash + Flow Seeker + Blade Spirit": "连环斩 + 寻流者 + 刀刃之魂",
 "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.": "连环斩对单个目标进行四次攻击，每次造成100%物理攻击力伤害，消耗3点能量（12秒冷却）。它本身是一个单体近战技能，因此会触发寻流者的“暴露弱点”，使其所有四次攻击都必定暴击。刀刃之魂每次暴击返还1点能量 = 消耗3点能量返还4点能量。因此，连环斩是能量正收益的：它能为自身和其他技能提供能量，每次都能造成1.5倍的暴击伤害，并通过“暴露弱点”重新武装格挡屏障。这是典型的近战能量引擎。",
 "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.": "连环斩的四次攻击在“暴露弱点”下都会暴击，因此刀刃之魂会返还4点能量，而其消耗为3点能量--这是一个你可以无限使用的净收益攻击。",
 "ChainKnight": "ChainKnight",
 "ChainKnight returns stronger. Need to set up via stat variation, not just combination.": "ChainKnight 以更强姿态回归。需要通过属性变化来应对，不能只靠组合。",
 "ChainKnight returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers Wiki": "ChainKnight 以更强姿态回归。需要通过属性变化来应对，不能只靠组合。 - Dungeon Settlers 维基",
 "ChainKnight returns stronger. Need to set up via stat variation, not just combination. map": "ChainKnight 以更强姿态回归。需要通过属性变化来应对，不能只靠组合。地图",
 "Challenger": "挑战者",
 "Challenger Gloth Random": "格洛斯挑战者 随机",
 "Challenger Glott4 + Female Glott1 + Mud Slogel2 = 48": "挑战者格洛特4 + 女性格洛特1 + 泥泞史洛格尔2 = 48",
 "ChallengerGloth": "挑战者格洛斯",
 "Chamber": "室",
 "Chance": "几率",
 "Chance per floor": "每层几率",
 "Chance per slot": "每槽几率",
 "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.": "该层至少掷出一间该类型房间的几率。若某层可容纳多间，将鼠标悬停在单元格上可查看平均数量。对层列排序可查看该层最可能出现的内容。",
 "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": "该节点出现在该层的几率（其房间被掷出且该节点填入槽位）。点击节点查看产出，或参见",
 "Chance the room is on the floor": "该房间出现在该层的几率",
 "Chance the specific template appears on this floor: p = weight / type total, then averaged over layouts as 1 - (1 - p)^(rooms of that type).": "该模板出现在这一层的概率：p = 权重 / 类型合计，再按布局平均为 1 - (1 - p)^(该类型房间数)。",
 "Chance while a report is pending": "报告待处理时的几率",
 "Change Phase": "切换阶段",
 "Change Phase 2": "切换阶段 2",
 "Change something on this settler so they save and join a team. Then Team Stats can build the file.": "改动一下这个开拓者，他们才会保存并加入队伍。然后队伍数据才能生成文件。",
 "ChangeDeltaThreshold": "ChangeDeltaThreshold",
 "ChangeEquipCoolDown": "ChangeEquipCoolDown",
 "Changelog": "更新日志",
 "Changelog - Dungeon Settlers Wiki": "更新日志 - Dungeon Settlers 维基",
 "Changes": "变更",
 "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of": "在 {0} 秒内将普通攻击改为造成 {2} 次 {1}% 的",
 "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of 物理攻击力 as physical damage to the target.": "在 {0} 秒内将普通攻击改为造成 {2} 次 {1}% 的 物理攻击力 作为对目标的物理伤害。",
 "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of 物理攻击力 as physical damage to the target. While this skill is active, each basic attack consumes {2} arrows.": "在 {0} 秒内将普通攻击改为造成 {2} 次 {1}% 的 物理攻击力 作为对目标的物理伤害。 While this skill is active, each basic attack consumes {2} arrows.",
 "Character": "角色",
 "Character & Team Builder": "角色与团队构筑器",
 "Character & Team Builder - Dungeon Settlers Wiki": "Character & Team Builder - Dungeon Settlers 维基",
 "Character Builder": "角色构筑器",
 "Character background/individual traits.": "角色出身/个体特质。",
 "Character backgrounds & individual traits": "角色出身与个体特质",
 "Character name": "角色名称",
 "Charge": "冲锋",
 "Charge End": "冲锋结束",
 "Charge Start": "冲锋开始",
 "ChattedDurationMin": "ChattedDurationMin",
 "Check": "检查",
 "CheckIntervalSec": "CheckIntervalSec",
 "Chest": "宝箱",
 "Chests & containers": "宝箱与容器",
 "Chief": "酋长",
 "Chief!": "头儿！",
 "Chief.\"": "指挥官。\"",
 "Chief?\"": "队长？”",
 "Choice": "选择",
 "Choice E0000": "Choice E0000",
 "Choice E0001": "Choice E0001",
 "Choice E0100": "Choice E0100",
 "Choice E0102": "Choice E0102",
 "Choice E0200": "Choice E0200",
 "Choice E0201": "Choice E0201",
 "Choice E1000": "选择 E1000",
 "Choice F0100": "选择 F0100",
 "Choice F13000": "选择 F13000",
 "Choice F14000": "选择 F14000",
 "Choice F14001": "选择 F14001",
 "Choice F14100": "选择 F14100",
 "Choice F14110": "选择 F14110",
 "Choice F15000": "选择 F15000",
 "Choice F15001": "选择 F15001",
 "Choice F15100": "选择 F15100",
 "Choice F15101": "选择 F15101",
 "Choice F15110": "选择 F15110",
 "Choice F25000": "选择 F25000",
 "Choice F26000": "选择 F26000",
 "Choice F27000": "Choice F27000",
 "Choice F27001": "Choice F27001",
 "Choice F27100": "Choice F27100",
 "Choice F27110": "Choice F27110",
 "Choice F28000": "Choice F28000",
 "Choice F28001": "Choice F28001",
 "Choice F28100": "Choice F28100",
 "Choice F28110": "Choice F28110",
 "Choice F29000": "Choice F29000",
 "Choice F29001": "Choice F29001",
 "Choice F29100": "Choice F29100",
 "Choice F29110": "Choice F29110",
 "Choice F30000": "Choice F30000",
 "Choice F30001": "Choice F30001",
 "Choice F30100": "Choice F30100",
 "Choice F30110": "Choice F30110",
 "Choice F31000": "Choice F31000",
 "Choice F32000": "Choice F32000",
 "Choice F33000": "Choice F33000",
 "Choice F34000": "Choice F34000",
 "Choice F34001": "Choice F34001",
 "Choice F34100": "Choice F34100",
 "Choice F34110": "Choice F34110",
 "Choice F34120": "Choice F34120",
 "Choice F35000": "Choice F35000",
 "Choice F36000": "Choice F36000",
 "Choice F37000": "Choice F37000",
 "Choice F38000": "Choice F38000",
 "Choice F39000": "Choice F39000",
 "Choice F39001": "Choice F39001",
 "Choice F39100": "Choice F39100",
 "Choice F39110": "Choice F39110",
 "Choice F39120": "Choice F39120",
 "Choice F40000": "Choice F40000",
 "Choice F41000": "Choice F41000",
 "Choice F42000": "Choice F42000",
 "Choice F43000": "选择 F43000",
 "Choice F44000": "选择 F44000",
 "Choice F45000": "Choice F45000",
 "Choice F45001": "Choice F45001",
 "Choice F45100": "Choice F45100",
 "Choice F45110": "Choice F45110",
 "Choice F46000": "Choice F46000",
 "Choice F46001": "Choice F46001",
 "Choice F46002": "Choice F46002",
 "Choice F46100": "Choice F46100",
 "Choice F46101": "Choice F46101",
 "Choice F46102": "Choice F46102",
 "Choice F46200": "Choice F46200",
 "Choice F46201": "Choice F46201",
 "Choice F46202": "Choice F46202",
 "Choice F46300": "Choice F46300",
 "Choice F46301": "Choice F46301",
 "Choice F46302": "Choice F46302",
 "Choice F46400": "Choice F46400",
 "Choice F46401": "Choice F46401",
 "Choice F46402": "Choice F46402",
 "Choice F46500": "Choice F46500",
 "Choice F46501": "Choice F46501",
 "Choice F46502": "Choice F46502",
 "Choice F46600": "Choice F46600",
 "Choice F46601": "Choice F46601",
 "Choice F46602": "Choice F46602",
 "Choice F46700": "Choice F46700",
 "Choice F47000": "Choice F47000",
 "Choice F48000": "Choice F48000",
 "Choice F49000": "Choice F49000",
 "Choice F49001": "Choice F49001",
 "Choice F49110": "Choice F49110",
 "Choice F49111": "Choice F49111",
 "Choice F5000": "Choice F5000",
 "Choice F50000": "Choice F50000",
 "Choice F7000": "选择 F7000",
 "Choice F9111": "Choice F9111",
 "Choice N10000": "Choice N10000",
 "Choice N11000": "选择 N11000",
 "Choice N12000": "Choice N12000",
 "Choice N12001": "Choice N12001",
 "Choice N12002": "Choice N12002",
 "Choice N12100": "选择 N12100",
 "Choice N12110": "Choice N12110",
 "Choice N13000": "Choice N13000",
 "Choice N14001": "Choice N14001",
 "Choice N14110": "选择 N14110",
 "Choice N14111": "Choice N14111",
 "Choice N14112": "Choice N14112",
 "Choice N14200": "Choice N14200",
 "Choice N14210": "Choice N14210",
 "Choice N16000": "选择 N16000",
 "Choice N16001": "Choice N16001",
 "Choice N16002": "Choice N16002",
 "Choice N16100": "选择 N16100",
 "Choice N16110": "Choice N16110",
 "Choice N17000": "选择 N17000",
 "Choice N17100": "选择 N17100",
 "Choice N18000": "选择 N18000",
 "Choice N18100": "选择 N18100",
 "Choice N2000": "Choice N2000",
 "Choice N2001": "Choice N2001",
 "Choice N2002": "Choice N2002",
 "Choice N2100": "选择 N2100",
 "Choice N21000": "Choice N21000",
 "Choice N2110": "Choice N2110",
 "Choice N22000": "Choice N22000",
 "Choice N24001": "选择 N24001",
 "Choice N25000": "选择 N25000",
 "Choice N26000": "选择 N26000",
 "Choice N26001": "选择 N26001",
 "Choice N27000": "Choice N27000",
 "Choice N27001": "Choice N27001",
 "Choice N27100": "Choice N27100",
 "Choice N27101": "Choice N27101",
 "Choice N27200": "Choice N27200",
 "Choice N28000": "Choice N28000",
 "Choice N29000": "Choice N29000",
 "Choice N3000": "Choice N3000",
 "Choice N3001": "Choice N3001",
 "Choice N3100": "选择 N3100",
 "Choice N4000": "Choice N4000",
 "Choice N4001": "Choice N4001",
 "Choice N5000": "Choice N5000",
 "Choice N5001": "Choice N5001",
 "Choice N6000": "选择 N6000",
 "Choice N7000": "Choice N7000",
 "Choice N8000": "Choice N8000",
 "Choice N9000": "Choice N9000",
 "Choice R10000": "Choice R10000",
 "Choice R10001": "Choice R10001",
 "Choice R10002": "Choice R10002",
 "Choice R1001": "选择 R1001",
 "Choice R10100": "Choice R10100",
 "Choice R10110": "Choice R10110",
 "Choice R11000": "Choice R11000",
 "Choice R11001": "Choice R11001",
 "Choice R11002": "Choice R11002",
 "Choice R12000": "Choice R12000",
 "Choice R12001": "Choice R12001",
 "Choice R12002": "Choice R12002",
 "Choice R12100": "Choice R12100",
 "Choice R12110": "Choice R12110",
 "Choice R12120": "Choice R12120",
 "Choice R13000": "Choice R13000",
 "Choice R13001": "Choice R13001",
 "Choice R13100": "选择 R13100",
 "Choice R13200": "Choice R13200",
 "Choice R13201": "Choice R13201",
 "Choice R13210": "Choice R13210",
 "Choice R13220": "Choice R13220",
 "Choice R14000": "Choice R14000",
 "Choice R14001": "Choice R14001",
 "Choice R14002": "Choice R14002",
 "Choice R14130": "选择 R14130",
 "Choice R14200": "Choice R14200",
 "Choice R14201": "Choice R14201",
 "Choice R14202": "Choice R14202",
 "Choice R14210": "Choice R14210",
 "Choice R14211": "Choice R14211",
 "Choice R14212": "Choice R14212",
 "Choice R14220": "Choice R14220",
 "Choice R14221": "Choice R14221",
 "Choice R14222": "Choice R14222",
 "Choice R14230": "Choice R14230",
 "Choice R14300": "Choice R14300",
 "Choice R15000": "Choice R15000",
 "Choice R15001": "Choice R15001",
 "Choice R15100": "选择 R15100",
 "Choice R15200": "Choice R15200",
 "Choice R15201": "Choice R15201",
 "Choice R15210": "Choice R15210",
 "Choice R15211": "Choice R15211",
 "Choice R15220": "Choice R15220",
 "Choice R15221": "Choice R15221",
 "Choice R15230": "Choice R15230",
 "Choice R16000": "Choice R16000",
 "Choice R16001": "Choice R16001",
 "Choice R16002": "Choice R16002",
 "Choice R16100": "Choice R16100",
 "Choice R16110": "Choice R16110",
 "Choice R16120": "Choice R16120",
 "Choice R17000": "Choice R17000",
 "Choice R17001": "Choice R17001",
 "Choice R17002": "Choice R17002",
 "Choice R17100": "Choice R17100",
 "Choice R17110": "Choice R17110",
 "Choice R18000": "Choice R18000",
 "Choice R18001": "Choice R18001",
 "Choice R18002": "Choice R18002",
 "Choice R18100": "Choice R18100",
 "Choice R18110": "Choice R18110",
 "Choice R19000": "Choice R19000",
 "Choice R19001": "Choice R19001",
 "Choice R19002": "Choice R19002",
 "Choice R19100": "选择 R19100",
 "Choice R19120": "Choice R19120",
 "Choice R19200": "Choice R19200",
 "Choice R19201": "Choice R19201",
 "Choice R19202": "Choice R19202",
 "Choice R19211": "Choice R19211",
 "Choice R19300": "Choice R19300",
 "Choice R5000": "Choice R5000",
 "Choice R5001": "Choice R5001",
 "Choice R5002": "Choice R5002",
 "Choice R5100": "Choice R5100",
 "Choice R5110": "Choice R5110",
 "Choice R6000": "Choice R6000",
 "Choice R6001": "Choice R6001",
 "Choice R6002": "Choice R6002",
 "Choice R6100": "Choice R6100",
 "Choice R6110": "Choice R6110",
 "Choice R7000": "Choice R7000",
 "Choice R7001": "Choice R7001",
 "Choice R7002": "Choice R7002",
 "Choice R7100": "Choice R7100",
 "Choice R7110": "Choice R7110",
 "Choice R7120": "Choice R7120",
 "Choice R8000": "Choice R8000",
 "Choice R8001": "Choice R8001",
 "Choice R8002": "Choice R8002",
 "Choice R8100": "选择 R8100",
 "Choice R8200": "Choice R8200",
 "Choice R8201": "Choice R8201",
 "Choice R8210": "Choice R8210",
 "Choice R8220": "Choice R8220",
 "Choice R9000": "Choice R9000",
 "Choice R9001": "Choice R9001",
 "Choice R9100": "Choice R9100",
 "Choice R9110": "Choice R9110",
 "Choice T15000": "选择 T15000",
 "Choice T16000": "选择 T16000",
 "Choice T3000": "选择 T3000",
 "ChoiceD0000": "ChoiceD0000",
 "ChoiceD0000_Rank1Research1": "ChoiceD0000_Rank1Research1",
 "ChoiceD0000_Rank1Research2": "ChoiceD0000_Rank1Research2",
 "ChoiceD0000_Rank1Research3": "ChoiceD0000_Rank1Research3",
 "ChoiceD0000_Rank1Research4": "ChoiceD0000_Rank1Research4",
 "ChoiceD0000_Rank1Research5": "ChoiceD0000_Rank1Research5",
 "ChoiceD0000_Rank1Research6": "ChoiceD0000_Rank1Research6",
 "ChoiceD0000_Rank2Research11": "ChoiceD0000_Rank2Research11",
 "ChoiceD0000_Rank2Research12": "ChoiceD0000_Rank2Research12",
 "ChoiceD0000_Rank2Research3": "ChoiceD0000_Rank2Research3",
 "ChoiceD0000_Rank2Research4": "ChoiceD0000_Rank2Research4",
 "ChoiceD0000_Rank2Research5": "ChoiceD0000_Rank2Research5",
 "ChoiceD0000_Rank2Research6": "ChoiceD0000_Rank2Research6",
 "ChoiceD0000_Rank2Research7": "ChoiceD0000_Rank2Research7",
 "ChoiceD0000_Rank2Research8": "ChoiceD0000_Rank2Research8",
 "ChoiceD0000_Rank3Elite": "ChoiceD0000_Rank3Elite",
 "ChoiceD0000_Rank3Food": "ChoiceD0000_Rank3Food",
 "ChoiceD0000_Rank3Level": "ChoiceD0000_Rank3Level",
 "ChoiceD0000_Rank3Research1": "ChoiceD0000_Rank3Research1",
 "ChoiceD0000_Rank3Research2": "ChoiceD0000_Rank3Research2",
 "ChoiceD0000_Rank3Research3": "ChoiceD0000_Rank3Research3",
 "ChoiceD0000_Rank3Research4": "ChoiceD0000_Rank3Research4",
 "ChoiceD0000_Rank3Research5": "ChoiceD0000_Rank3Research5",
 "ChoiceD0000_Rank3Research6": "ChoiceD0000_Rank3Research6",
 "ChoiceD0000_Rank3Research7": "ChoiceD0000_Rank3Research7",
 "ChoiceD0000_Rank3Resource1": "ChoiceD0000_Rank3Resource1",
 "ChoiceD0000_Rank3Resource2": "ChoiceD0000_Rank3Resource2",
 "ChoiceD0000_Rank3RoomType1": "ChoiceD0000_Rank3RoomType1",
 "ChoiceD0000_Rank3RoomType2": "ChoiceD0000_Rank3RoomType2",
 "ChoiceD0000_Rank3RoomType3": "ChoiceD0000_Rank3RoomType3",
 "ChoiceD0000_Rank3RoomType4": "ChoiceD0000_Rank3RoomType4",
 "ChoiceD0000_Rank3RoomType5": "ChoiceD0000_Rank3RoomType5",
 "ChoiceD0000_Rank3RoomType6": "ChoiceD0000_Rank3RoomType6",
 "ChoiceD0000_Rank3RoomType7": "ChoiceD0000_Rank3RoomType7",
 "ChoiceD0100": "ChoiceD0100",
 "ChoiceDR0000": "ChoiceDR0000",
 "ChoiceE0000": "ChoiceE0000",
 "ChoiceE0001": "ChoiceE0001",
 "ChoiceE0100": "ChoiceE0100",
 "ChoiceE0102": "ChoiceE0102",
 "ChoiceE0200": "ChoiceE0200",
 "ChoiceE0201": "ChoiceE0201",
 "ChoiceE1000": "选择E1000",
 "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",
 "ChoiceF49111": "ChoiceF49111",
 "ChoiceF5000": "ChoiceF5000",
 "ChoiceF50000": "ChoiceF50000",
 "ChoiceF6000": "ChoiceF6000",
 "ChoiceF7000": "ChoiceF7000",
 "ChoiceF8000": "ChoiceF8000",
 "ChoiceF9000": "ChoiceF9000",
 "ChoiceF9001": "ChoiceF9001",
 "ChoiceF9110": "ChoiceF9110",
 "ChoiceF9111": "ChoiceF9111",
 "ChoiceN0000": "ChoiceN0000",
 "ChoiceN0001": "ChoiceN0001",
 "ChoiceN1000": "ChoiceN1000",
 "ChoiceN10000": "ChoiceN10000",
 "ChoiceN1001": "ChoiceN1001",
 "ChoiceN11000": "ChoiceN11000",
 "ChoiceN12000": "ChoiceN12000",
 "ChoiceN12001": "ChoiceN12001",
 "ChoiceN12002": "ChoiceN12002",
 "ChoiceN12100": "ChoiceN12100",
 "ChoiceN12110": "ChoiceN12110",
 "ChoiceN13000": "ChoiceN13000",
 "ChoiceN14000": "ChoiceN14000",
 "ChoiceN14001": "ChoiceN14001",
 "ChoiceN14002": "ChoiceN14002",
 "ChoiceN14110": "ChoiceN14110",
 "ChoiceN14111": "ChoiceN14111",
 "ChoiceN14112": "ChoiceN14112",
 "ChoiceN14200": "ChoiceN14200",
 "ChoiceN14210": "ChoiceN14210",
 "ChoiceN15000": "ChoiceN15000",
 "ChoiceN16000": "ChoiceN16000",
 "ChoiceN16001": "ChoiceN16001",
 "ChoiceN16002": "ChoiceN16002",
 "ChoiceN16100": "ChoiceN16100",
 "ChoiceN16110": "ChoiceN16110",
 "ChoiceN17000": "ChoiceN17000",
 "ChoiceN17001": "ChoiceN17001",
 "ChoiceN17100": "ChoiceN17100",
 "ChoiceN18000": "ChoiceN18000",
 "ChoiceN18001": "ChoiceN18001",
 "ChoiceN18100": "ChoiceN18100",
 "ChoiceN19000": "ChoiceN19000",
 "ChoiceN2000": "ChoiceN2000",
 "ChoiceN20000": "ChoiceN20000",
 "ChoiceN2001": "ChoiceN2001",
 "ChoiceN2002": "ChoiceN2002",
 "ChoiceN2100": "ChoiceN2100",
 "ChoiceN21000": "ChoiceN21000",
 "ChoiceN2110": "ChoiceN2110",
 "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",
 "ChoiceN29000": "ChoiceN29000",
 "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": "选择R8100",
 "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": "每次升级的选项",
 "Choose a Dungeon Settlers save file": "选择一个 Dungeon Settlers 存档文件",
 "Choose management difficulty separately": "单独选择管理难度",
 "Choose your save file first.": "请先选择你的存档文件。",
 "Chosen - click to remove.": "已选择 - 点击移除。",
 "Circle r5": "圆形 r5",
 "Circle, radius 3": "圆形，半径 3",
 "Circle, radius 5": "圆形，半径 5",
 "City": "城市",
 "Claim": "领取",
 "Claim Reward": "领取奖励",
 "Clan Ranks": "探险等级",
 "Clan decisions/policies with effects.": "带效果的团队决议/政策。",
 "Clan gold": "团队金币",
 "Clan gold +100": "团队金币 +100",
 "Clan gold +1000": "团队金币 +1000",
 "Clan gold +200": "团队金币 +200",
 "Clan gold +300": "团队金币 +300",
 "Clan gold +500": "团队金币 +500",
 "Clan gold +777": "团队金币 +777",
 "Clan gold +800": "团队金币 +800",
 "Clan gold -200": "团队金币 -200",
 "Clan gold is 200 or higher": "团队金币为 200 或更高",
 "Clan gold is {#} or higher": "团队金币为 {#} 或更高",
 "Clan gold {#}": "团队金币 {#}",
 "Clan name,": "团队名称，",
 "Clan rank": "探险等级",
 "Clan ranks": "探险等级",
 "Clan ranks: rank-up CP, population, recruit level & race weights.": "探险等级：升级贡献点、人口、招募等级与种族权重。",
 "ClanRank": "ClanRank",
 "Class": "类型",
 "Clear": "清澈",
 "Clear condition": "通关条件",
 "Clear filters": "清除筛选",
 "Clear overrides / back to computed": "清除覆盖 / 回到计算值",
 "Clear target": "清除目标",
 "Clear {#}": "通关 {#}",
 "ClearDungeon1": "ClearDungeon1",
 "ClearDungeon2": "ClearDungeon2",
 "Clearing Rooms/map grids to {} causes an infinite load": "把 Rooms/地图网格清成 {} 会导致无限加载",
 "Clearing a region": "通关区域",
 "Clearly,": "显然，",
 "Clears a map marker": "清除地图标记",
 "Click Team Stats. That's the squad and the save file.": "点击队伍数据。那里是小队和存档文件。",
 "Click a lit node to spend a point. Main points go on weapon trees, Sub on the others. Grey stays locked until you take the node before it. Spend what you can.": "点击亮起的节点来花费点数。主技能点用在武器技能树上，辅技能点用在其它树上。灰色节点在点亮前置节点前保持已锁定。能花的就花。",
 "Click to add": "点击添加",
 "Click to enlarge": "点击放大",
 "Click to view.": "点击查看。",
 "Click to view. Right-click to dismiss.": "点击查看。右键关闭。",
 "Cliff": "悬崖",
 "Cliffside": "悬崖边",
 "Clip kinds": "片段种类",
 "Clips": "片段",
 "Close": "关闭",
 "Close the discovery journal": "关闭发现日志",
 "Close the game first.": "请先关闭游戏。",
 "Club": "棍棒",
 "Code truth": "代码真相",
 "Codex": "典籍",
 "Codex - Dungeon Settlers Wiki": "典籍 - Dungeon Settlers 维基",
 "Codex Event": "典籍事件",
 "Codex Level1 Remnant": "宝典等级1遗迹",
 "Codex Level1 Remnant - Dungeon Settlers Wiki": "宝典等级1遗迹 - Dungeon Settlers 维基",
 "Codex Level2 Remnant": "宝典等级2遗迹",
 "Codex Level2 Remnant - Dungeon Settlers Wiki": "宝典等级2遗迹 - Dungeon Settlers 维基",
 "Codex icon": "典籍 图标",
 "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat": "主属性转换为最终属性的比率的系数值",
 "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Nature": "主属性转换为最终属性的比率的系数值 注意：需要改为自然",
 "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Water": "主属性转换为最终属性的比率的系数值 注意：需要改为水",
 "Collect Hell Leeches": "收集地狱水蛭",
 "Collect Hell Leeches - Interact with Xenon": "收集地狱水蛭 - 与科赛农互动",
 "Collection": "收藏",
 "Columns": "列",
 "Columns - hide or move them": "列：隐藏或移动",
 "Combat Change Equip Cool Down": "战斗更换装备冷却",
 "Combat Difficulty: {3}": "战斗难度：{3}",
 "Combat Estimates": "战斗预估",
 "Combat Formulas": "战斗公式",
 "Combat Formulas - Dungeon Settlers Wiki": "战斗公式 - Dungeon Settlers 维基",
 "Combat Start": "战斗开始",
 "Combat awareness state (spotted / unaware / surprised)": "战斗意识状态（已发现 / 未察觉 / 遭突袭）",
 "Combat axis": "战斗轴",
 "Combat balance": "战斗平衡",
 "Combat buffs": "战斗增益",
 "Combat conditions": "战斗条件",
 "Combat constants": "战斗常量",
 "Combat difficulty": "战斗难度",
 "Combat difficulty (whole roster)": "战斗难度（整份阵容）",
 "Combat difficulty for your whole roster": "整份阵容的战斗难度",
 "Combat difficulty is applied to every monster as a hidden affecter (": "战斗难度作为隐藏的效果施加者施加到每个怪物（",
 "Combat difficulty never multiplies a drop table; it changes loot only indirectly, because faster respawns and more gathering-bonus environment effects on easier settings mean more total drops over time.": "战斗难度从不会给掉落表乘以倍率；它只间接改变掉落，因为在较简单的设置下刷新更快，带采集加成的环境效果也更多，所以随时间推移总掉落更多。",
 "Combat guide": "战斗指南",
 "Combat is how hard enemies hit. Management is food, mood, and research. Leave the separate switch off unless you want those on another tier.": "战斗是敌人打得多疼。管理是食物、心情和研究。除非想把这两项设成不同档，否则别打开分开的开关。",
 "Combat pattern": "战斗模式",
 "Combat start.": "战斗开始。",
 "Combat stats": "战斗数值",
 "Combat status system: applied while the triggering condition holds": "战斗状态系统：在触发条件持续期间生效",
 "Combat: Elements & Weapons": "战斗：元素与武器",
 "Combat: Elements & Weapons - Dungeon Settlers Wiki": "战斗：元素与武器 - Dungeon Settlers 维基",
 "Combat: applied when taking damage": "战斗：受到伤害时施加",
 "Combat: elements & weapons": "战斗：元素与武器",
 "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.": "看起来像协同作用但实际上不是的组合，一旦你检查数据就会发现--保留在这里，以免它们被再次提出。",
 "Comfort": "舒适",
 "Coming home": "回家",
 "Command": "命令",
 "Command all Bubblings to immediately dash to the designated tile, dealing {0}% of the caster's 魔法攻击力 as magic damage and bursting immediately.": "Command 所有泡泡灵立即冲向指定地格，造成施法者 {0}% 的 魔法攻击力 as magic damage and bursting immediately.",
 "Commander": "指挥官",
 "Commander!": "指挥官！",
 "Commander!\"": "指挥官！\"",
 "Commander's": "指挥官的",
 "Commander,": "指挥官，",
 "Commander?\"": "指挥官？”",
 "Commanders": "指挥官",
 "Commands": "指令",
 "Common 4.75%, Uncommon 0.548%, Rare 0.0455%, Legendary 0.100%": "普通 4.75%，优秀 0.548%，稀有 0.0455%，传说 0.100%",
 "Common 80.7%, Uncommon 17.0%, Rare 2.00%, Legendary 0.300%": "普通 80.7%，优秀 17.0%，稀有 2.00%，传说 0.300%",
 "Common 807, Uncommon 170, Rare 20, Legendary 3 (out of 1000)": "普通 807，优秀 170，稀有 20，传说 3（共 1000）",
 "Common Event": "普通事件",
 "Common Event - Dungeon Settlers Wiki": "普通事件 - Dungeon Settlers 维基",
 "Common Event Abandoned Campsite": "普通事件 废弃营地",
 "Common Event Abandoned Campsite - Dungeon Settlers Wiki": "普通事件 废弃营地 - Dungeon Settlers 维基",
 "Common Event Abandoned Campsite map": "普通事件 废弃营地地图",
 "Common Event Abandoned Room 1": "普通事件 废弃房间 1",
 "Common Event Abandoned Room 1 - Dungeon Settlers Wiki": "普通事件 废弃房间 1 - Dungeon Settlers 维基",
 "Common Event Abandoned Room 1 map": "普通事件 废弃房间 1 地图",
 "Common Event Abandoned Room 2": "普通事件 废弃房间 2",
 "Common Event Abandoned Room 2 - Dungeon Settlers Wiki": "普通事件 废弃房间 2 - Dungeon Settlers 维基",
 "Common Event Abandoned Room 2 map": "普通事件 废弃房间 2 地图",
 "Common Event Ancient Library": "普通事件 古代图书馆",
 "Common Event Ancient Library - Dungeon Settlers Wiki": "普通事件 古代图书馆 - Dungeon Settlers 维基",
 "Common Event Ancient Library map": "普通事件 古代图书馆 地图",
 "Common Event Blood Tree Room": "普通事件 血树房间",
 "Common Event Blood Tree Room - Dungeon Settlers Wiki": "普通事件 血树房间 - Dungeon Settlers 维基",
 "Common Event Blood Tree Room map": "普通事件 血树房间地图",
 "Common Event Codex Room Stage 1": "普通事件 宝典房间 阶段 1",
 "Common Event Codex Room Stage 1 - Dungeon Settlers Wiki": "普通事件 宝典房间 阶段 1 - Dungeon Settlers 维基",
 "Common Event Codex Room Stage 1 map": "普通事件 宝典房间 阶段 1 地图",
 "Common Event Codex Room Stage 2": "普通事件典籍房间阶段 2",
 "Common Event Codex Room Stage 2 - Dungeon Settlers Wiki": "普通事件典籍房间阶段 2 - Dungeon Settlers 维基",
 "Common Event Codex Room Stage 2 map": "普通事件典籍房间阶段 2 地图",
 "Common Event Devrik Worship Site": "普通事件 德弗里克崇拜之地",
 "Common Event Devrik Worship Site - Dungeon Settlers Wiki": "普通事件 德弗里克崇拜之地 - Dungeon Settlers 维基",
 "Common Event Devrik Worship Site map": "普通事件 德弗里克崇拜之地地图",
 "Common Event Discarded Magic Device": "普通事件 废弃魔力装置",
 "Common Event Discarded Magic Device - Dungeon Settlers Wiki": "普通事件 废弃魔力装置 - Dungeon Settlers 维基",
 "Common Event Discarded Magic Device map": "普通事件 废弃魔力装置地图",
 "Common Event Discarded Specimen": "普通事件 废弃样本",
 "Common Event Discarded Specimen - Dungeon Settlers Wiki": "普通事件 废弃样本 - Dungeon Settlers 维基",
 "Common Event Discarded Specimen map": "普通事件 废弃样本地图",
 "Common Event Flower": "普通事件 花",
 "Common Event Flower - Dungeon Settlers Wiki": "普通事件 花 - Dungeon Settlers 维基",
 "Common Event Flower map": "普通事件 花地图",
 "Common Event Goblin Settlement Stage 1": "普通事件 哥布林聚落 第 1 阶段",
 "Common Event Goblin Settlement Stage 1 - Dungeon Settlers Wiki": "普通事件 哥布林聚落 第 1 阶段 - Dungeon Settlers 维基",
 "Common Event Goblin Settlement Stage 1 map": "普通事件 哥布林聚落 第 1 阶段地图",
 "Common Event Goblin Settlement Stage 2": "普通事件 哥布林聚落 第 2 阶段",
 "Common Event Goblin Settlement Stage 2 - Dungeon Settlers Wiki": "普通事件 哥布林聚落 第 2 阶段 - Dungeon Settlers 维基",
 "Common Event Goblin Settlement Stage 2 map": "普通事件 哥布林聚落 第 2 阶段地图",
 "Common Event Hub": "普通事件枢纽",
 "Common Event Hub - Dungeon Settlers Wiki": "普通事件枢纽 - Dungeon Settlers 维基",
 "Common Event Hub map": "普通事件枢纽地图",
 "Common Event Junk Trash Pile 1": "普通事件 垃圾堆 1",
 "Common Event Junk Trash Pile 1 - Dungeon Settlers Wiki": "普通事件 垃圾堆 1 - Dungeon Settlers 维基",
 "Common Event Junk Trash Pile 1 map": "普通事件 垃圾堆 1 地图",
 "Common Event Junk Trash Pile 2": "普通事件 垃圾堆 2",
 "Common Event Junk Trash Pile 2 - Dungeon Settlers Wiki": "普通事件 垃圾堆 2 - Dungeon Settlers 维基",
 "Common Event Junk Trash Pile 2 map": "普通事件 垃圾堆 2 地图",
 "Common Event Lab Rat Breeding Pen": "普通事件实验鼠繁殖栏",
 "Common Event Lab Rat Breeding Pen - Dungeon Settlers Wiki": "普通事件实验鼠繁殖栏 - Dungeon Settlers 维基",
 "Common Event Lab Rat Breeding Pen map": "普通事件实验鼠繁殖栏地图",
 "Common Event Mandrake": "普通事件曼德拉草",
 "Common Event Mandrake - Dungeon Settlers Wiki": "普通事件曼德拉草 - Dungeon Settlers 维基",
 "Common Event Mandrake map": "普通事件曼德拉草地图",
 "Common Event Meat Worm Room 1": "普通事件肉蛆房间 1",
 "Common Event Meat Worm Room 1 - Dungeon Settlers Wiki": "普通事件肉蛆房间 1 - Dungeon Settlers 维基",
 "Common Event Meat Worm Room 1 map": "普通事件肉蛆房间 1 地图",
 "Common Event Meat Worm Room 2": "普通事件肉蛆房间 2",
 "Common Event Meat Worm Room 2 - Dungeon Settlers Wiki": "普通事件肉蛆房间 2 - Dungeon Settlers 维基",
 "Common Event Meat Worm Room 2 map": "普通事件肉蛆房间 2 地图",
 "Common Event Odd Gap": "普通事件 古怪间隙",
 "Common Event Odd Gap - Dungeon Settlers Wiki": "普通事件 古怪间隙 - Dungeon Settlers 维基",
 "Common Event Odd Gap map": "普通事件 古怪间隙地图",
 "Common Event Temporary Shelter": "普通事件 临时庇护所",
 "Common Event Temporary Shelter - Dungeon Settlers Wiki": "普通事件 临时庇护所 - Dungeon Settlers 维基",
 "Common Event Temporary Shelter map": "普通事件 临时庇护所地图",
 "Common Event Tree of Life": "普通事件 生命之树",
 "Common Event Tree of Life - Dungeon Settlers Wiki": "普通事件 生命之树 - Dungeon Settlers 维基",
 "Common Event Tree of Life map": "普通事件 生命之树地图",
 "Common Event map": "普通事件地图",
 "Common Event: Abandoned Graveyard": "普通事件：废弃墓地",
 "Common Event: Abandoned Graveyard - Dungeon Settlers Wiki": "普通事件：废弃墓地 - Dungeon Settlers 维基",
 "Common Event: Abandoned Graveyard map": "普通事件：废弃墓地地图",
 "Common Horizontal Corridor": "普通横向走廊",
 "Common Horizontal Corridor (Dead End)": "普通横向走廊（尽头）",
 "Common Horizontal Corridor (Dead End) - Dungeon Settlers Wiki": "普通横向走廊（尽头） - Dungeon Settlers 维基",
 "Common Horizontal Corridor (Dead End) map": "普通横向走廊（尽头）地图",
 "Common Horizontal Corridor - Dungeon Settlers Wiki": "普通横向走廊 - Dungeon Settlers 维基",
 "Common Horizontal Corridor 1": "普通横向走廊 1",
 "Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "普通横向走廊 1 - Dungeon Settlers Wiki",
 "Common Horizontal Corridor 1 map": "普通横向走廊 1 地图",
 "Common Horizontal Corridor 2": "普通横向走廊 2",
 "Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "普通横向走廊 2 - Dungeon Settlers 维基",
 "Common Horizontal Corridor 2 map": "普通横向走廊 2 地图",
 "Common Horizontal Corridor 3": "普通横向走廊 3",
 "Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "普通横向走廊 3 - Dungeon Settlers 维基",
 "Common Horizontal Corridor 3 map": "普通横向走廊 3 地图",
 "Common Horizontal Corridor map": "普通横向走廊 地图",
 "Common Magic Trash Pile": "普通魔法废料堆",
 "Common Magic Trash Pile - Dungeon Settlers Wiki": "普通魔法废料堆 - Dungeon Settlers 维基",
 "Common Magic Trash Pile map": "普通魔法废料堆地图",
 "Common Mood": "普通心情",
 "Common Portal": "普通传送门",
 "Common Portal - Dungeon Settlers Wiki": "普通传送门 - Dungeon Settlers 维基",
 "Common Portal map": "普通传送门地图",
 "Common Power1": "普通 Power1",
 "Common Power10": "普通 Power10",
 "Common Power11": "普通 Power11",
 "Common Power13": "普通 Power13",
 "Common Power15": "普通 Power15",
 "Common Power2": "普通 Power2",
 "Common Power3": "普通 Power3",
 "Common Power4": "普通 Power4",
 "Common Power5": "普通 Power5",
 "Common Power6": "普通 Power6",
 "Common Power7": "普通 Power7",
 "Common Power8": "普通 Power8",
 "Common Power9": "普通 Power9",
 "Common Start": "普通开始",
 "Common Start - Dungeon Settlers Wiki": "普通开始 - Dungeon Settlers 维基",
 "Common Start map": "普通起始地图",
 "Common Vertical Corridor": "普通纵向走廊",
 "Common Vertical Corridor - Dungeon Settlers Wiki": "普通纵向走廊 - Dungeon Settlers 维基",
 "Common Vertical Corridor 1": "普通纵向走廊 1",
 "Common Vertical Corridor 1 - Dungeon Settlers Wiki": "普通纵向走廊 1 - Dungeon Settlers Wiki",
 "Common Vertical Corridor 1 map": "普通纵向走廊 1 地图",
 "Common Vertical Corridor 2": "普通纵向走廊 2",
 "Common Vertical Corridor 2 - Dungeon Settlers Wiki": "普通纵向走廊 2 - Dungeon Settlers 维基",
 "Common Vertical Corridor 2 map": "普通纵向走廊 2 地图",
 "Common Vertical Corridor 3": "普通纵向走廊 3",
 "Common Vertical Corridor 3 - Dungeon Settlers Wiki": "普通纵向走廊 3 - Dungeon Settlers 维基",
 "Common Vertical Corridor 3 map": "普通纵向走廊 3 地图",
 "Common Vertical Corridor map": "普通纵向走廊地图",
 "Common horizontal corridor 1_ 7 spaces": "普通横向走廊 1_ 7 格",
 "Common horizontal corridor 1_ 7 spaces - Dungeon Settlers Wiki": "普通横向走廊 1_ 7 格 - Dungeon Settlers 维基",
 "Common horizontal corridor 1_ 7 spaces map": "普通横向走廊 1_ 7 格地图",
 "Common horizontal corridor 2 / for boss_11 spaces": "普通横向走廊 2 / 用于 boss_11 格",
 "Common horizontal corridor 2 / for boss_11 spaces - Dungeon Settlers Wiki": "普通横向走廊 2 / 用于 boss_11 格 - Dungeon Settlers 维基",
 "Common horizontal corridor 2 / for boss_11 spaces map": "普通横向走廊 2 / 用于 boss_11 格地图",
 "Common horizontal corridor 3_2 spaces": "普通横向走廊 3_2 格",
 "Common horizontal corridor 3_2 spaces - Dungeon Settlers Wiki": "普通横向走廊 3_2 格 - Dungeon Settlers 维基",
 "Common horizontal corridor 3_2 spaces map": "普通横向走廊 3_2 格地图",
 "Common power drops": "常见能力掉落",
 "CommonConfirm": "通用确认",
 "CommonMood": "CommonMood",
 "Communication begins, and you": "通信开始了，你",
 "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...\" The raven pecks at the severed head of the crimson monster rat as though performing an autopsy, but now it is little more than a filthy lump of bloodied flesh. \"Do you know how many lives this creature has claimed recently? Had you been just a little faster, perhaps a few of them might still be alive. Ah well... merely an observation.\" Your expression hardens at the inspector's blunt tone, but the inspector pays no mind and continues his grumbling. \"In less than a year, over half the continent has already been consumed by thorned vines spreading outward from the dungeons. Yes, much like the forsaken land you now inhabit. Make haste with your exploration. We must conquer the dungeons before we meet a dreadful end.\"": "通信开始了，你 roughly present 那只巨大老鼠的头颅放到 raven's eyes. \"So, you really managed to kill the beast. I can't say I expected much...\" The raven pecks at the severed head of the crimson monster rat as though performing an autopsy, but now it is little more than a filthy lump of bloodied flesh. \"Do you know how many lives this creature has claimed recently? Had you been just a little faster, perhaps a few of them might still be alive. Ah well... merely an observation.\" Your expression hardens at the inspector's blunt tone, but the inspector pays no mind and continues his grumbling. \"In less than a year, over half the continent 已 consumed by thorned vines spreading outward from the dungeons. Yes, much like the forsaken land you now inhabit. Make haste with your exploration. We must conquer the dungeons before we meet a dreadful end.\"",
 "Communication begins, and you thrust the severed head of the enormous rat before the raven's eyes.": "通信开始了，你将那只巨大老鼠的头颅丢到乌鸦眼前。",
 "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 pecks at the severed head of the Red Monster Rat as if performing an autopsy, but it is now little more than a filthy lump of blood-soaked flesh. \"Do you know how many lives that thing has claimed recently? If you had been a little faster, some of them might still be alive. Well, just an observation.\" Your expression hardens at the inspector's blunt tone, but he pays no mind and continues grumbling. \"In less than a year, more than half the continent has been swallowed by thorned vines spreading from the dungeons. Yes, much like the Barren Land where you now live. Hurry your expedition along. We must conquer the dungeons before we meet a dreadful end.\"": "通信开始了，你将那只巨大老鼠的头颅丢到乌鸦眼前。 “所以你还真把它杀了。我本来还没抱多大期待……” The raven pecks at the severed head of the Red Monster Rat as if performing an autopsy, but it is now little more than a filthy lump of blood-soaked flesh. \"Do you know how many lives that thing has claimed recently? If you had been a little faster, some of them might still be alive. Well, just an observation.\" Your expression hardens at the inspector's blunt tone, but he pays no mind and continues grumbling. \"In less than a year, more than half the continent has been swallowed by thorned vines spreading from the dungeons. Yes, much like the Barren Land where you now live. Hurry your expedition along. We must conquer the dungeons before we meet a dreadful end.\"",
 "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 pecks at the severed head of the Red Monster Rat as if performing an autopsy, but it is now little more than a filthy lump of blood-soaked flesh. \"Do you know how many lives that thing has claimed recently? If you had been a little faster, some of them might still be alive. Well, just an observation.\" Your expression hardens at the inspector's blunt tone, but he pays no mind and continues grumbling. \"In less than a year, more than half the continent has been swallowed by thorned vines spreading from the dungeons. Yes, much like the forsaken land where you now live. Hurry your expedition along. We must conquer the dungeons before we meet a dreadful end.\"": "通信开始了，你将那只巨大老鼠的头颅丢到乌鸦眼前。“所以你还真把它杀了。我本来还没抱多大期待……” 乌鸦啄弄着那只红色怪鼠的断头，仿佛在进行尸检，它现在已不过是一团沾满血污的肮脏烂肉了。“你知道这东西最近夺走了多少性命吗？如果你能再快一点，也许有人现在还能活着。啊，算了……我就是随口一说。” 你因观察者生硬直白的语气而脸色一沉，但对方却毫不在意，继续低声抱怨着。“还不到一年，整片大陆就已经有半数以上的土地被地下城蔓延出来的荆棘藤蔓给吞没了。没错，和你如今所在的这片废土一模一样。抓紧时间推进探险吧。我们必须征服这些地下城，否则，就只能迎来最可怕的结局。”",
 "Community definitions plus the game's official concept texts (": "社区定义，加上游戏官方概念文本（",
 "Compare any of your characters against this enemy - pick one, or keep the build you are editing.": "将你的任意角色与此敌人对比 - 选一个，或沿用正在编辑的构筑。",
 "Compare any two game builds": "比较任意两个游戏版本",
 "Compare every Body Armor": "比较每个身体护甲",
 "Compare every Fire Staff": "比较每个火焰法杖",
 "Compare every Helmet": "比较每件头盔",
 "Compare every Hood": "比较每个头巾",
 "Compare every Nature Staff": "比较每个自然法杖",
 "Compare every Water Staff": "比较每个水法杖",
 "Compare every {#}": "比较每个 {#}",
 "Complete": "完成",
 "Completed, active and pending quests": "已完成、进行中和待接的任务",
 "Completing it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. See": "完成它会结束该场景的剧情，但不会通关寂静帷幕，也不会解锁溃烂地穴。参见",
 "Composition from the game's dice. Arrangement built by the game's own layout engine.": "组成来自游戏自己的掷骰。排列由游戏自己的布局引擎搭建。",
 "Concentrate": "集中",
 "Condensed holy energy. Throw": "凝缩的神圣能量。投出",
 "Condensed holy energy. Throw this item to remove the dark thorny vines blocking the path in your settlement.": "凝缩的神圣能量。投出 this item 以清除阻碍的黑荆棘藤蔓 the path in your settlement.",
 "Condition": "条件",
 "Condition Has Item DISABLED": "条件 持有物品 已禁用",
 "Condition Has No Player Affecter DISABLED": "条件：玩家没有影响者（已禁用）",
 "Condition Has Population DISABLED": "人口条件已禁用",
 "Condition None Has Item DISABLED": "Condition None Has Item DISABLED",
 "Condition Running Quest DISABLED": "正在进行的任务（已禁用）",
 "Condition Target Energy Over DISABLED": "目标能量超过（已禁用）",
 "Condition Target Head Health Over DISABLED": "目标头部生命值超过（已禁用）",
 "Conditions": "条件",
 "Conditions gating NPC spawns.": "限制 NPC 生成的条件。",
 "Conditions:": "条件：",
 "ConeExceptMe, radius 1": "ConeExceptMe, 半径 1",
 "Congratulations on clearing Alpha Demo!": "恭喜您通关 Alpha 试玩版！",
 "ConsciousnessRecoveryCondition_": "ConsciousnessRecoveryCondition_",
 "Consequence": "结果",
 "Constitution_": "Constitution_",
 "Construction Category Recreation": "建造类别 娱乐",
 "Construction Defence": "建造防御",
 "Construction Furniture": "建造家具",
 "Construction Recreation": "建造娱乐",
 "Construction Show Unlocked": "显示已解锁的建筑",
 "Construction Special": "特殊建造",
 "Construction cost": "建造费用",
 "Construction costs, gathering, crafting stations, housing": "建造费用、采集、制作台、住房",
 "Construction material amounts": "建造材料数量",
 "Construction material by processing stone.": "通过加工石头获得的建筑材料。",
 "Construction material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "建造材料需求倍率（小数四舍五入；若低于 1，则修正为 1）",
 "Construction workload": "建造需求量",
 "Construction workload * {0} = Workload for performing the demolition task": "建造需求量 * {0} = 执行拆除任务的需求量",
 "ConstructionCapability": "ConstructionCapability",
 "ConstructionCycleTick": "ConstructionCycleTick",
 "ConstructionMaterialAmountFactorByDifficulty": "ConstructionMaterialAmountFactorByDifficulty",
 "Construction_RotateLeft": "Construction_RotateLeft",
 "Construction_RotateRight": "Construction_RotateRight",
 "Consumables that grant a lasting sub-trait in build {#}. {#} items, {#} obtainable, {#} from a plant, {#} from a unit. Using the item adds the trait to that settler; it is not a recruit roll. Click column headers to sort; chips to filter.": "版本 {#} 中会赋予持久子特性的消耗品。{#} 件物品, {#} 可获得, {#} 来自植物, {#} 来自单位。使用后特性加到该拓荒者身上; 不是招募抽取。点击列标题排序, 用筛选条过滤。",
 "Consume Policy UI Copy Preset": "复制预设",
 "Consume Policy UI Paste Preset": "粘贴预设",
 "Consume Policy UI Paste Preset Not Available": "无法粘贴预设",
 "Consume Policy UI Preset": "消耗策略预设",
 "Consume Policy UI Preset0": "预设0",
 "Consume Policy UI Preset1": "预设1",
 "Consume Policy UI Preset2": "预设2",
 "Consume Policy UI Preset3": "预设3",
 "Consumes": "消耗",
 "Consumes the nearest": "消耗最近的",
 "Consumes the nearest {0}": "消耗最近的 {0}",
 "Consumes the nearest {0} Bubblelings to summon a Bubbletoad at the designated location. If the number of summoned Bubbletoads exceeds {1}, the Bubbletoad with the lowest health will be removed.": "消耗最近的 {0} Bubblelings 以召唤一只泡泡蟾蜍，位置在 designated location. If the number of summoned Bubbletoads exceeds {1}, the Bubbletoad with the lowest health will be removed.",
 "Consuming a summoned Bubbling costs extra energy, so the true damage per energy is lower than this face value.": "消耗一只已召唤的泡泡灵会额外花费能量，因此真实的每点能量伤害低于此表面值。",
 "Contact (optional, if you want a reply)": "联系方式（可选，如需回复）",
 "Container": "容器",
 "Contains:": "包含：",
 "Contaminated": "已污染",
 "Contents": "目录",
 "Continue?": "继续？",
 "Contribution": "贡献点",
 "Contribution +10": "贡献点 +10",
 "Contribution +150": "贡献点 +150",
 "Contribution +20": "贡献点 +20",
 "Contribution +200": "贡献点 +200",
 "Contribution +30": "贡献点 +30",
 "Contribution +50": "贡献点 +50",
 "Contribution +80": "贡献点 +80",
 "Contribution -80": "贡献点 -80",
 "Contribution Point (CP)": "贡献点 (CP)",
 "Contribution Points come from": "贡献点来自",
 "Contribution Points come from {#} Expedition Resolutions and from {#} dungeon events. A resolution is a small task offered at base; completing it pays the points listed in its reward.": "贡献点来自 {#} 项探险决议和 {#} 个地下城事件。决议是据点提供的小任务；完成它会获得奖励中列出的点数。",
 "Contribution comes from": "贡献点来自",
 "Contribution comes from {#} Expedition Resolutions and {#} dungeon events; the full list, the refresh timer and the reroll price are on the {#} page.": "贡献点来自 {#} 项探险决议和 {#} 个地下城事件；完整列表、刷新计时和重新抽取价格见 {#} 页面。",
 "Contribution needed": "所需贡献点",
 "Contribution points add up. When the total reaches the contribution your current rank requires, the clan ranks up by one step, the points above the requirement carry over, and the next rank's requirement becomes the new target.": "贡献点会累加。当总数达到当前探险等级所需的贡献点时，探险等级提升一级，超出需求的点数会结转，下一级的需求成为新目标。",
 "Contribution points are 80 or higher": "贡献点为 80 或更高",
 "Contribution points are {#} or higher": "贡献点为 {#} 或更高",
 "Contribution to rank up": "提升探险等级所需贡献点",
 "Contribution {#}": "贡献点 {#}",
 "Control Mode Auto Pick Up": "控制模式自动拾取",
 "Control Modes": "控制模式",
 "Control locked": "控制已锁定",
 "Controls": "控制",
 "Controls - Dungeon Settlers Wiki": "控制 - Dungeon Settlers 维基",
 "Con×0.05": "体质×0.05",
 "Con×0.3": "体质×0.3",
 "Con×9": "体质×9",
 "Cook": "厨师",
 "Cooked dishes also carry a": "熟食菜肴还带有",
 "Cooking Complete": "烹饪完成",
 "Cooking here": "在此烹饪",
 "Cooking incomplete": "烹饪未完成",
 "Cooking.": "烹饪。",
 "CookingCapability": "CookingCapability",
 "Cooldown": "冷却",
 "Cooldown 1 day - Can repeat": "冷却 1 天 - 可重复",
 "Cooldown 3 days - Can repeat": "冷却 3 天 - 可重复",
 "Cooldown reduction": "冷却缩减",
 "Cooldown time": "冷却时间",
 "Cooldown {#}": "冷却 {#}",
 "Cooldowns": "冷却",
 "Copied to clipboard.": "已复制到剪贴板。",
 "Copper": "铜",
 "Copper (M.Atk {#})": "铜 (魔攻 {#})",
 "Copper (P.Atk {#})": "铜 (物攻 {#})",
 "Copy as text": "复制为文本",
 "Copy blocked by the browser - the link is selected, press Cmd+C": "浏览器阻止了复制 - 链接已选中，请按 Cmd+C",
 "Copy build link": "复制构筑链接",
 "Copy every shared unit into a new team in your roster. This is one of the only actions here that saves anything.": "将每个分享的单位复制到名单中的一支新队伍。这是此处少数会真正保存内容的操作之一。",
 "Copy just this character into your roster - pick which team it joins. The rest of the shared party is left alone.": "仅将此角色复制到你的名单 - 选择它加入哪支队伍。分享队伍中的其余成员不受影响。",
 "Copy path": "复制路径",
 "Copy team link": "复制队伍链接",
 "Core": "核心",
 "Corners beat distance.": "拐角胜过距离。",
 "Corrections & myths": "修正与误区",
 "Corrections to earlier readings": "对先前解读的更正",
 "Corridor": "走廊",
 "Corridors": "走廊",
 "Corrupted": "腐化",
 "Cost by difficulty": "按难度的成本",
 "Cost each": "每个花费",
 "Cost:": "费用：",
 "Costs gold; the price is set per clan rank (RecruitRerollAdditionalCost)": "消耗金币；价格按探险等级设定 (RecruitRerollAdditionalCost)",
 "Costs you": "消耗",
 "Could not build the link": "无法生成链接",
 "Could not download the save template (": "无法下载保存模板（",
 "Could not lay this floor out - try another seed.": "无法排布这一层 - 换一个种子试试。",
 "Could not read that file.": "无法读取该文件。",
 "Could not send - use \"Copy as text\" and share it manually.": "无法发送 - 请使用“复制为文本”并手动分享。",
 "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": "按受到的伤害、格挡和任何损耗减免，计算一件武器或护甲打到损坏所需的命中次数，以及修回满耐久需要的耐久度。磨损模型见",
 "CountDownfall": "CountDownfall",
 "CountEasy": "CountEasy",
 "CountHard": "CountHard",
 "CountNormal": "CountNormal",
 "CountVeryHard": "CountVeryHard",
 "Counts toward housing rooms:": "计入住宅房间：",
 "Craft": "制作",
 "Craft at": "制作于",
 "CraftMaxTask": "CraftMaxTask",
 "Craftable": "可制作",
 "Crafted equipment can roll a higher quality: base chance": "制作的装备有几率获得更高品质：基础几率",
 "Crafting (16)": "制造 (16)",
 "Crafting and building labour, output counts, sell prices and unlock gates stay fixed.": "制作和建造的工时、产出数量、售价和解锁条件保持不变。",
 "Crafting here": "此处制作中",
 "Crafting here (1 recipes)": "此处制作 (1 配方)",
 "Crafting here (10 recipes)": "此处制作中（10 个配方）",
 "Crafting here (11 recipes)": "此处制作中（11 个配方）",
 "Crafting here (15 recipes)": "此处制作中（15 个配方）",
 "Crafting here (2 recipes)": "此处制作中（2 个配方）",
 "Crafting here (20 recipes)": "此处制作 (20 配方)",
 "Crafting here (21 recipes)": "此处制作中（21 个配方）",
 "Crafting here (25 recipes)": "此处制作中（25 个配方）",
 "Crafting here (3 recipes)": "此处制作 (3 配方)",
 "Crafting here (30 recipes)": "此处制作中（30 个配方）",
 "Crafting here (5 recipes)": "此处制作中（5 个配方）",
 "Crafting ingredient": "制作材料",
 "Crafting ingredient amounts": "制作材料数量",
 "Crafting material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "制作材料需求倍率（小数四舍五入；若低于 1，则修正为 1）",
 "Crafting recipes by workstation": "按工作台分类的制作配方",
 "Crafting recipes: output, ingredients, workstations, workload.": "制作配方：产出、材料、工作台、需求量。",
 "Crafting work amount increases by {0} every tick": "制作工作量每跳增加 {0}",
 "Crafting.": "制作。",
 "CraftingCapability": "CraftingCapability",
 "CraftingCondition": "CraftingCondition",
 "CraftingDefault": "CraftingDefault",
 "CraftingFabric": "CraftingFabric",
 "CraftingFood": "CraftingFood",
 "CraftingIngredientAmountFactorByDifficulty": "CraftingIngredientAmountFactorByDifficulty",
 "CraftingMetal": "CraftingMetal",
 "CraftingWood": "CraftingWood",
 "Crafting_": "Crafting_",
 "Crafts": "制作",
 "Crafts.": "制作。",
 "Crawling Doom Devastation": "末日临近 毁灭",
 "Crawling Doom Devastation Tuto": "末日临近 毁灭 教程",
 "Crawling Doom Easy": "末日临近 简单",
 "Crawling Doom Easy Tuto": "末日临近 简单 教程",
 "Crawling Doom Hard": "末日临近 困难",
 "Crawling Doom Hard Tuto": "末日临近 困难 教程",
 "Crawling Doom Normal": "末日临近 普通",
 "Crawling Doom Normal Tuto": "末日临近 普通 教程",
 "Crawling Doom Tuto 1": "末日临近 教程 1",
 "Crawling Doom Tuto 1 - Dungeon Settlers Wiki": "末日临近 教程 1 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 1 icon": "末日临近 教程 1 图标",
 "Crawling Doom Tuto 10": "末日临近 教程 10",
 "Crawling Doom Tuto 10 - Dungeon Settlers Wiki": "末日临近 教程 10 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 10 icon": "末日临近 教程 10 图标",
 "Crawling Doom Tuto 12": "末日临近 教程 12",
 "Crawling Doom Tuto 12 - Dungeon Settlers Wiki": "末日临近 教程 12 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 12 icon": "末日临近 教程 12 图标",
 "Crawling Doom Tuto 13": "末日临近 教程 13",
 "Crawling Doom Tuto 13 - Dungeon Settlers Wiki": "末日临近 教程 13 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 13 icon": "末日临近 教程 13 图标",
 "Crawling Doom Tuto 14": "末日临近 教程 14",
 "Crawling Doom Tuto 14 - Dungeon Settlers Wiki": "末日临近 教程 14 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 14 icon": "末日临近 教程 14 图标",
 "Crawling Doom Tuto 15": "末日临近 教程 15",
 "Crawling Doom Tuto 15 - Dungeon Settlers Wiki": "末日临近 教程 15 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 15 icon": "末日临近 教程 15 图标",
 "Crawling Doom Tuto 16": "末日临近 教程 16",
 "Crawling Doom Tuto 16 - Dungeon Settlers Wiki": "末日临近 教程 16 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 16 icon": "末日临近 教程 16 图标",
 "Crawling Doom Tuto 2": "末日临近 教程 2",
 "Crawling Doom Tuto 2 - Dungeon Settlers Wiki": "末日临近 教程 2 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 2 icon": "末日临近 教程 2 图标",
 "Crawling Doom Tuto 3": "末日临近 教程 3",
 "Crawling Doom Tuto 3 - Dungeon Settlers Wiki": "末日临近 教程 3 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 3 icon": "末日临近 教程 3 图标",
 "Crawling Doom Tuto 4": "末日临近 教程 4",
 "Crawling Doom Tuto 4 - Dungeon Settlers Wiki": "末日临近 教程 4 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 4 icon": "末日临近 教程 4 图标",
 "Crawling Doom Tuto 5": "末日临近 教程 5",
 "Crawling Doom Tuto 5 - Dungeon Settlers Wiki": "末日临近 教程 5 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 5 icon": "末日临近 教程 5 图标",
 "Crawling Doom Tuto 6": "末日临近 教程 6",
 "Crawling Doom Tuto 6 - Dungeon Settlers Wiki": "末日临近 教程 6 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 6 icon": "末日临近 教程 6 图标",
 "Crawling Doom Tuto 7": "末日临近 教程 7",
 "Crawling Doom Tuto 7 - Dungeon Settlers Wiki": "末日临近 教程 7 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 7 icon": "末日临近 教程 7 图标",
 "Crawling Doom Tuto 8": "末日临近 教程 8",
 "Crawling Doom Tuto 8 - Dungeon Settlers Wiki": "末日临近 教程 8 - Dungeon Settlers 维基",
 "Crawling Doom Tuto 8 icon": "末日临近 教程 8 图标",
 "Crawling Doom Very Hard": "末日临近 极难",
 "Crawling Doom Very Hard Tuto": "末日临近 极难 教程",
 "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",
 "Creak! Tick... shf...": "吱嘎！咔嗒……嘶嘶……",
 "Create Campaign Difficulty Tooltip Construction Material": "创建战役 难度提示 建筑材料",
 "Create Campaign Difficulty Tooltip Crafting Ingredient": "创建战役 难度提示 制作材料",
 "Create Campaign Difficulty Tooltip Dungeon Drop": "创建战役难度提示 地下城掉落",
 "Create Campaign Difficulty Tooltip Dungeon Stay Mood Penalty": "创建战役难度提示 地下城停留心情惩罚",
 "Create Campaign Difficulty Tooltip Dungeon Unit Respawn Term": "创建战役难度提示 地下城单位重生期限",
 "Create Campaign Difficulty Tooltip Environment Count": "创建战役难度提示 环境数量",
 "Create Campaign Difficulty Tooltip Invalid": "创建战役难度提示 无效",
 "Create Campaign Difficulty Tooltip Level Up Lock": "难度等级锁定，无法升级。",
 "Create Campaign Difficulty Tooltip Level Up Off": "难度等级将保持不变。",
 "Create Campaign Difficulty Tooltip Level Up On": "难度等级将随战役等级提升。",
 "Create Campaign Difficulty Tooltip Monster Difficulty": "创建战役难度提示 怪物难度",
 "Create Campaign Difficulty Tooltip No Change": "创建战役难度提示 无变化",
 "Create Campaign Difficulty Tooltip Player Difficulty": "创建战役难度提示 玩家难度",
 "Create Campaign Difficulty Tooltip Research Workload": "创建战役难度提示 研究工作量",
 "Create Campaign Difficulty Tooltip Resource Section": "创建战役难度提示 资源部分",
 "Create Campaign Difficulty Tooltip Respawn Term Long": "创建战役难度提示 重生期限 长",
 "Create Campaign Difficulty Tooltip Respawn Term Medium": "创建战役难度提示 重生期限 中",
 "Create Campaign Difficulty Tooltip Respawn Term Short": "创建战役难度提示 重生期限 短",
 "Create Campaign Difficulty Tooltip Treatment Expectation Mood": "创建战役难度提示 治疗预期心情",
 "Create Campaign Establish Title": "创建战役 建立标题",
 "Create Campaign Gender Female": "创建战役性别 女性",
 "Create Campaign Gender Male": "创建战役性别 男性",
 "Create Campaign Iron Mode": "创建战役：铁人模式",
 "Create Campaign Locked": "创建战役已锁定",
 "Create Campaign Sandbox Title": "创建战役沙盒",
 "Create Campaign Unlocked": "创建战役已解锁",
 "CreateCampaign_BlockDownFall": "CreateCampaign_BlockDownFall",
 "CreateCampaign_DownfallCombatDifficulty": "CreateCampaign_DownfallCombatDifficulty",
 "CreateCampaign_FreeSaveModeOff": "CreateCampaign_FreeSaveModeOff",
 "CreateCampaign_HardCombatDifficulty": "CreateCampaign_HardCombatDifficulty",
 "CreateCampaign_HardManagementDifficulty": "CreateCampaign_HardManagementDifficulty",
 "CreateCampaign_IronModeOff": "CreateCampaign_IronModeOff",
 "CreateCampaign_IronModeOn": "CreateCampaign_IronModeOn",
 "CreateCampaign_VeryHardCombatDifficulty": "CreateCampaign_VeryHardCombatDifficulty",
 "CreateCampaign_VeryHardManagementDifficulty": "CreateCampaign_VeryHardManagementDifficulty",
 "Creation": "创造",
 "Creature": "生物",
 "Credit Category Alpha Testers": "Alpha 测试员",
 "Credit Category Community Event": "社区活动",
 "Credit Category Community Event Dungeon Settlers Sharing": "社区活动：地下城拓荒者分享",
 "Credit Category Community Event Expedition Party": "社区活动：探险队",
 "Credit Category Community Event First Strategist": "社区活动：首席战略家",
 "Credit Category Community Event Golem Crusher": "社区活动：魔像粉碎者",
 "Credit Category Community Event Settlement Showcase": "社区活动：定居点展示",
 "Credit Category Development": "开发",
 "Credit Category External Partners": "外部合作伙伴",
 "Credit Category License": "许可",
 "Credit Category Special Thanks": "特别鸣谢",
 "Credit Category Supporters": "支持者",
 "Credit Category Supporters 1": "支持者 1",
 "Credit Category Supporters 2": "支持者 2",
 "Credit Category Supporters 3": "支持者 3",
 "Credit Category Translation": "翻译",
 "Credit Hold Left Click Skip Guide": "按住鼠标左键跳过指南",
 "Credit License Font": "字体",
 "Credit License Sound": "音效",
 "Credit Message Thank You For Playing": "感谢您的游玩！",
 "Credit Role Art": "美术",
 "Credit Role Business Development Manager": "业务发展经理",
 "Credit Role Directing": "导演",
 "Credit Role Game Design": "游戏设计",
 "Credit Role Global Publisher": "全球发行商",
 "Credit Role Greater China Publisher": "大中华区发行商",
 "Credit Role Music": "音乐",
 "Credit Role Programming": "编程",
 "Credit Role QAEngineer": "质量保证工程师",
 "Credit Role QAManager": "质量保证经理",
 "Credit Role SFX": "音效",
 "Credit Role Senior QAEngineer": "高级质量保证工程师",
 "Credit Role Translation Chinese Simplified": "简体中文翻译",
 "Credit Role Translation Chinese Traditional": "繁体中文翻译",
 "Credit Role Translation French": "法语翻译",
 "Credit Role Translation German": "德语翻译",
 "Credit Role Translation Portuguese Brazil": "巴西葡萄牙语翻译",
 "Credit Role Translation Russian": "俄语翻译",
 "CreditRollRevision": "CreditRollRevision",
 "Creeeak! Tick... taste... ting!": "嘎吱吱！嘀...味...叮！",
 "Crevice": "裂隙",
 "Crispy": "酥脆",
 "Crit %": "暴击%",
 "Crit Bonus": "暴击加成",
 "Crit Dmg": "暴击伤害",
 "Crit basic attack splash": "暴击普通攻击溅射",
 "Crit rate": "暴击几率",
 "Crit%": "暴击%",
 "Critical Chance, Dodge, Guard chance and Life Steal": "暴击几率、闪避、格挡几率和生命吸取",
 "Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration": "暴击几率、命中/闪避/格挡几率、生命吸取、生命恢复",
 "Critical Damage": "暴击伤害",
 "Critical basic attacks": "暴击普通攻击",
 "Critical basic attacks apply 5 stacks of Bleeding for 10 seconds.": "暴击的普通攻击施加 5 层出血，持续 10 秒。",
 "Critical basic attacks apply 5 stacks of Burning for 10 seconds.": "暴击的普通攻击施加 5 层燃烧，持续 10 秒。",
 "Critical basic attacks hit everything within 2 tiles for 30 percent of physical attack power.": "暴击的普通攻击对 2 格内的所有目标造成物理攻击力 30% 的伤害。",
 "Critical basic attacks hit everything within 2 tiles for 30 percent of physical attack power. Level-up odds: 0.100% per offered slot": "暴击的普通攻击会对 2 格内的所有目标造成物理攻击力 30% 的伤害。升级几率：每个提供的栏位 0.100%",
 "Critical chance": "暴击几率",
 "Critical chance (flat)": "暴击几率（固定值）",
 "Critical chance drives the whole effect, so it scales with anything that raises it.": "暴击几率驱动整个效果，因此任何提高它的东西都会使其增强。",
 "Critical chance is what drives the whole thing, so it pairs with anything that raises it.": "暴击几率驱动整件事，因此任何提高它的东西都能与之搭配。",
 "Critical damage amplification coefficient": "暴击伤害放大系数",
 "Critical damage bonus": "暴击伤害加成",
 "Critical damage bonus (flat)": "暴击伤害加成（固定值）",
 "Critical hit": "暴击",
 "Critical hits landed": "打出的暴击",
 "Critical hits pay 10 gold each up to 2000 gold, then grant +10 critical chance.": "每次暴击支付 10 金币，最多 2000 金币，之后赋予 +10 暴击几率。",
 "Critical hits pay 10 gold each up to 2000 gold, then grant +10 critical chance. Level-up odds: 0.0455% per offered slot": "每次暴击支付 10 金币，最多 2000 金币，之后赋予 +10 暴击几率。 升级几率：每个提供的槽 0.0455%",
 "CriticalDamageModifier": "CriticalDamageModifier",
 "CriticalOnlyInCombat": "CriticalOnlyInCombat",
 "Critically low head health": "头部生命值极低",
 "Critically low health": "生命值极低",
 "Critically low hunger": "饥饿极低",
 "Critically low stamina": "能量极低",
 "Crits needed to cap = 2000 ÷ 10 =": "达到上限所需暴击次数 = 2000 ÷ 10 =",
 "Crits to reach the cap": "达到上限所需暴击次数",
 "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.": "作物用种子物品在农场建筑中种植，经过 3 个阶段积累生长进度，并通过采集已长成的作物建筑来收获。提前收获产量更少。",
 "Crops, growth stages, yields": "作物、生长阶段、产量",
 "Crops: seed item, growth stage workloads, linked crop buildings.": "作物：种子物品、生长阶段需求量、关联的作物建筑。",
 "Crossbow (aptitude stat + tree name only, no items)": "弩（仅资质属性 + 技能树名称，无物品）",
 "Crouched": "蹲伏",
 "Crouched on the ground as he examines the remains of a destroyed golem, he slowly turns toward you, looking weary.": "Crouched on the ground 检查被摧毁的魔像残骸时，他缓缓转过身 toward 你，神情疲惫。",
 "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 remains in the Dungeon has now been forgotten-even its original purpose.\" He slowly organizes the records scattered around him as he continues. \"But if any devices discarded by the Empire still remain... they could prove invaluable in understanding the Dungeon.\" He shows you a sketch. \"If you find a mana device that looks like this, would you let me know?\"": "他正蹲坐在地上检查被摧毁的魔像残骸，缓缓转向你时，显得非常疲惫。“曾经的魔法帝国已是陈年往事，地下城中所残留的许多事物，如今甚至连原本的用途都已被遗忘。”他缓缓整理着散落四周的笔记，继续说道：“不过，若帝国废弃的装置仍有留存……对理解地下城会有很大帮助。”他给了你一张草图。“如果你发现长成这样的魔力装置，能告诉我吗？”",
 "Crouching": "蹲着",
 "Crouching on the floor as he examines the remains of a destroyed golem, he slowly turns to you, looking weary. \"It has been a long time since the Magic Empire fell. Much of what was left behind in the Dungeon has now lost even its meaning.\" As he slowly gathers the records scattered around him, he continues. \"But if devices once used and discarded by the Empire still remain... they would be a great help in understanding the Dungeon.\" He draws a sketch and shows it to you. \"If you find a mana device that looks like this, would you examine it and let me know?\"": "Crouching on the floor 检查被摧毁的魔像残骸时，他缓缓转过身 to 你，神情疲惫。 \"It has been a long time since the Magic Empire fell. Much of what was left behind in the Dungeon has now lost even its meaning.\" As he slowly gathers the records scattered around him, he continues. \"But if devices once used and discarded by the Empire still remain... they would be a great help in understanding the Dungeon.\" He draws a sketch and shows it to you. \"If you find a mana device that looks like this, would you examine it and let me know?\"",
 "Crow Fixed": "乌鸦 固定",
 "Crow Fixed2": "乌鸦 固定2",
 "Crystal": "水晶",
 "Crystal Turtle Random1": "水晶龟 随机1",
 "Crystal Turtle Random2": "水晶龟 随机2",
 "Crystal jewelry pools": "水晶饰品池",
 "Ctrl": "Ctrl",
 "Cuisine.": "烹饪。",
 "CunningGetaway": "机智脱身",
 "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.4.19).": "从游戏数据和逆向工程笔记提炼的精选玩法指南（DS_B.0.4.19）。",
 "Curated knowledge distilled from research notes.": "从研究笔记中提炼整理的知识。",
 "Current character": "当前角色",
 "Current last floor of the Abyss": "无尽深渊当前的最后一层",
 "Current mood (-30 to +30)": "当前心情（-30 到 +30）",
 "Currently selected": "当前已选",
 "Curse": "诅咒",
 "Curse Of Dead": "死亡诅咒",
 "Curse Of Fate": "命运诅咒",
 "Curse Of Fate - Dungeon Settlers Wiki": "命运诅咒 - Dungeon Settlers 维基",
 "Curse Of Fate icon": "命运诅咒 图标",
 "Custom %": "自定义 %",
 "Custom base HP": "自定义基础 HP",
 "Custom base Magic Attack": "自定义基础魔法攻击力",
 "Custom base stats": "自定义基础属性",
 "Custom fight": "自定义战斗",
 "Custom reflect %": "自定义反弹 %",
 "CustomEvent": "CustomEvent",
 "D1-D4 mood debuffs, one step per in-game day (1'440-minute term)": "D1-D4 心情减益，每个游戏日内推进一档（期限 1'440 分钟）",
 "DEAD": "DEAD",
 "DIES": "DIES",
 "DIES at {#}": "{#} 时死亡",
 "DPE": "DPE",
 "DPE (damage per energy)": "DPE (每点能量伤害)",
 "DPM": "DPM",
 "DPS": "DPS",
 "DPS (rotation)": "DPS (循环)",
 "DPS Check": "DPS 检查",
 "DROP_AbandonedHutChest1": "DROP_AbandonedHutChest1",
 "DROP_AncientForestBookshelfRandom": "DROP_AncientForestBookshelfRandom",
 "DROP_BasementTreeFixed (empty)": "DROP_BasementTreeFixed (空)",
 "DROP_BasicTemplate": "DROP_BasicTemplate",
 "DROP_BeeHiveTree1": "DROP_BeeHiveTree1",
 "DROP_BigRockFixed (empty)": "DROP_BigRockFixed (空)",
 "DROP_BloodTreeRandom": "DROP_BloodTreeRandom",
 "DROP_BloodTreeWithFruitFixed": "DROP_BloodTreeWithFruitFixed",
 "DROP_BloodTreeWithFruitRandom": "DROP_BloodTreeWithFruitRandom",
 "DROP_BlueBerryRandom": "DROP_BlueBerryRandom",
 "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_FlowerRandom": "DROP_FlowerRandom",
 "DROP_ForestBushRandom": "DROP_ForestBushRandom",
 "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_LargeBlueCrystalRandom": "DROP_LargeBlueCrystalRandom",
 "DROP_LargeCopperNodeRandom": "DROP_LargeCopperNodeRandom",
 "DROP_LargeDirtRockFixed": "DROP_LargeDirtRockFixed",
 "DROP_LargeDirtRockRandom": "DROP_LargeDirtRockRandom",
 "DROP_LargeDustRootFixed": "DROP_LargeDustRootFixed",
 "DROP_LargeDustRootRandom": "DROP_LargeDustRootRandom",
 "DROP_LargeGreenCrystalRandom": "DROP_LargeGreenCrystalRandom",
 "DROP_LargeRedCrystalRandom": "DROP_LargeRedCrystalRandom",
 "DROP_LargeSilverVeinRandom": "DROP_LargeSilverVeinRandom",
 "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",
 "DROP_R1AbyssTreasureBossChestRandom1": "DROP_R1AbyssTreasureBossChestRandom1",
 "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_R2CodexFixed": "DROP_R2CodexFixed",
 "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_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 (Demo)": "DS_B.0.3.26 (Demo)",
 "DS_B.0.3.40": "DS_B.0.3.40",
 "DS_B.0.3.40 (Playtest Build 3)": "DS_B.0.3.40 (Playtest Build 3)",
 "DS_B.0.3.44": "DS_B.0.3.44",
 "DS_B.0.3.44 (Playtest Build 3)": "DS_B.0.3.44 (Playtest Build 3)",
 "DS_B.0.4.11": "DS_B.0.4.11",
 "DS_B.0.4.11 (Early Access)": "DS_B.0.4.11 (Early Access)",
 "DS_B.0.4.11 removed that behaviour. The resolver is compiled to a constant false, and the result screen reads the real boss-defeated flag.": "DS_B.0.4.11 移除了该行为。该解析器被编译为常量 false，结果界面读取真正的首领已击败标志。",
 "DS_B.0.4.12": "DS_B.0.4.12",
 "DS_B.0.4.12 (Early Access)": "DS_B.0.4.12 (Early Access)",
 "DS_B.0.4.17": "DS_B.0.4.17",
 "DS_B.0.4.17 (Early Access)": "DS_B.0.4.17 (Early Access)",
 "DS_B.0.4.19": "DS_B.0.4.19",
 "DS_B.0.4.19 (Early Access)": "DS_B.0.4.19 (Early Access)",
 "DS_B.0.4.19 adds 1 effect and 1 tutorial alert and retunes 30 items and 1 game constant.": "DS_B.0.4.19 新增 1 个效果和 1 条教程警报，并重新调整 30 件物品和 1 个游戏常量。",
 "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel": "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel",
 "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel -": "DUNGEONROOM_AbandonedMine_SafeFloor_ChainKnightSentinel -",
 "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1": "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1",
 "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1 -": "DUNGEONROOM_AbandonedMine_SafeFloor_Corridor_1 -",
 "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",
 "DUNGEONROOM_Abyss_Common_Combat_Floor1 -": "DUNGEONROOM_Abyss_Common_Combat_Floor1 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor10": "DUNGEONROOM_Abyss_Common_Combat_Floor10",
 "DUNGEONROOM_Abyss_Common_Combat_Floor10 -": "DUNGEONROOM_Abyss_Common_Combat_Floor10 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor11": "DUNGEONROOM_Abyss_Common_Combat_Floor11",
 "DUNGEONROOM_Abyss_Common_Combat_Floor11 -": "DUNGEONROOM_Abyss_Common_Combat_Floor11 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor12": "DUNGEONROOM_Abyss_Common_Combat_Floor12",
 "DUNGEONROOM_Abyss_Common_Combat_Floor12 -": "DUNGEONROOM_Abyss_Common_Combat_Floor12 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor13": "DUNGEONROOM_Abyss_Common_Combat_Floor13",
 "DUNGEONROOM_Abyss_Common_Combat_Floor13 -": "DUNGEONROOM_Abyss_Common_Combat_Floor13 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor14": "DUNGEONROOM_Abyss_Common_Combat_Floor14",
 "DUNGEONROOM_Abyss_Common_Combat_Floor14 -": "DUNGEONROOM_Abyss_Common_Combat_Floor14 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor15": "DUNGEONROOM_Abyss_Common_Combat_Floor15",
 "DUNGEONROOM_Abyss_Common_Combat_Floor15 -": "DUNGEONROOM_Abyss_Common_Combat_Floor15 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor16": "DUNGEONROOM_Abyss_Common_Combat_Floor16",
 "DUNGEONROOM_Abyss_Common_Combat_Floor16 -": "DUNGEONROOM_Abyss_Common_Combat_Floor16 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor17": "DUNGEONROOM_Abyss_Common_Combat_Floor17",
 "DUNGEONROOM_Abyss_Common_Combat_Floor17 -": "DUNGEONROOM_Abyss_Common_Combat_Floor17 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor18": "DUNGEONROOM_Abyss_Common_Combat_Floor18",
 "DUNGEONROOM_Abyss_Common_Combat_Floor18 -": "DUNGEONROOM_Abyss_Common_Combat_Floor18 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor19": "DUNGEONROOM_Abyss_Common_Combat_Floor19",
 "DUNGEONROOM_Abyss_Common_Combat_Floor19 -": "DUNGEONROOM_Abyss_Common_Combat_Floor19 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor2": "DUNGEONROOM_Abyss_Common_Combat_Floor2",
 "DUNGEONROOM_Abyss_Common_Combat_Floor2 -": "DUNGEONROOM_Abyss_Common_Combat_Floor2 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor20": "DUNGEONROOM_Abyss_Common_Combat_Floor20",
 "DUNGEONROOM_Abyss_Common_Combat_Floor20 -": "DUNGEONROOM_Abyss_Common_Combat_Floor20 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor3": "DUNGEONROOM_Abyss_Common_Combat_Floor3",
 "DUNGEONROOM_Abyss_Common_Combat_Floor3 -": "DUNGEONROOM_Abyss_Common_Combat_Floor3 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor4": "DUNGEONROOM_Abyss_Common_Combat_Floor4",
 "DUNGEONROOM_Abyss_Common_Combat_Floor4 -": "DUNGEONROOM_Abyss_Common_Combat_Floor4 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor5": "DUNGEONROOM_Abyss_Common_Combat_Floor5",
 "DUNGEONROOM_Abyss_Common_Combat_Floor5 -": "DUNGEONROOM_Abyss_Common_Combat_Floor5 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor6": "DUNGEONROOM_Abyss_Common_Combat_Floor6",
 "DUNGEONROOM_Abyss_Common_Combat_Floor6 -": "DUNGEONROOM_Abyss_Common_Combat_Floor6 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor7": "DUNGEONROOM_Abyss_Common_Combat_Floor7",
 "DUNGEONROOM_Abyss_Common_Combat_Floor7 -": "DUNGEONROOM_Abyss_Common_Combat_Floor7 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor8": "DUNGEONROOM_Abyss_Common_Combat_Floor8",
 "DUNGEONROOM_Abyss_Common_Combat_Floor8 -": "DUNGEONROOM_Abyss_Common_Combat_Floor8 -",
 "DUNGEONROOM_Abyss_Common_Combat_Floor9": "DUNGEONROOM_Abyss_Common_Combat_Floor9",
 "DUNGEONROOM_Abyss_Common_Combat_Floor9 -": "DUNGEONROOM_Abyss_Common_Combat_Floor9 -",
 "DUNGEONROOM_Abyss_Common_Entry": "DUNGEONROOM_Abyss_Common_Entry",
 "DUNGEONROOM_Abyss_Common_Entry -": "DUNGEONROOM_Abyss_Common_Entry -",
 "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock": "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock",
 "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock -": "DUNGEONROOM_Abyss_Common_HorizontalCorridorBlock -",
 "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1",
 "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1 -": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_1 -",
 "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2",
 "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2 -": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_2 -",
 "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3",
 "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3 -": "DUNGEONROOM_Abyss_Common_HorizontalCorridor_3 -",
 "DUNGEONROOM_Abyss_Common_Portal": "DUNGEONROOM_Abyss_Common_Portal",
 "DUNGEONROOM_Abyss_Common_Portal -": "DUNGEONROOM_Abyss_Common_Portal -",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor1": "DUNGEONROOM_Abyss_Common_Treasure_Floor1",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor10": "DUNGEONROOM_Abyss_Common_Treasure_Floor10",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor10 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor10 -",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor15": "DUNGEONROOM_Abyss_Common_Treasure_Floor15",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor15 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor15 -",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor2": "DUNGEONROOM_Abyss_Common_Treasure_Floor2",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor20": "DUNGEONROOM_Abyss_Common_Treasure_Floor20",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor20 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor20 -",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor3": "DUNGEONROOM_Abyss_Common_Treasure_Floor3",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor4": "DUNGEONROOM_Abyss_Common_Treasure_Floor4",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor5": "DUNGEONROOM_Abyss_Common_Treasure_Floor5",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor5 -": "DUNGEONROOM_Abyss_Common_Treasure_Floor5 -",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor6": "DUNGEONROOM_Abyss_Common_Treasure_Floor6",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor7": "DUNGEONROOM_Abyss_Common_Treasure_Floor7",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor8": "DUNGEONROOM_Abyss_Common_Treasure_Floor8",
 "DUNGEONROOM_Abyss_Common_Treasure_Floor9": "DUNGEONROOM_Abyss_Common_Treasure_Floor9",
 "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight",
 "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Hight -",
 "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low",
 "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR1Low -",
 "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight",
 "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Hight -",
 "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low",
 "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low -": "DUNGEONROOM_Abyss_Common_Treasure_FloorR2Low -",
 "DUNGEONROOM_FXTest_Forest_Standard": "DUNGEONROOM_FXTest_Forest_Standard",
 "DUNGEONROOM_FXTest_Forest_Standard -": "DUNGEONROOM_FXTest_Forest_Standard -",
 "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel": "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel",
 "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel -": "DUNGEONROOM_FesteringBurrow_Boss_ChainKnightSentinel -",
 "DUNGEONROOM_FesteringBurrow_Common_BossEntry": "DUNGEONROOM_FesteringBurrow_Common_BossEntry",
 "DUNGEONROOM_FesteringBurrow_Common_BossEntry -": "DUNGEONROOM_FesteringBurrow_Common_BossEntry -",
 "DUNGEONROOM_FesteringBurrow_Common_BossPortal": "DUNGEONROOM_FesteringBurrow_Common_BossPortal",
 "DUNGEONROOM_FesteringBurrow_Common_BossPortal -": "DUNGEONROOM_FesteringBurrow_Common_BossPortal -",
 "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor": "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor",
 "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor -": "DUNGEONROOM_FesteringBurrow_Common_BossVerticalCorridor -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle10": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle10",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle10 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle10 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle11": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle11",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle11 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle11 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle3 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle4 -",
 "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_Middle8": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle8",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle8 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle8 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle9": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle9",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle9 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Middle9 -",
 "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_Combat_Small5": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small5",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small5 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small5 -",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small6": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small6",
 "DUNGEONROOM_FesteringBurrow_Common_Combat_Small6 -": "DUNGEONROOM_FesteringBurrow_Common_Combat_Small6 -",
 "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_AbandonedGrave": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedGrave",
 "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedGrave -": "DUNGEONROOM_FesteringBurrow_Common_Event_AbandonedGrave -",
 "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_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_HardCombat_Middle3": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle3",
 "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle3 -": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle3 -",
 "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle4": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle4",
 "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle4 -": "DUNGEONROOM_FesteringBurrow_Common_HardCombat_Middle4 -",
 "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_BlueCrystal1": "DUNGEONROOM_FesteringBurrow_Common_Resource_BlueCrystal1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_BlueCrystal1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_BlueCrystal1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_BlueCrystalSmall1": "DUNGEONROOM_FesteringBurrow_Common_Resource_BlueCrystalSmall1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_BlueCrystalSmall1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_BlueCrystalSmall1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper": "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper -": "DUNGEONROOM_FesteringBurrow_Common_Resource_Copper -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_CopperSmall1": "DUNGEONROOM_FesteringBurrow_Common_Resource_CopperSmall1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_CopperSmall1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_CopperSmall1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_CopperSmall2": "DUNGEONROOM_FesteringBurrow_Common_Resource_CopperSmall2",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_CopperSmall2 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_CopperSmall2 -",
 "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_DirtRockSmall1": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall2": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall2",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall2 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall3": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall3",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall3 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_DirtRockSmall3 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_GreenCrystal1": "DUNGEONROOM_FesteringBurrow_Common_Resource_GreenCrystal1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_GreenCrystal1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_GreenCrystal1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_GreenCrystalSmall1": "DUNGEONROOM_FesteringBurrow_Common_Resource_GreenCrystalSmall1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_GreenCrystalSmall1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_GreenCrystalSmall1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom -": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom2": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom2",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom2 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_Mushroom2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_RedCrystal1": "DUNGEONROOM_FesteringBurrow_Common_Resource_RedCrystal1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_RedCrystal1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_RedCrystal1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_RedCrystalSmall1": "DUNGEONROOM_FesteringBurrow_Common_Resource_RedCrystalSmall1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_RedCrystalSmall1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_RedCrystalSmall1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall1": "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall1",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall1 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall1 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall2": "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall2",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall2 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall2 -",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall3": "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall3",
 "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall3 -": "DUNGEONROOM_FesteringBurrow_Common_Resource_SilverSmall3 -",
 "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] - floor 5 of Veil of Silence is that phase, so the boss floor generates in stock play": "DUNGEONROOM_VeilSilence_Boss_GiantStoneGolem 需要阶段 [5] - 寂静帷幕的第 5 层就是该阶段，因此首领层会在原版游戏中生成",
 "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_Middle14": "DUNGEONROOM_VeilSilence_Common_Combat_Middle14",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle14 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle14 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle15": "DUNGEONROOM_VeilSilence_Common_Combat_Middle15",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle15 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle15 -",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle16": "DUNGEONROOM_VeilSilence_Common_Combat_Middle16",
 "DUNGEONROOM_VeilSilence_Common_Combat_Middle16 -": "DUNGEONROOM_VeilSilence_Common_Combat_Middle16 -",
 "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_Androssi": "DUNGEONROOM_VeilSilence_Common_Event_Androssi",
 "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 (aptitude stat only)": "匕首（仅资质属性）",
 "Damage": "伤害",
 "Damage Dealt +20% × missing%": "造成伤害 +20% × 已损失%",
 "Damage Dealt.": "造成伤害。",
 "Damage Dealt/Taken": "造成伤害/受到伤害",
 "Damage added": "附加伤害",
 "Damage added is the attack power gain run through the skill's coefficient, before the target's resistance.": "附加伤害是将攻击力增益乘以技能系数后的值，在目标抗性结算之前。",
 "Damage added, 100% coefficient skill": "附加伤害，系数 100% 的技能",
 "Damage added, 250% coefficient skill": "附加伤害，系数 250% 的技能",
 "Damage at cap": "达上限时的伤害",
 "Damage benchmark monster": "伤害基准怪物",
 "Damage bonus": "伤害加成",
 "Damage calc": "伤害计算",
 "Damage dealt increases as current 心情 gets lower.": "当前心情越低，造成的伤害越高。",
 "Damage dealt increases by {1}%, and damage taken": "造成的伤害提高{1}%，受到的伤害",
 "Damage dealt increases by {1}%, and damage taken decreases by {2}%.": "造成的伤害提高{1}%，受到的伤害 decreases by {2}%.",
 "Damage over time": "持续伤害",
 "Damage per cast": "每次施放伤害",
 "Damage per energy": "每点能量伤害",
 "Damage per hit": "每次命中伤害",
 "Damage per hit taken": "每次受到命中的伤害",
 "Damage per minute": "每分钟伤害",
 "Damage per second": "每秒伤害",
 "Damage per second vs benchmark": "对比基准的每秒伤害",
 "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.": "伤害百分比基于首领的攻击力；射程和冷却以格 / 秒计。每次攻击的射程和范围绘制在下方真实地下城房间上（点击放大）。描述为游戏自身的技能文本 - 将鼠标悬停在高亮的关键词、效果或召唤上即可查看其作用。",
 "Damage reduction amount on a successful guard": "格挡成功时的伤害减免量",
 "Damage source": "伤害来源",
 "Damage taken": "受到伤害",
 "Damage taken (after defense/resist)": "受到的伤害（防御/抗性之后）",
 "Damage taken = raw damage x 100 / (100 + R)": "受到的伤害 = 原始伤害 x 100 / (100 + R)",
 "Damage taken multiplied by about 100 / (100 + Resistance)": "受到的伤害乘以约 100 / (100 + 抗性)",
 "Damage the basic attack dealt": "普通攻击造成的伤害",
 "Damage the incoming hit dealt": "来袭命中造成的伤害",
 "Damage to reach it": "达到该阈值所需伤害",
 "Damage to you": "对你的伤害",
 "Damage to your units": "对你的单位造成的伤害",
 "Damage type": "伤害类型",
 "Damage types": "伤害类型",
 "Damage value": "伤害值",
 "Damage vs": "伤害对",
 "Damage vs Enemy": "对敌人伤害",
 "Damage-over-time calculator": "持续伤害计算器",
 "Damage-over-time stack caps": "持续伤害层数上限",
 "Damage.": "伤害。",
 "DamagePartsRatio": "DamagePartsRatio",
 "Dark": "黑暗",
 "Dark Burrow GAMESYSTEM_Environment_{affecterName}": "黑暗洞穴 GAMESYSTEM_Environment_{affecterName}",
 "Dark Forest (internal)": "黑暗森林（内部）",
 "Dark Magic": "黑暗魔法",
 "DarkBurrow": "DarkBurrow",
 "DarkGreen": "深绿色",
 "DarkWhisperEnv": "DarkWhisperEnv",
 "Dash": "冲刺",
 "Data error (wrong game data)": "数据错误（游戏数据有误）",
 "Data note - Sharp Edge.": "数据说明 - 锋刃。",
 "Data note.": "数据说明。",
 "Data notes": "数据说明",
 "Data parsed from game tables.": "从游戏表格解析的数据。",
 "Data-only placeholder units carrying the default 40-HP stat block and no dungeon placement. None are fought anywhere in the stock DS_B.0.4.19 build; they are left out of the roster count, table and filters above.": "仅数据占位单位，使用默认 40 HP 属性块，且没有地下城位置。在原版 DS_B.0.4.19 中不会在任何地方交战；未计入上方的阵容数量、表格和筛选。",
 "Database": "数据库",
 "Date": "日期",
 "Day & night": "昼与夜",
 "Day and night": "昼与夜",
 "Day and night are a separate visual and vision layer. It is": "昼夜是单独的视觉与视野层。当前为",
 "Day counter rolls over": "天数计数翻过",
 "Day vision": "日间视野",
 "Day, version, difficulty, playtime, current region": "天数、版本、难度、游戏时长、当前区域",
 "DayInHour": "DayInHour",
 "DayNightVisionDiffrence": "DayNightVisionDiffrence",
 "DayTimes": "DayTimes",
 "Daytime": "白天",
 "Daytime window": "白天时段",
 "De...": "德...",
 "Dead Enter": "死亡进入",
 "Dead Enter 2": "死亡进入 2",
 "Dead Enter 3": "死亡进入 3",
 "Dead Swamp": "死亡沼泽",
 "Dead heat on time-to-kill (~": "击杀时间持平(~",
 "Dead table": "废弃表",
 "DeadSound": "DeadSound",
 "Deadly Fear + Blade Spirit": "致命恐惧 + 刀刃之魂",
 "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).": "致命恐惧给敌人施加“暴露弱点”，这样你的近战暴击就能保证命中，刀刃之魂还能返还能量--这是正确的巨剑“暴露弱点”组合（屠戮只会暴露你自己）。",
 "DeadlyAfterEffectDuration": "DeadlyAfterEffectDuration",
 "DeadlyDuration": "DeadlyDuration",
 "DeadlyRecovery": "DeadlyRecovery",
 "Deadly_": "Deadly_",
 "Deal": "造成",
 "Dealer bite combination facing open terrain.": "输出撕咬组合，面对开阔地形。",
 "Dealer bite combination facing open terrain. - Dungeon Settlers Wiki": "输出撕咬组合，面对开阔地形。 - Dungeon Settlers 维基",
 "Dealer bite combination facing open terrain. map": "输出撕咬组合，面对开阔地形。地图",
 "Dealing critical damage": "造成暴击伤害",
 "Dealing critical damage applies 减速 (Slow) to the target for {0} seconds.": "造成暴击伤害 applies 减速 (Slow) 对目标，持续 {0} 秒。",
 "Dealing critical damage apply 减速 (Slow) the target for {0} seconds.": "造成暴击伤害 apply 减速 (Slow) 目标持续 {0} 秒。",
 "Deals": "造成",
 "Deals 200 fixed damage to a specific building within": "对范围内的特定建筑造成 200 点固定伤害",
 "Deals 200 fixed damage to a specific building within 5 tiles.": "对 5 格内的特定建筑造成 200 点固定伤害。",
 "Deals physical damage equal to {0}% of": "造成相当于 {0}% 的物理伤害",
 "Deals physical damage equal to {0}% of Physical Attack to the target and applies 脆弱 for {1} seconds.": "造成相当于 {0}% 的物理伤害 Physical Attack 对目标并施加 脆弱 持续 {1} 秒。",
 "Deals physical damage equal to {0}% of Physical Attack to the target and knocks them back {1} tiles. The target is afflicted with 减速 (Slow) for {2} seconds.": "造成相当于 {0}% 的物理伤害 Physical Attack 对目标并将其击退 them {1} 格。目标 is afflicted with 减速 (Slow) for {2} seconds.",
 "Deals physical damage equal to {0}% of Physical Attack {1} times to the target. Deals the same damage to enemies located in a straight line along the direction of the attack.": "造成相当于 {0}% 的物理伤害 Physical Attack {1} times to the target. 对敌人造成等量伤害 located 沿直线 along the direction of the attack.",
 "Deals physical damage equal to {0}% of physical attack power to the target and applies 脆弱 for {1} seconds.": "造成相当于 {0}% 的物理伤害 physical attack power 对目标并施加 脆弱 持续 {1} 秒。",
 "Deals physical damage equal to {0}% of physical attack power to the target and knocks it back {1} tiles. The target gains 减速 (Slow) for {2} seconds.": "造成相当于 {0}% 的物理伤害 physical attack power 对目标并将其击退 it {1} 格。目标 gains 减速 (Slow) for {2} seconds.",
 "Deals physical damage equal to {0}% of physical attack power to the target.": "对目标造成物理攻击力 {0}% 的物理伤害。",
 "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same": "对目标造成物理攻击力 {0}% 的物理伤害。 Deals the same",
 "Deals physical damage equal to {0}% 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.": "对目标造成物理攻击力 {0}% 的物理伤害。 Deals the same amount of damage to enemies located 沿直线 along the attack's path.",
 "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same damage to enemies": "对目标造成物理攻击力 {0}% 的物理伤害。 对敌人造成等量伤害",
 "Deals the same damage to enemies": "对敌人造成等量伤害",
 "Deals {2} instances of {1}% of": "造成 {2} 次 {1}% 的",
 "Deals {2} instances of {1}% of 物理攻击力 as physical damage to the target.": "造成 {2} 次 {1}% 的 物理攻击力 作为对目标的物理伤害。",
 "Deals {2} instances of {1}% of 物理攻击力 as physical damage to the target. While this skill is active, each basic attack consumes {2} arrows.": "造成 {2} 次 {1}% 的 物理攻击力 作为对目标的物理伤害。 While this skill is active, each basic attack consumes {2} arrows.",
 "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.": "挣扎铭文和德弗里克吊坠读取的是你自己已损失多少 HP；淹没铭文读取的是目标已损失多少。两者都从满 HP 时的 0 增长到 0 HP 时的上限。",
 "Death Throes: 20% × 0.5 =": "挣扎：20% × 0.5 =",
 "Death Throes: Damage Dealt": "挣扎：造成伤害",
 "Death and": "死亡与",
 "Death and Bodies": "死亡与遗体",
 "Death by starvation imminent": "即将饿死",
 "Death from damage imminent": "即将因伤害死亡",
 "Death ×1": "死亡 ×1",
 "Death ×1, Shout ×1, Swallow ×1": "死亡 ×1，吼叫 ×1，吞噬 ×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": "死亡 ×3，鞭打 ×2，复活 ×2，奔跑 ×2，微笑 ×2，吐网 ×2，嘲讽 ×1",
 "DeathRelated": "DeathRelated",
 "Debris": "碎屑",
 "Debuff": "减益",
 "Debuff into Shield": "减益转护盾",
 "Debug console command only": "仅调试控制台命令",
 "Decent Research Lab: +120%": "不错的研究室：+120%",
 "Decimals": "小数位",
 "Decision": "决议",
 "Decision (policy) categories.": "决议（政策）分类。",
 "Decision tree": "决策树",
 "DecisionDismiss": "DecisionDismiss",
 "DecisionInterval": "DecisionInterval",
 "DecisionResult": "DecisionResult",
 "DecisionStart": "DecisionStart",
 "DecisionStart2": "DecisionStart2",
 "DecisionTable rows whose ClanRank lists this rank": "ClanRank 列出此探险等级的 DecisionTable 行",
 "Decisions": "决策",
 "Deco Q": "装饰品质",
 "Deco Style": "装饰风格",
 "Deco style": "装饰风格",
 "Decoration (164)": "装饰 (164)",
 "Decorative Barrel1": "装饰性木桶1",
 "Decorative Barrel1 - Dungeon Settlers Wiki": "装饰性木桶1 - Dungeon Settlers 维基",
 "Decorative Barrel2": "装饰性木桶2",
 "Decorative Barrel2 - Dungeon Settlers Wiki": "装饰性木桶2 - Dungeon Settlers 维基",
 "Decorative Burried Bag": "装饰埋藏袋",
 "Decorative Burried Bag - Dungeon Settlers Wiki": "装饰埋藏袋 - Dungeon Settlers 维基",
 "Decorative Burried Sewage": "装饰埋藏污水",
 "Decorative Burried Sewage - Dungeon Settlers Wiki": "装饰埋藏污水 - Dungeon Settlers 维基",
 "Decorative Burried Sewage Small": "装饰埋藏小污水",
 "Decorative Burried Sewage Small - Dungeon Settlers Wiki": "装饰埋藏小污水 - Dungeon Settlers 维基",
 "Decorative Burried Skull1": "装饰埋藏头骨1",
 "Decorative Burried Skull1 - Dungeon Settlers Wiki": "装饰埋藏头骨1 - Dungeon Settlers 维基",
 "Decorative Burried Skull2": "装饰埋藏头骨2",
 "Decorative Burried Skull2 - Dungeon Settlers Wiki": "装饰埋藏头骨2 - Dungeon Settlers 维基",
 "Decorative Burried Skull3": "装饰埋藏头骨3",
 "Decorative Burried Skull3 - Dungeon Settlers Wiki": "装饰埋藏头骨3 - Dungeon Settlers 维基",
 "Decorative Burried Something": "装饰埋藏物",
 "Decorative Burried Something - Dungeon Settlers Wiki": "装饰埋藏物 - Dungeon Settlers 维基",
 "Decorative Burrow Rock": "装饰地穴岩石",
 "Decorative Burrow Rock - Dungeon Settlers Wiki": "装饰地穴岩石 - Dungeon Settlers 维基",
 "Decorative Corpse1": "装饰性尸体1",
 "Decorative Corpse1 - Dungeon Settlers Wiki": "装饰性尸体1 - Dungeon Settlers 维基",
 "Decorative Corpse2": "装饰性尸体2",
 "Decorative Corpse2 - Dungeon Settlers Wiki": "装饰性尸体2 - Dungeon Settlers 维基",
 "Decorative Pipe Down": "装饰管道（下）",
 "Decorative Pipe Down - Dungeon Settlers Wiki": "装饰管道（下） - Dungeon Settlers 维基",
 "Decorative Pipe Left": "装饰管道（左）",
 "Decorative Pipe Left - Dungeon Settlers Wiki": "装饰管道（左） - Dungeon Settlers 维基",
 "Decorative Pipe Right": "装饰管道（右）",
 "Decorative Pipe Right - Dungeon Settlers Wiki": "装饰管道（右） - Dungeon Settlers 维基",
 "Decorative Pipe Up": "装饰管道（上）",
 "Decorative Pipe Up - Dungeon Settlers Wiki": "装饰管道（上） - Dungeon Settlers 维基",
 "Decorative Pipe Wall": "装饰管道（墙）",
 "Decorative Pipe Wall - Dungeon Settlers Wiki": "装饰管道（墙） - Dungeon Settlers 维基",
 "Decorative Polluted Water Tile1": "装饰污染水地块1",
 "Decorative Polluted Water Tile1 - Dungeon Settlers Wiki": "装饰污染水地块1 - Dungeon Settlers 维基",
 "Decorative Polluted Water Tile2": "装饰污染水地块2",
 "Decorative Polluted Water Tile2 - Dungeon Settlers Wiki": "装饰污染水地块2 - Dungeon Settlers 维基",
 "Decorative Polluted Water Tile3": "装饰污染水地块3",
 "Decorative Polluted Water Tile3 - Dungeon Settlers Wiki": "装饰污染水地块3 - Dungeon Settlers 维基",
 "Decorative Sewage Big1": "装饰大污水1",
 "Decorative Sewage Big1 - Dungeon Settlers Wiki": "装饰大污水1 - Dungeon Settlers 维基",
 "Decorative Sewage Big2": "装饰大污水2",
 "Decorative Sewage Big2 - Dungeon Settlers Wiki": "装饰大污水2 - Dungeon Settlers 维基",
 "Decorative Sewage Huge1": "装饰巨大污水1",
 "Decorative Sewage Huge1 - Dungeon Settlers Wiki": "装饰巨大污水1 - Dungeon Settlers 维基",
 "Decorative Sewage Huge2": "装饰巨大污水2",
 "Decorative Sewage Huge2 - Dungeon Settlers Wiki": "装饰巨大污水2 - Dungeon Settlers 维基",
 "Decorative Sewage Small1": "装饰小污水1",
 "Decorative Sewage Small1 - Dungeon Settlers Wiki": "装饰小污水1 - Dungeon Settlers 维基",
 "Decorative Sewage Small2": "装饰小污水2",
 "Decorative Sewage Small2 - Dungeon Settlers Wiki": "装饰小污水2 - Dungeon Settlers 维基",
 "Decorative Sewage Small3": "装饰小污水3",
 "Decorative Sewage Small3 - Dungeon Settlers Wiki": "装饰小污水3 - Dungeon Settlers 维基",
 "Decorative Small Root1": "装饰小根1",
 "Decorative Small Root1 - Dungeon Settlers Wiki": "装饰小根1 - Dungeon Settlers 维基",
 "Decorative Small Root2": "装饰小根2",
 "Decorative Small Root2 - Dungeon Settlers Wiki": "装饰小根2 - Dungeon Settlers 维基",
 "Decorative Small Root3": "装饰小根3",
 "Decorative Small Root3 - Dungeon Settlers Wiki": "装饰小根3 - Dungeon Settlers 维基",
 "Decorative Small Stalagmite1": "装饰小石笋1",
 "Decorative Small Stalagmite1 - Dungeon Settlers Wiki": "装饰小石笋1 - Dungeon Settlers 维基",
 "Decorative Stalagmite": "装饰石笋",
 "Decorative Stalagmite - Dungeon Settlers Wiki": "装饰石笋 - Dungeon Settlers 维基",
 "Decorative Stalagmite Big": "装饰大石笋",
 "Decorative Stalagmite Big - Dungeon Settlers Wiki": "装饰大石笋 - Dungeon Settlers 维基",
 "Decorative Stalagmite Small": "装饰小石笋",
 "Decorative Stalagmite Small - Dungeon Settlers Wiki": "装饰小石笋 - Dungeon Settlers 维基",
 "Decorative Stalagmite1": "装饰石笋1",
 "Decorative Stalagmite1 - Dungeon Settlers Wiki": "装饰石笋1 - Dungeon Settlers 维基",
 "Decorative Stone Beak": "装饰石喙",
 "Decorative Stone Beak - Dungeon Settlers Wiki": "装饰石喙 - Dungeon Settlers 维基",
 "Decorative Stone1": "装饰石块1",
 "Decorative Stone1 - Dungeon Settlers Wiki": "装饰石块1 - Dungeon Settlers 维基",
 "Decorative Stone2": "装饰石块2",
 "Decorative Stone2 - Dungeon Settlers Wiki": "装饰石块2 - Dungeon Settlers 维基",
 "Decorative Stone3": "装饰石块3",
 "Decorative Stone3 - Dungeon Settlers Wiki": "装饰石块3 - Dungeon Settlers 维基",
 "Decorative Supply Pile": "装饰性补给堆",
 "Decorative Supply Pile - Dungeon Settlers Wiki": "装饰性补给堆 - Dungeon Settlers 维基",
 "Decorative Training Dummy": "装饰性训练假人",
 "Decorative Training Dummy - Dungeon Settlers Wiki": "装饰性训练假人 - Dungeon Settlers 维基",
 "Decorative Trash": "装饰垃圾",
 "Decorative Trash - Dungeon Settlers Wiki": "装饰垃圾 - Dungeon Settlers 维基",
 "Decorative Trash Burried": "装饰埋藏垃圾",
 "Decorative Trash Burried - Dungeon Settlers Wiki": "装饰埋藏垃圾 - Dungeon Settlers 维基",
 "Decorative Weapon Storage": "装饰性武器仓库",
 "Decorative Weapon Storage - Dungeon Settlers Wiki": "装饰性武器仓库 - Dungeon Settlers 维基",
 "Decorative Wood Barricade": "装饰性木制路障",
 "Decorative Wood Barricade - Dungeon Settlers Wiki": "装饰性木制路障 - Dungeon Settlers 维基",
 "Decorative scenery: it cannot be selected, and no table row builds, unlocks or places it in this build. There is nothing to find or obtain here.": "装饰景物：无法选择，此版本中没有任何表格行会建造、解锁或放置它。此处没有可寻找或获取的内容。",
 "Deep within the fissure, something moves like a g...": "裂隙深处，有什么东西像一头...",
 "Deeper": "更深",
 "Deeper dungeons contain richer and rarer resources.": "Deeper dungeons contain 更丰富也更稀有 resources.",
 "Def": "防御",
 "Default Big Abandoned Clinic": "默认大型废弃诊所",
 "Default Big Abandoned Farm": "默认大型废弃农场",
 "Default Big Abandoned Village 1": "默认大型废弃村庄 1",
 "Default Big Abandoned Village 2": "默认大型废弃村庄 2",
 "Default Big Abandoned Village 3": "默认大型废弃村庄 3",
 "Default Big Abandoned Village 4": "默认大型废弃村庄 4",
 "Default Big Abandoned Village 5": "Default Big 废弃村庄 5",
 "Default Big Broken Wagon": "默认大型损坏的马车",
 "Default Big Last Refuge": "默认大型最后避难所",
 "Default First Farm Area 1": "默认第一农场区域 1",
 "Default First Mini Dungeon Area 1": "默认第一小型地下城区域 1",
 "Default central room": "默认中央房间",
 "Default hiring cost": "默认招募费用",
 "Default inspection cost": "默认查看费用",
 "Default key bindings": "默认按键绑定",
 "Default number of ticks {0} spent when eating food": "进食时消耗的默认跳数 {0}",
 "Default number of ticks {0} spent while playing": "进行娱乐时消耗的默认跳数 {0}",
 "Default number of units displayed": "默认显示的单位数量",
 "Default starting funds when creating a new campaign": "创建新战役时的默认起始资金",
 "Default starting max population when creating a new campaign": "创建新战役时的默认最大人口",
 "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.": "建筑「需要运送」物品的库存降到最大库存的百分之多少时才发出运送任务的默认阈值比率（0~1）。例：若法力发生器最多可储存 100 个法力石作为燃料 -> 该值为 0.2 时，库存降到 20 就会发出运送任务。",
 "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).": "每单位睡眠消耗的默认跳数：{0}。该变量用于处理睡眠中醒来的例外条件 (例如体力高于某阈值，或非常饥饿)。",
 "Default tick value spent per unit of unconscious sleep: {0}.": "每单位昏迷睡眠消耗的默认跳数：{0}。",
 "Default trait of": "默认特质：",
 "Default trait of the": "默认特质：",
 "Default trait of the {#} resource node": "{#} 资源节点的默认特质",
 "Default trait of {#}": "{#}的默认特质",
 "Default traits": "默认特质",
 "Default upkeep cost": "默认维持费用",
 "Default value for a structure's maximum inventory weight.": "建筑最大背包负重的默认值。",
 "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.": "玩家可拥有成员数量上限的默认值。人数上限可能随探险队的探险等级等提高。",
 "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": "失败",
 "Defeat 1 Red Monster Rat.": "击败 1 只红色怪鼠。",
 "Defeat 1 Weak Grey Rat": "击败 1 只弱小灰老鼠",
 "Defeat 2 Weak Grey Rats": "击败 2 只弱小灰老鼠",
 "Defeat the Acid Bug (0/1)": "击败酸液虫 (0/1)",
 "Defeated": "被打败",
 "Defense-ignoring magic damage equal to stacks x3 per second (max 50 stacks).": "每秒造成层数 x3 的无视防御魔法伤害（最多 50 层）。",
 "Defensive": "防御",
 "Defensive stats": "防御属性",
 "Defined in the data but not currently granted by any obtainable item, trait or skill.": "数据中有定义，但目前没有任何可获得的物品、特质或技能授予它。",
 "Defined in the data, not active in this build.": "数据中已定义，此版本未启用。",
 "Defined in the game data but not yet wired to an in-game source (planned / unreleased).": "游戏数据中已定义，但尚未连接到游戏内来源（计划中 / 未发布）。",
 "Delay scales with attack speed": "延迟随攻击速度调整",
 "Delete - sure?": "删除 - 确定？",
 "Delete team": "删除队伍",
 "Delete team \"": "删除队伍 \"",
 "Deleting a campaign in-game also deletes its autosave file. Keep external backups of anything you care about.": "在游戏里删除战役也会删掉对应的自动存档。重要内容请另外备份。",
 "Delicate,": "精致，",
 "Delicious in Dungeon": "地下城美食",
 "Demand": "需求",
 "Demand more food due to the generous rations.": "Demand 因此需要更多食物，由于 generous rations.",
 "Demands": "需求",
 "Demo": "Demo",
 "Demo-build auto-clear": "试玩版自动通关",
 "Demolition": "拆除",
 "DemolitionWorkloadParam": "DemolitionWorkloadParam",
 "Depleted Dungeon effect": "枯竭地下城效果",
 "Depletion Term": "枯竭期限",
 "Depletion guide": "枯竭指南",
 "Depletion is counted per floor. The drop penalty is applied at the": "枯竭按层计数。掉落惩罚施加在",
 "Depletion range": "枯竭范围",
 "Depletion recovery cycle (minute interval)": "枯竭恢复周期 (分钟间隔)",
 "Depletion rule of thumb": "枯竭经验法则",
 "DepletionStack": "DepletionStack",
 "DepletionTerm": "DepletionTerm",
 "Depths": "深处",
 "Deputy": "副指挥官",
 "Deputy Captain Absent": "副队长缺席",
 "Deputy Captain's Ambition - Elf": "副队长的野心 - 精灵",
 "Deputy Captain's Ambition - Human": "副指挥官的抱负 - 人类",
 "Deputy Captain's Ambition - Lizardman": "副指挥官的抱负 - 蜥蜴人",
 "Deputy Captain's Ambition - Lycan": "副指挥官的抱负 - 狼人",
 "Deputy Captains Insignia": "副指挥官徽章",
 "Deputy Captains Insignia - Dungeon Settlers Wiki": "副指挥官徽章 - Dungeon Settlers 维基",
 "Deputy Captains Insignia icon": "副指挥官徽章 图标",
 "DeputyCaptainElf": "DeputyCaptainElf",
 "DeputyCaptainHuamn": "DeputyCaptainHuamn",
 "DeputyCaptainLizard": "DeputyCaptainLizard",
 "DeputyCaptainLycan": "DeputyCaptainLycan",
 "DeputyCaptainMia": "DeputyCaptainMia",
 "Derived (final) stat": "派生（最终）属性",
 "Derived at the stock caster, level cap: {#} = half the caster {#} + {#}, {#} = the caster {#} + {#}.": "按初始施法者、等级上限推导：{#} = 施法者 {#} 的一半 + {#}，{#} = 施法者 {#} + {#}。",
 "Derived at the stock caster, level cap: 魔法攻击力 = half the caster 魔法攻击力 + 0, HP = the caster 魔法攻击力 + 0.": "按初始施法者、等级上限推导：魔法攻击力 = 施法者 魔法攻击力 的一半 + 0，HP = 施法者 魔法攻击力 + 0。",
 "Derived at the stock caster, level cap: 魔法攻击力 = half the caster 魔法攻击力 + 50.7, HP = the caster 魔法攻击力 + 300.": "按初始施法者、等级上限推导：魔法攻击力 = 施法者 魔法攻击力 的一半 + 50.7，HP = 施法者 魔法攻击力 + 300。",
 "Derived from talents": "由天赋得出",
 "Derived on every load: a cleared region opens its neighbour (OpenAdjacentRegion); nothing else opens a region": "每次载入时派生：已通关区域打开其相邻区域（OpenAdjacentRegion）；没有其他方式打开区域",
 "Derived stats": "派生属性",
 "Describe the bug, the wrong value (expected vs shown), or your idea...": "描述漏洞、错误数值（预期值与显示值）或你的想法...",
 "Describe your settler": "描述你的开拓者",
 "Description": "说明",
 "Despite": "尽管",
 "Despite the colorful spell names, damage in Dungeon Settlers is": "尽管法术名称花哨，Dungeon Settlers 中的伤害是",
 "Despite the colorful spell names, damage in Dungeon Settlers is binary: everything is either Physical or Magic. Weapons come in one-handed types that can car...": "尽管法术名称花哨，Dungeon Settlers 中的伤害是二元的：一切不是物理就是魔法。武器有可以携带...的单手类型...",
 "Despite the name, the Perception stat governs Physical & Magic Attack, Critical Chance and Cooking - its live": "尽管名称如此，感知属性管的是物理攻击力与魔法攻击力、暴击几率和烹饪 - 其实装",
 "Detailed sources": "详细来源",
 "Detection & Aggro": "检测与仇恨",
 "Detection is": "检测是",
 "Detection range calculator": "检测范围计算器",
 "Detonating consumes the Burning stacks, forgoing their remaining damage-over-time.": "起爆会消耗燃烧层数，从而放弃其剩余的持续伤害。",
 "Detonating consumes the stacks.": "起爆会消耗层数。",
 "Detonation": "起爆",
 "Detonator clears the stacks after firing; set the current stack count with the slider.": "引爆器在发射后会清除层数；使用滑块设置当前层数。",
 "Dev / test": "开发 / 测试",
 "Dev Name": "开发名",
 "Dev comment": "开发者注释",
 "Dev comments are translated from the original Korean - hover any dev note to see the authentic source string from the game's data tables.": "开发者注释从原文韩语译出 - 将指针悬停在任意开发者备注上即可看到游戏数据表中的原始字符串。",
 "Dev title": "开发名称",
 "Dev-internal": "开发者内部",
 "Dev-internal changes": "开发内部变更",
 "DevValueConvertRatio_": "DevValueConvertRatio_",
 "Dev_NotUsed": "Dev_NotUsed",
 "Devastation": "毁灭",
 "Devastation Combat Difficulty": "毁灭战斗难度",
 "Devastation Support Wagon Additional Cog Weel Fixed": "毁灭 补给马车 额外齿轮 固定",
 "Devastation Support Wagon Berry Fixed": "毁灭 补给马车 蓝莓 固定",
 "Devastation Support Wagon Grass Fixed": "毁灭 补给马车 草 固定",
 "Devastation Support Wagon Hardtack Fixed": "毁灭 补给马车 硬饼 固定",
 "Devastation Support Wagon Ointment Fixed": "毁灭 补给马车 药膏 固定",
 "Devastation Support Wagon Tech Book Fixed": "毁灭 补给马车 科技手册 固定",
 "Devastation Support Wagon Wood Fixed": "毁灭 补给马车 木材 固定",
 "Developer Box Fixed": "开发者箱 固定",
 "Developer Box Random": "开发者箱 随机",
 "Developer note": "开发者备注",
 "Developer note: Renders the creep area at the base out to a distance of 9 from the creep": "开发备注：将据点的蔓延区域绘制到距蔓延 9 的距离",
 "Developer test settlers - not part of normal recruitment.": "开发者测试开拓者 - 不属于正常招募。",
 "Developer's": "开发者",
 "Developers Letter": "开发者的信",
 "Developers Letter - Dungeon Settlers Wiki": "开发者的信 - Dungeon Settlers 维基",
 "Developers Letter icon": "开发者的信 图标",
 "Development leftovers": "开发残留",
 "Device": "装置",
 "Devric Pillar1": "德弗里克石柱1",
 "Devric Pillar1 - Dungeon Settlers Wiki": "德弗里克石柱1 - Dungeon Settlers 维基",
 "Devric Pillar2": "德弗里克石柱2",
 "Devric Pillar2 - Dungeon Settlers Wiki": "德弗里克石柱2 - Dungeon Settlers 维基",
 "Devric Pillar3": "德弗里克石柱3",
 "Devric Pillar3 - Dungeon Settlers Wiki": "德弗里克石柱3 - Dungeon Settlers 维基",
 "Devric Pillar4": "德弗里克石柱4",
 "Devric Pillar4 - Dungeon Settlers Wiki": "德弗里克石柱4 - Dungeon Settlers 维基",
 "Devrick Pendant on a 300-damage hit: 30% × 0.5 = 15% of 300 =": "德弗里克吊坠在一次 300 伤害的命中上：30% × 0.5 = 300 的 15% =",
 "Devrick Pendant: heal": "德弗里克吊坠：治疗",
 "Devrick's": "德弗里克的",
 "Devrick's Pendant": "德夫里克的坠饰",
 "Devrick's Talisman": "德夫里克的护身符",
 "Devrik": "德弗里克",
 "Devrik Statue Remnant": "德弗里克雕像遗迹",
 "Devrik Statue Remnant - Dungeon Settlers Wiki": "德弗里克雕像遗迹 - Dungeon Settlers 维基",
 "Devrik Statue2 Remnant": "德弗里克雕像2遗迹",
 "Devrik Statue2 Remnant - Dungeon Settlers Wiki": "德弗里克雕像2遗迹 - Dungeon Settlers 维基",
 "Devrik Statue3 Remnant": "德弗里克雕像3遗迹",
 "Devrik Statue3 Remnant - Dungeon Settlers Wiki": "德弗里克雕像3遗迹 - Dungeon Settlers 维基",
 "Devrik Statue4 Remnant": "德弗里克雕像4遗迹",
 "Devrik Statue4 Remnant - Dungeon Settlers Wiki": "德弗里克雕像4遗迹 - Dungeon Settlers 维基",
 "Dialog": "对话",
 "Dialog graph - 1 node": "对话图 - 1 个节点",
 "Dialog graph - 2 nodes": "对话图 - 2 个节点",
 "Dialog graph - 3 nodes": "对话图 - 3 个节点",
 "Dialog graph - 4 nodes": "对话图 - 4 个节点",
 "Dialog graph - 5 nodes": "对话图 - 5 个节点",
 "Dialog graph - 6 nodes": "对话图 - 6 个节点",
 "Dialog graph - 7 nodes": "对话图 - 7 个节点",
 "Dialog graph - 8 nodes": "对话图 - 8 个节点",
 "Dialogue": "对话",
 "Diet": "食性",
 "Diet: Vegetarian": "食性: 素食",
 "Diet: {#}": "食性: {#}",
 "Dietary rules": "饮食规则",
 "Difficulty": "难度",
 "Difficulty Scaling": "难度缩放",
 "Difficulty Scaling - Dungeon Settlers Wiki": "难度缩放 - Dungeon Settlers 维基",
 "Difficulty scales the target's HP, and the % of HP shown follows it.": "难度会缩放目标的 HP，页面上的 HP 百分比随之变化。",
 "Difficulty scaling": "难度缩放",
 "Diffusive": "扩散",
 "Dig": "挖掘",
 "Dig Ground": "挖掘地面",
 "Diminishing returns": "收益递减",
 "Dining": "餐厅",
 "Dining Room Meals are more enjoyable in the Dining Room. [ROOM_PoorDiningRoom] [ROOM_MediocreDiningRoom] [ROOM_NormalDiningRoom] [ROOM_DecentDiningRoom]": "餐厅 在餐厅用餐更令人愉快。[ROOM_PoorDiningRoom] [ROOM_MediocreDiningRoom] [ROOM_NormalDiningRoom] [ROOM_DecentDiningRoom]",
 "DiningRoom": "DiningRoom",
 "Direct answers": "直接回答",
 "Direction, radius 2": "方向，半径 2",
 "Direction, radius 3": "方向，半径 3",
 "Direction, radius 7": "方向，半径 7",
 "Dirt Wall Fixed": "土墙 固定",
 "Dirty Corpses": "被亵渎的尸体",
 "Dirty Corpses Remnant": "被亵渎的尸体遗迹",
 "Dirty Corpses1 Remnant": "肮脏尸体1遗迹",
 "Dirty Corpses1 Remnant - Dungeon Settlers Wiki": "肮脏尸体1遗迹 - Dungeon Settlers 维基",
 "Dirty Corpses2": "肮脏尸体2",
 "Dirty Corpses2 Remnant": "肮脏尸体2遗迹",
 "Dirty Corpses2 Remnant - Dungeon Settlers Wiki": "肮脏尸体2遗迹 - Dungeon Settlers 维基",
 "Disabled:": "已禁用：",
 "Disabled: Carrying another unit": "已禁用：正在携带其他单位",
 "Disarm": "缴械",
 "Discarded": "废弃",
 "Discarded Magic Power Device Remnant": "废弃魔力装置残骸",
 "Discarded Magic Power Device Remnant - Dungeon Settlers Wiki": "废弃魔力装置残骸 - Dungeon Settlers 维基",
 "Discarded Specimen Remnant": "废弃样本遗迹",
 "Discarded Specimen Remnant - Dungeon Settlers Wiki": "废弃样本遗迹 - Dungeon Settlers 维基",
 "Discarded specimen investigation": "调查废弃样本",
 "DiscaredMagicPowerDevice": "DiscaredMagicPowerDevice",
 "Discontent": "不满",
 "Discord handle, etc.": "Discord 用户名等",
 "Discount": "折扣",
 "Discount range": "折扣范围",
 "Discovery": "发现",
 "Discovery journal": "发现日志",
 "Dish": "菜肴",
 "Dislike the one that bites front + dislike the one that bites back": "讨厌咬前方的那个 + 讨厌咬后方的那个",
 "Dislike the one that bites front + dislike the one that bites back - Dungeon Settlers Wiki": "讨厌咬前方的那个 + 讨厌咬后方的那个 - Dungeon Settlers 维基",
 "Dislike the one that bites front + dislike the one that bites back map": "讨厌咬前方的那个 + 讨厌咬后方的那个地图",
 "Dismantle": "拆解",
 "Dispatched": "已派遣",
 "Display": "显示",
 "Display names": "显示名称",
 "Dissatisfied Unit": "不满的单位",
 "Distance correction value at which the skill should be cancelled if the target moves too far away during the pre-delay": "若目标在前摇期间走得过远，技能应被取消的距离修正值",
 "Distance to target": "与目标的距离",
 "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.": "决定非玩家阵营单位将自身周围多少格（曼哈顿距离）视为可通行格的距离值。这是为了防止过长的绕路，所以精确数字本身不太重要。请尝试不同数值并调整，使其既不会绕得太远，也不会完全无法绕路。",
 "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.": "决定玩家阵营单位将自身周围多少格（曼哈顿距离）视为可通行格的距离值。这是为了防止过长的绕路，所以精确数字本身不太重要。请尝试不同数值并调整，使其既不会绕得太远，也不会完全无法绕路。",
 "Distorted Senses GAMESYSTEM_Environment_{affecterName}": "感官扭曲 GAMESYSTEM_Environment_{affecterName}",
 "DistortedSenses": "DistortedSenses",
 "Division": "Division",
 "Division_": "Division_",
 "Dmg / hit": "伤害/击",
 "Dmg/hit": "伤害/次命中",
 "Do": "做",
 "Do not forget-it is our lives on the line!": "别忘了，赌上的可是我们的命！",
 "Do not play this": "请不要挑战此",
 "Do not play this difficulty, we warned you. Enemies are unreasonably strong. Forcibly disables free saves.": "请不要挑战此 difficulty, we 警告过你。敌人强得毫无道理。 Forcibly disables free saves.",
 "Do not play this difficulty. We warned you. Enemies are unreasonably strong. Ironman Mode is forcibly enabled.": "请不要挑战此 difficulty. We 警告过你。敌人强得毫无道理。 Ironman Mode is forcibly enabled.",
 "Do untill you have X": "执行直到拥有X",
 "Do you really want to quit to": "确定要退回到",
 "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.": "确定要退回到 the title screen? 位于据点时，进度将被自动保存。 If you are in a dungeon, all unsaved progress will be lost.",
 "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.": "确定要退回到 title? 位于据点时，进度将被自动保存。 If you are in dungeon, all unsaved progress will be lost.",
 "DoT stack caps": "持续伤害叠加上限",
 "DoT stack-cap calculator": "持续伤害层数上限计算器",
 "DoT status": "持续伤害状态",
 "Dodge": "闪避",
 "Dodge chance": "闪避几率",
 "Dodge chance (flat)": "闪避几率（固定值）",
 "DodgeChancePercentage": "DodgeChancePercentage",
 "Dodging or being missed": "闪避或未被命中",
 "Does": "造成",
 "Does not consume the stacks.": "不会消耗层数。",
 "Does not stack": "不可叠加",
 "Doesn't": "不",
 "Dog": "狗",
 "Don": "穿上",
 "Don't": "别",
 "Don't bother editing a region's": "不必去改某个区域的",
 "Don't edit a save while the game is running. The next autosave overwrites your work.": "不要在游戏运行时改存档。下一次自动保存会覆盖你的修改。",
 "Don't forget, it's us who are risking our lives!": "别忘了，拿命冒险的是我们！",
 "Don't worry about it. Let's just go.": "别担心，我们走吧。",
 "Done": "完成",
 "Done when": "完成时",
 "DopJudge": "DopJudge",
 "DopKilled": "DopKilled",
 "DopStart": "DopStart",
 "DopSuspicious1": "DopSuspicious1",
 "Double": "双倍",
 "Double Output": "双倍产出",
 "Downloads": "下载",
 "Downloads & AI": "下载与 AI",
 "Downloads & AI Data": "下载 & AI 数据",
 "Downloads & AI Data - Dungeon Settlers Wiki": "下载 & AI 数据 - Dungeon Settlers 维基",
 "Draft.": "草稿。",
 "Drag the slider for their level. Under it is the XP and mana stones that level costs.": "拖动滑块设置他们的等级。下方是该等级所需的经验和法力石。",
 "Dread": "恐惧",
 "Drop / other": "掉落 / 其他",
 "Drop amounts and item quality are unchanged, only the rate.": "掉落数量和物品品质不变，只改变概率。",
 "Drop amounts and rates are fixed.": "掉落数量和掉落率是固定的。",
 "Drop pool": "掉落池",
 "Drop pool:": "掉落池：",
 "Drop pools": "掉落池",
 "Drop pools - up to 3 slots each, items or nested DROP_ refs with percentages.": "掉落池 - 各最多 3 个槽位，物品或带百分比的嵌套 DROP_ 引用。",
 "Drop pools expanded with percentages": "展开百分比的掉落池",
 "Drop rate": "掉落率",
 "Drop rates scale with your Management difficulty.": "掉落率随经营难度缩放。",
 "Drop the downloaded .json into the Saves folder shown below.": "把下载的 .json 放到下方显示的 Saves 文件夹中。",
 "Drop the effect text and every selected effect": "清除效果文本及所有已选效果",
 "Drop the search text, the bonus filter, the rank and every selected tree": "清除搜索文字、加成筛选、等级和所有已选技能树",
 "DropRateFactorByDifficulty": "DropRateFactorByDifficulty",
 "Dropped by": "掉落来源",
 "Drops": "掉落",
 "Drops & gathering": "掉落与采集",
 "Drops from monster": "从怪物掉落",
 "Dug": "挖",
 "Dung...": "地下城...",
 "Dungeon Break": "地下城崩坏",
 "Dungeon Break constant": "地下城崩坏常量",
 "Dungeon Build Max Region": "地下城建造最大区域",
 "Dungeon Core": "地下城核心",
 "Dungeon Core Remnant": "地下城核心遗迹",
 "Dungeon Core Remnant - Dungeon Settlers Wiki": "地下城核心遗迹 - Dungeon Settlers 维基",
 "Dungeon Core2 Remnant": "地下城核心2遗迹",
 "Dungeon Core2 Remnant - Dungeon Settlers Wiki": "地下城核心2遗迹 - Dungeon Settlers 维基",
 "Dungeon Depletion": "地下城枯竭",
 "Dungeon Depletion - Dungeon Settlers Wiki": "地下城枯竭 - Dungeon Settlers 维基",
 "Dungeon Expeditions": "地下城探险",
 "Dungeon Floor Simulator": "地下城层模拟器",
 "Dungeon Floor Simulator - Dungeon Settlers Wiki": "地下城层模拟器 - Dungeon Settlers 维基",
 "Dungeon Godness Statue": "地下城女神像",
 "Dungeon Godness Statue - Dungeon Settlers Wiki": "地下城女神像 - Dungeon Settlers 维基",
 "Dungeon Godness Statue icon": "地下城女神像 图标",
 "Dungeon Last Abyess Floor": "地下城最后深渊层",
 "Dungeon Npc Quest Report Spawn Weight Multiplier": "地下城NPC任务报告生成权重乘数",
 "Dungeon Result Dead": "地下城结果：死亡",
 "Dungeon Result Missing": "地下城结果：失踪",
 "Dungeon Result UI Sure Go Down": "地下城结果界面确定下楼",
 "Dungeon Result UI Sure Go Down Missing Unit": "地下城结果界面确定下楼缺少单位",
 "Dungeon Rooms": "地下城房间",
 "Dungeon Rooms - Dungeon Settlers Wiki": "地下城房间 - Dungeon Settlers 维基",
 "Dungeon Scare Crow Remnant": "地下城稻草人遗迹",
 "Dungeon Scare Crow Remnant - Dungeon Settlers Wiki": "地下城稻草人遗迹 - Dungeon Settlers 维基",
 "Dungeon Settlers": "Dungeon Settlers",
 "Dungeon Settlers Wiki": "Dungeon Settlers 维基",
 "Dungeon Settlers Wiki - Items, Monsters, Skills, Loot and Character Builder": "Dungeon Settlers 维基 - 物品、怪物、技能、掉落和角色构筑器",
 "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers": "Dungeon Settlers 维基 - Dungeon Settlers 的非官方玩家数据库",
 "Dungeon Settlers has": "Dungeon Settlers 有",
 "Dungeon Settlers is a colony sim wrapped around a dungeon crawler. You build a settlement and recruit a squad, then level it and push expeditions deeper into the dungeon. The main story (": "Dungeon Settlers 是一款据点经营套着地下城探索的游戏。你建造据点并招募一支小队，然后升级他们，把探险推向地下城更深处。主线故事（",
 "Dungeon Settlers is a colony sim wrapped around a dungeon crawler. You build a settlement and recruit a squad, then level it and push expeditions deeper into...": "Dungeon Settlers 是一款据点经营套着地下城探索的游戏。你建造据点并招募一支小队，然后升级他们，把探险推向更深处...",
 "Dungeon Settlers is a dungeon-crawler. Spoiler-free hides": "Dungeon Settlers 是一款地下城探索游戏。无剧透模式会隐藏",
 "Dungeon Settlers is a dungeon-crawler. Spoiler-free hides ": "Dungeon Settlers 是一款地下城探索游戏。无剧透模式会隐藏 ",
 "Dungeon Settlers on Steam": "在 Steam 上的 Dungeon Settlers",
 "Dungeon Settlers opens its regions in a fixed chain, and the unlock is": "Dungeon Settlers 按固定链条开放区域，解锁是",
 "Dungeon Settlers opens its regions in a fixed chain, and the unlock is derived, not stored. Clearing a region is the one and only thing that opens the next one.": "Dungeon Settlers 按固定链条开放区域，解锁是派生的，不是存储的。通关一个区域是打开下一个区域的唯一方式。",
 "Dungeon Settlers screenshot 1": "Dungeon Settlers 截图 1",
 "Dungeon Settlers screenshot 2": "Dungeon Settlers 截图 2",
 "Dungeon Settlers screenshot 3": "Dungeon Settlers 截图 3",
 "Dungeon Settlers screenshot 4": "Dungeon Settlers 截图 4",
 "Dungeon Settlers screenshot 5": "Dungeon Settlers 截图 5",
 "Dungeon Settlers screenshot 6": "Dungeon Settlers 截图 6",
 "Dungeon Settlers {#} database: stats, effects, sources and cross-references from the game's own data.": "Dungeon Settlers {#} 数据库：来自游戏自身数据的数值、效果、来源和交叉引用。",
 "Dungeon Stay": "地下城停留",
 "Dungeon Stay - Dungeon Settlers Wiki": "地下城停留 - Dungeon Settlers 维基",
 "Dungeon Stay Aftereffect": "地下城逗留后遗症",
 "Dungeon Stay Aftermath: -2 心情 for a while": "地下城逗留后遗症：心情 -2，持续一段时间",
 "Dungeon Stay ladder": "地下城停留阶梯",
 "Dungeon Unit For Clear Region": "地下城单位用于清除区域",
 "Dungeon depletion": "地下城枯竭",
 "Dungeon events": "地下城事件",
 "Dungeon events (95) - entry nodes, categories, conditions.": "地下城事件（95）- 入口节点、分类、条件。",
 "Dungeon habits": "地下城习惯",
 "Dungeon monster patrol interval (minutes)": "地下城怪物巡逻间隔（分钟）",
 "Dungeon regions - floors, environments, unlock chain": "地下城区域 - 层、环境、解锁链",
 "Dungeon room layouts per region.": "各区域的地下城房间布局。",
 "Dungeon rooms": "地下城房间",
 "Dungeon stay": "地下城停留",
 "Dungeon stay (stage {#})": "地下城停留（阶段 {#}）",
 "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%.": "按战斗难度划分的地下城单位重生间隔（分钟）。CombatDifficulty 枚举顺序：Easy, Normal, Hard, VeryHard, Devastation。以原始 600 分钟为基准：简单 +100%，普通 +50%，困难及以上 +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.": "地下城停留时长惩罚（分钟间隔） [n]: n 分钟的间隔 警告！！！只能输入 3 个值。多加会报错，因为会尝试赋值类似 D5 的项。",
 "Dungeon-stay mood penalty": "地下城停留心情惩罚",
 "Dungeon-stay penalty": "地下城停留惩罚",
 "Dungeon1RandomBurglary": "Dungeon1RandomBurglary",
 "Dungeon1RandomCliff": "Dungeon1RandomCliff",
 "Dungeon1RandomGreen": "Dungeon1RandomGreen",
 "Dungeon1RandomMusic": "Dungeon1RandomMusic",
 "Dungeon1RandomVineHell": "Dungeon1RandomVineHell",
 "Dungeon1RandomWatcher": "Dungeon1RandomWatcher",
 "Dungeon2RandomFrenziedBall": "Dungeon2RandomFrenziedBall",
 "Dungeon2RandomGoblinPaint": "Dungeon2RandomGoblinPaint",
 "Dungeon2RandomSealedCurse": "Dungeon2RandomSealedCurse",
 "Dungeon2RandomWatcher": "Dungeon2RandomWatcher",
 "DungeonBreak_": "DungeonBreak_",
 "DungeonDepth": "DungeonDepth",
 "DungeonMerchant": "DungeonMerchant",
 "DungeonMerchant2Default": "DungeonMerchant2Default",
 "DungeonMerchantDefault": "DungeonMerchantDefault",
 "DungeonSettlers": "DungeonSettlers",
 "DungeonSettlers.wiki": "DungeonSettlers.wiki",
 "DungeonStay": "DungeonStay",
 "DungeonStayMoodPenaltyDownfallDifficulty": "DungeonStayMoodPenaltyDownfallDifficulty",
 "DungeonStayMoodPenaltyEasyDifficulty": "DungeonStayMoodPenaltyEasyDifficulty",
 "DungeonStayMoodPenaltyHardDifficulty": "DungeonStayMoodPenaltyHardDifficulty",
 "DungeonStayMoodPenaltyNormalDifficulty": "DungeonStayMoodPenaltyNormalDifficulty",
 "DungeonStayMoodPenaltyVeryHardDifficulty": "DungeonStayMoodPenaltyVeryHardDifficulty",
 "Dungeon_": "Dungeon_",
 "Dungeons and the world": "地下城与世界",
 "Duplicate this build under a new name and keep editing the copy. Everything else saves itself.": "以新名称复制此构筑，并继续编辑副本。其余内容会自行保存。",
 "Duplicates": "重复",
 "Durability": "耐久",
 "Durability after {#} attacks": "{#} 次攻击后的耐久度",
 "Durability after {#} hits": "{#} 次命中后的耐久度",
 "Durability cost": "耐久度消耗",
 "Durability loss": "耐久度损耗",
 "Durability lost per attack": "每次攻击损失的耐久度",
 "Durability lost per hit": "每次命中损失的耐久度",
 "Durability per attack": "每次攻击的耐久度",
 "Durability simulator": "耐久度模拟器",
 "Durability wear": "耐久度损耗",
 "Durability, XP, mood and more": "耐久度、经验、心情等",
 "Duration": "持续时间",
 "Duration (seconds)": "持续时间（秒）",
 "During": "期间",
 "Dust Root": "尘根",
 "Dust Root Fixed": "尘根 固定",
 "Dust Root Growth2 Fixed": "尘根生长2 固定",
 "Dust Root Growth2 Random": "尘根 生长2 随机",
 "Dust Root Random": "尘根 随机",
 "Duty": "职责",
 "Dwarf, WhiteDemon, Tal": "矮人, 白魔, 塔尔",
 "DwarfWeight": "DwarfWeight",
 "E/min": "E/分钟",
 "EFFECTS": "EFFECTS",
 "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": "环境效果",
 "ETC Key Zoom Speed": "ETC 键缩放速度",
 "ETC_": "ETC_",
 "EXP.": "经验。",
 "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": "每层外壳消耗在一次受到的命中上，将该次命中降为 1 伤害 - 并且优先于格挡。达到上限时你持有",
 "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.": "每个主动技能都会在真实的地下城房间上标出射程和范围；圆盘标示施法者，圆环或高亮格子标示命中的地块。点击图片可放大。",
 "Each attack or weapon skill spends a small amount of durability from your": "每次攻击或武器技能都会消耗少量耐久度，来自你的",
 "Each attack spends durability from the Primary weapon. Guarding does not attack, so it costs no weapon durability.": "每次攻击消耗主要武器的耐久度。格挡不会攻击，因此不消耗武器耐久度。",
 "Each critical basic attack is 5 Bleeding stacks.": "每次暴击普通攻击为 5 层出血。",
 "Each critical basic attack is 5 Burning stacks.": "每次暴击普通攻击为 5 层燃烧。",
 "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.": "每次暴击支付 10 金币，并从剩余额度中减去 10。额度用尽后，铭文改为赋予一次暴击几率。",
 "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 (": "每种伤害类型（斩击、打击、穿透，以及魔法元素奥术、火、冰、闪电、神圣、黑暗）都有各自的抗性，从 0 起。物理抗性体质每 1 点 +0.3，魔法抗性智力每 1 点 +0.3（",
 "Each floor contains a": "每一层都包含着一座",
 "Each floor of the region draws from a pool of": "该区域每一层均从以下池中抽取",
 "Each hunt is followed by a report quest, and the hunt's reward is paid when you talk to her again. The turn-in of her last hunt brings her to your settlement.": "每次狩猎之后都有一个报告任务，再次与她交谈时发放狩猎奖励。上交最后一次狩猎后，她会来到你的据点。",
 "Each in-game minute, a unit's stress moves by": "游戏内每分钟，单位的压力变化量为",
 "Each is recomputed on this character, then run through the same damage model as the exchange.": "每个都会在此角色上重新计算，然后通过与交换相同的伤害模型运行。",
 "Each management difficulty has its own row. The": "每种管理难度有各自的一行。该",
 "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 (": "每次商人补货都会独立抽取池中每一项：物品按所列概率出现，数量在 Min 与 Max 之间随机，基础价格再按所列范围随机打折。库存每 4800 游戏内分钟刷新一次（",
 "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).": "每个数字都是对所选单位（默认是等级上限的初始洛威尔）的预期命中伤害，已计入该单位的抗性和该档位的攻击倍率，但尚未计入命中几率、闪避和格挡。怪物没有能量消耗，其技能仅受冷却限制（能量是玩家单位的资源）。",
 "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.": "每次触发都是一次独立结算，系数取自物理攻击力。其攻击类型解析为无，因此命中判定会短路，触发必定命中，但仍会单独掷暴击，并且可以被格挡。",
 "Each region names a": "每个区域指定一个",
 "Each skill has its own cooldown. Using one also starts a global cooldown, so you cannot fire another skill until that clock finishes. Cooldown reduction shortens the skill's own wait. It does not change the global cooldown.": "每个技能都有自己的冷却。用一个还会启动公共冷却，所以那根时钟走完之前不能再放别的技能。冷却缩减只缩短该技能自己的等待。公共冷却不变。",
 "Each skill point is e...": "每个技能点都是...",
 "Each slot rolls its rarity on its own, and all 5 use the same weights.": "每个栏位单独掷出稀有度，全部 5 个使用相同权重。",
 "Each slot rolls its rarity on its own, and all {#} use the same weights.": "每个槽各自抽取稀有度，全部 {#} 个使用相同权重。",
 "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.": "每次溅射都是带有固定数值的独立结算，因此会从头重新进入伤害流程：它独立判定暴击和格挡，并受受害者物理抗性减免。",
 "Each square is how fast a main stat grows. Moderate is the middle. Click a square to change it.": "每个方格表示一项主属性的成长速度。中等是中间档。点击方格即可更改。",
 "Each stat carries an is-percent flag; 57 stats are percent-based, 74 flat": "每项属性带有 is-percent 标志；57 项是百分比，74 项是固定值",
 "Each stone drops once, on the first kill of its monster.": "每颗石头只在首次击杀对应怪物时掉落一次。",
 "Each ticked kit is packed into the personal backpack of every character going in, so the squad walks in carrying it.": "每个勾选的套件会装入每位入场角色的个人背包，因此小队进场时会带着它。",
 "Each time": "每次",
 "Each time deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect can stack up to {2}%. The effect": "Each time deal damage to an enemy with a melee basic attack, attack 速度提高 {1}% 持续 {0} 秒。 This effect can stack up to {2}%. The effect",
 "Each time deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect can stack up to {2}%. The effect resets if position changes.": "Each time deal damage to an enemy with a melee basic attack, attack 速度提高 {1}% 持续 {0} 秒。 This effect can stack up to {2}%. The effect resets if position changes.",
 "Each unit carries its own sight radius (": "每个单位都有自己的视野半径 (",
 "Each unit has": "每个单位有",
 "Each unit has 7 equipment slots. Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry additional status effe...": "每个单位有 7 个装备栏。武器在穿戴者由属性得出的攻击力之上提供固定攻击值，装备还可以带有额外状态效果...",
 "Each unit has traits, stats, and skill trees, and the recruitment list is ...": "每个单位都有特质、属性和技能树，并且招募列表会...",
 "Each unit skill tree, gear, stats and passives - the exact layout a shared team link shows. Use \"Copy team link\" above to share it.": "每个单位的技能树、装备、属性和被动 - 即分享队伍链接所显示的精确布局。使用上方的“复制队伍链接”来分享。",
 "Each vine covers a circle of creep: the small-vine radius for a small vine, the big-vine radius for a big one; a vine is big with the big-vine probability, otherwise small. The generator keeps adding vines until every creep tile is covered by at least one vine.": "每根藤蔓覆盖一圈蔓延：小藤蔓用小藤蔓半径，大藤蔓用大藤蔓半径；藤蔓按大藤蔓概率成为大藤蔓，否则为小藤蔓。生成器会不断添加藤蔓，直到每一格蔓延都至少被一根藤蔓覆盖。",
 "Earlier versions also described hardcoded Festering Burrow exceptions in the binary. Those instructions existed in B.0.3.14 and are gone from B.0.3.40 onward:": "更早的版本还描述了二进制中硬编码的溃烂地穴例外。这些指令存在于 B.0.3.14，从 B.0.3.40 起已移除：",
 "Earlier versions said Veil of Silence's own phase table,": "更早的版本称寂静帷幕自己的阶段表",
 "Earliest clan rank the background can appear at (a race that unlocks later simply waits for its own rank)": "该出身最早能出现的探险等级（较晚解锁的种族等到自己的等级即可）",
 "Early Access": "抢先体验",
 "Earned": "获得",
 "Earth Crash 1": "大地冲击 1",
 "Earth Crash 2": "大地冲击 2",
 "Earth Crash 3": "大地冲击 3",
 "Easily found in dungeons in large quantities.": "在地下城中可以轻而易举地收获许多许多。",
 "Easy Support Wagon Berry Fixed": "简单 补给马车 蓝莓 固定",
 "Easy Support Wagon Grass Fixed": "简单 补给马车 草 固定",
 "Easy Support Wagon Hardtack Fixed": "简单 补给马车 硬饼 固定",
 "Easy Support Wagon Ointment Fixed": "简单 补给马车 药膏 固定",
 "Easy Support Wagon Tech Book Fixed": "简单 补给马车 科技手册 固定",
 "Easy Support Wagon Wood Fixed": "简单 补给马车 木材 固定",
 "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.": "简单和普通让怪物弱得多；极难和毁灭让它们更耐打、打得更痛。在毁灭难度下，怪物的生命值和攻击力是困难难度下同一怪物的 x1.5，此外还有攻击速度 +20%、移动速度 +15%、暴击几率 +10、暴击伤害加成 +50 以及闪避几率 +15。",
 "Easy to handle due to its light weight, but lacks power.": "重量轻，易于操控，但缺乏力量。",
 "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats.": "容易因只有 4 个单位而低估，但白色猛犸是该区域的后期怪物，属性很高。",
 "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. - Dungeon Settlers Wiki": "容易因只有 4 个单位而低估，但白色猛犸是该区域的后期怪物，属性很高。 - Dungeon Settlers 维基",
 "Easy to underestimate with 4 units, but White Mammoth is a late-game monster in this region with high stats. map": "容易因只有 4 个单位而低估，但白色猛犸是该区域的后期怪物，属性很高。地图",
 "Easy, Normal, Hard, Very Hard, Devastation": "简单、普通、困难、极难、毁灭",
 "EatCondition": "EatCondition",
 "Eat_": "Eat_",
 "Eating here": "在此进食",
 "Eating_": "Eating_",
 "Echo Flower Corner Stone": "回声花隅石",
 "Echo Flower Corner Stone - Dungeon Settlers Wiki": "回声花隅石 - Dungeon Settlers 维基",
 "Echo Flower Fixed": "回声花 固定",
 "Echo Flower Ramnant": "回声花遗迹",
 "Echo Flower Ramnant - Dungeon Settlers Wiki": "回声花遗迹 - Dungeon Settlers 维基",
 "Echo Flower Ramnant icon": "回声花遗迹 图标",
 "Echo Flower Remnant Remnant": "回声花遗迹遗迹",
 "Echo Flower Remnant Remnant - Dungeon Settlers Wiki": "回声花遗迹遗迹 - Dungeon Settlers 维基",
 "Edible": "可食用",
 "Editing a region's": "编辑某个区域的",
 "Edits to avoid": "应避免的修改",
 "EenrgyEffectApplyCondition": "EenrgyEffectApplyCondition",
 "Effect duration granted on mental breakdown": "精神崩溃时赋予的效果持续时间",
 "Effect live": "效果已接入",
 "Effect not wired": "效果未接入",
 "Effect only": "仅效果",
 "Effect window": "效果窗口",
 "Effect:": "效果：",
 "Effective HP vs magic": "对魔法的有效 HP",
 "Effective HP vs physical": "对物理的有效 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.": "有效视野 = 视野范围，夜间减去 {#}，有夜视时加上 {#}。警戒度每游戏内分钟增加 {#}，达到 {#} 时进入战斗（游戏内 {#} 分钟 = 1 倍速下约 {#} 真实秒）。攻击或靠近会快得多。",
 "Effects": "效果",
 "Effects & keywords": "效果与关键词",
 "Effects - Dungeon Settlers Wiki": "效果 - Dungeon Settlers 维基",
 "Effects and traits": "效果与特质",
 "Effects in play": "生效中的效果",
 "Effects that are NOT capped": "没有上限的效果",
 "Effects that improve a player's stats. - 进攻 - 铁墙 - 加固 (Fortification) - 加速 (Haste) - 猛攻 - 魔法增幅 - 锋利度 - 加速 (Acceleration) - 精准度 - 冷却时间减少 - 反射闪避 - 吸血 - 加固 (Reinforced) - 结界": "Effects that improve 玩家的属性。 - 进攻 - 铁墙 - 加固 (Fortification) - 加速 (Haste) - 猛攻 - 魔法增幅 - 锋利度 - 加速 (Acceleration) - 精准度 - 冷却时间减少 - 反射闪避 - 吸血 - 加固 (Reinforced) - 结界",
 "Effects that weaken a player's stats.": "这些效果能为玩家属性带来负面变化。",
 "Effects that weaken a player's stats. - 虚弱 - 脆弱 - 减速 (Slow) - 跛行 - 致命弱点 - 减速 (Deceleration) - 干扰 - 硬直 - 破坏 - 裂缝": "这些效果能为玩家属性带来负面变化。 - 虚弱 - 脆弱 - 减速 (Slow) - 跛行 - 致命弱点 - 减速 (Deceleration) - 干扰 - 硬直 - 破坏 - 裂缝",
 "Effects that weaken a player's stats. - 虚弱 - 脆弱 - 减速 (Slow) - 跛行 - 致命弱点 - 干扰 - 硬直 - 破坏 - 裂缝": "这些效果能为玩家属性带来负面变化。 - 虚弱 - 脆弱 - 减速 (Slow) - 跛行 - 致命弱点 - 干扰 - 硬直 - 破坏 - 裂缝",
 "Effects:": "效果：",
 "Elder": "长老",
 "Elder Glot": "格洛斯长老",
 "Elder Gloth Fixed": "格洛斯长老 固定",
 "Elder Gloth Random": "格洛斯长老 随机",
 "Elder Gloth map": "格洛斯长老地图",
 "Elder Gloth, a Goblin Shaman, and a Blue Goblin in the boss room.": "首领房间里的格洛斯长老、一名哥布林萨满和一名蓝哥布林。",
 "ElderGloth": "ElderGloth",
 "ElderGlothSoul.": "远古格洛斯之魂。",
 "Elf Slim Unisex 0": "精灵纤细中性 0",
 "Elf Slim Unisex 1": "精灵 纤细 中性 1",
 "Elf Slim Unisex 10": "精灵 纤细 中性 10",
 "Elf Slim Unisex 11": "精灵 纤细 中性 11",
 "Elf Slim Unisex 12": "精灵 纤细 中性 12",
 "Elf Slim Unisex 13": "精灵 纤细 中性 13",
 "Elf Slim Unisex 14": "精灵 纤细 中性 14",
 "Elf Slim Unisex 15": "精灵 纤细 中性 15",
 "Elf Slim Unisex 2": "精灵苗条中性2",
 "Elf Slim Unisex 3": "精灵 纤细 中性 3",
 "Elf Slim Unisex 4": "精灵 纤细 中性 4",
 "Elf Slim Unisex 5": "精灵 纤细 中性 5",
 "Elf Slim Unisex 6": "精灵苗条中性6",
 "Elf Slim Unisex 7": "精灵苗条中性7",
 "Elf Slim Unisex 8": "精灵苗条中性8",
 "Elf Slim Unisex 9": "精灵苗条中性9",
 "Elf Standard Female 0": "精灵标准女性 0",
 "Elf Standard Female 1": "精灵标准女性 1",
 "Elf Standard Female 10": "精灵 标准 女性 10",
 "Elf Standard Female 11": "精灵标准女性 11",
 "Elf Standard Female 12": "精灵标准女性 12",
 "Elf Standard Female 13": "精灵标准女性 13",
 "Elf Standard Female 14": "精灵标准女性 14",
 "Elf Standard Female 2": "精灵标准女性 2",
 "Elf Standard Female 3": "精灵标准女性 3",
 "Elf Standard Female 4": "精灵标准女性 4",
 "Elf Standard Female 5": "精灵标准女性 5",
 "Elf Standard Female 6": "精灵标准女性 6",
 "Elf Standard Female 7": "精灵标准女性 7",
 "Elf Standard Female 8": "精灵标准女性 8",
 "Elf Standard Female 9": "精灵标准女性 9",
 "Elf Standard Male": "Elf Standard Male",
 "Elf Standard Male 0": "精灵标准男性 0",
 "Elf Standard Male 1": "精灵 标准 男性 1",
 "Elf Standard Male 10": "精灵 标准 男性 10",
 "Elf Standard Male 11": "精灵 标准 男性 11",
 "Elf Standard Male 12": "精灵 标准 男性 12",
 "Elf Standard Male 13": "精灵 标准 男性 13",
 "Elf Standard Male 2": "精灵标准男性 2",
 "Elf Standard Male 3": "精灵标准男性 3",
 "Elf Standard Male 4": "精灵 标准 男性 4",
 "Elf Standard Male 5": "精灵标准男性 5",
 "Elf Standard Male 6": "精灵标准男性 6",
 "Elf Standard Male 7": "精灵标准男性 7",
 "Elf Standard Male 8": "精灵标准男性 8",
 "Elf Standard Male 9": "精灵标准男性 9",
 "Elf Standard Male 999": "精灵标准男性 999",
 "Elf recruits": "精灵招募",
 "Elf's Homeland GAMESYSTEM_Environment_{affecterName}": "精灵家园 GAMESYSTEM_Environment_{affecterName}",
 "Elf-themed region/recruitment expansion": "精灵主题区域/招募扩展",
 "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_Red": "Elf03_Red",
 "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_Green": "Elf05_Green",
 "Elf05_Red": "Elf05_Red",
 "Elf05_White": "Elf05_White",
 "Elf06_Green": "Elf06_Green",
 "Elf06_Red": "Elf06_Red",
 "Elf06_White": "Elf06_White",
 "Elf06_Yellow": "Elf06_Yellow",
 "Elf07_Blue": "Elf07_Blue",
 "Elf08_Blue": "Elf08_Blue",
 "Elf08_Green": "Elf08_Green",
 "Elf08_White": "Elf08_White",
 "Elf09_Blue": "Elf09_Blue",
 "Elf10_Blue": "Elf10_Blue",
 "Elf10_Red": "Elf10_Red",
 "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",
 "ElfStandardFemale_012": "ElfStandardFemale_012",
 "ElfStandardFemale_013": "ElfStandardFemale_013",
 "ElfStandardFemale_014": "ElfStandardFemale_014",
 "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",
 "ElfStandardMale_012": "ElfStandardMale_012",
 "ElfStandardMale_013": "ElfStandardMale_013",
 "ElfWeight": "ElfWeight",
 "Elite": "精英",
 "Elite / Boss": "精英 / 首领",
 "Elite Treasure": "精英宝箱",
 "Elite and boss status is a tag the monster carries, not a stat or a table column.": "精英和首领状态是怪物携带的标签，不是属性，也不是表列。",
 "Elite; 4'500 total HP, 144 physical attack, Bloody Scratch + Rat Swarm": "精英；总计 4'500 HP，144 物理攻击力，血腥抓挠 + 鼠群",
 "EliteHuntOrder": "EliteHuntOrder",
 "EliteTreasure": "EliteTreasure",
 "Elixir": "灵药",
 "Elixirs": "灵药",
 "Elos": "埃洛斯",
 "Elven Homeland (hinted)": "精灵家园（有暗示）",
 "ElvenHomeland": "ElvenHomeland",
 "Elves": "精灵",
 "Emergency": "紧急",
 "Emits": "散发",
 "Emits a clear energy like ocean waves, making fingertips feel cool.": "散发出如海浪般清澈的能量，让指尖感到凉爽。",
 "Emotes": "表情",
 "EmotionBubbleTable - 23 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 23 个开拓者情绪气泡（点击展开）",
 "Empi...": "帝……",
 "Empire": "帝国",
 "Empire,": "帝国，",
 "Empty Ammo": "弹药为空",
 "Empty Equipment: Body": "空装备：身体",
 "Empty Equipment: Head": "空装备：头部",
 "Empty Equipment: Primary": "空装备：主要",
 "Encirclement": "包围",
 "Encirclement (": "包围 (",
 "Encirclement calculator": "包围计算器",
 "Encirclement_": "Encirclement_",
 "End delay": "结束延迟",
 "EndMainQuest": "EndMainQuest",
 "Endless": "无尽",
 "Endorcy": "恩多西",
 "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 a faint scoff. \"Well, at least you didn't end up as Mawmurk feed. Though... I'd wager luck had more to do with it than skill.\" Acting as though it's no great matter, she tosses a few coins your way with a smirk. \"Here. Consider it the price of your life.\"": "Endorcy 检查着你带回来的莫默克残骸，眉尖轻挑。 \"...Hmph.\" 她沉默地审视了一会儿手头的证据 before letting out a faint scoff. \"Well, at least you didn't end up as Mawmurk feed. Though... I'd wager luck had more to do with it than skill.\" Acting as though it's no great matter, she tosses a few coins your way with a smirk. \"Here. Consider it the price of your life.\"",
 "Endorsi": "恩多尔西",
 "Endrossi - dungeon NPC": "恩多尔西 - 地下城 NPC",
 "Endrossi Dungeon": "恩多尔西地下城",
 "Endrossi Dungeon Before Boss": "恩多尔西地下城 Before Boss",
 "Endrossi Fixed": "恩多尔西 固定",
 "Endrossi Quest Complete -": "恩多尔西任务完成 -",
 "Endrossi Quest End 1": "恩多尔西任务结束 1",
 "Endrossi Quest End 1 - Dungeon Settlers Wiki": "恩多尔西任务结束 1 - Dungeon Settlers 维基",
 "Endrossi Quest End 1 icon": "恩多尔西任务结束 1 图标",
 "Endrossi Quest End 2": "恩多尔西任务结束 2",
 "Endrossi Quest End 2 - Dungeon Settlers Wiki": "恩多尔西任务结束 2 - Dungeon Settlers 维基",
 "Endrossi Quest End 2 icon": "恩多尔西任务结束 2 图标",
 "Endrossi Quest End 3": "恩多尔西任务结束 3",
 "Endrossi Quest End 3 - Dungeon Settlers Wiki": "恩多尔西任务结束 3 - Dungeon Settlers 维基",
 "Endrossi Quest End 3 icon": "恩多尔西任务结束 3 图标",
 "Endrossi Quest End 4": "恩多尔西任务结束 4",
 "Endrossi Quest End 4 - Dungeon Settlers Wiki": "恩多尔西任务结束 4 - Dungeon Settlers 维基",
 "Endrossi Quest End 4 icon": "恩多尔西任务结束 4 图标",
 "Endrossi Safe": "恩多尔西安全层",
 "Endrossi also spawns on Festering Burrow's": "恩多尔西也会出现在溃烂地穴的",
 "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?\" After a brief silence, she glances beyond the forest. \"The forest seems a little calmer lately. Tracking prey has become easier than it used to be.\" Freshly dressed hides, bones, and other spoils of the hunt are arranged neatly around her.": "恩德罗西注意到你时，眼睛一亮，但很快又移开了视线。她假装一切正常，漫不经心地翻找着她的箭袋，然后才开口说道：“什么？又是你？”短暂的沉默后，她望向森林之外。“最近森林似乎平静了一些。追踪猎物比以前容易多了。”她周围整齐地摆放着新处理过的兽皮、骨头和其他狩猎战利品。",
 "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 out a faint scoff. \"Well, at least you didn't end up as Mawmurk feed. Though... I'd wager luck had more to do with it than skill.\" Acting as though it's no great matter, she tosses a few coins your way with a smirk. \"Here. Consider it the price of your life.\"": "Endrossi 检查着你带回来的莫默克残骸，眉尖轻挑。 \"...Hmph.\" 她沉默地审视了一会儿手头的证据 before letting out a faint scoff. \"Well, at least you didn't end up as Mawmurk feed. Though... I'd wager luck had more to do with it than skill.\" Acting as though it's no great matter, she tosses a few coins your way with a smirk. \"Here. Consider it the price of your life.\"",
 "Endrossi map": "恩多尔西地图",
 "Endrossi only appears there once the Golem has actually died.": "恩多尔西仅在魔像确实死亡后才会出现在那里。",
 "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",
 "Ends the event": "结束该事件",
 "Enemies are": "敌人",
 "Enemies are extremely powerful! This difficulty is intended for players already familiar with the game who seek a grueling challenge.": "敌人极其强大！此难度专为熟悉游戏并寻求严峻挑战的玩家设计。",
 "Enemies are formidable! For players familiar with the game seeking a merciless challenge. Forcibly disables free saves.": "敌人强大！适合熟悉游戏并寻求无情挑战的玩家。强制禁用自由存档。",
 "Enemies are tough, dungeons unforgiving. For experienced strategy players.": "敌人强悍，地下城毫不留情。适合有经验的策略玩家。",
 "Enemies at or below 20 percent HP are finished off after they take a hit.": "HP 处于 20% 或以下的敌人在受到一次攻击后会被补刀。",
 "Enemy": "敌人",
 "Enemy max HP": "敌人最大 HP",
 "EnemyMaxCap": "EnemyMaxCap",
 "Energy Regen": "能量恢复",
 "Energy budget is not enforced - the rotation assumes every skill always has energy to cast.": "不强制能量预算 - 该循环假定每个技能始终有能量可施放。",
 "Energy cost": "能量消耗",
 "Energy gain +20%,": "能量获得 +20%,",
 "Energy loops": "能量循环",
 "Energy loss +20%": "能量损失 +20%",
 "Energy loss +50%": "能量损失 +50%",
 "Energy loss +50% Upon duration expiry, dies (post-alpha: replaced with Mental Breakdown)": "能量损失 +50% 持续时间结束时死亡（内测后：已替换为精神崩溃）",
 "Energy per Shell": "每个外壳的能量",
 "Energy per minute": "每分钟能量",
 "Energy recovered": "已恢复能量",
 "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.": "恢复的能量会存入一个浮点累加器。每积满 1 整点就变成隐藏计数器的 1 层。计数器达到 60 时，佩戴者获得 1 层外壳，除非已经持有 20 层外壳。",
 "Energy spent to cast, from the unit's shared energy pool.": "施放消耗的能量，来自该单位的共享能量池。",
 "Energy to kill": "击杀能量",
 "Energy x casts per minute - how fast this skill drains your shared energy pool if spammed.": "能量 x 每分钟施放次数 - 连发时此技能抽空共享能量池的速度。",
 "Energy.": "能量。",
 "EnergyBecomeThisOnDeadlyByDamage": "EnergyBecomeThisOnDeadlyByDamage",
 "EnergyConsumptionPanelty": "EnergyConsumptionPanelty",
 "EnergyEffectCondition": "EnergyEffectCondition",
 "EnergyNeeded": "EnergyNeeded",
 "EnergyRecoveryCondition": "EnergyRecoveryCondition",
 "EnergyRegeneration": "EnergyRegeneration",
 "EnergyRestoreBonus": "EnergyRestoreBonus",
 "EnergyRestore_": "EnergyRestore_",
 "Energy_": "Energy_",
 "English localization strings (TEXTKEY_... keys).": "英文本地化字符串（TEXTKEY_... 键）。",
 "Enhancement": "强化",
 "Enhances": "增强",
 "Enhances the supporting ability of spear.": "增强长矛的支援能力。",
 "Enjoy": "享受",
 "Enjoy a wild ball, maximum Energy decreases, but mood improve.": "享受一场狂野的舞会，最大能量值降低，但心情改善。",
 "Enjoying": "享受",
 "Ensnaring Chain Active": "桎梏锁链主动",
 "Ensnaring Chain Active - Dungeon Settlers Wiki": "桎梏锁链主动 - Dungeon Settlers 维基",
 "Ensnaring Chain Active icon": "桎梏锁链主动 图标",
 "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": "输入单位的六项主属性，即可查看得出的最大 HP、物理攻击力和魔法攻击力、攻击速度和暴击，以及每项属性再加 1 点能带来什么。完整的逐点系数见",
 "Entertainment": "娱乐",
 "Entity": "实体",
 "Entity Inspection Skill": "实体检查技能",
 "Entity Skill UI Learn Confirm Notice": "学习技能",
 "Entity Skill UI Learn Missing Equipment Notice": "你没有足够的装备来学习这个技能。你确定要学习吗？",
 "Entity Skill UI Stake": "实体技能 UI 桩",
 "Entity Status UI Stress Rate Per Minute Text": "每分钟压力值：",
 "Entity Summary Building Priority": "实体摘要建筑优先级",
 "Entity Summary UI Building Description Bed Owner": "实体摘要 UI 建筑描述 床位主人",
 "Entity Summary UI Building Description Grave Owner": "墓主：",
 "Entity Summary UI Building Description Material Not Ready": "材料未准备好",
 "Entity Summary UI Building Description Specific Storage": "实体摘要 UI 建筑描述特定存储",
 "Entity Summary UI Toggle Bed Owner UI": "实体摘要 UI 切换床位主人 UI",
 "Entity Summary UI Unit Task Storage To Storage": "存储到存储",
 "Entity Work Plan Option Until Limit": "实体工作计划选项直到限制",
 "Entity:": "实体：",
 "Entrance, corridor and a portal into the dungeon proper": "入口、走廊以及通往地下城本体的传送门",
 "Entry": "条目",
 "Environment": "环境",
 "Environment Dark Whisper Env": "环境：黑暗低语",
 "Environment Mana Oversaturation": "环境：法力过饱和",
 "Environment Swarming Flea Env": "环境：跳蚤肆虐",
 "Environment effects": "环境效果",
 "Environment, room types and notes": "环境、房间类型和备注",
 "Environment:": "环境：",
 "Environment_": "Environment_",
 "Equip Durability Ratio Under: Accessory1 20": "装备耐久比例低于：主要饰品 20",
 "Equip Durability Ratio Under: Accessory2 20": "装备耐久比例低于：次要饰品 20",
 "Equip Durability Ratio Under: Body 20": "装备耐久比例低于：身体护甲 20",
 "Equip Durability Ratio Under: Head 20": "装备耐久比例低于：头部护甲 20",
 "Equip Durability Ratio Under: Primary 20": "装备耐久比例低于：主要装备 20",
 "Equip Durability Ratio Under: Secondary 20": "装备耐久比例低于：次要装备 20",
 "Equip a shield in the off-hand, matching your gear tier. One-handed weapons only.": "在副手装备与装备档次匹配的盾。仅限单手武器。",
 "Equip bonuses": "装备加成",
 "Equip swap in combat": "战斗中换装",
 "EquipDurabilityModifier": "EquipDurabilityModifier",
 "Equipment": "装备",
 "Equipment & Stat Effects": "装备与属性效果",
 "Equipment & Stat Effects - Dungeon Settlers Wiki": "装备与属性效果 - Dungeon Settlers 维基",
 "Equipment (accessory)": "装备（饰品）",
 "Equipment Effects": "装备效果",
 "Equipment slots": "装备槽",
 "Equipment, consumables, materials - stats, effects, obtention & used-in": "装备、消耗品、材料 - 属性、效果、获取与用途",
 "EquipmentCrafting_": "EquipmentCrafting_",
 "EquipmentSizeMax": "EquipmentSizeMax",
 "Equipment_Blunt": "Equipment_Blunt",
 "Equipment_Bow": "Equipment_Bow",
 "Equipment_Dagger": "Equipment_Dagger",
 "Equipment_FireStaff": "Equipment_FireStaff",
 "Equipment_Greatsword": "Equipment_Greatsword",
 "Equipment_NatureStaff": "Equipment_NatureStaff",
 "Equipment_Shield": "Equipment_Shield",
 "Equipment_Spear": "Equipment_Spear",
 "Equipment_Sword": "Equipment_Sword",
 "Equipment_WaterStaff": "Equipment_WaterStaff",
 "Equipped soul stone": "已装备的灵魂石",
 "Escape:": "逃脱：",
 "Establish": "建立",
 "Establish Devastation": "建立毁灭",
 "Establish Easy": "建立简单",
 "Establish Hard": "建立困难",
 "Establish Normal": "建立普通",
 "Establish Recruitment Additional Individual Trait Grant Chance": "建立招募额外个体特质授予几率",
 "Establish Recruitment Background Trait Max Clan Rank": "建立招募背景特质最大氏族等级",
 "Establish Recruitment Individual Trait Max Count": "建立招募个体特质最大数量",
 "Establish Recruitment Individual Trait Min Count": "建立招募个体特质最小数量",
 "Establish Recruitment Race Weights": "建立招募种族权重",
 "Establish Recruitment Talent Sum Range": "建立招募天赋总和范围",
 "Establish Very Hard": "建立极难",
 "EstablishRecruitment_": "EstablishRecruitment_",
 "Estimate - average crit folded in, ignores hit/dodge, guard and positioning. Resist formula: damage × 100/(100+R).": "估算 - 已计入平均暴击，忽略命中/闪避、格挡和站位。抗性公式：伤害 × 100/(100+R)。",
 "Estimate how far a monster can see you right now. Enter its Vision Range (": "估算怪物现在能看多远。输入其视野范围（",
 "Estimate: single skill on cooldown, no rotation/energy/GCD modelling (see the rotation-aware exchange above for that).": "估算：单一技能按冷却施放，不建模循环/能量/GCD（循环对拼见上方）。",
 "Estimates only - ignores skills, buffs, hit/dodge/guard and positioning.": "仅为估算 - 忽略技能、增益、命中/闪避/格挡和站位。",
 "Etc": "其他",
 "Evasion Rate increases by 30%.": "闪避率提高 30%。",
 "Even": "即使",
 "Even in this state, you can use...": "即便在选中状态下，你仍可使用...",
 "Event Choices": "事件选项",
 "Event Clear Text": "事件清除文本",
 "Event Developer Box Remnant": "事件开发者箱遗迹",
 "Event Developer Box Remnant - Dungeon Settlers Wiki": "事件开发者箱遗迹 - Dungeon Settlers 维基",
 "Event Merchant": "事件商人",
 "Event Merchant - Dungeon Settlers Wiki": "事件商人 - Dungeon Settlers 维基",
 "Event Merchant map": "事件商人地图",
 "Event Nodes": "事件节点",
 "Event Random Dismiss": "事件随机解除",
 "Event Random Interval": "事件随机间隔",
 "Event Scarecrow": "事件稻草人",
 "Event Scarecrow - Dungeon Settlers Wiki": "事件稻草人 - Dungeon Settlers 维基",
 "Event Scarecrow map": "事件稻草人地图",
 "Event Supply Box Fixed1": "事件补给箱 固定1",
 "Event Supply Box Fixed2": "事件补给箱 固定2",
 "Event Supply Box Fixed3": "事件补给箱 固定3",
 "Event Supply Box Fixed4": "事件补给箱 固定4",
 "Event Supply Box Fixed5": "事件补给箱 固定5",
 "Event Supply Box Remnant": "事件补给箱遗迹",
 "Event Supply Box Remnant - Dungeon Settlers Wiki": "事件补给箱遗迹 - Dungeon Settlers 维基",
 "Event choices - requirements and OnSelectAction outcome scripts.": "事件选项 - 条件与 OnSelectAction 结果脚本。",
 "Event choices:": "事件选项：",
 "Event dialogue/step nodes linking events to choices.": "将事件连接到选项的事件对话/步骤节点。",
 "Event that triggers an Alert popup": "触发警报弹窗的事件",
 "Event variable, for checking the max region of the current build. If the last floor of that region is reached, the Expedition Desire (To Deeper Places) event does not appear. This is the (int)DungeonRegion value.": "事件变量，用于检查当前版本的最大区域。若已到达该区域的最后一层，则不会出现探索渴望（向更深处）事件。这是 (int)DungeonRegion 值。",
 "EventDeveloperLetter": "EventDeveloperLetter",
 "EventNodeUI": "事件节点界面",
 "EventTable": "EventTable",
 "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_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_Fixed50": "Event_Fixed50",
 "Event_Fixed50 -": "Event_Fixed50 -",
 "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_Npc29": "Event_Npc29",
 "Event_Npc29 -": "Event_Npc29 -",
 "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": "事件",
 "Events - Dungeon Settlers Wiki": "事件 - Dungeon Settlers 维基",
 "Events and quests": "事件与任务",
 "Events that change Contribution": "改变贡献点的事件",
 "Every": "每个",
 "Every 10 HP you are missing is 20 points of barrier.": "每已损失 10 HP 获得 20 点护盾。",
 "Every 10 percent of the target's missing HP is +12 percentage points of damage on the proc.": "目标已损失 HP 每 10% 为触发时 +12 百分点伤害。",
 "Every 10 percent of your own missing HP is +2 percentage points of damage.": "自身已损失 HP 每 10% 为 +2 百分点伤害。",
 "Every 10 physical attack power is 3 damage to each victim in the circle.": "每 10 点物理攻击力对圈内每个目标造成 3 伤害。",
 "Every 10 points of carried Weight is +1.5 percent damage.": "每 10 点携带负重为 +1.5% 伤害。",
 "Every 100 HP you are missing gives 5 HP back per guard.": "每已损失 100 HP，每次格挡回复 5 HP。",
 "Every 100 damage a basic attack lands adds 10 magic damage.": "普通攻击每造成 100 伤害，追加 10 点魔法伤害。",
 "Every 100 damage on the main target is 30 damage to each neighbour.": "对主目标每造成 100 伤害，每个相邻目标受到 30 伤害。",
 "Every 100 max HP is +10 Magic Attack Power.": "每 100 最大 HP 为 +10 魔法攻击力。",
 "Every 100 max HP is +10 Physical Attack Power.": "每 100 最大 HP 为 +10 物理攻击力。",
 "Every 3 basic attacks, deal additional physical damage equal to 30% of physical attack power to the target.": "每 3 次普通攻击，对目标造成相当于物理攻击力 30% 的额外物理伤害。",
 "Every 3rd basic attack adds up to 120 percent damage, scaled by the target's missing HP.": "每第 3 次普通攻击额外造成最多 120% 伤害，按目标已损失 HP 比例缩放。",
 "Every 3rd basic attack applies 2 stacks of Bleeding for 6 seconds.": "每第 3 次普通攻击施加 2 层出血，持续 6 秒。",
 "Every 3rd basic attack applies 2 stacks of Burning for 6 seconds.": "每第 3 次普通攻击施加 2 层燃烧，持续 6 秒。",
 "Every 3rd basic: +120% × target-missing%": "每第 3 次普通攻击：+120% × 目标已损失%",
 "Every 4 seconds it stands is one more hit, with the first at 2 seconds.": "它每站立 4 秒就多一次命中，第一次在 2 秒。",
 "Every 4 seconds it stands is one more spray, with the first at 2 seconds.": "它每站立 4 秒就多一次喷雾，第一次在 2 秒。",
 "Every 480 in-game minutes": "每 480 游戏内分钟",
 "Every 480 in-game minutes; inspect to reveal talents first": "每 480 游戏分钟；先检查以揭示天赋",
 "Every 60 Energy recovered grants 1 Shell, up to a ceiling of 20 Shell.": "每恢复 60 能量获得 1 层外壳，上限 20 层外壳。",
 "Every HUD alert the game can raise - 57 definitions from AlertTable, joined with their localized name, cause and consequence. The trigger column reads the in-game condition out as a sentence.": "游戏中所有HUD警报--来自AlertTable的57个定义，包含其本地化名称、原因和结果。触发条件列以句子形式显示游戏内条件。",
 "Every NPC spawn row": "每条非玩家角色生成行",
 "Every NPC that can stand in a dungeon room is placed through one table row: the room template it may spawn in, the spawn-cell category it needs, and the campaign records that allow or block it. 11 rows cover 7 NPCs and 8 rooms.": "每个能站在地下城房间里的非玩家角色都通过表中的一行放置：它可以生成的房间模板、所需的生成格类别，以及允许或阻止它的战役记录。11 行覆盖 7 个非玩家角色和 8 个房间。",
 "Every NPC that can stand in a dungeon room is placed through one table row: the room template it may spawn in, the spawn-cell category it needs, and the campaign records that allow or block it. {#} rows cover {#} NPCs and {#} rooms.": "每个能站在地下城房间里的非玩家角色都通过表中的一行放置：它可以生成的房间模板、所需的生成格类别，以及允许或阻止它的战役记录。{#} 行覆盖 {#} 个非玩家角色和 {#} 个房间。",
 "Every attack the plant makes while it stands. The cadence is driven by the routine's own counter, not by a skill cooldown.": "该植物站着期间发动的每一次攻击。节奏由流程自身的计数驱动，不是技能冷却。",
 "Every basic attack adds 1 stack to a hidden counter. On reaching 3, the target takes 2 stacks of Bleeding for 6 seconds.": "每次普通攻击为隐藏计数加 1 层。达到 3 时，目标获得 2 层出血，持续 6 秒。",
 "Every basic attack adds 1 stack to a hidden counter. On reaching 3, the target takes 2 stacks of Burning for 6 seconds.": "每次普通攻击为隐藏计数加 1 层。达到 3 时，目标获得 2 层燃烧，持续 6 秒。",
 "Every bindable action in the game (49 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 (": "游戏中所有可绑定动作（来自按键输入表的49个动作）。所有绑定都可以在游戏内“设置 > 控制”中配置--此处未列出默认按键，因为它们是按玩家存储的（",
 "Every buff/debuff/trait effect in the game": "游戏中的每个增益/减益/特质效果",
 "Every building: type, construction cost/workload, durability, storage, gather drops, traits.": "每座建筑：类型、建造费用/需求量、耐久度、仓库、采集掉落、特质。",
 "Every campaign region has 5 floors (": "每个战役区域有 5 层（",
 "Every capped effect at a glance": "所有上限效果一览",
 "Every combat number on this page is read straight from the game's own tables (DS_B.0.4.19); 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": "本页每个战斗数字都直接取自游戏自己的表（DS_B.0.4.19）；表名或常量名写在各项旁边。数值是玩家侧默认值（怪物用自己的基础属性）。这与",
 "Every damage execution the wearer originates, not just basic attacks.": "穿戴者发出的每一次伤害结算，不只是普通攻击。",
 "Every damage execution the wearer originates. No gate on damage type, hit type or basic attacks.": "穿戴者发出的每一次伤害结算。不限伤害类型、命中类型或普通攻击。",
 "Every damage execution the wearer originates. There is no melee, physical or basic-attack gate at all.": "穿戴者发出的每一次伤害结算。完全没有近战、物理或普通攻击门槛。",
 "Every damage instance you take wears": "你受到的每次伤害都会磨损",
 "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.": "此角色已学会的所有伤害手段，外加武器普通攻击和任何召唤 - 与队伍标签页的“对阵怪物”以及法术伤害排名使用同一引擎。点击一行即可将该攻击用于下方的武器对比。",
 "Every damaging skill ranked": "所有造成伤害的技能排名",
 "Every drop chance on this page is multiplied by {#}.": "本页每条掉落概率都乘以 {#}。",
 "Every dungeon floor tracks a": "每层地下城都追踪一个",
 "Every dungeon floor tracks a depletion counter from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter. It re...": "每层地下城都追踪一个枯竭计数，从 5（完全补给）降到 0（完全枯竭）。反复刷同一层会消耗该计数。它会...",
 "Every edible item carries a food class in its": "每种可食用物品都带有一个食物类别，位于其",
 "Every effect that changes Mood in build {#}: {#} bonuses and {#} penalties, plus the standing treatment and dungeon-stay tables from GameSystemTable. Mood is the running sum of every row currently on that settler. The UI gauge tops out at {#}. Click column headers to sort; chips to filter.": "版本 {#} 中所有改变心情的效果: {#} 项加成和 {#} 项惩罚, 外加 GameSystemTable 的常驻待遇和地下城停留表。心情是该拓荒者身上当前每一行的合计。界面量表上限为 {#}。点击列标题排序, 用筛选条过滤。",
 "Every effect that writes cooldown reduction is in the table. {#} itself is built from {#} first, then any extra percent modifiers.": "所有写入冷却缩减的效果都在表里。{#} 本身先由 {#} 算出，再加额外的百分比修正。",
 "Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls": "每次探险都会从该区域的池中抽取一组环境效果。战斗难度越高，抽取的",
 "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.": "每套提取的动画集，每个怪物一张卡片：闲置、移动、攻击、受击反应和死亡片段，外加特殊动作（冲锋、召唤、额外攻击变体）。所有图集均来自游戏数据中各单位的 AnimatorController。",
 "Every figure runs the exact same damage model as the individual": "每个数字都使用与各",
 "Every hit the plant makes while it stands. The cadence is driven by the routine's own counter, not by a skill cooldown.": "植物站立期间的每一次命中。节奏由程序自己的计数器驱动，不是技能冷却。",
 "Every hostile creature you actually fight in the game, minus the two bosses (those are on the": "游戏中实际交战的每个敌对生物，不含两名首领（那些在",
 "Every hostile in a circle of radius 2 around the target takes a hit of 30 percent of the wearer's physical attack power.": "目标周围半径 2 的圆内每个敌对单位受到穿戴者物理攻击力 30% 的一次命中。",
 "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 used to long pursuits, they often looked first for places where an ambush might wait, even on peaceful roads.": "每一次狩猎都留下了破碎的陷阱和深深的抓痕。{0}研究着泥土中沾染的毛发和血腥味，猜测野兽转向了哪个方向。在习惯了长时间的追逐后，他们常常首先寻找可能埋伏的地方，即使在宁静的道路上也是如此。",
 "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...": "每一次狩猎都留下了破碎的陷阱和深深的抓痕。{0}研究着泥土中沾染的毛发和血腥味，猜测野兽转向了哪个方向...",
 "Every inscription with its rarity odds": "每条铭文及其稀有度概率",
 "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.0.4.19).": "本维基上的每个交互计算器都集中在这一页，实时可用。每一个都与各自机制页面（标题下有链接）上运行的组件相同，因此数值始终一致。所有数值均来自游戏自身的数据表（DS_B.0.4.19）。",
 "Every item drop in build DS_B.0.4.19, one row per source. Search or filter by item, source or region, and click a column header to sort (default is by item name).": "版本 DS_B.0.4.19 中的每一条物品掉落，每个来源一行。可按物品、来源或区域搜索或筛选，点击列标题排序（默认为物品名称）。",
 "Every level-up, levels 2 through 12 (11 rolls per career)": "每次升级，等级 2 到 12（生涯共 11 次抽取）",
 "Every logical refresh, for as long as the effect sits on the unit. The passive subscribes its heal to the game's refresh beat when it is applied and unsubscribes when it drops.": "只要效果还在单位身上，每个逻辑刷新都会结算。该被动在施加时把治疗订阅到游戏的刷新节拍，效果消失时取消订阅。",
 "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.": "每分钟，所有单位的压力按当前心情乘以该值增减。由于心情大于 0 时压力必须下降，该值本质上必须为负。",
 "Every monster with stats, skills and drops": "每个怪物及其属性、技能与掉落",
 "Every number here is the item's own. The settler's stats add on top.": "此处每个数值都是物品自身的。开拓者的属性会额外叠加。",
 "Every number on this page is read live from": "本页每个数字均实时读取自",
 "Every rank adds candidates to the board, raises the member cap, widens the candidate level span and unlocks races. Locked ranks exist in the data but cannot be reached in this build.": "每升一级都会向招募板增加候选人、提高成员上限、扩大候选人等级跨度并解锁种族。数据中存在锁定的等级，但本版本无法达到。",
 "Every recruited unit is generated with one background trait, and that background sets which": "每个招募单位都会生成一项出身特质，该出身决定单位可从哪些",
 "Every resource you can gather in each dungeon, resource-first. Each region leads with a single sortable table -": "每个地下城可采集的全部资源，以资源为主。每个区域开头是一张可排序表 -",
 "Every scene the game runs is in this table, so a quest scene is also a step of its line on": "游戏运行的每个场景都在此表中，因此任务场景也是其线路上的一步，见",
 "Every scene the game runs is in this table, so a quest scene is also a step of its line on {#} and a resolution's dialog shell is also a row on {#}.": "游戏运行的每个场景都在这张表中，因此任务场景也是 {#} 上其任务线的一个步骤，结算的对话外壳也是 {#} 上的一行。",
 "Every scripted scene in the game, in one table. 49 of the 121 put a real decision or a dice roll in front of you and 10 of those can send you round the same step again; open a row to see the whole tree without leaving this page.": "游戏中的每个脚本场景都在这一张表里。121 个中有 49 个会把真正的决策或掷骰摆在你面前，其中 10 个会把你再次送回同一步骤；打开一行即可不离开本页查看整棵树。",
 "Every scripted scene in the game, in one table. {#} of the {#} put a real decision or a dice roll in front of you and {#} of those can send you round the same step again; open a row to see the whole tree without leaving this page.": "游戏中的每个脚本场景都在这一张表里。{#} 个（共 {#} 个）会把真正的决策或掷骰摆在你面前，其中 {#} 个会把你再次送回同一步骤；打开一行即可不离开本页查看整棵树。",
 "Every second it gives back a quarter of the health the unit is missing, head and torso counted separately.": "每秒恢复该单位所缺生命值的四分之一，头部和身体分别计算。",
 "Every second it stands is one more attack.": "它每站立 1 秒，就多一次攻击。",
 "Every second the plant stands, from the moment it is summoned until it crumbles.": "从被召唤起直到崩解，植物存在的每一秒。",
 "Every second, Wound value on all body parts decreases by {0}% of max health.": "每秒，所有身体部位的伤口值减少最大生命值的 {0}%。",
 "Every second, all body parts recover health (excluding Wound) equal to {0}% of max health.": "每秒，所有身体部位恢复相当于最大生命值 {0}% 的生命值（伤口除外）。",
 "Every second, restores health equal to 25% of the missing": "每秒恢复生命值，数额为缺失的",
 "Every second, restores health equal to 25% of the missing [STATUS_HealthHead] plus 25% of the missing [STATUS_HealthBody].": "每秒恢复生命值，数额为缺失的 [STATUS_HealthHead] 的 25%，再加上缺失的 [STATUS_HealthBody] 的 25%。",
 "Every second, restores health equal to 25% of the missing 头部生命值 plus 25% of the missing 躯干生命值.": "每秒恢复生命值，数额为缺失头部生命值的 25% 加上缺失躯干生命值的 25%。",
 "Every second, restores health equal to 25% of the missing 头部生命值 plus 25% of the missing...": "每秒恢复生命值，数额为缺失头部生命值的 25% 加上缺失...",
 "Every settler has a": "每位开拓者都有一个",
 "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...": "每位开拓者都有心情属性（界面量表最高为 30），它默默驱动整个管理层。心情高于 0 会使压力下降；心情低于 0 会使...",
 "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 人类, 蜥蜴人, 精灵, 狼人 are recruitable in DS_B.0.4.19 - the rest are in the data but gated. See also": "每位开拓者在生成时抽取种族；种族特质决定武器/魔法资质、工作能力修正、天赋抽取范围、出身池和饮食习性。DS_B.0.4.19 中仅 人类、蜥蜴人、精灵、狼人 可招募 - 其余在数据中但被锁定。另见",
 "Every skill in the game.": "游戏里的每一项技能。",
 "Every soul stone, the monster that drops it and the skill it teaches": "每颗灵魂石、掉落它的怪物以及它传授的技能",
 "Every spray the plant makes while it stands. The cadence is driven by the routine's own counter, not by a skill cooldown.": "植物站立期间的每一次喷雾。节奏由程序自己的计数器驱动，不是技能冷却。",
 "Every sprite animation extracted from the game, playing live: the training scarecrow's hit recoil, all": "从游戏中提取的全部精灵图动画，实时播放：训练用稻草人的受击后仰，全部",
 "Every step but the last also accepts leaving the tutorial (an": "除最后一步外，每一步也接受离开教程（一个",
 "Every stone on the ladder has a source in this build.": "本版本阶梯上的每颗石头都有来源。",
 "Every table as JSON, plus llms.txt and AGENTS.md": "每张表的 JSON，以及 llms.txt 和 AGENTS.md",
 "Every table below is the exact JSON parsed from the game's data files (DS_B.0.4.19, Steam build 25154317, extracted 2026-09-06). Also see": "以下每张表都是从游戏数据文件解析出的精确 JSON（DS_B.0.4.19，Steam 构建 25154317，提取于 2026-09-06）。另见",
 "Every time a campaign loads, the game resets every region to locked. It then walks the regions whose": "每次加载战役时，游戏会将所有区域重置为锁定。然后遍历那些",
 "Every tree is already active on this background.": "此出身下所有技能树均已启用。",
 "Every unit has 6": "每个单位有 6 项",
 "Every unit has 6 major stats and a separate talent rating for each one. The talent rating decides how much that stat grows each time the unit levels up. Rati...": "每个单位有 6 项主属性，且每一项都有单独的天赋等级。天赋等级决定该单位每次升级时该属性成长多少。...",
 "Every unit has a background - it sets the class trees and the starting gear.": "每个单位都有出身 - 出身决定职业技能树和初始装备。",
 "Every unit, building and item, with per-entity component data (stats, affecters, skills)": "每个单位、建筑和物品，以及各实体的组件数据（属性、效果施加者、技能）",
 "Every value comes straight from the game's own tables (StatusValueTable, GameSystemTable, TraitTable, ItemTable). The in-page self-test checks the maths.": "所有数值均直接取自游戏自身的表格（StatusValueTable、GameSystemTable、TraitTable、ItemTable）。页面内的自检会检查计算结果。",
 "Every weapon, piece of armor and workstation has a": "每把武器、每件护甲和工作台都有一个",
 "Every {0} basic attacks apply {2} 出血 for {1} seconds.": "Every {0} basic attacks apply {2} 出血 持续 {1} 秒。",
 "Everything above in one table. \"Effect\" is from the monster's point of view - how easily it picks you up.": "以上内容收进一张表。\"效果\"是从怪物的角度看 - 它有多容易发现你。",
 "Everything in the workshop is entwined like grapevines. Human sweat and fruit ming...": "作坊里的一切都像葡萄藤一样缠绕在一起。人类的汗水和果实混合着……",
 "Everything the game asks you to do, in three kinds.": "游戏要求你做的全部事项，共三类。",
 "Evolves from": "进化自",
 "Evolves into:": "进化为：",
 "Example flat stats": "固定属性示例",
 "Example percent stats": "百分比属性示例",
 "Example weapons": "示例武器",
 "Example: a 47 Physical Attack that crits deals 47 x 1.5 =": "示例：47 物理攻击力发生暴击时造成 47 x 1.5 =",
 "Example: a {#} s skill with {#} cooldown reduction waits {#} s.": "例如：表冷却 {#} 秒的技能，冷却缩减 {#} 时要等 {#} 秒。",
 "Examples": "示例",
 "Exclusive": "专属",
 "Execute threshold": "处决阈值",
 "Execute threshold = 20% × 600 =": "处决阈值 = 20% × 600 =",
 "Executed at or below": "处决阈值不高于",
 "Executes at ≤ 20% HP (non-boss)": "在 ≤ 20% HP 时处决（非首领）",
 "Executes on the next hit": "下次命中时处决",
 "Execution tree": "处决技能树",
 "Execution-tree skill": "处决技能树技能",
 "Executioner worked example.": "处刑者计算示例。",
 "Exp": "经验",
 "Exp Gained Bonus": "经验值获取加成",
 "Expand Your Base": "扩张据点",
 "Expand Your Base - Dungeon Settlers Wiki": "扩张据点 - Dungeon Settlers 维基",
 "Expand all": "全部展开",
 "Expand all equipment stats": "展开全部装备属性",
 "Expected count": "预期数量",
 "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.": "以等级上限的初始洛威尔为对照，按战斗难度档位显示预期命中伤害。菜单栏中设定的档位会高亮；选择已保存的单位即可使用该单位自己的抗性。",
 "Expected per cast": "每次施放期望值",
 "Expected per roll": "每次抽取期望",
 "Expected rooms per floor": "每层预期房间数",
 "Exped...": "探险...",
 "Expedition Horn Not Active": "探险号角未激活",
 "Expedition Horn Not Active - Dungeon Settlers Wiki": "探险号角未激活 - Dungeon Settlers 维基",
 "Expedition Horn Not Active icon": "探险号角未激活 图标",
 "Expedition Leader": "探险队长",
 "Expedition Member Death and Bodies": "探险队员死亡与遗体",
 "Expedition Rank 1": "探险等级 1",
 "Expedition Rank 2": "探险等级 2",
 "Expedition Rank 3": "探险等级 3",
 "Expedition Rank is": "探险等级为",
 "Expedition Rank is {#}": "探险等级为 {#}",
 "Expedition Rank is {#} or higher": "探险等级为 {#} 或更高",
 "Expedition Rank is 平平无奇": "探险等级为 平平无奇",
 "Expedition Rank is 平平无奇 or higher": "探险等级为 平平无奇 或更高",
 "Expedition Rank is 无足轻重": "探险等级为 无足轻重",
 "Expedition Rank is 변변찮은": "探险等级为 无足轻重",
 "Expedition Rank is 일반적인": "探险等级为 平平无奇",
 "Expedition Rank is 일반적인 or higher": "探险等级为 平平无奇 或更高",
 "Expedition Rank {#}": "探险等级 {#}",
 "Expedition Reputation Rank: how Contribution Points raise your Clan Rank, and what each rank unlocks": "探险等级：贡献点如何提升探险等级，以及每级解锁的内容",
 "Expedition Resolution": "探险决议",
 "Expedition Resolution is the settlement's own decision system. Every so often one is offered at base: a situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your Expedition Rank, then runs it as a quest until you meet its condition. 65 are written across 7 categories.": "探险决议是据点自身的决策系统。每隔一段时间，据点会提供一项：一个接下后有奖励的局面。游戏按类别加权，并受你的探险等级限制，随机抽出一项，然后以任务形式运行，直到你达成其条件。65 项分属 7 个类别。",
 "Expedition Resolution is the settlement's own decision system. Every so often one is offered at base: a situation with a reward for taking it on. The game picks one at random, weighted by category and gated by your Expedition Rank, then runs it as a quest until you meet its condition. {#} are written across {#} categories.": "探险决议是据点自身的决策系统。每隔一段时间，据点会提供一项：一个接下后有奖励的局面。游戏按类别加权，并受你的探险等级限制，随机抽出一项，然后以任务形式运行，直到你达成其条件。{#} 项分属 {#} 个类别。",
 "Expedition Resolutions": "探险决议",
 "Expedition Resolutions and 6 dungeon events; the full list, the refresh timer and the reroll price are on the": "探险决议和 6 个地下城事件；完整列表、刷新计时器和刷新价格见",
 "Expedition Resolutions and from 6 dungeon events. A resolution is a small task offered at base; completing it pays the points listed in its reward.": "项探险决议和 6 个地下城事件。决议是据点提供的小任务；完成它会获得奖励中列出的点数。",
 "Expedition Resolutions are switched off": "探险决议已关闭",
 "Expedition Resolutions are switched on": "探险决议已开启",
 "Expedition Resolutions are switched on; Expedition Resolutions are switched off": "探险决议已开启；探险决议已关闭",
 "Expedition Resolutions at this rank": "此探险等级的探险决议",
 "Expedition Support (3)": "探险支援 (3)",
 "Expedition: worsens the longer a unit stays in the dungeon": "探险：单位在地下城停留越久，效果越差",
 "ExpeditionHorn": "ExpeditionHorn",
 "ExpeditionHornNotActive": "ExpeditionHornNotActive",
 "ExpeditionPlanUI_AbandonedMine": "ExpeditionPlanUI_AbandonedMine",
 "ExpeditionTeamSupport3": "ExpeditionTeamSupport3",
 "Expeditions carry up to 4 units": "探险最多携带 4 个单位",
 "Expeditions drain mood. Each in-game day in the dungeon steps up a Dungeon Stay debuff (see": "探险会消耗心情。在地下城中每过一个游戏内天，地下城停留减益就会升高一层（见",
 "Experience Gained": "获得经验",
 "Experience gain +30%": "经验获得 +30%",
 "Experienced": "经验丰富的",
 "Experienced expedition members have now become the dependable backbone of the expedition. \"Now our expedition has reliable members who can hold everything together.\"": "Experienced 探险队员 have now become the dependable backbone of the expedition. \"Now our expedition has reliable members who can hold everything together.\"",
 "Expires after": "在之后失效",
 "Explain": "解释",
 "Explain clearly what you mean.": "请清楚地解释你的意思。",
 "Explode": "爆炸",
 "Explorers": "探险家",
 "Explorers Wanted": "招募探险家",
 "Explosion ×1, Spitting ×1": "爆炸 ×1，吐口水 ×1",
 "Exposed": "可见",
 "Exposed to player": "对玩家可见",
 "Extra = the damage the basic attack actually dealt x 10 x 0.01, published as a separate magic hit with a fixed value.": "额外 = 普通攻击实际造成的伤害 x 10 x 0.01，作为一次独立的固定值魔法命中发出。",
 "Extra durability-loss reduction": "额外耐久损耗减免",
 "Extra magic hit": "额外魔法命中",
 "Extra skill tree:": "额外技能树：",
 "Extra skill trees": "额外技能树",
 "Extraction date": "提取日期",
 "Extreme Exhaustion (Sleep speech bubble persists)": "极度疲惫（睡眠气泡持续）",
 "Extreme Hunger (Warning, prints once)": "极度饥饿（警告，仅显示一次）",
 "Extremely": "极其",
 "Extremely solid, unlikely to break.": "极其坚固，不易折断。",
 "Exudes": "散发着",
 "Exudes the scent of a lush forest, radiating warmth to the touch.": "散发出茂密森林的气息，触感温暖。",
 "Eye Ball Fixed": "眼球 固定",
 "Eye Ball Random": "眼球 随机",
 "Eye Ball Soul": "眼球灵魂",
 "Eye Ball Soul - Dungeon Settlers Wiki": "眼球灵魂 - Dungeon Settlers 维基",
 "Eye Ball Soul icon": "眼球灵魂 图标",
 "Eyes": "眼睛",
 "FARMING_DustRoot": "FARMING_DustRoot",
 "FARMING_Oats": "FARMING_Oats",
 "FEMALE (11)": "女性 (11)",
 "FEMALE (66)": "女性 (66)",
 "FEMALE (69)": "女性 (69)",
 "FIRST KILL BONUS": "首次击杀奖励",
 "FIRST KILL ONLY (one time)": "仅首次击杀（一次性）",
 "FXTest": "FXTest",
 "Fabric": "布料",
 "Fabric Floor": "布料地板",
 "Face": "面部",
 "Faction": "派系",
 "FactionCoin": "FactionCoin",
 "Faction_": "Faction_",
 "Factor": "因素",
 "FadeTime": "FadeTime",
 "Fail Find Food": "寻找食物失败",
 "Faith": "信仰",
 "Fallenl Pillar1": "倾倒柱1",
 "Fallenl Pillar1 - Dungeon Settlers Wiki": "倾倒柱1 - Dungeon Settlers 维基",
 "Fantastic Research Lab: +210%": "极佳的研究室：+210%",
 "Farm (1)": "农田 (1)",
 "Farmed": "种植",
 "Farming one floor to 0": "把一层刷到 0",
 "Farming)": "农业)",
 "Farming.": "农业。",
 "FarmingCapability": "FarmingCapability",
 "Farthest distance in tiles this attack can reach. 1 = melee (adjacent).": "此攻击能到达的最远格数。1 = 近战（相邻）。",
 "Farthest distance in tiles this skill can reach. 1 = melee (adjacent); 0 = self / centred on the caster.": "此技能能到达的最远格数。1 = 近战（相邻）；0 = 自身 / 以施法者为中心。",
 "Fast": "快速",
 "Fast Cooking": "快速烹饪",
 "Fast learner but burns out.": "学得快，但会过劳。",
 "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.": "学得快，但会过劳。[Growth Fatigue] 是人类在经验达到上限时获得的减益，用来平衡其更快的升级速度。",
 "FatUnisex": "FatUnisex",
 "Feature request": "功能请求",
 "Feedback": "反馈",
 "Feedback & Bug Reports": "反馈与错误报告",
 "Feedback & Bug Reports - Dungeon Settlers Wiki": "反馈与错误报告 - Dungeon Settlers 维基",
 "FeedingWorkload": "FeedingWorkload",
 "Feels": "感觉",
 "Feels damp and slippery to the touch.": "摸起来湿滑。",
 "Female Gloth Random1": "雌性格洛斯 随机1",
 "Female Gloth Random2": "雌性格洛斯 随机2",
 "FemaleGloth": "FemaleGloth",
 "Female_Aggressive": "Female_Aggressive",
 "Female_Cautious": "Female_Cautious",
 "Female_Cool": "Female_Cool",
 "Female_Kind": "Female_Kind",
 "Female_leisurely": "Female_leisurely",
 "Fences off part of the map": "围起地图的一部分",
 "Fertile Farmland 1": "肥沃农田 1",
 "Fertile Farmland 2": "肥沃农田 2",
 "Fertile Farmland 3": "肥沃农田 3",
 "Fertile Farmland 4": "肥沃农田 4",
 "Fertile Farmland 5": "肥沃农田 5",
 "Festeri...": "费斯特里...",
 "Festering": "溃烂",
 "Festering Burrow Boss Chain Knight Sentinel": "溃烂地穴首领链甲骑士哨兵",
 "Festering Burrow Common Boss Entry": "溃烂地穴普通首领入口",
 "Festering Burrow Common Boss Vertical Corridor": "溃烂地穴普通首领垂直走廊",
 "Festering Burrow Common Combat Middle1": "溃烂地穴 普通战斗 中部1",
 "Festering Burrow Common Combat Middle10": "溃烂地穴 普通战斗 中部10",
 "Festering Burrow Common Combat Middle11": "溃烂地穴 普通战斗 中部11",
 "Festering Burrow Common Combat Middle2": "溃烂地穴 普通战斗 中部2",
 "Festering Burrow Common Combat Middle3": "溃烂地穴 普通战斗 中部3",
 "Festering Burrow Common Combat Middle4": "溃烂地穴 普通战斗 中部4",
 "Festering Burrow Common Combat Middle5": "溃烂地穴 普通战斗 中部5",
 "Festering Burrow Common Combat Middle6": "溃烂地穴 普通战斗 中部6",
 "Festering Burrow Common Combat Middle7": "溃烂地穴 普通战斗 中部7",
 "Festering Burrow Common Combat Middle8": "溃烂地穴 普通战斗 中部8",
 "Festering Burrow Common Combat Middle9": "溃烂地穴 普通战斗 中部9",
 "Festering Burrow Common Combat Small1": "溃烂地穴 普通战斗 小型1",
 "Festering Burrow Common Combat Small3": "溃烂地穴 普通战斗 小型3",
 "Festering Burrow Common Combat Small4": "溃烂地穴 普通战斗 小型4",
 "Festering Burrow Common Combat Small5": "溃烂地穴普通战斗小型5",
 "Festering Burrow Common Combat Small6": "溃烂地穴 普通战斗 小型6",
 "Festering Burrow Common Core1": "溃烂地穴 普通核心1",
 "Festering Burrow Common Elite Elder Gloth1": "溃烂地穴 普通精英 格洛斯长老1",
 "Festering Burrow Common Elite Middle1": "溃烂地穴 普通精英 中型1",
 "Festering Burrow Common Elite Treasure Luxurious1": "溃烂地穴 普通精英宝物 豪华1",
 "Festering Burrow Common Elite Treasure Luxurious2": "溃烂地穴 普通精英宝物 豪华2",
 "Festering Burrow Common Elite Treasure Modest1": "溃烂地穴 普通精英宝物 朴素1",
 "Festering Burrow Common Elite Treasure Sturdy1": "溃烂地穴 普通精英宝物 坚固1",
 "Festering Burrow Common Elite Treasure Sturdy2": "溃烂地穴 普通精英宝物 坚固2",
 "Festering Burrow Common Event Abandoned Campsite": "溃烂地穴 普通事件 废弃营地",
 "Festering Burrow Common Event Abandoned Grave": "溃烂地穴 普通事件 废弃坟墓",
 "Festering Burrow Common Event Abandoned Room1": "溃烂地穴 普通事件 废弃房间1",
 "Festering Burrow Common Event Codex Level2": "溃烂地穴 普通事件 宝典等级2",
 "Festering Burrow Common Event Devric Worship Site": "溃烂地穴 普通事件 德弗里克崇拜之地",
 "Festering Burrow Common Event Dirty Corpses": "溃烂地穴 普通事件 被亵渎的尸体",
 "Festering Burrow Common Event Discarded Magic Power Device": "溃烂地穴 普通事件 废弃魔力装置",
 "Festering Burrow Common Event Discarded Specimen": "溃烂地穴 普通事件 废弃样本",
 "Festering Burrow Common Event Goblin Village Stage1": "溃烂地穴 普通事件 哥布林村庄 阶段 1",
 "Festering Burrow Common Event Goblin Village Stage2": "溃烂地穴 普通事件 哥布林村庄 阶段2",
 "Festering Burrow Common Event Junk Heap1": "溃烂地穴 普通事件 垃圾堆1",
 "Festering Burrow Common Event Junk Heap2": "溃烂地穴 普通事件 垃圾堆2",
 "Festering Burrow Common Event Junk Heap3": "溃烂地穴普通事件垃圾堆3",
 "Festering Burrow Common Event Magic Scrap Pile": "溃烂地穴 普通事件 魔法废料堆",
 "Festering Burrow Common Event Meat Grub1": "溃烂地穴 普通事件 肉蛆1",
 "Festering Burrow Common Event Meat Grub2": "溃烂地穴 普通事件 肉蛆2",
 "Festering Burrow Common Event Merchant": "溃烂地穴 普通事件 商人",
 "Festering Burrow Common Event Strange Niche": "溃烂地穴 普通事件 奇异缝隙",
 "Festering Burrow Common Event Xenon": "溃烂地穴 普通事件 科赛农",
 "Festering Burrow Common Goddess": "溃烂地穴 普通女神",
 "Festering Burrow Common Hard Combat Middle1": "溃烂地穴 普通困难战斗 中部1",
 "Festering Burrow Common Hard Combat Middle2": "溃烂地穴 普通困难战斗 中部2",
 "Festering Burrow Common Hard Combat Middle3": "溃烂地穴 普通困难战斗 中部3",
 "Festering Burrow Common Hard Combat Middle4": "溃烂地穴 普通困难战斗 中部4",
 "Festering Burrow Common Resource Blue Crystal Small1": "溃烂地穴 普通资源 蓝水晶 小型1",
 "Festering Burrow Common Resource Blue Crystal1": "溃烂地穴 普通资源 蓝水晶1",
 "Festering Burrow Common Resource Copper": "溃烂地穴 普通资源 铜",
 "Festering Burrow Common Resource Copper Small1": "溃烂地穴 普通资源 铜 小型1",
 "Festering Burrow Common Resource Copper Small2": "溃烂地穴 普通资源 铜 小型2",
 "Festering Burrow Common Resource Dirt Rock Small1": "溃烂地穴 普通资源 土岩 小型1",
 "Festering Burrow Common Resource Dirt Rock Small2": "溃烂地穴 普通资源 土岩 小型2",
 "Festering Burrow Common Resource Dirt Rock Small3": "溃烂地穴 普通资源 土岩 小型3",
 "Festering Burrow Common Resource Dirt Rock1": "溃烂地穴 普通资源 土岩1",
 "Festering Burrow Common Resource Dirt Rock2": "溃烂地穴 普通资源 土岩2",
 "Festering Burrow Common Resource Dirt Rock3": "溃烂地穴普通资源泥土岩石3",
 "Festering Burrow Common Resource Green Crystal Small1": "溃烂地穴 普通资源 绿水晶 小型1",
 "Festering Burrow Common Resource Green Crystal1": "溃烂地穴 普通资源 绿水晶1",
 "Festering Burrow Common Resource Mushroom": "溃烂地穴普通资源蘑菇",
 "Festering Burrow Common Resource Mushroom2": "溃烂地穴普通资源蘑菇2",
 "Festering Burrow Common Resource Red Crystal Small1": "溃烂地穴 普通资源 红水晶 小型1",
 "Festering Burrow Common Resource Red Crystal1": "溃烂地穴 普通资源 红水晶1",
 "Festering Burrow Common Resource Silver Small1": "溃烂地穴 普通资源 银 小型1",
 "Festering Burrow Common Resource Silver Small2": "溃烂地穴 普通资源 银 小型2",
 "Festering Burrow Common Resource Silver Small3": "溃烂地穴 普通资源 银 小型3",
 "Festering Burrow Common Treasure Luxurious1": "溃烂地穴 普通宝物 豪华1",
 "Festering Burrow Common Treasure Modest1": "溃烂地穴 普通宝物 朴素1",
 "Festering Burrow Common Treasure Sturdy1": "溃烂地穴 普通宝物 坚固1",
 "Festering Burrow Common Treasure Sturdy2": "溃烂地穴 普通宝物 坚固2",
 "Festering Burrow F1-F3": "溃烂地穴 F1-F3",
 "Festering Burrow F1-F4": "溃烂地穴 F1-F4",
 "Festering Burrow F2": "溃烂地穴 F2",
 "Festering Burrow F2-F4": "溃烂地穴 F2-F4",
 "Festering Burrow F3-F4": "溃烂地穴 F3-F4",
 "Festering Burrow F4": "溃烂地穴 F4",
 "Festering Burrow F5": "溃烂地穴 F5",
 "Festering Burrow Merchant": "溃烂地穴商人",
 "Festering Burrow Merchant - Dungeon Settlers Wiki": "溃烂地穴商人 - Dungeon Settlers 维基",
 "Festering Burrow Merchant icon": "溃烂地穴商人 图标",
 "Festering Burrow Phase1 Combat1": "溃烂地穴阶段1战斗1",
 "Festering Burrow Phase1 Combat2": "溃烂地穴阶段1战斗2",
 "Festering Burrow Phase1 Combat3": "溃烂地穴阶段1战斗3",
 "Festering Burrow Phase1 Hard Combat1": "Festering Burrow 阶段1 困难战斗1",
 "Festering Burrow Phase1 Hard Combat2": "Festering Burrow 阶段1 困难战斗2",
 "Festering Burrow Phase1 Hard Combat3": "Festering Burrow 阶段1 困难战斗3",
 "Festering Burrow Phase2 Combat1": "溃烂地穴阶段2战斗1",
 "Festering Burrow Phase2 Combat2": "溃烂地穴阶段2战斗2",
 "Festering Burrow Phase2 Combat3": "溃烂地穴阶段2战斗3",
 "Festering Burrow Phase2 Combat4": "溃烂地穴 阶段2 战斗4",
 "Festering Burrow Phase2 Combat5": "溃烂地穴 阶段2 战斗5",
 "Festering Burrow Phase2 Hard Combat1": "Festering Burrow 阶段2 困难战斗1",
 "Festering Burrow Phase2 Hard Combat2": "Festering Burrow 阶段2 困难战斗2",
 "Festering Burrow Phase2 Hard Combat3": "Festering Burrow 阶段2 困难战斗3",
 "Festering Burrow Phase2 Hard Combat4": "Festering Burrow 阶段2 困难战斗4",
 "Festering Burrow Phase2 Patrol Beast1": "Festering Burrow 阶段2 巡逻野兽1",
 "Festering Burrow Phase3 Combat1": "溃烂地穴阶段3战斗1",
 "Festering Burrow Phase3 Combat2": "溃烂地穴阶段3战斗2",
 "Festering Burrow Phase3 Combat3": "溃烂地穴阶段3战斗3",
 "Festering Burrow Phase3 Combat4": "溃烂地穴阶段3战斗4",
 "Festering Burrow Phase3 Combat5": "溃烂地穴阶段3战斗5",
 "Festering Burrow Phase3 Combat6": "溃烂地穴 阶段3 战斗6",
 "Festering Burrow Phase3 Hard Combat1": "Festering Burrow 阶段3 困难战斗1",
 "Festering Burrow Phase3 Hard Combat2": "Festering Burrow 阶段3 困难战斗2",
 "Festering Burrow Phase3 Hard Combat3": "Festering Burrow 阶段3 困难战斗3",
 "Festering Burrow Phase3 Hard Combat4": "Festering Burrow 阶段3 困难战斗4",
 "Festering Burrow Phase4 Combat1": "溃烂地穴阶段4战斗1",
 "Festering Burrow Phase4 Combat2": "溃烂地穴阶段4战斗2",
 "Festering Burrow Phase4 Combat3": "溃烂地穴阶段4战斗3",
 "Festering Burrow Phase4 Combat4": "溃烂地穴阶段4战斗4",
 "Festering Burrow Phase4 Combat5": "溃烂地穴阶段4战斗5",
 "Festering Burrow Phase4 Hard Combat1": "Festering Burrow 阶段4 困难战斗1",
 "Festering Burrow Phase4 Hard Combat2": "Festering Burrow 阶段4 困难战斗2",
 "Festering Burrow Phase4 Hard Combat3": "Festering Burrow 阶段4 困难战斗3",
 "Festering Burrow Phase4 Hard Combat4": "Festering Burrow 阶段4 困难战斗4",
 "Festering Burrow Phase4 Hard Combat5": "Festering Burrow 阶段4 困难战斗5",
 "Festering Burrow Safe Floor Giant Stone Golem": "溃烂地穴 安全层 巨石魔像",
 "Festering Burrow Safe Floor Portal": "溃烂地穴安全层传送门",
 "Festering Burrow only opens after The Veil of Silence is cleared. See": "溃烂地穴仅在通关寂静帷幕后开启。参见",
 "Festering Burrow only: monsters there get +10% Max HP. Stacks with Forest of Beasts (different region). No effect on Veil Silence or other regions.": "仅溃烂地穴：该处怪物获得 +10% 最大 HP。与野兽森林（不同区域）叠加。对寂静帷幕或其他区域无效。",
 "Festering Burrow template": "溃烂地穴模板",
 "Festering Burrow's safe floor is the Golem memorial. Its template (": "溃烂地穴的安全层是魔像纪念物。其模板 (",
 "FesteringBurrow": "FesteringBurrow",
 "Fewer than 1": "少于 1",
 "Fewer than 2": "少于 2",
 "Fewer than 3": "少于 3",
 "Fewer than {#} {#} set up": "已设置不足 {#} 个 {#}",
 "Field": "领域",
 "Field Repair": "野外修理",
 "Fighter": "斗士",
 "File": "文件",
 "Fillers/overlaps are approximate: the basic attack and skill casts are summed as independent streams, not a frame-accurate timeline.": "填充/重叠为近似：普通攻击与技能施放按独立流相加，不是逐帧时间轴。",
 "Fills hunger and gains mood.": "填补饥饿并提升心情。",
 "Filter": "筛选",
 "Filter backgrounds by the clan rank they can first be rolled at": "按出身首次可抽取的探险等级筛选",
 "Filter backgrounds by the stat bonus they grant": "按出身提供的属性加成筛选",
 "Filter backgrounds or trees...": "筛选出身或技能树...",
 "Filter buildings...": "筛选建筑...",
 "Filter by": "筛选",
 "Filter by bonus": "按加成筛选",
 "Filter by effect": "按效果筛选",
 "Filter by item, node or monster...": "按物品、节点或怪物筛选...",
 "Filter by key or comment...": "按键名或注释筛选...",
 "Filter by name or dropped item...": "按名称或掉落物品筛选...",
 "Filter by name or trait...": "按名称或特质筛选...",
 "Filter inscriptions by the stat bonus they grant": "按铭文提供的属性加成筛选",
 "Filter research...": "筛选研究...",
 "Filter resolutions...": "筛选探险决议...",
 "Filter resolutions…": "筛选探险决议...",
 "Filter scenes...": "筛选场景...",
 "Filter scenes…": "筛选场景...",
 "Filter tables...": "筛选表格...",
 "Filter the grid below by name or effect...": "按名称或效果筛选下方网格...",
 "Filter...": "筛选...",
 "Filthy Corpse Pile Room": "污秽尸堆房间",
 "Filthy Corpse Pile Room - Dungeon Settlers Wiki": "污秽尸堆房间 - Dungeon Settlers 维基",
 "Filthy Corpse Pile Room map": "污秽尸堆房间地图",
 "Final": "最终",
 "Final Reward": "最终奖励",
 "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)": "最终属性系统默认值（注意：按当前设计，生命属性的默认值必须设为 0，因为基础值稍后由技能处理）",
 "Final Stat system default value (Displayed as F0)": "最终属性系统默认值 (显示为 F0)",
 "Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)": "最终属性系统默认值 (显示为 F0) 每分钟恢复量（默认会下降）",
 "Final Stat system default value (Displayed as F0; actual processing applies DevValueConvertRatio_MovementSpeed)": "最终属性系统默认值（显示为 F0；实际处理会应用 DevValueConvertRatio_MovementSpeed）",
 "Final Stat system default value (Displayed as F1 percent)": "最终属性系统默认值（显示为 F1 百分比）",
 "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Nature": "最终属性系统默认值（显示为 F1 百分比）注意：需要改为自然",
 "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Water": "最终属性系统默认值（显示为 F1 百分比）注意：需要改为水",
 "Final Stat system default value (Displayed as F1)": "最终属性系统默认值（显示为 F1）",
 "Final Stat system default value (Displayed as F2) Number of hits per 1 real-time second at 1x speed": "最终属性系统默认值（显示为 F2）1 倍速下每 1 实时秒的命中次数",
 "Final stat": "最终属性",
 "FinalStats_": "FinalStats_",
 "Finally,": "终于，",
 "Finally, I got some recognition.": "终于，我得到了一些认可。",
 "Fine": "精良",
 "FineResult": "FineResult",
 "Finish": "完成",
 "Finish the tutorial": "完成教程",
 "Finished base": "建成基地",
 "Finishing the main story is a separate axis from clearing regions. The": "完成主线剧情与通关区域是两条分开的线。该",
 "Fire Cloak + Guard Barrier": "火焰披风 + 格挡屏障",
 "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.": "火焰披风是自身光环：持续 10 秒，每秒燃烧每个相邻敌人，并给你一层数值为魔法攻击力 150% 的护盾。因为燃烧是施加在敌人身上的减益，这些每秒施加也会触发格挡屏障（护盾 = 总最大生命值的 5%，持续 5 秒）。面对包围你的敌群，每秒会刷新多次，在火焰披风自身护盾之上叠一层新鲜护盾。加上生命之焰（爆发），每次施加燃烧还会按已损失生命值的 4% 治疗你。限制在于，也是它属于冷门而非过强的原因：光环只燃烧「相邻」敌人，所以需要一套站在近战距离的火焰法师构筑（火焰战斗法师解放武器，你可以在前排承伤）。后排火焰法师既不能稳定触发，也不需要护盾。",
 "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.": "火焰披风每秒对相邻敌人重新施加燃烧，因此格挡屏障每秒（每个敌人）重新触发一层最大 HP 5% 的护盾，只要你站在敌群中。",
 "Fire Magic tree (Become Fire)": "火焰魔法树（化火）",
 "Fire Magic tree (Blazing Echo, Incinerate, Explosion)": "火焰魔法树（炽热回响、焚烧、爆炸）",
 "Fire Magic tree (Fire Cloak)": "火魔法技能树（火焰披风）",
 "Fire Staff": "火焰法杖",
 "Fire mage": "火焰法师",
 "Fire staff, or Fire Battle Mage": "火焰法杖，或火焰战斗法师",
 "FireMagic": "FireMagic",
 "Fireproof Rat Rematch, 2 enemies ver.": "防火鼠再战，2 敌版本",
 "Fireproof Rat Rematch, 2 enemies ver. - Dungeon Settlers Wiki": "防火鼠再战，2 敌版本 - Dungeon Settlers 维基",
 "Fireproof Rat Rematch, 2 enemies ver. map": "防火鼠再战，2 敌版本地图",
 "First Affecter: Exhausted": "首次影响状态：精疲力尽",
 "First Affecter: Hight Stressed": "首次影响状态：压力大",
 "First Affecter: Hungry": "首次影响状态：饥饿",
 "First Affecter: Overloaded": "首次影响状态：超载",
 "First Affecter: Plant Rage": "首次影响状态：植物之怒",
 "First Item: Goddess Tears": "首次物品：女神之泪",
 "First Settlement Corpse": "首次据点尸体",
 "First Stat Ratio Under: Health Total 89": "首次属性比率低于：总生命值 89",
 "First UI: Entity Inventory": "首次界面：实体背包",
 "First UI: Entity Skill": "首次界面：实体技能",
 "First part:": "前半：",
 "First time here?": "第一次来？",
 "First-time trigger. Opens the handbook topic": "首次触发。打开手册主题",
 "FirstAnnihilation": "FirstAnnihilation",
 "FirstFarmArea": "FirstFarmArea",
 "FirstMiniDungeonArea": "FirstMiniDungeonArea",
 "Fit": "适应",
 "Fit width": "适应宽度",
 "Five tiers compared - material costs, respawns, mood tables": "五个档位对比 - 材料消耗、重生、心情表",
 "FixSubSkillTraits": "FixSubSkillTraits",
 "Fixed": "固定",
 "Fixed fraction of every hit": "每次命中的固定比例",
 "Fixed fraction of melee / magic hits": "近战 / 魔法命中的固定比例",
 "Fixed named settlers and the elf recruit set.": "固定具名开拓者和精灵招募组。",
 "Fixed recruit candidate presets - race, level, traits, talents.": "固定招募候选人预设 - 种族、等级、特质、天赋。",
 "Fixed-value": "固定值",
 "Flat": "固定",
 "Flat additions:": "固定加成：",
 "Flat per stack, ignores shields/barriers, and does not scale with attack power.": "每层固定值，无视护盾/屏障，且不随攻击力提高。",
 "Flat stat": "固定值",
 "Flesh tears": "肉体被撕裂",
 "Flesh tears away, but shards of bone remain.": "血肉被撕裂，但骨头碎片仍然残留。",
 "Flexible and lightweight, suitable for": "柔韧且轻便，适合",
 "Flexible and lightweight, suitable for long-term wear.": "柔韧且轻便，适合 long-term wear.",
 "FloatValues": "FloatValues",
 "FloatValues) - it does": "FloatValues) - 并",
 "Floor": "层",
 "Floor -> phase": "层 -> 阶段",
 "Floor 1": "第1层",
 "Floor 10": "第 10 层",
 "Floor 11": "第 11 层",
 "Floor 12": "第 12 层",
 "Floor 13": "第 13 层",
 "Floor 14": "第 14 层",
 "Floor 15": "第 15 层",
 "Floor 16": "第 16 层",
 "Floor 17": "第 17 层",
 "Floor 18": "第 18 层",
 "Floor 19": "第 19 层",
 "Floor 2": "第 2 层",
 "Floor 20": "第 20 层",
 "Floor 3": "第 3 层",
 "Floor 3+ Common Horizontal Corridor 1": "3 层及以上 普通横向走廊 1",
 "Floor 3+ Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "3 层及以上 普通横向走廊 1 - Dungeon Settlers 维基",
 "Floor 3+ Common Horizontal Corridor 1 map": "3 层及以上 普通横向走廊 1 地图",
 "Floor 3+ Common Horizontal Corridor 2": "3 层及以上 普通横向走廊 2",
 "Floor 3+ Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "3 层及以上 普通横向走廊 2 - Dungeon Settlers 维基",
 "Floor 3+ Common Horizontal Corridor 2 map": "3 层及以上 普通横向走廊 2 地图",
 "Floor 3+ Common Horizontal Corridor 3": "3 层及以上 普通横向走廊 3",
 "Floor 3+ Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "3 层及以上 普通横向走廊 3 - Dungeon Settlers 维基",
 "Floor 3+ Common Horizontal Corridor 3 map": "3 层及以上 普通横向走廊 3 地图",
 "Floor 3+ Common Vertical Corridor 1": "3 层及以上 普通纵向走廊 1",
 "Floor 3+ Common Vertical Corridor 1 - Dungeon Settlers Wiki": "3 层及以上 普通纵向走廊 1 - Dungeon Settlers 维基",
 "Floor 3+ Common Vertical Corridor 1 map": "3 层及以上 普通纵向走廊 1 地图",
 "Floor 3+ Common Vertical Corridor 2": "3 层及以上 普通纵向走廊 2",
 "Floor 3+ Common Vertical Corridor 2 - Dungeon Settlers Wiki": "3 层及以上 普通纵向走廊 2 - Dungeon Settlers 维基",
 "Floor 3+ Common Vertical Corridor 2 map": "3 层及以上 普通纵向走廊 2 地图",
 "Floor 4": "第 4 层",
 "Floor 5": "第 5 层",
 "Floor 6": "第 6 层",
 "Floor 7": "第 7 层",
 "Floor 8": "第 8 层",
 "Floor 9": "第 9 层",
 "Floor rotation": "层轮换",
 "Floor {#}": "第 {#} 层",
 "Floor {#} (internal phase {#}).": "第 {#} 层（内部阶段 {#}）。",
 "Floor10_Treasure": "Floor10_Treasure",
 "Floor10_Treasure - Dungeon Settlers Wiki": "Floor10_Treasure - Dungeon Settlers 维基",
 "Floor10_Treasure map": "Floor10_Treasure 地图",
 "Floor11_Treasure": "Floor11_Treasure",
 "Floor11_Treasure - Dungeon Settlers Wiki": "Floor11_Treasure - Dungeon Settlers 维基",
 "Floor11_Treasure map": "Floor11_Treasure 地图",
 "Floor15_Treasure": "Floor15_Treasure",
 "Floor15_Treasure - Dungeon Settlers Wiki": "Floor15_Treasure - Dungeon Settlers 维基",
 "Floor15_Treasure map": "Floor15_Treasure 地图",
 "Floor1_Treasure": "Floor1_Treasure",
 "Floor1_Treasure - Dungeon Settlers Wiki": "Floor1_Treasure - Dungeon Settlers 维基",
 "Floor1_Treasure map": "Floor1_Treasure 地图",
 "Floor5_Treasure": "Floor5_Treasure",
 "Floor5_Treasure - Dungeon Settlers Wiki": "Floor5_Treasure - Dungeon Settlers 维基",
 "Floor5_Treasure map": "Floor5_Treasure 地图",
 "Floor6_Treasure": "Floor6_Treasure",
 "Floor6_Treasure - Dungeon Settlers Wiki": "Floor6_Treasure - Dungeon Settlers 维基",
 "Floor6_Treasure map": "Floor6_Treasure 地图",
 "Floor_": "Floor_",
 "Floors": "层",
 "Floors 10, 20": "第 10、20 层",
 "Floors on record: {#} exact": "已记录的层：{#} 层精确",
 "Floors per region": "每个区域的层数",
 "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.": "战潮寻者（战士）会在你使用单体近战技能时对目标施加暴露的弱点。暴露的弱点是减益，所以每次施加都会触发格挡屏障。依赖单体技能的近战单位因此只要攻击就会不断刷新护盾。这与战潮寻者 + 刀魂用的是同一个触发，所以一个被动同时支付防御（护盾）和进攻（必定暴击 / 能量）。两件都是被动，所以不占技能循环。",
 "Flow Seeker + Blade Spirit": "寻流者 + 刀刃之魂",
 "Flow Seeker + Guard Barrier": "战潮寻者 + 格挡屏障",
 "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.": "战潮寻者每次你使用单体近战技能都会对敌人施加暴露的弱点，因此格挡屏障每次这样施放都会重新触发 - 同一个暴露的弱点也驱动下方的能量循环。",
 "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.": "寻流者的“暴露弱点”使你的攻击必定暴击；刀刃之魂在每次近战暴击时返还能量--这是游戏中唯一能恢复能量的被动技能。你的攻击将自给自足。",
 "Flower Random": "花 随机",
 "Flower Remnant": "花遗迹",
 "Flower Remnant - Dungeon Settlers Wiki": "花遗迹 - Dungeon Settlers 维基",
 "Flute": "长笛",
 "Focus your mind and launch a flaming projectile that deals magic damage equal to {0}% of": "集中精神后发射火焰投射物，造成相当于 {0}% 的魔法伤害，数值基于",
 "Focus your mind and launch a flaming projectile that deals magic damage equal to {0}% of 魔法攻击力 to all units within range and applies {2} 燃烧 for {1} seconds. This attack can also damage allies.": "集中精神后发射火焰投射物，造成相当于 {0}% 的魔法伤害，数值基于 魔法攻击力 对范围内的所有单位 range and applies {2} 燃烧 持续 {1} 秒。 This attack can also damage allies.",
 "Focus your mind and launch a flaming projectile that deals magic damage equal to {0}% of 魔法攻击力 to all units within range. Damage increases by 燃烧 stacks on the target * {1}. This attack can also damage allies.": "集中精神后发射火焰投射物，造成相当于 {0}% 的魔法伤害，数值基于 魔法攻击力 对范围内的所有单位 range. Damage increases by 燃烧 stacks on the target * {1}. This attack can also damage allies.",
 "Focuses": "集中",
 "Focuses the mind, gaining": "集中精神，获得",
 "Focuses the mind, gaining 猛攻 and 加固 (Fortification) for {0} seconds.": "集中精神，获得 猛攻 and 加固 (Fortification) 持续 {0} 秒。",
 "Focuses the mind, gaining 猛攻 and 加固 (Fortification) for {0} seconds. This skill is planned for a future update.": "集中精神，获得 猛攻 and 加固 (Fortification) 持续 {0} 秒。 This skill is planned for a future update.",
 "Fog of war cleared on": "战争迷雾已清除：",
 "Fold all": "全部折叠",
 "Fold sidebar categories": "折叠侧边栏分类",
 "Folds the": "将",
 "Following": "跟随",
 "Food": "食物",
 "Food & Mood": "食物与心情",
 "Food & Mood - Dungeon Settlers Wiki": "食物与心情 - Dungeon Settlers 维基",
 "Food & Mood guide": "食物与心情指南",
 "Food penalty": "食物惩罚",
 "Food quality requirement by level": "按等级的食物品质要求",
 "Food, mood and research economy.": "食物、心情与研究经济。",
 "FoodHolding": "FoodHolding",
 "FoodIntake": "FoodIntake",
 "FoodPenalty": "FoodPenalty",
 "FoodWarningDays": "FoodWarningDays",
 "FootStep": "FootStep",
 "Footprint": "占地面积",
 "Footstep ×4, Death ×1": "脚步声 ×4，死亡 ×1",
 "For": "对于",
 "For 10 seconds: a shield of 150% Magic Attack; adjacent enemies take 30% Magic Attack per second and 1 Burning stack for 2 seconds.": "持续 10 秒：获得 150% 魔法攻击力的护盾；相邻敌人每秒受到 30% 魔法攻击力，并施加 1 层燃烧，持续 2 秒。",
 "For 180 seconds, attack speed increases by 30%.": "180 秒内，攻击速度提高 30%。",
 "For 180 seconds, critical hit rate increases by 15%": "180 秒内，暴击几率提高 15%",
 "For 180 seconds, evasion rate increases by 15%": "180 秒内，闪避几率提高 15%",
 "For 180 seconds, hit rate increases by 30%": "180 秒内，命中率提高 30%",
 "For 180 seconds, lifesteal increases by 10%.": "180 秒内，生命吸取提高 10%。",
 "For 180 seconds, magic attack power increases by 30%": "180 秒内，魔法攻击力提高 30%",
 "For 180 seconds, movement speed increases by 30%.": "180 秒内，移动速度提高 30%。",
 "For 180 seconds, physical attack power increases by 30%": "180 秒内，物理攻击力提高 30%",
 "For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "持续 8 秒：普通攻击变为 3 次打击，每次为 60% 物理攻击力。",
 "For AI agents & tools": "面向 AI 智能体 & 工具",
 "For Alert use: appropriate number of days' worth of food to keep on hand": "供警报使用：手头应备有的适当天数的食物",
 "For Third Playtester UI Description": "此UI仅供测试人员使用。它允许你跳过教程并解锁所有内容。",
 "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.": "片刻之间，你的劝说似乎让房间平静下来，但探险队员的不满并未轻易消退。{0}再次提高了声音。“别再用甜言蜜语安抚我们了！我们已经忍够了，安静听演讲的时候早就过去了！”抱怨声越来越大，房间里的紧张气氛进一步加剧。不幸的是，你的尝试失败了，他们仍用愤怒与疲惫的眼神盯着你。局势越发危险，队员们的压力随时都可能爆发。讨论结束时，什么也没有解决，只剩沉重的沉默悬在空中。",
 "For contrast, a few commonly-assumed \"caps\" have no ceiling in the game data:": "作为对照，一些常被当成“上限”的效果在游戏数据里并没有封顶：",
 "For day display": "用于日期显示",
 "For each removed vine, the creep inside its coverage circle disappears unless another vine still covers the tile. The exposed ground is added to the playable map (terrain is built around it and the map bounds grow).": "每移除一根藤蔓，其覆盖圆内的蔓延就会消失，除非另一根藤蔓仍覆盖该地块。露出的地面会加入可玩地图（会在周围生成地形，地图边界也会扩大）。",
 "For people of the continent, having no proper place to pray to the Goddess is something to...": "作为大陆人，没有一个能向女神祈祷的正式场所，是应该...",
 "For use in the dungeon alert window: at least one equipped item has durability at or below {0}": "供地下城警报窗口使用：至少一件已装备物品的耐久度不高于 {0}",
 "For use in the dungeon alert window: there is no minimum quantity of arrows needed per unit": "供地下城警报窗口使用：每个单位没有所需箭的最低数量",
 "Force enemies to attack you, then convert the hits you take into Barrier. Pure frontline tanking.": "强制敌人攻击你，然后将你受到的攻击转化为屏障。纯粹的前线坦克。",
 "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.": "强制敌人攻击你，然后将你受到的每次攻击的20%转化为屏障。嘲讽本身是一个减益效果，所以它也会触发格挡屏障。",
 "ForceRestEnoughSleepCondition": "ForceRestEnoughSleepCondition",
 "Forced region": "强制区域",
 "Forces the target to attack whoever taunted it first.": "强制目标攻击最先嘲讽它的人。",
 "Forcibly": "强制",
 "Forest": "Forest",
 "Forest Bush Random": "森林灌木 随机",
 "Forest Bush Remnant": "森林灌木遗迹",
 "Forest Bush Remnant - Dungeon Settlers Wiki": "森林灌木遗迹 - Dungeon Settlers 维基",
 "Forest Godness Ancient Wall": "森林女神古代墙",
 "Forest Godness Ancient Wall - Dungeon Settlers Wiki": "森林女神古代墙 - Dungeon Settlers 维基",
 "Forest Godness Ancient Wall2": "森林女神古代墙2",
 "Forest Godness Ancient Wall2 - Dungeon Settlers Wiki": "森林女神古代墙2 - Dungeon Settlers 维基",
 "Forest Godness Ancient Wall3": "森林女神古代墙3",
 "Forest Godness Ancient Wall3 - Dungeon Settlers Wiki": "森林女神古代墙3 - Dungeon Settlers 维基",
 "Forest Godness Ancient Wall4": "森林女神古代墙4",
 "Forest Godness Ancient Wall4 - Dungeon Settlers Wiki": "森林女神古代墙4 - Dungeon Settlers 维基",
 "Forest Godness Ancient Wall5": "森林女神古代墙5",
 "Forest Godness Ancient Wall5 - Dungeon Settlers Wiki": "森林女神古代墙5 - Dungeon Settlers 维基",
 "Forest Godness Ancient Wall6": "森林女神古代墙6",
 "Forest Godness Ancient Wall6 - Dungeon Settlers Wiki": "森林女神古代墙6 - Dungeon Settlers 维基",
 "Forest Godness Pillar": "森林女神柱",
 "Forest Godness Pillar - Dungeon Settlers Wiki": "森林女神柱 - Dungeon Settlers 维基",
 "Forest Godness Pillar2": "森林女神柱2",
 "Forest Godness Pillar2 - Dungeon Settlers Wiki": "森林女神柱2 - Dungeon Settlers 维基",
 "Forest of Beasts +20%": "野兽森林 +20%",
 "Forest of Beasts GAMESYSTEM_Environment_{affecterName}": "野兽森林 GAMESYSTEM_Environment_{affecterName}",
 "Forest's Teaching GAMESYSTEM_Environment_{affecterName}": "森林教导 GAMESYSTEM_Environment_{affecterName}",
 "ForestTeaching": "ForestTeaching",
 "Forest_": "Forest_",
 "Forest_Blood": "Forest_Blood",
 "Forest_Golem": "Forest_Golem",
 "Forest_Standard": "Forest_Standard",
 "Forgotten Abyss": "遗忘深渊",
 "Format": "格式",
 "Format and side files": "格式与附属文件",
 "Formula": "公式",
 "Fortified + Barrier Resurge (+ Wave Cicle)": "固守 + 屏障复苏（+ 浪潮循环）",
 "Fortified Bone": "强化骨制",
 "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.": "固守让你获得的每层护盾增加 20%。屏障复苏会在护盾未用完就到期时，按剩余值的 20% 治疗你 - 因此减益引擎不断打出的溢出护盾不再浪费，而会变成稳定的治疗。浪潮循环（潮汐）每次获得护盾给予 10% 冷却时间降低，所以高频护盾来源（火焰披风、格挡屏障）会悄悄加快你整套技能，让你更快重新施加减益和护盾 - 自我强化循环。三者都是被动。单独拿着它们什么也不做；叠在格挡屏障构筑上，它们把减益转护盾变成减益转护盾再加治疗再加快。",
 "Fortress sub-tree (Fortified, Barrier Resurge)": "堡垒子技能树（强化，屏障复苏）",
 "Fortress sub-tree (Guard Barrier)": "壁垒子树（格挡屏障）",
 "Fortress sub-tree (Mocking Grin)": "堡垒子技能树（嘲弄之笑）",
 "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.": "发现错误数据、损坏的页面，或有想法？请在此发送。报告通过匿名表单接口发送给站点所有者 - 不会暴露电子邮件地址。",
 "Founding": "创建",
 "Four things decide how many units you can recruit: your {#}, the refresh timer, the reroll button, and the member cap.": "能招募多少单位由四件事决定：你的 {#}、刷新计时器、刷新按钮，以及成员上限。",
 "Four ways to recruit more": "招募更多单位的四种方法",
 "Fractional energy regeneration is banked rather than dropped, so nothing is lost to rounding.": "能量恢复的小数部分会累积而不是丢弃，因此不会因取整而损失。",
 "Fractured": "碎裂",
 "Free": "免费",
 "Free - gained by levelling up": "空闲 - 通过升级获得",
 "Free Save Mode Off": "自由保存模式已关闭",
 "Free random settler": "免费随机开拓者",
 "Free: costs 0 energy, so damage per energy is infinite": "免费：消耗 0 能量，因此每能量伤害为无限",
 "Frenzied": "狂热的",
 "Fresh": "初始",
 "From": "来源",
 "From <b>{#}:00</b> to <b>{#}:00</b> vision drops by": "从 <b>{#}:00</b> 到 <b>{#}:00</b> 视野降低",
 "From <b>{#}:00</b> to <b>{#}:00</b> vision drops by ": "从 <b>{#}:00</b> 到 <b>{#}:00</b> 视野下降 ",
 "From Will Power": "来自意志力",
 "From a plant": "来自植物",
 "From a unit": "来自单位",
 "From backgrounds (10)": "来自出身 (10)",
 "From backgrounds (10):": "来自出身 (10)：",
 "From backgrounds (15)": "来自出身 (15)",
 "From backgrounds (15):": "来自出身 (15)：",
 "From backgrounds (16)": "来自出身 (16)",
 "From backgrounds (16):": "来自出身 (16)：",
 "From backgrounds (17)": "来自出身 (17)",
 "From backgrounds (17):": "来自出身 (17)：",
 "From backgrounds (8)": "来自出身 (8)",
 "From backgrounds (8):": "来自出身 (8)：",
 "From backgrounds (9)": "来自出身 (9)",
 "From backgrounds (9):": "来自出身 (9)：",
 "From clan rank 2 only": "仅从探险等级 2 起",
 "From monster": "来自怪物",
 "From there, you can equip. or consume items.": "从那里，你可以装备。或消耗物品。",
 "From this character's skills:": "来自此角色的技能：",
 "From {#} surrounding unit{#}": "来自周围 {#} 个单位{#}",
 "Frontline blunt": "前线钝器",
 "Frontline fire-mage (niche)": "前线火焰法师（冷门）",
 "Fuel duration per Durability unit. Means how many in-game minutes of fuel each 1 point of Durability provides.": "每点耐久度的燃料持续时间。即每 1 点耐久度提供多少游戏内分钟的燃料。",
 "FuelDurationPerDurability": "FuelDurationPerDurability",
 "Full": "满",
 "Full list of every Mood modifier, with treatment and dungeon stay: {#}.": "全部心情修正清单, 含待遇和地下城停留: {#}。",
 "Full per-tier factors, and the rest of the economy axis, are on": "完整的每档系数以及经济轴的其余部分见",
 "Full per-tier factors, and the rest of the economy axis, are on {#}": "完整的每档系数以及经济轴的其余部分见 {#}",
 "Full recovery from 0": "从 0 完全恢复",
 "Full recruit odds per level and race are on the": "各等级和种族的完整招募几率见",
 "Full recruit odds per level and race are on the {#} page.": "各等级和种族的完整招募几率见 {#} 页面。",
 "Full ring of 8": "完整一圈 8 个",
 "Full unit page for": "完整单位页面：",
 "Fully calm": "完全平静",
 "Funding": "资金",
 "Funeral": "葬礼",
 "Furniture (61)": "家具 (61)",
 "Future Regions": "未来区域",
 "G0 geometry": "G0 geometry",
 "G1 engine": "G1 engine",
 "GAMEGUIDE Auto Skill DESC": "GAMEGUIDE Auto Skill DESC",
 "GAMEGUIDE Auto Skill NAME": "GAMEGUIDE Auto Skill NAME",
 "GAMEGUIDE_Attack": "GAMEGUIDE_Attack",
 "GAMEGUIDE_AutoSkill": "GAMEGUIDE_AutoSkill",
 "GAMEGUIDE_BaseBuildingBasics": "GAMEGUIDE_BaseBuildingBasics",
 "GAMEGUIDE_DeadUnitTreatment": "GAMEGUIDE_DeadUnitTreatment",
 "GAMEGUIDE_DiningRoom": "GAMEGUIDE_DiningRoom",
 "GAMEGUIDE_DungeonCorruption": "GAMEGUIDE_DungeonCorruption",
 "GAMEGUIDE_DungeonPortal": "GAMEGUIDE_DungeonPortal",
 "GAMEGUIDE_GameObjective": "GAMEGUIDE_GameObjective",
 "GAMEGUIDE_Hunger": "GAMEGUIDE_Hunger",
 "GAMEGUIDE_IndoorStructures": "GAMEGUIDE_IndoorStructures",
 "GAMEGUIDE_InventoryItemInteraction": "GAMEGUIDE_InventoryItemInteraction",
 "GAMEGUIDE_Lab": "GAMEGUIDE_Lab",
 "GAMEGUIDE_LevelUp": "GAMEGUIDE_LevelUp",
 "GAMEGUIDE_MajorStat": "GAMEGUIDE_MajorStat",
 "GAMEGUIDE_MerchantRoom": "GAMEGUIDE_MerchantRoom",
 "GAMEGUIDE_MoodStatus": "GAMEGUIDE_MoodStatus",
 "GAMEGUIDE_MultiSelect": "GAMEGUIDE_MultiSelect",
 "GAMEGUIDE_ObjectInteraction": "GAMEGUIDE_ObjectInteraction",
 "GAMEGUIDE_PickUp": "GAMEGUIDE_PickUp",
 "GAMEGUIDE_RecreationRoom": "GAMEGUIDE_RecreationRoom",
 "GAMEGUIDE_Recruitment": "GAMEGUIDE_Recruitment",
 "GAMEGUIDE_Research": "GAMEGUIDE_Research",
 "GAMEGUIDE_ResourcesGathering": "GAMEGUIDE_ResourcesGathering",
 "GAMEGUIDE_RoomTypeList": "GAMEGUIDE_RoomTypeList",
 "GAMEGUIDE_SelectEntity": "GAMEGUIDE_SelectEntity",
 "GAMEGUIDE_SkillReset": "GAMEGUIDE_SkillReset",
 "GAMEGUIDE_SkillsAbility": "GAMEGUIDE_SkillsAbility",
 "GAMEGUIDE_SleepingRoom": "GAMEGUIDE_SleepingRoom",
 "GAMEGUIDE_Storage": "GAMEGUIDE_Storage",
 "GAMEGUIDE_StressStatus": "GAMEGUIDE_StressStatus",
 "GAMEGUIDE_Temple": "GAMEGUIDE_Temple",
 "GAMEGUIDE_Tooltip": "GAMEGUIDE_Tooltip",
 "GAMEGUIDE_Trait": "GAMEGUIDE_Trait",
 "GAMEGUIDE_UnitBehaviorOptions": "GAMEGUIDE_UnitBehaviorOptions",
 "GAMEGUIDE_UnitMove": "GAMEGUIDE_UnitMove",
 "GAMEGUIDE_WipNotice": "GAMEGUIDE_WipNotice",
 "GAMEGUIDE_Workshop": "GAMEGUIDE_Workshop",
 "GAMESYSTEM_": "GAMESYSTEM_",
 "GAMESYSTEM_Alert_LowAmmoCount": "GAMESYSTEM_Alert_LowAmmoCount",
 "GAMESYSTEM_Campaign_CreditRollRevision": "GAMESYSTEM_Campaign_CreditRollRevision",
 "GAMESYSTEM_Campaign_DefaultMaxPopulation + MaxPopulationIncrease": "GAMESYSTEM_Campaign_DefaultMaxPopulation + MaxPopulationIncrease",
 "GAMESYSTEM_Campaign_DepletionTerm = 4'320 in-game minutes (3 in-game days) per stack": "GAMESYSTEM_Campaign_DepletionTerm = 4'320 游戏内分钟（3 游戏内天）每叠",
 "GAMESYSTEM_Combat_ChangeEquipCoolDown": "GAMESYSTEM_Combat_ChangeEquipCoolDown",
 "GAMESYSTEM_Dungeon_BuildMaxRegion": "GAMESYSTEM_Dungeon_BuildMaxRegion",
 "GAMESYSTEM_Dungeon_Floor_Phase_Division* exists in the data but no build since B.0.3.40 reads it (binary string-literal check, 2026-09-04); it decides nothing": "GAMESYSTEM_Dungeon_Floor_Phase_Division* 存在于数据中，但自 B.0.3.40 起没有任何版本读取它（二进制字符串字面量检查，2026-09-04）；它不作任何决定",
 "GAMESYSTEM_Dungeon_LastAbyessFloor": "GAMESYSTEM_Dungeon_LastAbyessFloor",
 "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier": "GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier",
 "GAMESYSTEM_Dungeon_PhaseUnit = [0, 1, 2, 3, 4, 5]: floor n runs phase PhaseUnit[n], so floor 5 runs phase 5, the boss phase (index 0 is the safe floor)": "GAMESYSTEM_Dungeon_PhaseUnit = [0, 1, 2, 3, 4, 5]：第 n 层运行阶段 PhaseUnit[n]，因此第 5 层运行阶段 5，即首领阶段（索引 0 是安全层）",
 "GAMESYSTEM_Dungeon_UnitForClearRegion": "GAMESYSTEM_Dungeon_UnitForClearRegion",
 "GAMESYSTEM_ETC_KeyZoomSpeed": "GAMESYSTEM_ETC_KeyZoomSpeed",
 "GAMESYSTEM_Environment_DarkWhisperEnv": "GAMESYSTEM_Environment_DarkWhisperEnv",
 "GAMESYSTEM_Environment_ManaOversaturation": "GAMESYSTEM_Environment_ManaOversaturation",
 "GAMESYSTEM_Environment_SwarmingFleaEnv": "GAMESYSTEM_Environment_SwarmingFleaEnv",
 "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance": "GAMESYSTEM_EstablishRecruitment_AdditionalIndividualTraitGrantChance",
 "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank": "GAMESYSTEM_EstablishRecruitment_BackgroundTraitMaxClanRank",
 "GAMESYSTEM_EstablishRecruitment_IndividualTraitMaxCount": "GAMESYSTEM_EstablishRecruitment_IndividualTraitMaxCount",
 "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount": "GAMESYSTEM_EstablishRecruitment_IndividualTraitMinCount",
 "GAMESYSTEM_EstablishRecruitment_RaceWeights": "GAMESYSTEM_EstablishRecruitment_RaceWeights",
 "GAMESYSTEM_EstablishRecruitment_TalentSumRange": "GAMESYSTEM_EstablishRecruitment_TalentSumRange",
 "GAMESYSTEM_Event_RandomDismiss": "GAMESYSTEM_Event_RandomDismiss",
 "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_Management_TreatmentExpectationMoodDownfallDifficulty": "GAMESYSTEM_Management_TreatmentExpectationMoodDownfallDifficulty",
 "GAMESYSTEM_Management_TreatmentExpectationMoodEasyDifficulty": "GAMESYSTEM_Management_TreatmentExpectationMoodEasyDifficulty",
 "GAMESYSTEM_Management_TreatmentExpectationMoodHardDifficulty": "GAMESYSTEM_Management_TreatmentExpectationMoodHardDifficulty",
 "GAMESYSTEM_Management_TreatmentExpectationMoodNormalDifficulty": "GAMESYSTEM_Management_TreatmentExpectationMoodNormalDifficulty",
 "GAMESYSTEM_Management_TreatmentExpectationMoodVeryHardDifficulty": "GAMESYSTEM_Management_TreatmentExpectationMoodVeryHardDifficulty",
 "GAMESYSTEM_Player_Idle_Start_Tick": "GAMESYSTEM_Player_Idle_Start_Tick",
 "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity": "GAMESYSTEM_Recruitment_AdditionalPricesByInscriptionRarity",
 "GAMESYSTEM_Recruitment_FixSubSkillTraits": "GAMESYSTEM_Recruitment_FixSubSkillTraits",
 "GAMESYSTEM_Recruitment_IndividualTraitMaxCount": "GAMESYSTEM_Recruitment_IndividualTraitMaxCount",
 "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_Task_DungeonDepth": "GAMESYSTEM_Task_DungeonDepth",
 "GAMESYSTEM_Trade_PlayerSellDiscount": "GAMESYSTEM_Trade_PlayerSellDiscount",
 "GAMESYSTEM_Trade_TradeRefreshInterval": "GAMESYSTEM_Trade_TradeRefreshInterval",
 "Gain": "获得",
 "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can 升级 at the Goddess Statue.": "Gain EXP 通过击败怪物。一旦 EXP reaches its 达到最大值后，你可以 升级 at 女神像。",
 "Gain an": "获得一个",
 "Gain an 护盾 equal to 300% of the skill owner's 物理攻击力 for {0} seconds. This skill is planned for a future update.": "Gain an 护盾 equal to 300% of the skill owner's 物理攻击力 持续 {0} 秒。 This skill is planned for a future update.",
 "Gain experience by defeating monsters. Once the experience reaches the maximum, you can 升级 via the Goddess Statue.": "Gain experience 通过击败怪物。一旦 the experience reaches the 达到最大值后，你可以 升级 via 女神像。",
 "Gain per level-up (base range)": "每次升级获得（基础范围）",
 "Gain the Heavy effect when current weight / max weight is {0}% or higher (red portion of the weight gauge)": "当当前负重 / 最大负重达到 {0}% 或更高时，获得超载效果（负重条的红色部分）",
 "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.": "当当前负重 / 最大负重达到 {0}% 或更高时，获得严重超载效果（负重条的黑色部分） >> 240613 HW: 严重超载之后将被移除。",
 "Gain 开拓之魂 (Effect) from Dungeon floor {0} onward.": "从地下城第 {0} 层起获得开拓之魂（效果）。",
 "Gained": "已获得",
 "Gains": "获得",
 "Gains 10": "获得 10",
 "Game": "游戏",
 "Game Constants": "游戏常量",
 "Game Constants - Dungeon Settlers Wiki": "游戏常量 - Dungeon Settlers 维基",
 "Game Option Ambience BGMVolume": "游戏选项 环境背景音乐音量",
 "Game Option Auto Save Interval Content": "游戏选项自动保存间隔内容",
 "Game Option BGMVolume": "游戏选项 背景音乐音量",
 "Game Option Language Title": "游戏选项语言标题",
 "Game Option Master Volume": "游戏选项 主音量",
 "Game Option Mute In Background": "游戏选项：后台静音",
 "Game Option SFXVolume": "游戏选项 音效音量",
 "Game Option Toggle Edge Screen": "游戏选项 切换边缘屏幕",
 "Game Option Toggle Mute": "游戏选项切换静音",
 "Game Option Toggle Run In Background": "游戏选项切换后台运行",
 "Game Option UISFXVolume": "游戏选项 UI音效音量",
 "Game Option UIScale Over Recommended Warning": "游戏选项 UI 缩放超出推荐范围警告",
 "Game Option Vsync": "垂直同步",
 "Game build": "游戏构建",
 "Game data table.": "游戏数据表。",
 "Game floor seed": "游戏层种子",
 "Game floor seed {#}. Every room and every tile below is the floor the game recorded for this seed.": "游戏层种子 {#}。下方每个房间和每一格都是游戏为这个种子记下的那一层。",
 "Game floor seed {#}. Layout {#} of {#}.": "游戏层种子 {#}。布局 {#} / {#}。",
 "Game rules and alerts": "游戏规则与警报",
 "Game speed": "游戏速度",
 "Game speed, camera, seed, scenario type": "游戏速度、镜头、种子、场景类型",
 "Game speeds": "游戏速度",
 "Game system:": "游戏系统：",
 "Game terms defined": "游戏术语定义",
 "GameGuide": "游戏指南",
 "GameOptionUI": "游戏选项界面",
 "GameSpeed": "GameSpeed",
 "GameSpeed_Decrease": "GameSpeed_Decrease",
 "GameSpeed_Fast": "GameSpeed_Fast",
 "GameSpeed_Increase": "GameSpeed_Increase",
 "GameSpeed_Normal": "GameSpeed_Normal",
 "GameSpeed_StopOrNormal": "GameSpeed_StopOrNormal",
 "GameSystemTable": "GameSystemTable",
 "Gameplay": "游戏玩法",
 "Gameplay changes": "玩法变更",
 "Garnet Ore": "石榴石矿石",
 "Gated": "锁定",
 "Gated Content": "锁定内容",
 "Gated Content - Dungeon Settlers Wiki": "锁定内容 - Dungeon Settlers 维基",
 "Gated Weapon Classes": "锁定武器类别",
 "Gated Weapon Classes (Dagger / Axe / Crossbow)": "锁定武器类别（匕首 / 斧 / 弩）",
 "Gated and the least developed race: weight 0 at every clan rank, 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.": "锁定，且是开发最少的种族：每个探险等级权重均为 0，无名字池，也没有任何美术（连特质图标都没有）。其设定属于剧透，暗示存在更大的魔族敌对阵营。",
 "Gated content": "锁定内容",
 "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).": "锁定。每个探险等级的招募权重均为 0，且没有程序化名字池，因此无法生成或招募矮人。仅有特质图标（无角色立绘）。",
 "Gated. Weight 0 at every clan rank and no name pool, so it cannot be recruited. Of the 3 unreleased races it is the most art-ready (reserved head and body art slots exist), suggesting it may arrive first.": "锁定。每个探险等级权重均为 0，且无名字池，因此无法招募。在 3 个未发布种族中，它的美术准备最充分（已预留头部和身体美术槽），可能最先加入。",
 "Gather": "采集",
 "Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "采集 9 鲁玛木 - 完成 && 采集 10 灌木 - 完成",
 "Gather Mode ({0} or screen bottom-right)": "收集模式（{0}或屏幕右下角）",
 "Gather Started": "采集开始",
 "Gather Started - Dungeon Settlers Wiki": "采集开始 - Dungeon Settlers 维基",
 "Gather Started icon": "采集开始 图标",
 "Gather workload:": "采集需求量：",
 "Gather:": "采集：",
 "Gather_Blue": "Gather_Blue",
 "Gather_Dust": "Gather_Dust",
 "Gather_Green": "Gather_Green",
 "Gatherable (73)": "可采集 (73)",
 "Gathered from": "采集自",
 "Gathering & world objects": "采集与世界物体",
 "Gathering progress increases by {0} every tick": "采集进度每跳增加 {0}",
 "Gathering_": "Gathering_",
 "Gathering_Dust": "Gathering_Dust",
 "Gathering_Red": "Gathering_Red",
 "Gazing": "凝视",
 "Gear also": "装备还会",
 "Gear tiers": "装备档位",
 "Gender": "性别",
 "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.": "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 \"开发内部变更\". Korean dev text is shown in English - hover any translated value for the original.",
 "Generated inside dungeon rooms as floors are rolled:": "在地下城房间内随层抽取而生成：",
 "Generated inside dungeon rooms as floors are rolled: {#}.": "在地下城房间内随层抽取而生成：{#}。",
 "Generated recruits draw their name from this list (TEXTKEY_PLAYERNAME keys).": "生成的招募对象从此列表抽取名字（TEXTKEY_PLAYERNAME 键）。",
 "Generated when the level-up screen opens (not saved) - reload rerolls them": "在升级界面打开时生成（不写入存档） - 重新加载会重抽",
 "Generation odds by floor": "按层生成概率",
 "Generator floor themes and test tags that appear in the room data but are not player-visited expedition regions.": "出现在房间数据中、但并非玩家会进入的探险区域的生成器层主题和测试标签。",
 "Get": "获取",
 "Get 2 members to Level 2 or higher": "使 2 名成员达到 2 级或以上",
 "Get 2 members to Level 3 or higher": "使 2 名成员达到 3 级或以上",
 "Get 2 members to Level 5 or higher": "使 2 名成员达到 5 级或以上",
 "Get Huge Money": "获得巨额金钱",
 "Get Huge Money - Dungeon Settlers Wiki": "获得巨额金钱 - Dungeon Settlers 维基",
 "Get Huge Money icon": "获得巨额金钱 图标",
 "Get Some Money": "赚点钱",
 "Get Some Money - Dungeon Settlers Wiki": "赚点钱 - Dungeon Settlers 维基",
 "Get Some Money icon": "赚点钱 图标",
 "Get it on Steam": "在 Steam 上获取",
 "Get {#} members to Level {#} or higher": "让 {#} 名成员达到 {#} 级或更高",
 "GetWoundPercentage": "GetWoundPercentage",
 "Getting Started": "入门",
 "Giant": "巨型",
 "Giant Stone Golem Fixed": "巨石魔像 固定",
 "Giant Stone Golem Fixed2": "巨石魔像 固定2",
 "Giant Stone Golem Phase2": "巨石魔像阶段2",
 "Giant Stone Golem Phase2 - Dungeon Settlers Wiki": "巨石魔像阶段2 - Dungeon Settlers 维基",
 "Giant Stone Golem Phase2 icon": "巨石魔像阶段2 图标",
 "Giant Stone Golem Random": "巨石魔像 随机",
 "GiantStoneGolem": "GiantStoneGolem",
 "Girim,": "吉里姆，",
 "Give": "给予",
 "Give it monster meat": "给予怪物肉",
 "Give them a name. It shows on the team and in the save. Any other edit puts them on your list too.": "给他们起个名字。会显示在队伍和存档中。其它任何改动也会把他们加入列表。",
 "Given": "给定",
 "Given by": "给予者：",
 "Given by NPC": "由 NPC 给予",
 "Given by {#}": "由 {#} 给予",
 "Giving up costs {#}.": "放弃需花费 {#}。",
 "Glacier Drop is a weak Guard Barrier engine": "冰川坠落是一个弱效的格挡屏障引擎。",
 "Global cooldown": "公共冷却",
 "Global cooldown duration is the combat table value stored on the unit. A positive global-cooldown apply uses that stored value. The apply amount is only a sign. Cooldown reduction is not read.": "公共冷却时长是存在单位上的战斗表数值。正数应用使用这个存储值。应用量只是符号。不读取冷却缩减。",
 "Global cooldown is not reduced by cooldown reduction.": "公共冷却不会被冷却缩减缩短。",
 "Global cooldown is reduced by cooldown reduction.": "公共冷却会被冷却缩减缩短。",
 "Global cooldown vs reduction": "公共冷却与缩减",
 "GlobalCoolDown": "GlobalCoolDown",
 "Glossary": "术语表",
 "Glossary - Dungeon Settlers Wiki": "术语表 - Dungeon Settlers 维基",
 "Gloth": "格洛斯",
 "Gloth Count": "格洛斯数量",
 "Gloth Count - Dungeon Settlers Wiki": "格洛斯数量 - Dungeon Settlers 维基",
 "Gloth Count icon": "格洛斯数量 图标",
 "Gloth Pup Random": "格洛斯幼崽 随机",
 "Gloth Victory +10%": "格洛斯获胜 +10%",
 "Gloth Victory GAMESYSTEM_Environment_{affecterName}": "格洛斯获胜 GAMESYSTEM_Environment_{affecterName}",
 "Gloth calls out to": "格洛斯呼唤",
 "Gloth calls out to his companions.": "格洛斯呼唤 his companions.",
 "Gloth.": "格洛斯。",
 "GlothPup": "GlothPup",
 "GlothVictory": "GlothVictory",
 "Gloths": "格洛斯",
 "Glott": "格洛斯",
 "Glott2": "格洛特2",
 "Glott3": "格洛特3",
 "Glott4": "格洛斯4",
 "Glowt": "格洛斯",
 "Go": "前往",
 "Go on to the next step": "进入下一步",
 "Goblin Brawler Random": "哥布林斗士 随机",
 "Goblin Chief Shaman Aura": "哥布林首席萨满光环",
 "Goblin Chief Shaman Aura - Dungeon Settlers Wiki": "哥布林首席萨满光环 - Dungeon Settlers 维基",
 "Goblin Chief Shaman Aura icon": "哥布林首席萨满光环 图标",
 "Goblin Chief Shaman Fixed": "哥布林首席萨满 固定",
 "Goblin Chief Shaman Random": "哥布林首席萨满 随机",
 "Goblin Corpse1": "哥布林尸体1",
 "Goblin Corpse1 - Dungeon Settlers Wiki": "哥布林尸体1 - Dungeon Settlers 维基",
 "Goblin Corpse2": "哥布林尸体2",
 "Goblin Corpse2 - Dungeon Settlers Wiki": "哥布林尸体2 - Dungeon Settlers 维基",
 "Goblin Rider Random": "哥布林骑手 随机",
 "Goblin Shaman Random": "哥布林萨满 随机",
 "Goblin Shaman Stack": "哥布林萨满层数",
 "Goblin Tent1": "哥布林帐篷1",
 "Goblin Tent2": "哥布林帐篷2",
 "Goblin Thrower Random": "哥布林投掷者 随机",
 "Goblin Victory GAMESYSTEM_Environment_{affecterName}": "哥布林获胜 GAMESYSTEM_Environment_{affecterName}",
 "Goblin Worker Random": "哥布林工人 随机",
 "GoblinBrawler": "GoblinBrawler",
 "GoblinChiefShaman": "GoblinChiefShaman",
 "GoblinChiefShaman.": "哥布林酋长萨满。",
 "GoblinRider": "GoblinRider",
 "GoblinShaman": "GoblinShaman",
 "GoblinVictory": "GoblinVictory",
 "GoblinWorker": "GoblinWorker",
 "Goddess": "女神",
 "Goddess Guidance": "女神指引",
 "Goddess Guidance - Dungeon Settlers Wiki": "女神指引 - Dungeon Settlers 维基",
 "Goddess Guidance icon": "女神指引 图标",
 "Goddess Statue": "女神像",
 "Goddess Statue - Dungeon Settlers Wiki": "女神像 - Dungeon Settlers 维基",
 "Goddess Statue Construction && Level 2 2+ units": "女神像建造 && 等级 2 的 2+ 单位",
 "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with Bless Phys.": "女神像祝福：你的魔法法术施法者获得 +10% 魔法攻击力。与物理祝福叠加。",
 "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with {#}.": "女神像祝福：你的魔法法术施法者获得 +10% 魔法攻击力。与{#}叠加。",
 "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with Bless Magic.": "女神像祝福：你的物理法术施法者获得 +10% 物理攻击力。与魔法祝福叠加。",
 "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with {#}.": "女神像祝福：你的物理法术施法者获得 +10% 物理攻击力。与{#}叠加。",
 "Goddess Statue map": "女神像地图",
 "Goddess Tears": "女神之泪",
 "Goddess Tears - Dungeon Settlers Wiki": "女神之泪 - Dungeon Settlers 维基",
 "Goddess Tears icon": "女神之泪 图标",
 "Goddess Tears range and area shown on a dungeon room": "女神之泪 地下城房间上显示的射程与范围",
 "Goddess statue": "女神像",
 "Goddess's": "女神之",
 "Goddess's Tears is thrown at a target tile within its throw range and bursts over a circle of its blast radius. Every vine whose own coverage circle touches that blast is removed - the blast does not need to hit the vine itself.": "女神之泪投向投掷射程内的目标地块，并在其爆炸半径的圆内爆开。自身覆盖圆碰到该爆炸的每根藤蔓都会被移除 - 爆炸不必直接打中藤蔓本身。",
 "Goddess.": "女神。",
 "Goddess.\"": "女神。”",
 "Gold Mine": "金矿",
 "Gold Mine calculator": "金矿铭文计算器",
 "Gold Mine inscription": "金矿铭文",
 "Gold cap": "金币上限",
 "Gold earned": "获得的金币",
 "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.": "该铭文的金币有每次探险的上限。达到上限后效果转变为固定暴击几率加成，因此即使金币停止，暴击仍会继续提供帮助。",
 "Gold jewelry": "黄金饰品",
 "Gold paid out, against the 2000 gold budget.": "已支付的金币，对照 2000 金币额度。",
 "Gold per crit = 10; cap = 2000.": "每次暴击金币 = 10；上限 = 2000。",
 "Gold per critical hit": "每次暴击金币",
 "Golem.": "魔像。",
 "Gossgoal returns stronger. Need to set up via stat variation, not just combination.": "戈斯戈尔更强地再次出现。需要通过属性变化来布置，不能只靠组合。",
 "Gossgoal returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers Wiki": "戈斯戈尔更强地再次出现。需要通过属性变化来布置，不能只靠组合。 - Dungeon Settlers 维基",
 "Gossgoal returns stronger. Need to set up via stat variation, not just combination. map": "戈斯戈尔更强地再次出现。需要通过属性变化来布置，不能只靠组合。地图",
 "Granted by": "来源：",
 "Granted by a placed building": "由已放置的建筑赋予",
 "Granted by another effect:": "由其他效果赋予：",
 "Granted by effect": "由效果赋予",
 "Granted by the dungeon event": "来源：地下城事件",
 "Granted by the dungeon event {#}.": "来源：地下城事件 {#}。",
 "Granted by {#}": "来源：{#}",
 "Granted by {#}.": "来源：{#}。",
 "Grants": "赋予",
 "Grants a 134 barrier for 10 s": "获得 134 护盾，持续 10 秒",
 "Grants a 266 barrier for 20 s": "获得 266 护盾，持续 20 秒",
 "Grants immunity to": "免疫",
 "Grants immunity to damage dealt by 中毒.": "免疫 damage dealt by 中毒.",
 "Grants immunity to damage dealt by 出血.": "免疫 damage dealt by 出血.",
 "Grants immunity to damage dealt by 燃烧.": "免疫 damage dealt by 燃烧.",
 "Grants immunity to 中毒.": "免疫 中毒.",
 "Grants immunity to 出血.": "免疫 出血.",
 "Grants immunity to 燃烧.": "免疫 燃烧.",
 "Grants nearby allies": "使附近盟友获得",
 "Grants nearby allies 遵从指令 through exceptional leadership.": "使附近盟友获得 遵从指令 凭借卓越的领袖能力。",
 "Grants nearby allies 遵从指令 through exceptional leadership. New allies acquire 世界树的祝福.": "使附近盟友获得 遵从指令 凭借卓越的领袖能力。 New allies acquire 世界树的祝福.",
 "Grants nearby allies 遵从指令 through exceptional leadership. New allies acquire 开拓之魂.": "使附近盟友获得 遵从指令 凭借卓越的领袖能力。 New allies acquire 开拓之魂.",
 "Grants nearby allies 遵从指令 through exceptional leadership. New allies acquire 生存本能.": "使附近盟友获得 遵从指令 凭借卓越的领袖能力。 New allies acquire 生存本能.",
 "Grants skill:": "赋予技能：",
 "Grants the unit the Leadership trait matching its race:": "赋予该单位与其种族相符的卓越领袖特质：",
 "Grants 遵从指令 to nearby allies through exceptional leadership.": "Grants 遵从指令 to 附近盟友凭借卓越的领袖能力。",
 "Grants 遵从指令 to nearby allies through exceptional leadership. New members gain 世界树的祝福.": "Grants 遵从指令 to 附近盟友凭借卓越的领袖能力。 New members gain 世界树的祝福.",
 "Grants 遵从指令 to nearby allies through exceptional leadership. New members gain 开拓之魂.": "Grants 遵从指令 to 附近盟友凭借卓越的领袖能力。 New members gain 开拓之魂.",
 "Grants 遵从指令 to nearby allies through exceptional leadership. New members gain 生存本能.": "Grants 遵从指令 to 附近盟友凭借卓越的领袖能力。 New members gain 生存本能.",
 "Grants:": "赋予：",
 "Graph node": "图节点",
 "Great Guardian Stone": "上级守护石碑",
 "Great Guardian Stone - Dungeon Settlers Wiki": "上级守护石碑 - Dungeon Settlers 维基",
 "Greater and Supreme mana stones have no source in this build. Expect the ladder to stall at level 6": "上级法力石与超级法力石在此版本中没有来源。预计阶梯会卡在 6 级",
 "Greatsword equipped": "装备巨剑",
 "Greatsword melee": "巨剑近战",
 "Greatsword tree (Deadly Fear)": "巨剑技能树（致命恐惧）",
 "Green": "绿色",
 "Green_Small": "Green_Small",
 "Grey": "灰色",
 "Grey Monster Rat Random": "灰色怪鼠 随机",
 "Grey Rat Random": "灰老鼠 随机",
 "GreyMonsterRat": "GreyMonsterRat",
 "GreyRat": "灰鼠",
 "Grilled": "烤",
 "Grilled meat. It has a delicious aroma.": "烤肉。香气扑鼻。",
 "Grinding one favorite floor to the bottom is the single most expensive habit in the game.": "把最爱的一层刷到底，是游戏里代价最高的习惯。",
 "Ground": "地面",
 "GroundMoodCooltime": "GroundMoodCooltime",
 "Group": "组",
 "Grouped by name prefix - UI, combat impacts by damage type, crafting/gathering foley, eating, recreation games and event stingers.": "按名称前缀分组 - UI、按伤害类型划分的战斗影响、制作/采集拟音、进食、休闲游戏和事件提示音。",
 "Growing": "成长",
 "Growing up in gambling dens, {0} learned to": "{0}在赌窝长大，学会了",
 "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 opportunity coexisted, and with each victory came the chase for greater risks-until it ended in a swamp of greed beyond control.": "{0}在赌窝长大，学会了 pierce human psychology and read intent 从最微小的 gestures. Life was ever on the gambling table, where danger and opportunity coexisted, and with each victory came the chase for greater risks-until it ended in a swamp of greed beyond control.",
 "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 each victory led to greater risks until uncontrollable greed finally swallowed them.": "{0}在赌窝长大，学会了 read people and sense their intentions 从最微小的 movements. Life was always a gamble between danger and opportunity, and each victory led to greater risks until uncontrollable greed finally swallowed them.",
 "Grows as a stage of the": "作为以下内容的一个阶段生长",
 "Grows as a stage of the {#} farm crop.": "作为 {#} 农场作物的一个阶段生长。",
 "Growth per level-up (GameSystemTable):": "每次升级的成长 (GameSystemTable)：",
 "Growth stages": "生长阶段",
 "Growth to rank 1": "生长至等级 1",
 "Growth to rank 2": "生长至等级 2",
 "Growth to rank 3 (mature)": "生长至等级 3（成熟）",
 "Growth_": "Growth_",
 "Grub": "蛆",
 "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.": "格挡屏障把你打到敌人身上的减益转成护盾。反复施加减益（每跳）或打中整群的技能刷新护盾最多；护盾只对会被打到的单位有回报，所以这些是前线组合。",
 "Guard Captain Tent": "警卫队长帐篷",
 "Guard Captain Tent - Dungeon Settlers Wiki": "警卫队长帐篷 - Dungeon Settlers 维基",
 "Guard chance is what turns this on, so it is worth nothing on a unit that rarely guards.": "格挡几率决定是否触发，因此在很少格挡的单位上毫无价值。",
 "GuardReduction": "GuardReduction",
 "Guardian Stone offsets the effects of": "守护石会抵消掉",
 "Guarding": "格挡",
 "Guarding (halves the hit)": "格挡（使该次伤害减半）",
 "Guarding does not cost weapon durability": "格挡不消耗武器耐久度",
 "Guarding heals 5 percent of your missing HP and grants Iron Wall for 10 seconds.": "格挡可恢复已损失 HP 的 5%，并赋予铁墙，持续 10 秒。",
 "Guess I should build a statue of the goddess.": "我想我应该为女神建造一座雕像。",
 "Guide": "指南",
 "Guide: {#}": "指南：{#}",
 "Guidelines": "指南",
 "Guides & Reference": "指南与参考",
 "Guides:": "指南：",
 "Guides: {#} - {#}": "指南：{#} - {#}",
 "Guides: {#} · {#}": "指南：{#} · {#}",
 "Guild": "公会",
 "Guild Banner": "公会旗帜",
 "Guild Banner - Dungeon Settlers Wiki": "公会旗帜 - Dungeon Settlers 维基",
 "Guild Banner1": "公会旗帜1",
 "Guild Banner1 - Dungeon Settlers Wiki": "公会旗帜1 - Dungeon Settlers 维基",
 "Guild Banner2": "公会旗帜2",
 "Guild Banner2 - Dungeon Settlers Wiki": "公会旗帜2 - Dungeon Settlers 维基",
 "Guild Cooking Hearth": "公会烹饪火炉",
 "Guild Cooking Hearth - Dungeon Settlers Wiki": "公会烹饪火炉 - Dungeon Settlers 维基",
 "Guild Guard": "公会卫兵",
 "Guild Guard - Dungeon Settlers Wiki": "公会卫兵 - Dungeon Settlers 维基",
 "Guild Guard icon": "公会卫兵 图标",
 "Guild Merchant Safe": "公会商人安全",
 "Guild Merchant1": "公会商人1",
 "Guild Merchant2": "公会商人2",
 "Guild Merchant3": "公会商人3",
 "Guild Tent1": "公会帐篷1",
 "Guild Tent1 - Dungeon Settlers Wiki": "公会帐篷1 - Dungeon Settlers 维基",
 "Guild Tent2": "公会帐篷2",
 "Guild Tent2 - Dungeon Settlers Wiki": "公会帐篷2 - Dungeon Settlers 维基",
 "Guild Tent3": "公会帐篷3",
 "Guild Tent3 - Dungeon Settlers Wiki": "公会帐篷3 - Dungeon Settlers 维基",
 "Guild Tent4": "公会帐篷4",
 "Guild Tent4 - Dungeon Settlers Wiki": "公会帐篷4 - Dungeon Settlers 维基",
 "Guild Trade": "公会交易",
 "Guild Trade - Dungeon Settlers Wiki": "公会交易 - Dungeon Settlers 维基",
 "Guild Trade icon": "公会交易 图标",
 "Guild Wagon": "公会马车",
 "Guild Wagon - Dungeon Settlers Wiki": "公会马车 - Dungeon Settlers 维基",
 "Guild Watch Post": "公会岗哨",
 "Guild Watch Post - Dungeon Settlers Wiki": "公会岗哨 - Dungeon Settlers 维基",
 "Guild archer": "公会弓箭手",
 "Guild rank quests (Expedition Resolution)": "公会等级任务（探险决议）",
 "Guild soldier": "公会士兵",
 "Guild.": "公会。",
 "Guild?": "公会？",
 "GuildContact": "GuildContact",
 "GuildGuard": "GuildGuard",
 "GuildMerchant": "GuildMerchant",
 "GuildMerchantBase": "GuildMerchantBase",
 "GuildMerchantBase2": "GuildMerchantBase2",
 "GuildMerchantMadeRoom": "GuildMerchantMadeRoom",
 "GuildMerchantRoomQuest": "GuildMerchantRoomQuest",
 "GuildMerchantSafeDefault": "GuildMerchantSafeDefault",
 "HP": "HP",
 "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 191": "HP 191",
 "HP 225": "HP 225",
 "HP 23": "HP 23",
 "HP 30": "HP 30",
 "HP 38": "HP 38",
 "HP 388 - 魔法攻击力 95 - 物理攻击力 16.9 - attack speed 0.3 - crit 5% - 1 on the field": "HP 388 - 魔法攻击力 95 - 物理攻击力 16.9 - 攻击速度 0.3 - 暴击 5% - 场上 1 个",
 "HP 45": "HP 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 88 - 魔法攻击力 44.2 - 物理攻击力 16.9 - attack speed 0.3 - crit 5% - up to 2 on the field": "HP 88 - 魔法攻击力 44.2 - 物理攻击力 16.9 - 攻击速度 0.3 - 暴击 5% - 场上最多 2 个",
 "HP 90": "HP 90",
 "HP 95": "HP 95",
 "HP = summoner Magic Attack x1 + {#} base; Magic Attack = summoner Magic Attack x0.5 + {#} base.": "HP = 召唤者魔法攻击力 x1 + {#} 基础值；魔法攻击力 = 召唤者魔法攻击力 x0.5 + {#} 基础值。",
 "HP a target can have and still be executed is 20% of its own Max HP; bigger enemies get a proportionally larger execute window.": "目标仍可被处决的 HP 为其自身最大 HP 的 20%；体型更大的敌人会按比例获得更大的处决窗口。",
 "HP bonus": "HP加成",
 "HP boost": "HP提升",
 "HP x": "HP x",
 "HP/s": "HP/秒",
 "HP/s to allies within": "对范围内盟友 HP/秒",
 "HUD alert definitions - trigger condition, scope, click action.": "HUD 警报定义 - 触发条件、范围、点击动作。",
 "Hah...": "哈...",
 "Hair": "头发",
 "Hall": "大厅",
 "Hall.": "大厅。",
 "Hard": "困难",
 "Hard Combat": "困难战斗",
 "Hard Combat Difficulty": "困难战斗难度",
 "Hard Management Difficulty": "困难管理难度",
 "Hard Support Wagon Berry Fixed": "困难 补给马车 蓝莓 固定",
 "Hard Support Wagon Grass Fixed": "困难 补给马车 草 固定",
 "Hard Support Wagon Hardtack Fixed": "困难 补给马车 硬饼 固定",
 "Hard Support Wagon Ointment Fixed": "困难 补给马车 药膏 固定",
 "Hard Support Wagon Tech Book Fixed": "困难 补给马车 科技手册 固定",
 "Hard Support Wagon Wood Fixed": "困难 补给马车 木材 固定",
 "Hard baseline": "困难基准",
 "Hard is the baseline.": "困难是基准。",
 "Hard-excluded regions": "硬排除区域",
 "HardCombat": "HardCombat",
 "HardLimitWeightApplyCondition": "HardLimitWeightApplyCondition",
 "Harvest yields": "收获产量",
 "Harvested from the": "收获自",
 "Has": "具有",
 "Has Affecter: Exhausted": "拥有效果施加者：精疲力尽",
 "Has Affecter: Hungry": "拥有影响状态：饥饿",
 "Has Affecter: Overloaded": "拥有效果施加者：超载",
 "Has Affecter: Severe Damage": "拥有效果施加者：严重受伤",
 "Has Affecter: Severe Hungry": "拥有效果施加者：极度饥饿",
 "Has Affecter: Severe Overloaded": "拥有效果施加者：严重超载",
 "Has Affecter: Very Hungry": "拥有效果施加者：非常饥饿",
 "Has Building Above: Research Station 1": "拥有建筑高于：研究工作台 1",
 "Has Remain Research": "有剩余研究",
 "Has a decision": "有决策",
 "Has duration": "有持续时间",
 "Has 中毒免疫. Becomes immune to damage dealt by 中毒.": "拥有中毒免疫。免疫中毒造成的伤害。",
 "Has 出血免疫. Becomes immune to damage dealt by 出血.": "拥有出血免疫。免疫出血造成的伤害。",
 "Has 灼烧免疫. Becomes immune to damage dealt by 燃烧.": "拥有灼烧免疫。免疫燃烧造成的伤害。",
 "Have": "拥有",
 "Have 1 member learn": "让 1 名成员学习",
 "Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "持有 12 鲁玛木 - 完成 && 持有 12 长草 - 完成",
 "Have at least 2 and fewer than 3 Private Rooms of Normal quality or higher": "拥有至少 2 间且少于 3 间普通品质或更高的私人房间",
 "Have fewer than 1 Dining Room of Normal quality or higher": "普通或更高品质的餐厅少于 1 间",
 "Have fewer than 1 Magic Workshop of Normal quality or higher": "拥有少于 1 间普通品质或更高的魔法工坊",
 "Have fewer than 1 Research Lab of Normal quality or higher": "普通或更高品质的研究实验室少于 1 间",
 "Have fewer than 1 Temple of Normal quality or higher": "拥有少于 1 间普通品质或更高的寺庙",
 "Have fewer than 1 Workshop of Normal quality or higher": "拥有少于 1 间普通品质或更高的工坊",
 "Have fewer than 15 Ceramics": "拥有少于 15 陶瓷",
 "Have fewer than 2 Private Rooms of Normal quality or higher": "拥有少于 2 间普通品质或更高的私人房间",
 "Have fewer than 2 members at level 5 or higher": "5 级或以上的成员少于 2 名",
 "Have fewer than 20 Stone": "拥有少于 20 石材",
 "Have less than 2 days of food stockpiles with Mood 3 or higher": "食物储备少于 2 天且心情为 3 或更高",
 "Have never defeated Elder Gloth": "从未击败格洛斯长老",
 "Have {#} member learn {#}": "让 {#} 名成员学习 {#}",
 "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.": "因为没有伤害类型，反射命中不受物理抗性或魔法抗性减免，也不享受类型造成伤害加成。它仍受反射者自身的造成伤害加成以及攻击者的受到伤害加成影响，并独立判定命中和暴击。",
 "He": "他",
 "He immediately turns and face...": "他立刻转身面向...",
 "He is examining the golem wreckage.": "他正在检查傀儡残骸。",
 "He is examining the remains of a golem. He looks utterly exhausted.": "他正在调查魔像残骸。他看起来精疲力尽。",
 "He looks back at the sketch of the insect and murmurs to himself.": "他回望着昆虫的素描，自言自语道。",
 "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 as he sinks into thought.": "他回望着昆虫的素描，自言自语道：“哥布林……喜欢让昆虫吸它们的血吗？真奇怪……”他抚摸着那只灰毛猫，陷入沉思。",
 "He looks very tired.": "他看起来非常疲惫。",
 "He mutters to himself as he watches the a...": "他看着那只酸...自言自语。",
 "He strokes the gray-f...": "他抚摸着那只灰毛……",
 "He taps": "他敲了敲",
 "He taps one of the o...": "他轻敲其中一个……",
 "He tilts his ...": "他倾斜着他的……",
 "He turns back to the Spore Insect and murmurs to him...": "He turns back to 孢子虫 and murmurs to him...",
 "Head": "头部",
 "Head Equipment Not Worn": "无头部装备",
 "Head HP": "头部 HP",
 "Head and torso are measured separately, so a unit whose head is untouched still gets the full quarter of its missing torso health, and the other way round.": "头部和躯干分开计算，因此头部未受伤的单位仍会获得躯干已损失生命值的完整四分之一，反之亦然。",
 "HeadArmorRatio": "HeadArmorRatio",
 "HeadHealthPointBecomeThisOnDeadlyByDamage": "HeadHealthPointBecomeThisOnDeadlyByDamage",
 "HeadHitRatioModifier": "HeadHitRatioModifier",
 "Heads up: this link was made on a different data version, so a few picks may have shifted.": "注意：此链接基于不同的数据版本制作，因此部分选择可能已变动。",
 "Heal": "治疗",
 "Heal 30% of damage dealt at 0 HP": "0 HP 时治疗所造成伤害的 30%",
 "Heal 30% × missing% of damage dealt": "治疗所造成伤害的 30% × 已损失%",
 "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.": "治疗 = (你的最大 HP - 你当前 HP) x 5 x 0.01，即当前已损失生命值的 5%。随后施加铁墙，持续 10 秒。",
 "Healed per guard": "每次格挡的治疗",
 "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.": "治愈之触会彻底废掉它。装备自然法杖并学会治愈之触后，普通攻击会变成治愈之触，发出的是治疗而不是伤害。淹没铭文只监听伤害，因此在该单位上既不会充能也不会触发。",
 "Health restored by one guard.": "一次格挡恢复的生命值。",
 "Heard a Mandrake scream (Caution, prints once)": "听到曼德拉草的尖叫（注意，仅显示一次）",
 "Hearing your words,": "听完你的话，",
 "Hearing your words, the members'": "听完你的话， the members'",
 "Hearing your words, the members' expressions shift to surprise and": "听完你的话， the members' expressions shift to surprise and",
 "Hearty": "丰盛",
 "Hearty Serving": "丰盛份量",
 "Heavier": "更重",
 "Heavier but offers superior piercing power.": "更重，但提供卓越的穿刺力。",
 "Heavy Labor": "重体力劳动",
 "Heavy,": "重，",
 "Heavy, but": "沉重，但",
 "Heavy, but delivers powerful strikes.": "沉重，但能造成强力打击。",
 "HeavyWeightApplyCondition": "HeavyWeightApplyCondition",
 "HeavyWeightCondition": "HeavyWeightCondition",
 "Held": "举行",
 "Hell": "地狱",
 "Hello!": "你好！",
 "Hello! Dungeon Settlers is currently in the beta development stage. There are many": "您好！《地城拓荒》目前处于 Beta 开发阶段。存在许多",
 "Hello! Dungeon Settlers is currently in the beta development stage. There are many 未实装功能, and various bugs may occur. ## If a critical bug occurs that seriously disrupts gameplay, please close the game completely and restart it. ## TIP: Dungeon Settlers is designed to be a challenging game. Clearing it in a single attempt is very difficult. If the situation turns too unfavorable or you are defeated, don't hesitate to quit and start a new campaign to try again multiple times!": "您好！《地城拓荒》目前处于 Beta 开发阶段。仍有许多未实装功能，并且可能出现各种错误。 ## 如果发生严重妨碍游戏进程的致命错误，请完全退出游戏并重新启动。 ## 提示：《地城拓荒》是一款刻意设计为高难度的游戏。想要一次尝试就通关到底非常困难。如果局势变得过于不利或遭遇失败，请不要犹豫，退出游戏并开启新的战役，多次尝试！",
 "Hello! If a critical bug": "Hello! 如果发生严重错误",
 "Hello! If a critical bug occurs that seriously disrupts gameplay, please close the game completely and restart it. ## TIP: Dungeon Settlers is designed to be a challenging game. Clearing it in a single attempt is very difficult. If the situation turns too unfavorable or you are defeated, don't hesitate to quit and start a new campaign to try again multiple times! ## TIP2: You can always look up information about the game in the Game Guide. <Hotkey> - Game Guide (F5)": "Hello! 如果发生严重错误 occurs that seriously disrupts gameplay, please close the game completely and restart it. ## TIP: Dungeon Settlers is designed to be a challenging game. Clearing it in a single attempt is very difficult. If the situation turns too unfavorable or you are defeated, don't hesitate to quit and start a new campaign to try again multiple times! ## TIP2: You can always look up information about the game in the Game Guide. <Hotkey> - Game Guide (F5)",
 "Hello.": "你好。",
 "Helmet": "头盔",
 "Help Notice Building Not Enough Resource": "建筑帮助通知：资源不足",
 "Help Notice Cannot Paste Storage Policy": "无法粘贴存储策略。",
 "Help Notice Learn Skill Not Enough Main Skill Point": "学习技能帮助通知：主技能点不足",
 "Help Notice Learn Skill Not Enough Sub Skill Point": "学习技能帮助通知：副技能点不足",
 "Help Notice Level Up Not Enough Exp": "升级帮助通知：经验不足",
 "Help Notice Level Up Not Enough Item": "升级物品不足",
 "Help Notice No Drop Area": "没有可放置的区域。",
 "Help Notice Not Reachable Target": "目标无法到达。",
 "Help Notice Recuit Fail Over Max Population": "帮助通知：招募失败，超出最大人口。",
 "Help Notice Recuit Success": "招募成功",
 "Help Notice Research Unlock": "研究解锁帮助通知",
 "Help Notice Retire Fail Last Member": "你不能让最后一个成员退休。",
 "Help Notice Retire Fail Not Idle": "你不能在非空闲状态下退休。",
 "Help Notice Trade Item Delivery Failed": "帮助通知交易物品交付失败",
 "Help Notice Trade Target Inventory Full": "Help Notice Trade Target Inventory Full",
 "Help Notice Trade Target Weight Limit": "帮助通知交易目标重量限制",
 "Help Notice Trait Acquired": "帮助通知特质已获得",
 "Helped": "帮助了",
 "Her": "她的",
 "Her Mawmurk, White Mawmurk and Alpha Acid Slogel offers require being in Veil of Silence, so take those there (": "她的莫默克、白色莫默克和阿尔法酸性斯洛格尔任务需要身处寂静帷幕，所以请在那里接取（",
 "Her sharp gaze settles ...": "她锐利的目光落在 ...",
 "Heroic State (buff shown during combat)": "英雄精神（战斗中显示的增益）",
 "Hidden": "隐藏",
 "Hidden - click to reveal": "隐藏 - 点击显示",
 "Hide Steam button": "隐藏 Steam 按钮",
 "Hide all site chrome for a clean shareable screenshot (Esc restores)": "隐藏全部站点界面，以便截取干净可分享的截图（Esc 恢复）",
 "Hide non-combat bonuses": "隐藏非战斗加成",
 "Hide the sidebar (keyboard: [ )": "隐藏侧边栏（键盘： [ ）",
 "Hide the small explanatory hint lines (everywhere)": "隐藏简短说明提示行（全局）",
 "Hide the units bar": "隐藏单位栏",
 "Hide this spoiler again": "再次隐藏此剧透",
 "Hide unreleased": "隐藏未发布",
 "Hide unreleased content again": "再次隐藏未发布内容",
 "Hides the work and needs bonuses (mining, crafting, cooking, carry weight, hunger...). Mood, XP gain and every combat stat always stay visible.": "隐藏工作与需求加成（采矿、制作、烹饪、负重、饥饿...）。心情、经验获取和所有战斗属性始终保持可见。",
 "High Stress (Caution, displays once)": "压力大（注意，仅显示一次）",
 "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).": "高战斗难度不只强化怪物。你自己的单位也会获得困难及以下不存在的加成（毁灭难度：暴击几率 +10、暴击伤害加成 +50、闪避几率 +10）。",
 "High-Level": "高级",
 "Higher": "更高",
 "Higher level units require greater Mood satisfaction to stay content.": "Higher level 单位需要更高的心情满意度才能保持满足。",
 "Higher levels require": "更高等级需要",
 "Higher resistance": "更高的抗性",
 "Higher-level": "更高级别",
 "Higher-level units require greater Mood satisfaction to stay content.": "Higher-level 单位需要更高的心情满意度才能保持满足。",
 "Higher-tier rooms": "更高档次的房间",
 "Hit": "命中",
 "Hit (clip)": "命中（片段）",
 "Hit 2": "命中 2",
 "Hit 3": "命中 3",
 "Hit New character. You get a named Human at max level. They join your list the first time you change something.": "点新角色。你会得到一个已命名的最大等级人类。第一次改动后，他们就会加入你的列表。",
 "Hit chance (melee / ranged)": "命中几率 (近战 / 远程)",
 "Hit damage": "命中伤害",
 "Hit damage without the inscription": "无该铭文时的命中伤害",
 "Hit location": "命中部位",
 "Hit rate": "命中几率",
 "Hit ×2": "打击 ×2",
 "Hit-location split": "命中部位分配",
 "Hit/Dodge/Guard chance": "命中/闪避/格挡几率",
 "HitChance": "命中率",
 "HitChance and evasion rates are reduced due to the curse of the dead.": "HitChance and evasion rates are reduced due to 亡者的诅咒。",
 "Hits": "命中",
 "Hits / attacks": "命中 / 攻击次数",
 "Hits landed": "命中的打击",
 "Hits landed by that moment.": "截至该时刻已命中的打击。",
 "Hits per cast": "每次施放命中次数",
 "Hits to down you": "打倒你所需命中次数",
 "Hits to kill": "击杀所需命中",
 "Hits to kill you": "击杀你所需命中",
 "Hits up to 5 enemies (30% dmg, 2-sq)": "最多命中 5 个敌人（30% 伤害，2 格）",
 "Hmm,": "嗯，",
 "Hmm, seems like they're fond of it.": "嗯，看来他们很喜欢。",
 "Hold": "按住",
 "Hold Shift and": "按住 Shift 并",
 "Hold Shift and left click other units to add them to the selection.": "Hold Shift and left click 其他单位以将其加入选取。",
 "Hold Shift and left-click other units to add them to the selection.": "Hold Shift and left-click 其他单位以将其加入选取。",
 "Holding": "持有",
 "Holding fewer than": "持有少于",
 "Holds": "内容",
 "Holy": "神圣",
 "Holy Magic": "神圣魔法",
 "Home": "首页",
 "Hood": "头巾",
 "Horizontal": "横向",
 "Horn": "号角",
 "Horn_Decision": "Horn_Decision",
 "HourInMinutes": "HourInMinutes",
 "HourPerDay": "HourPerDay",
 "Housing (16)": "住宅 (16)",
 "Housing / Recreation": "住宅 / 娱乐",
 "Housing Room": "住宅房间",
 "Housing Rooms": "住宅房间",
 "Housing Rooms - Dungeon Settlers Wiki": "住宅房间 - Dungeon Settlers 维基",
 "Housing Type": "住宅类型",
 "Housing room tiers - required furniture (subtype/count/quality) and sizes.": "住房房间档位 - 所需家具（子类型/数量/品质）及尺寸。",
 "Housing type": "住宅类型",
 "Housing.": "住房。",
 "HousingRoomMaxSize": "HousingRoomMaxSize",
 "How": "如何",
 "How Regions Unlock": "区域如何解锁",
 "How Regions Unlock (Progression)": "区域如何解锁（进度）",
 "How Regions Unlock (Progression) - Dungeon Settlers Wiki": "区域如何解锁（进度） - Dungeon Settlers 维基",
 "How a quest recruits an NPC": "任务如何招募非玩家角色",
 "How do I use the file?": "如何使用该文件？",
 "How do I use the file? has the folder. Copy the path, quit the game, drop the file in, then start the game and load it.": "“如何使用该文件？”里有文件夹。复制路径，退出游戏，把文件放进去，再启动游戏并加载。",
 "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.0.4.19) 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": "怪物如何发现你的开拓者，你又能怎样应对？本页直接读自游戏表（DS_B.0.4.19）和代码转储；每个数字都标出来源常量，数据无法确认的内容会如实标出。试试交互式",
 "How inscriptions work.": "铭文如何运作。",
 "How is cooldown lowered?": "冷却怎么降低？",
 "How is skill cooldown calculated?": "技能冷却怎么算？",
 "How it appears": "出现方式",
 "How it interacts with other effects": "与其他效果的相互作用",
 "How it is applied:": "施加方式：",
 "How it works": "运作方式",
 "How many": "数量",
 "How many points each rank needs": "每级所需点数",
 "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.": "怪物如何发现你 - 视野范围、视线、仇恨与威胁、昼夜、潜行 - 以及改变它的每个开关，均引用来源表和代码。",
 "How one throw expands the base": "一次投掷如何扩大据点",
 "How room quality works": "房间品质如何运作",
 "How skill cooldown and global cooldown work, and what cooldown reduction does and does not change.": "技能冷却和公共冷却怎么运作，冷却缩减改什么、不改什么。",
 "How skills are organized.": "技能如何组织。",
 "How the damage is calculated": "伤害计算方法",
 "How the math works": "计算原理",
 "How the tables join": "表如何关联",
 "How these numbers are computed": "这些数字是如何计算的",
 "How these numbers are computed.": "这些数字的计算方法。",
 "How this is worked out": "计算方法",
 "How to get {#}": "如何获得 {#}",
 "How to get 女神之泪": "如何获得 女神之泪",
 "How to obtain": "获取方式",
 "How to rank up: Contribution Points": "如何提升等级：贡献点",
 "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 中武器和护甲如何磨损、什么会减缓磨损、以及在哪里修理 - 附带模拟器，用于计算打到损坏所需的命中次数，以及修回所需的耐久度。",
 "How weapons wear from attacking and armor from getting hit, what reduces it, and how to repair - with a hits-until-break simulator.": "武器如何因攻击而磨损、护甲如何因受击而磨损，什么能减轻磨损，以及如何修理 - 附带击打至损坏模拟器。",
 "How you get it": "怎么拿到",
 "How you rank up": "如何提升等级",
 "Howl": "嚎叫",
 "Hp Regen": "HP 恢复",
 "Human Fat Unisex 0": "人类肥胖中性 0",
 "Human Fat Unisex 1": "人类 肥胖 中性 1",
 "Human Fat Unisex 10": "人类 肥胖 中性 10",
 "Human Fat Unisex 11": "人类 肥胖 中性 11",
 "Human Fat Unisex 12": "人类 肥胖 中性 12",
 "Human Fat Unisex 13": "人类 肥胖 中性 13",
 "Human Fat Unisex 14": "人类 肥胖 中性 14",
 "Human Fat Unisex 15": "人类 肥胖 中性 15",
 "Human Fat Unisex 16": "人类 肥胖 中性 16",
 "Human Fat Unisex 17": "人类 肥胖 中性 17",
 "Human Fat Unisex 2": "人类 肥胖 中性 2",
 "Human Fat Unisex 3": "人类 肥胖 中性 3",
 "Human Fat Unisex 4": "人类 肥胖 中性 4",
 "Human Fat Unisex 5": "人类 肥胖 中性 5",
 "Human Fat Unisex 6": "人类 肥胖 中性 6",
 "Human Fat Unisex 7": "人类 肥胖 中性 7",
 "Human Fat Unisex 8": "人类 肥胖 中性 8",
 "Human Fat Unisex 9": "人类 肥胖 中性 9",
 "Human Standard Female": "Human Standard Female",
 "Human Standard Female 0": "人类 标准 女性 0",
 "Human Standard Female 1": "人类女性标准 1",
 "Human Standard Female 10": "人类标准女性 10",
 "Human Standard Female 11": "人类标准女性 11",
 "Human Standard Female 12": "人类标准女性 12",
 "Human Standard Female 13": "人类标准女性 13",
 "Human Standard Female 14": "人类 标准 女性 14",
 "Human Standard Female 15": "人类 标准 女性 15",
 "Human Standard Female 16": "人类标准女性 16",
 "Human Standard Female 17": "人类标准女性 17",
 "Human Standard Female 18": "人类标准女性 18",
 "Human Standard Female 19": "人类标准女性 19",
 "Human Standard Female 2": "人类女性标准 2",
 "Human Standard Female 20": "人类标准女性 20",
 "Human Standard Female 21": "人类 标准 女性 21",
 "Human Standard Female 22": "人类标准女性 22",
 "Human Standard Female 23": "人类标准女性 23",
 "Human Standard Female 24": "人类标准女性 24",
 "Human Standard Female 25": "人类标准女性 25",
 "Human Standard Female 26": "人类标准女性 26",
 "Human Standard Female 27": "人类标准女性 27",
 "Human Standard Female 28": "人类标准女性 28",
 "Human Standard Female 3": "人类女性标准 3",
 "Human Standard Female 4": "人类女性标准 4",
 "Human Standard Female 5": "人类女性标准 5",
 "Human Standard Female 6": "人类女性标准 6",
 "Human Standard Female 7": "人类女性标准 7",
 "Human Standard Female 8": "人类女性标准 8",
 "Human Standard Female 9": "人类女性标准 9",
 "Human Standard Female 999": "人类标准女性 999",
 "Human Standard Female Preset": "人类标准女性预设",
 "Human Standard Male 0": "人类 标准 男性 0",
 "Human Standard Male 1": "人类标准男性 1",
 "Human Standard Male 10": "人类标准男性 10",
 "Human Standard Male 11": "人类标准男性 11",
 "Human Standard Male 12": "人类标准男性 12",
 "Human Standard Male 13": "人类标准男性 13",
 "Human Standard Male 14": "人类标准男性 14",
 "Human Standard Male 15": "人类标准男性 15",
 "Human Standard Male 16": "人类标准男性 16",
 "Human Standard Male 17": "人类男性标准 17",
 "Human Standard Male 18": "人类男性标准 18",
 "Human Standard Male 19": "人类男性标准 19",
 "Human Standard Male 2": "人类标准男性 2",
 "Human Standard Male 20": "人类男性标准 20",
 "Human Standard Male 21": "人类 标准 男性 21",
 "Human Standard Male 22": "人类 标准 男性 22",
 "Human Standard Male 23": "人类标准男性 23",
 "Human Standard Male 24": "人类标准男性 24",
 "Human Standard Male 25": "人类标准男性 25",
 "Human Standard Male 26": "人类标准男性 26",
 "Human Standard Male 27": "人类标准男性 27",
 "Human Standard Male 28": "人类标准男性 28",
 "Human Standard Male 29": "人类标准男性 29",
 "Human Standard Male 3": "人类 标准 男性 3",
 "Human Standard Male 30": "人类 标准 男性 30",
 "Human Standard Male 4": "人类标准男性 4",
 "Human Standard Male 5": "人类标准男性 5",
 "Human Standard Male 6": "人类标准男性 6",
 "Human Standard Male 7": "人类标准男性 7",
 "Human Standard Male 8": "人类标准男性 8",
 "Human Standard Male 9": "人类标准男性 9",
 "Human Standard Male Preset": "人类标准男性预设",
 "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",
 "HumanStandardFemale_021": "HumanStandardFemale_021",
 "HumanStandardFemale_022": "HumanStandardFemale_022",
 "HumanStandardFemale_023": "HumanStandardFemale_023",
 "HumanStandardFemale_024": "HumanStandardFemale_024",
 "HumanStandardFemale_025": "HumanStandardFemale_025",
 "HumanStandardFemale_026": "HumanStandardFemale_026",
 "HumanStandardFemale_027": "HumanStandardFemale_027",
 "HumanStandardFemale_028": "HumanStandardFemale_028",
 "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",
 "HumanStandardMale_023": "HumanStandardMale_023",
 "HumanStandardMale_024": "HumanStandardMale_024",
 "HumanStandardMale_025": "HumanStandardMale_025",
 "HumanStandardMale_026": "HumanStandardMale_026",
 "HumanStandardMale_027": "HumanStandardMale_027",
 "HumanStandardMale_028": "HumanStandardMale_028",
 "HumanStandardMale_029": "HumanStandardMale_029",
 "HumanStandardMale_030": "HumanStandardMale_030",
 "HumanWeight": "HumanWeight",
 "Humans": "人类",
 "Hunger restored": "饥饿恢复",
 "HungerComsume": "HungerComsume",
 "HungerEffectApplyCondition": "HungerEffectApplyCondition",
 "HungerEffectCondition": "HungerEffectCondition",
 "HungerNeeded": "HungerNeeded",
 "HungerRecoveryCondition": "HungerRecoveryCondition",
 "HungerRegeneration": "HungerRegeneration",
 "Hunger_": "Hunger_",
 "Hunt": "狩猎",
 "Hunt Alpha Acid Slogel": "狩猎阿尔法酸性斯洛格尔",
 "Hunt the Alpha Acid Slogel": "狩猎阿尔法酸性斯洛格尔",
 "Hunt the Elder Gloth": "狩猎格洛斯长老",
 "Hunt the White Mawmurk": "狩猎白色莫默克",
 "Hunters Hide Rack": "猎人皮革架",
 "Hunters Hide Rack - Dungeon Settlers Wiki": "猎人皮革架 - Dungeon Settlers 维基",
 "Hunting": "狩猎",
 "Hybrid": "混合",
 "I can feel my body tingling.": "我能感觉到我的身体在颤抖。",
 "I feel like dancing too.": "我也想跳舞。",
 "I found a strange vine.\"": "我发现了一株奇怪的藤蔓。”",
 "I know the mood number": "我知道心情数值",
 "I'll": "我会",
 "I'll explore": "我自己看",
 "I'll join you.": "我加入你。",
 "I'll pay everyone a special bonus.": "我将向所有人支付特别奖金。",
 "I've": "我已经",
 "I've come to understand what it means to kill with a mere gaze. It was truly a": "我渐渐明白了仅凭一瞥便能夺取性命的真正含义。那真是一次",
 "I've come to understand what it means to kill with a mere gaze. It was truly a spine-chilling experience.": "我渐渐明白了仅凭一瞥便能夺取性命的真正含义。那真是一次 spine-chilling experience.",
 "II": "II",
 "II.": "II.",
 "III": "III",
 "III.": "III.",
 "IN-GAME TIME": "游戏内时间",
 "ITEM_AccuracyPotion": "ITEM_AccuracyPotion",
 "ITEM_AgilityElixir": "ITEM_AgilityElixir",
 "ITEM_AidKit": "ITEM_AidKit",
 "ITEM_AlphaAcidSlogelSoulStone": "ITEM_AlphaAcidSlogelSoulStone",
 "ITEM_Arcron": "ITEM_Arcron",
 "ITEM_ArcronArmor": "ITEM_ArcronArmor",
 "ITEM_ArcronArrow": "ITEM_ArcronArrow",
 "ITEM_ArcronBow": "ITEM_ArcronBow",
 "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_BasicCampingKit": "ITEM_BasicCampingKit",
 "ITEM_BlackSerum": "ITEM_BlackSerum",
 "ITEM_BloodSoakedFruit": "ITEM_BloodSoakedFruit",
 "ITEM_BloodWood": "ITEM_BloodWood",
 "ITEM_BloodWoodArmor": "ITEM_BloodWoodArmor",
 "ITEM_BloodWoodArrow": "ITEM_BloodWoodArrow",
 "ITEM_BloodWoodBow": "ITEM_BloodWoodBow",
 "ITEM_BloodWoodClub": "ITEM_BloodWoodClub",
 "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_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_BoneBow": "ITEM_BoneBow",
 "ITEM_BoneClub": "ITEM_BoneClub",
 "ITEM_BoneGreatSword": "ITEM_BoneGreatSword",
 "ITEM_BoneHelmet": "ITEM_BoneHelmet",
 "ITEM_BoneMeal": "ITEM_BoneMeal",
 "ITEM_BoneShield": "ITEM_BoneShield",
 "ITEM_BoneSpear": "ITEM_BoneSpear",
 "ITEM_BoneStick": "ITEM_BoneStick",
 "ITEM_BoneSword": "ITEM_BoneSword",
 "ITEM_CarapaceArmor": "ITEM_CarapaceArmor",
 "ITEM_CarapaceArrow": "ITEM_CarapaceArrow",
 "ITEM_CarapaceBow": "ITEM_CarapaceBow",
 "ITEM_CarapaceClub": "ITEM_CarapaceClub",
 "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_CopperBow": "ITEM_CopperBow",
 "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_DeputyCaptainsInsignia": "ITEM_DeputyCaptainsInsignia",
 "ITEM_DeveloperLetter": "ITEM_DeveloperLetter",
 "ITEM_DevrickPendant": "ITEM_DevrickPendant",
 "ITEM_DevrickTalisman": "ITEM_DevrickTalisman",
 "ITEM_DisgustingMonsterMeat": "ITEM_DisgustingMonsterMeat",
 "ITEM_DustBulb": "ITEM_DustBulb",
 "ITEM_EchoFlowerRing": "ITEM_EchoFlowerRing",
 "ITEM_ElderGlothSoulStone": "ITEM_ElderGlothSoulStone",
 "ITEM_ExpeditionHorn": "ITEM_ExpeditionHorn",
 "ITEM_EyeBallSoulStone": "ITEM_EyeBallSoulStone",
 "ITEM_FineRawMeat": "ITEM_FineRawMeat",
 "ITEM_FireArcronStaff": "ITEM_FireArcronStaff",
 "ITEM_FireBloodWoodStaff": "ITEM_FireBloodWoodStaff",
 "ITEM_FireBoneStaff": "ITEM_FireBoneStaff",
 "ITEM_FireCarapaceStaff": "ITEM_FireCarapaceStaff",
 "ITEM_FireCopperStaff": "ITEM_FireCopperStaff",
 "ITEM_FireEssence": "ITEM_FireEssence",
 "ITEM_FireWoodStaff": "ITEM_FireWoodStaff",
 "ITEM_FlowerNecklace": "ITEM_FlowerNecklace",
 "ITEM_ForgottenIdol": "ITEM_ForgottenIdol",
 "ITEM_FortifiedBoneArmor": "ITEM_FortifiedBoneArmor",
 "ITEM_FortifiedBoneHelmet": "ITEM_FortifiedBoneHelmet",
 "ITEM_FortifiedBoneShield": "ITEM_FortifiedBoneShield",
 "ITEM_GiantStoneGolemSoulStone": "ITEM_GiantStoneGolemSoulStone",
 "ITEM_GlothEgg": "ITEM_GlothEgg",
 "ITEM_GlothEggOmelet": "ITEM_GlothEggOmelet",
 "ITEM_GoblinChiefShamanSoulStone": "ITEM_GoblinChiefShamanSoulStone",
 "ITEM_GoddessTears": "ITEM_GoddessTears",
 "ITEM_GrandCrown": "ITEM_GrandCrown",
 "ITEM_GrassPorridge": "ITEM_GrassPorridge",
 "ITEM_GreenCrystalBloodWoodStaff": "ITEM_GreenCrystalBloodWoodStaff",
 "ITEM_GreenCrystalBoneStaff": "ITEM_GreenCrystalBoneStaff",
 "ITEM_GreenCrystalCarapaceStaff": "ITEM_GreenCrystalCarapaceStaff",
 "ITEM_GreenCrystalNecklace": "ITEM_GreenCrystalNecklace",
 "ITEM_GreenCrystalOre": "ITEM_GreenCrystalOre",
 "ITEM_GreenCrystalRing": "ITEM_GreenCrystalRing",
 "ITEM_GreenCrystalWoodStaff": "ITEM_GreenCrystalWoodStaff",
 "ITEM_GrilledMeat": "ITEM_GrilledMeat",
 "ITEM_GrilledTurnip": "ITEM_GrilledTurnip",
 "ITEM_HardShell": "ITEM_HardShell",
 "ITEM_Hardtack": "ITEM_Hardtack",
 "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_IronGreatSword": "ITEM_IronGreatSword",
 "ITEM_IronHelmet": "ITEM_IronHelmet",
 "ITEM_IronIngot": "ITEM_IronIngot",
 "ITEM_IronOre": "ITEM_IronOre",
 "ITEM_Jerky": "ITEM_Jerky",
 "ITEM_JewelEncrustedBeetle": "ITEM_JewelEncrustedBeetle",
 "ITEM_Leather": "ITEM_Leather",
 "ITEM_LeatherArmor": "ITEM_LeatherArmor",
 "ITEM_LeatherHelmet": "ITEM_LeatherHelmet",
 "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_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_Mushroom": "ITEM_Mushroom",
 "ITEM_MushroomSkewer": "ITEM_MushroomSkewer",
 "ITEM_MushroomStew": "ITEM_MushroomStew",
 "ITEM_NatureArcronStaff": "ITEM_NatureArcronStaff",
 "ITEM_NatureBloodWoodStaff": "ITEM_NatureBloodWoodStaff",
 "ITEM_NatureBoneStaff": "ITEM_NatureBoneStaff",
 "ITEM_NatureCarapaceStaff": "ITEM_NatureCarapaceStaff",
 "ITEM_NatureCopperStaff": "ITEM_NatureCopperStaff",
 "ITEM_NatureEssence": "ITEM_NatureEssence",
 "ITEM_NatureGreenSpirit": "ITEM_NatureGreenSpirit",
 "ITEM_NatureWoodStaff": "ITEM_NatureWoodStaff",
 "ITEM_OatPorridge": "ITEM_OatPorridge",
 "ITEM_Oats": "ITEM_Oats",
 "ITEM_Ointment": "ITEM_Ointment",
 "ITEM_PerceptionElixir": "ITEM_PerceptionElixir",
 "ITEM_Petal": "ITEM_Petal",
 "ITEM_PhysicalAttackPotion": "ITEM_PhysicalAttackPotion",
 "ITEM_RawHide": "ITEM_RawHide",
 "ITEM_RedCrystalBloodWoodStaff": "ITEM_RedCrystalBloodWoodStaff",
 "ITEM_RedCrystalBoneStaff": "ITEM_RedCrystalBoneStaff",
 "ITEM_RedCrystalCarapaceStaff": "ITEM_RedCrystalCarapaceStaff",
 "ITEM_RedCrystalNecklace": "ITEM_RedCrystalNecklace",
 "ITEM_RedCrystalOre": "ITEM_RedCrystalOre",
 "ITEM_RedCrystalRing": "ITEM_RedCrystalRing",
 "ITEM_RedCrystalWoodStaff": "ITEM_RedCrystalWoodStaff",
 "ITEM_RedMonsterRatSoulStone": "ITEM_RedMonsterRatSoulStone",
 "ITEM_RefinedBlueCrystal": "ITEM_RefinedBlueCrystal",
 "ITEM_RefinedGreenCrystal": "ITEM_RefinedGreenCrystal",
 "ITEM_RefinedRedCrystal": "ITEM_RefinedRedCrystal",
 "ITEM_ReturnScroll": "ITEM_ReturnScroll",
 "ITEM_RoyalJelly": "ITEM_RoyalJelly",
 "ITEM_ScareCrow": "ITEM_ScareCrow",
 "ITEM_SilverIngot": "ITEM_SilverIngot",
 "ITEM_SilverNecklace": "ITEM_SilverNecklace",
 "ITEM_SilverOre": "ITEM_SilverOre",
 "ITEM_SilverRing": "ITEM_SilverRing",
 "ITEM_SkillResetElixir": "ITEM_SkillResetElixir",
 "ITEM_SlimeJelly": "ITEM_SlimeJelly",
 "ITEM_SlimePudding": "ITEM_SlimePudding",
 "ITEM_StickyBedstraw": "ITEM_StickyBedstraw",
 "ITEM_Stone": "ITEM_Stone",
 "ITEM_StoneBrick": "ITEM_StoneBrick",
 "ITEM_Straw": "ITEM_Straw",
 "ITEM_StrengthElixir": "ITEM_StrengthElixir",
 "ITEM_SwiftPotion": "ITEM_SwiftPotion",
 "ITEM_SymbioticInsect": "ITEM_SymbioticInsect",
 "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_Torch": "ITEM_Torch",
 "ITEM_ToughRawMeat": "ITEM_ToughRawMeat",
 "ITEM_Turnip": "ITEM_Turnip",
 "ITEM_TurnipPorridge": "ITEM_TurnipPorridge",
 "ITEM_TurnipSalad": "ITEM_TurnipSalad",
 "ITEM_VampirePotion": "ITEM_VampirePotion",
 "ITEM_WaterArcronStaff": "ITEM_WaterArcronStaff",
 "ITEM_WaterBloodWoodStaff": "ITEM_WaterBloodWoodStaff",
 "ITEM_WaterBoneStaff": "ITEM_WaterBoneStaff",
 "ITEM_WaterCarapaceStaff": "ITEM_WaterCarapaceStaff",
 "ITEM_WaterCopperStaff": "ITEM_WaterCopperStaff",
 "ITEM_WaterEssence": "ITEM_WaterEssence",
 "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_WoodBow": "ITEM_WoodBow",
 "ITEM_WoodClub": "ITEM_WoodClub",
 "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": "冰",
 "Idle": "闲置",
 "Idle 1.2": "待机 1.2",
 "Idle 1.3": "待机 1.3",
 "Idle 2": "待机 2",
 "Idle 2.1": "待机 2.1",
 "Idle 2.2": "待机 2.2",
 "Idle 2.3": "待机 2.3",
 "Idle 3": "闲置 3",
 "Idle ×1": "空闲 ×1",
 "Idle_": "Idle_",
 "If": "如果",
 "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.": "若「变化量 / 最大值」高于此百分比，则视为「大幅增加/减少」；若低于此百分比，则视为「增加/减少」。不用于实际功能 - 这是状态窗口等处用于标示属性变化快慢的参考值。",
 "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": "若饥饿 % 为 0 至未满 {0}：Hunger_Very Hungry {0} 至未满 {1}：Hunger_Hungry {1} 至 100 或以下：Hunger_Satisfied <- 此项似乎不存在",
 "If Mood is below 0, ...": "如果心情低于 0，...",
 "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.": "如果代码中按原样使用移动速度，会快到看起来像传送。但实际开发中使用的 0.05 这类移动速度值，不适合用数字表示玩家成长。因此，该换算值会乘以向玩家显示的移动速度，再换算成适配 Unity 环境的结果，应用到实际游戏逻辑代码中。",
 "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": "若体力 % 为 0 至未满 {0}：Stamina_Very Exhausted {0} 至未满 {1}：Stamina_Exhausted {1} 至未满 {2}：Stamina_No Effect {2} 至 100 或以下：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": "若压力 % 为 0 至未满 {0}：Effect_Stress_Happy {0} 至未满 {1}：无相关效果 {1} 至 (2) 或以下：Effect_Stress_High {2} 至 100：Effect_Stress_Severe",
 "If a critical bug": "如果发生严重错误",
 "If a shorter global cooldown would land while a longer one is still running, the remaining wait is kept. Swapping equipment in combat starts a {#} global cooldown on the same clock.": "更短的公共冷却在更长的还没走完时到来，会保留剩余等待。战斗中换装会在同一根时钟上启动 {#} 的公共冷却。",
 "If activated, surrounding an enemy would reward positioning: per allied unit engaged around the same target, attackers would gain": "若启用，包围敌人会奖励站位：每有一名盟友单位围攻同一目标，攻击者获得",
 "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken": "如果在战斗中{0}秒内不移动，造成的伤害增加{1}%，受到的伤害",
 "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreases by {2}%. This effect resets if position changes.": "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken decreases {2}%。此效果会重置 if position changes.",
 "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.": "哪怕只有一层见底，-50% 惩罚也会作用于该区域内每一层，直到恢复为止，包括仍然全满的层。",
 "If not in combat, returns home together with your companions": "若不在战斗中，会与同伴一同返回据点",
 "If retirement pay is not paid,": "如果不支付退休金，",
 "If retirement pay is not paid, a penalty will be applied to your contribution and the mood of other members.": "如果不支付退休金， a penalty will be applied to your contribution and the mood of other members.",
 "If that divisor is not greater than 0, the table cooldown is used unchanged.": "如果除数不大于 0，就原样使用表冷却。",
 "If that's the custom, I can't help it.": "如果这是习俗，我也没办法。",
 "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": "若娱乐百分比为：0 至未满 {0}：Entertainment_Very Bored {0} 至未满 {1}：Entertainment_Bored {1} 至未满 {2}：Entertainment_No Effect {2} 至 100 或以下：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": "若饥饿百分比为：0 至未满 {0}：Hunger_Very Hungry {0} 至未满 {1}：Hunger_Hungry {1} 至 100 或以下：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)": "如果当前制作技能高于所需制作技能，则按高出的幅度对「良作」结果做概率修正（PS: 不存在相反情况，因为所需制作技能高于当前制作技能时无法进行制作）",
 "If the developers activate it, it would apply": "如果开发者启用它，则会",
 "If the extra hit crits": "如果额外命中暴击",
 "If the proc crits": "如果触发暴击",
 "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.": "如果目标带有精英怪物或首领怪物标签，则向该次命中的造成伤害加成加入固定 20 百分点。",
 "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.": "如果目标当前 HP 除以最大 HP 不高于 20%，且目标没有首领标签，则对其施加处决效果，持续 1 秒。",
 "If you are in": "如果你在",
 "If you are in dungeon, all unsaved progress will be lost.": "如果你在地下城中，所有未保存的进度都将丢失。",
 "If you drink a": "如果饮用",
 "If you drink a 技能重置灵药, 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 Elixir when your expedition rank reaches 普通探险队.": "If you drink a 技能重置灵药，就可以重置技能。 Skill Reset Elixirs 有几率在地下城的宝箱中找到。 You can also obtain one guaranteed Skill Reset Elixir when your expedition rank reaches 普通探险队.",
 "If you drink a 技能重置灵药, 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 Potion when your expedition rank reaches 普通探险队.": "If you drink a 技能重置灵药，就可以重置技能。 Skill Reset Potions 有几率在地下城的宝箱中找到。 You can also obtain one guaranteed Skill Reset Potion when your expedition rank reaches 普通探险队.",
 "If you edit an inscription directly, changing the affecter key alone is not enough. The game bakes the stat bonuses into the unit's stats block and does not recalculate them on load, so both places must be edited consistently.": "如果你直接改铭文，只改效果施加者键是不够的。游戏会把属性加成写入该单位的属性块，加载时不会重算，所以两处必须一起改对。",
 "Ignore ...": "忽略...",
 "Ignores": "无视",
 "Immediately after swallowing the third piece of meat, the room's pulse abruptly stops.": "刚吞下第三块肉，房间的搏动就骤然停止。",
 "Immobilization": "定身",
 "Immune (Boss)": "免疫（首领）",
 "Import a save": "导入存档",
 "Import a team in the Builder first, then pick your units here.": "请先在角色构筑器中导入队伍，然后在此选择单位。",
 "Import from your save": "从存档导入",
 "Import this character": "导入此角色",
 "Import your save to load your whole team ->": "导入您的存档以加载您的整个团队 ->",
 "Imported clan": "已导入团队",
 "Imported team": "已导入的队伍",
 "Impossible combos: allowed": "不可能组合：允许",
 "Impossible combos: blocked": "不可能组合：禁止",
 "Impressive Research Lab: +150%": "出色的研究室：+150%",
 "Improved": "已改善",
 "Improving": "正在改善",
 "In": "在",
 "In Combat": "战斗中",
 "In Finder press Cmd+Shift+G, paste this, press Enter.": "在 Finder 中按 Cmd+Shift+G，粘贴此路径，再按 Enter。",
 "In a narrow space concealed behind the wall, a skeleton lies collapsed. It remains frozen in place, one hand outstretched toward somethin...": "被墙壁遮挡住的狭窄空间里倒着一具骷髅。它保持着僵死的姿势，一只手朝某...",
 "In an instant, countless voices, images, and fragments of unknown": "刹那间，无数声音、形象与未知的碎片",
 "In data": "数据中",
 "In game: the button previews another button's effects": "游戏内：该按钮预览另一个按钮的效果",
 "In game: the button previews its own effects": "游戏内：该按钮会预览其自身效果",
 "In game: the button previews the resolution's reward": "游戏内：该按钮预览决议奖励",
 "In game: the button previews what \"交给我吧。\" does": "游戏内：该按钮预览 \"交给我吧。\" 的效果",
 "In game: the button previews what \"再仔细搜查一下。\" does": "游戏内：该按钮预览 \"再仔细搜查一下。\" 的效果",
 "In game: the button previews what \"啊！\" does": "游戏内：该按钮预览 \"啊！\" 的效果",
 "In game: the button previews what \"嗯，它好像挺喜欢你的。\" does": "游戏内：该按钮预览 \"嗯，它好像挺喜欢你的。\" 的效果",
 "In game: the button previews what \"太好了。\" does": "游戏内：该按钮预览 \"太好了。\" 的效果",
 "In game: the button previews what \"我们已经尽力了。\" does": "游戏内：该按钮预览 \"我们已经尽力了。\" 的效果",
 "In game: the button previews what \"明白了。\" does": "游戏内：该按钮预览 \"明白了。\" 的效果",
 "In game: the button previews what \"相当有意思。\" does": "游戏内：该按钮预览 \"相当有意思。\" 的效果",
 "In game: the button previews what \"看来要做的事已经定下来了。\" does": "游戏内：该按钮预览 \"看来要做的事已经定下来了。\" 的效果",
 "In game: the button previews what \"真是绝佳的蛋白质来源！\" does": "游戏内：该按钮预览 \"真是绝佳的蛋白质来源！\" 的效果",
 "In game: the button previews what \"离开\" does": "游戏内：该按钮预览 \"离开\" 的效果",
 "In game: the button previews what \"这种事不会再发生了。\" does": "游戏内：该按钮预览 \"这种事不会再发生了。\" 的效果",
 "In game: the button previews what \"这笔交易很划算。\" does": "游戏内：该按钮预览 \"这笔交易很划算。\" 的效果",
 "In game: the button previews what \"这钱现在归我了！\" does": "游戏内：该按钮预览 \"这钱现在归我了！\" 的效果",
 "In game: the button previews what \"金钱果然能解决一切。\" does": "游戏内：该按钮预览 \"金钱果然能解决一切。\" 的效果",
 "In game: the button previews what {#} does": "游戏内：该按钮预览 {#} 的效果",
 "In game: the button shows a preview": "游戏内：该按钮显示预览",
 "In game: the button shows the odds": "游戏内：该按钮显示几率",
 "In normal combat appears with workers, but in the abyss appears with throwers and brawlers.": "在普通战斗中与工人一同出现，但在无尽深渊中与投掷者和斗士一同出现。",
 "In normal combat appears with workers, but in the abyss appears with throwers and brawlers. - Dungeon Settlers Wiki": "在普通战斗中与工人一同出现，但在无尽深渊中与投掷者和斗士一同出现。 - Dungeon Settlers 维基",
 "In normal combat appears with workers, but in the abyss appears with throwers and brawlers. map": "在普通战斗中与工人一同出现，但在无尽深渊中与投掷者和斗士一同出现。地图",
 "In the": "在",
 "In the current build the row is a dormant constant, tagged": "在当前版本中，该行是休眠常量，标记为",
 "In the demo and playtest builds (B.0.3.x) the game also": "在演示和试玩版本（B.0.3.x）中，游戏还会",
 "In the game code": "在游戏代码中",
 "In the middle of": "正在",
 "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 miserly even with our food?\" Before you can answer, several nearby expedition members nod in agreement. \"Exactly. Any one of us could be dead by tomorrow.\" Emboldened by their support, {0} steps forward. \"We aren't asking for luxurious meals. Just let us eat our fill, even if only for a little while.\"": "食物补给分配时，{0}领到自己的份额，毫不掩饰地露出不满，望向你。“队长，探索地下城可是要赌上性命的，难道连吃的也这么吝啬吗？”你还没来得及回答，周围的几名探险队员便点头表示赞同。“没错。说不定明天我们就死了。”得到支持后，{0}更有底气地走上前来。“我们并不是要什么奢侈的食物。只希望哪怕暂时，也能让我们吃饱而已。”",
 "In the quest table, but nothing in this build starts it and no event reacts to it finishing": "在任务表中，但本版本没有任何内容会启动它，也没有事件会在它完成时作出反应",
 "In the silence, three clea...": "寂静中，三声清...",
 "In the {#}": "在 {#}",
 "In this build Perception's": "本版本中感知的",
 "In this team": "在此队伍中",
 "In {#}": "在 {#}",
 "In-game": "游戏内",
 "In-game Handbook": "游戏内手册",
 "In-game Handbook - Dungeon Settlers Wiki": "游戏内手册 - Dungeon Settlers 维基",
 "In-game handbook: {#}": "游戏内手册：{#}",
 "In-game look": "游戏内外观",
 "In-game look of this character with the gear equipped below": "该角色穿戴下方装备时的游戏内外观",
 "In-game look with the equipped gear": "已装备当前装备时的游戏内外观",
 "In-game minutes needed for a random event shown in the Alert to disappear after it activates (1440 = 1 day)": "警报中显示的随机事件在触发后消失所需的游戏内分钟数（1440 = 1 天）",
 "In-game time needed after an Expedition Party Decision quest is activated until the abandon event appears": "探险队决议任务激活后，直到放弃事件出现所需的游戏内时间",
 "InDependent": "InDependent",
 "Include in the shared link:": "包含在分享链接中：",
 "Included in scenario starting kits:": "包含于场景初始套件：",
 "Included in scenario starting kits: {#}": "包含于场景初始套件：{#}",
 "Includes learned passive crit at full progression:": "包含满进度时已学习的被动暴击：",
 "Incomplete": "未完成",
 "Increase amount": "增加量",
 "Increased": "增加",
 "Increases": "提高",
 "Increases Guard Rate by 20% and Guard Damage Reduction by 20% for 180 seconds.": "格挡几率提高 20%，格挡伤害减免提高 20%，持续 180 秒。",
 "Increases maximum weight by 60% for 180 seconds.": "最大负重提高 60%，持续 180 秒。",
 "Increases 格挡几率 by {0}%. When equipped with a shield, 攻击速度 increases by {1}%, and the weight of the equipped shield becomes 0.": "Increases 格挡几率 提高 {0}%。装备盾牌时， 攻击速度 increases by {1}%, and the weight of the equipped shield becomes 0.",
 "Increases 格挡几率 by {0}%. When equipped with a shield, 移动速度 increases by {1}%, 攻击速度 increases by {2}%, and the weight of the equipped shield becomes 0.": "Increases 格挡几率 提高 {0}%。装备盾牌时， 移动速度 increases by {1}%, 攻击速度 increases by {2}%, and the weight of the equipped shield becomes 0.",
 "Incredible": "惊人",
 "Indestructible": "不可摧毁",
 "Indestructible Building": "不可摧毁的建筑",
 "Indestructible Building - Dungeon Settlers Wiki": "不可摧毁的建筑 - Dungeon Settlers 维基",
 "Indestructible Building icon": "不可摧毁的建筑 图标",
 "Indicates the": "表示",
 "Indicates the level of mental strain a unit is under.": "表示单位所承受的精神压力程度。",
 "Indicates the level of mental strain a unit is under. When 压力 reaches its maximum, the unit enters a 精神崩溃 state, and 压力 is reset to 0. ## If 压力 hits the maximum again during 精神崩溃 state, the unit dies instantly. ## 压力 decreases when 心情 is positive and increases when 心情 is negative, with both changes scaling proportionally to 心情 level.": "表示单位所承受的精神压力程度。当压力达到最大值时，单位会进入精神崩溃状态，并且压力被重置为 0。 ## 如果在精神崩溃状态期间，压力再次达到最大值，单位就会立即死亡。 ## 当心情为正时，压力会减少；当心情为负时，则会增加，且两者的变化按心情等级成比例变化。",
 "Indicates the unit's rank. Higher levels require better 心情. Units can reach level 12 through 升级.": "Indicates the unit's rank. 更高等级需要 better 心情. Units can reach level 12 through 升级.",
 "Indicates the unit's rank. Higher levels require greater 心情 satisfaction. Units can grow up to level 12 by 升级.": "Indicates the unit's rank. 更高等级需要 greater 心情 satisfaction. Units can grow up to level 12 by 升级.",
 "Individual": "个体",
 "Individual traits (1)": "个体特质（1）",
 "Individual traits (2)": "个人特质 (2)",
 "Individual traits (3)": "个体特质 (3)",
 "Individual traits (4)": "个体特质 (4)",
 "Individual traits (8)": "个体特质 (8)",
 "Individual traits ({#})": "个体特质（{#}）",
 "IndividualTraitMaxCount": "IndividualTraitMaxCount",
 "IndividualTraitMinCount": "IndividualTraitMinCount",
 "Indoor": "室内",
 "Indoor only": "仅限室内",
 "Infectious": "感染性",
 "Infinite Abyss guide": "无限深渊指南",
 "Inflicts": "施加",
 "Ingredients": "材料",
 "Initial Depletion stack": "初始枯竭层数",
 "Initial farm room": "初始农场房间",
 "Initial mini dungeon room": "初始小型地下城房间",
 "Initial stat modifier total": "初始属性修正合计",
 "InitialEquipTopicIgnoreSec": "InitialEquipTopicIgnoreSec",
 "InitialItemStoring_": "InitialItemStoring_",
 "Injected": "灌输",
 "Innate": "固有",
 "Innate to units of a specific race.": "特定种族单位固有。",
 "Innate to units with a specific background.": "特定出身的单位固有。",
 "Innate:": "固有：",
 "Inner Silence": "内在寂静",
 "Inner Silence - Dungeon Settlers Wiki": "内在寂静 - Dungeon Settlers 维基",
 "Inner Silence icon": "内在寂静 图标",
 "InputBuffer": "InputBuffer",
 "Inscription": "铭文",
 "Inscription (rolled on level-up)": "铭文（升级时抽出）",
 "Inscription of": "铭文：",
 "Inscription of Guardian": "卫士铭文",
 "Inscription of Perfection active: every talent +1 tier (capped at Genius).": "完美铭文已生效：每项天赋 +1 级（上限为天才）。",
 "Inscription of Reflection (100%)": "反射铭文（100%）",
 "Inscription rerolls": "铭文重新抽取",
 "Inscription rolls": "铭文抽取",
 "Inscription surcharge": "铭文附加费",
 "Inscription:": "铭文：",
 "InscriptionGrantLevels": "InscriptionGrantLevels",
 "InscriptionRarityWeights": "InscriptionRarityWeights",
 "Inscriptions": "铭文",
 "Inscriptions (1)": "铭文 (1)",
 "Inscriptions (3)": "铭文 (3)",
 "Inscriptions (4)": "铭文 (4)",
 "Inscriptions ({#})": "铭文 ({#})",
 "Inscriptions - Dungeon Settlers Wiki": "铭文 - Dungeon Settlers 维基",
 "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 ...": "铭文是单位可获得的永久的类似特质的加成。来源有两处：新兵入队时可以已携带铭文，并且每个单位 ...",
 "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": "铭文是单位可获得的永久的类似特质的加成。来源有两处：新兵入队时可以已携带铭文，并且每个单位还会被提供新的铭文",
 "Inscriptions guide": "铭文指南",
 "Inscriptions in this rarity": "该稀有度的铭文",
 "Inscriptions per rarity": "各稀有度的铭文",
 "Inscriptions you already own are excluded from the pool": "你已拥有的铭文会从池中排除",
 "Inscriptions:": "铭文：",
 "Insect": "昆虫",
 "Insect.": "昆虫。",
 "Insects": "昆虫",
 "Insensitive to": "不敏感于",
 "Insensitive to taste and eats anything without hesitation. Gains 迟钝的味觉 (Pos) when receiving a negative food effect, and gains 迟钝的味觉 (Neg) when receiving a positive food effect.": "Insensitive to taste and 吃什么都能毫不犹豫。 Gains 迟钝的味觉 (Pos) when receiving a negative food effect, and gains 迟钝的味觉 (Neg) when receiving a positive food effect.",
 "Insensitive to taste, eats anything without hesitation.": "Insensitive to taste, 吃什么都能毫不犹豫。",
 "Inside...": "里面……",
 "Inspect Building: Discarded Magic Power Device": "检查建筑：废弃的魔法动力装置",
 "Inspect Building: Meat Grub1": "检查建筑：肉虫1",
 "Inspect Building: Meat Grub2": "检查建筑：肉虫2",
 "Inspect candidates before you buy. Inspection reveals hidden": "购买前先检查候选人。检查会揭示隐藏的",
 "Inspecting a candidate reveals hidden talents before you buy": "查看候选人会在购买前揭示隐藏天赋",
 "Inspecting for good talents is worthwhile before you pay.": "付款前查看是否有好天赋是值得的。",
 "Inspection": "查看",
 "Inspector's": "检查员的",
 "Install": "安装",
 "Install furniture such as beds and tables to manage mood.": "Install 床、桌等家具来管理心情。",
 "Instantly gains 3 Agility.": "立即获得 3 点敏捷。",
 "Instantly gains 3 Intelligence.": "立即获得 3 点智力。",
 "Instantly gains 3 Perception.": "立即获得 3 点感知。",
 "Instantly gains 3 Stamina.": "立即获得 3 点体质。",
 "Instantly gains 3 Strength.": "立即获得 3 点力量。",
 "Instantly gains 3 Will.": "立即获得 3 点意志。",
 "Instantly gains 5 skill points.": "立即获得 5 点技能点。",
 "Instead": "反而",
 "Intelligence Boost: Positive GAMESYSTEM_Environment_{affecterName}": "智力强化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Intelligence Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "智力削弱：负面 GAMESYSTEM_Environment_{affecterName}",
 "IntelligenceFortify": "IntelligenceFortify",
 "IntelligenceWeaken": "IntelligenceWeaken",
 "Intelligence_": "Intelligence_",
 "Interact": "互动",
 "Interact with Endrossi": "与恩多尔西互动",
 "Interact with Endrossi (for quest update)": "与恩多尔西互动（用于任务更新）",
 "Interact with Perion": "与佩里昂互动",
 "Interact with the Wagon": "与马车互动",
 "Interact with the Wooden Crate": "与木箱互动",
 "Interact with the support wagon (主线任务 0). It holds your starting kit.": "与补给马车互动（主线任务 0）。它装着你的初始装备。",
 "Interaction Invalid Already Carry": "已携带",
 "Interaction Invalid Drop Fail": "互动无效 掉落失败",
 "Interaction Invalid Indoor Disabled": "交互无效：室内已禁用",
 "Interaction Invalid Interact Area Disabled": "交互：无效的交互区域（已禁用）",
 "Interaction Invalid Item Unavailable": "物品不可用",
 "Interaction Invalid Work Unavailable": "互动无效 工作不可用",
 "Interaction Menu Verbs": "交互菜单动词",
 "Interaction Option Alt Right Click": "按住 Alt 键并右键点击以查看更多选项",
 "Interaction Option Assign Bed Owner": "互动选项 分配床位主人",
 "Interaction Option Attack": "攻击",
 "Interaction Option Clear Bed Owner": "互动选项 清除床位主人",
 "Interaction Option Construction": "建造",
 "Interaction Option Crafting": "制作",
 "Interaction Option Demolition No Target": "互动选项 拆除无目标",
 "Interaction Option First Aid": "急救",
 "Interaction Option Force Attack": "互动选项 强制攻击",
 "Interaction Option Heal": "互动选项 治疗",
 "Interaction Option Mac Alt": "交互选项：Mac Alt",
 "Interaction Option Right Click": "右键点击",
 "Interaction Option Win Alt": "交互选项：Win Alt",
 "InteractionReaction": "InteractionReaction",
 "InteractionTopic": "InteractionTopic",
 "Interactions": "交互",
 "Interface": "界面",
 "Intermediate": "中级",
 "Intermediate Cooking not completed": "中级烹饪未完成",
 "Intermediate Storage not completed": "中级存储未完成",
 "Internal & tutorial": "内部与教程",
 "Internal developer notes changed on": "内部开发备注已更改，对象为",
 "Internal developer notes changed on 2 normal event steps.": "2 个普通事件步骤的内部开发备注已更改。",
 "Internal developer notes changed on {#}.": "{#} 的内部开发备注已更改。",
 "Internal key": "内部键",
 "Internal themes & tutorial": "内部主题与教程",
 "Internally the safe floor is floor index -1, prepended before floor 1. Each region has its own safe-floor templates.": "内部上，安全层的层索引为 -1，加在第 1 层之前。每个区域有自己的安全层模板。",
 "Interval": "间隔",
 "Interval at which Expedition Party Decision events occur: in in-game minutes (10080 = 7 days)": "探险队决议事件发生的间隔：以游戏内分钟计（10080 = 7 天）",
 "Interval between random events,": "随机事件间隔，",
 "Interval between random events, in in-game minutes": "Interval between random events, 以游戏内分钟计",
 "Interval between random events, measured in in-game minutes (1 day = 20 real-time minutes; set to occur every 2-4 days)": "随机事件的间隔，以游戏内分钟计（1 天 = 20 现实分钟；设定为每 2-4 天发生一次）",
 "Into": "进入",
 "Intro Notice Notice": "注意：此维基仍在建设中。信息可能不完整或不准确。",
 "Int×0.05": "智力×0.05",
 "Int×0.3": "智力×0.3",
 "Int×1.2": "智力×1.2",
 "InventorySizeMax": "InventorySizeMax",
 "Inventory_": "Inventory_",
 "Investigate": "调查",
 "Investigate the Acid Bug": "调查酸液虫",
 "Investigate the Acid Bug - Interact with Xenon": "调查酸液虫 - 与科赛农互动",
 "Investigate the Discarded Mana Device": "调查废弃魔力装置",
 "Investigate the Meat Bug": "调查肉蛆",
 "Investigate the Meat Bug - Interact with Xenon": "调查肉蛆 - 与科赛农互动",
 "Investigate the Spore Bug": "调查孢子昆虫",
 "Investigate the Spore Bug - Interact with Xenon": "调查孢子昆虫 - 与科赛农互动",
 "Investigate {0} on the 5th floor of the dungeon.": "调查地下城第5层的{0}。",
 "Investigating": "调查",
 "Investigating the golem remains.": "调查魔像残骸。",
 "Investigation": "调查",
 "Invincibility": "无敌",
 "Invincibility - Dungeon Settlers Wiki": "无敌 - Dungeon Settlers 维基",
 "Invincibility icon": "无敌图标",
 "Inward": "向内",
 "Iron Armor and Iron Helmet, each with a recipe that names no workstation and an Iron Ingot ingredient with no source in the tables": "铁制护甲和铁制头盔，各自有一份未指定工作台的配方，以及一种在表中没有来源的铁锭材料",
 "Iron Mode Load Blocked": "铁人模式下无法加载其他存档。",
 "Iron Mode Off": "铁人模式：关",
 "Iron Mode On": "铁人模式：开",
 "Iron Mode Switch Save Failed": "切换铁人模式失败，请重试。",
 "Iron survives only as:": "铁仅保留为：",
 "Ironman": "铁人模式",
 "Is": "是",
 "Is Idling": "闲置中",
 "Is global cooldown affected by cooldown reduction?": "公共冷却受冷却缩减影响吗？",
 "Is immune to 中毒免疫.": "中毒免疫。",
 "Is immune to 出血免疫.": "免疫出血免疫。",
 "Is immune to 灼烧免疫.": "灼烧免疫。",
 "Isn't this when we should help each other?": "现在不是我们应该互相帮助的时候吗？",
 "It": "它",
 "It applies to event-room template groups and, through the single-template group path, to individual templates of every other room type.": "它作用于事件房间模板组，并通过单模板组路径作用于所有其他房间类型的各个模板。",
 "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.": "它完全不与加算的造成伤害区间竞争，因此更适合搭配已经挤满该区间的铭文。",
 "It doesn't seem like we need goals.": "好像并不需要目标。",
 "It hinders the movement of the target with obstructive mucus.": "It 迟滞对象的行动 the target with obstructive mucus.",
 "It hits harder per attack than Solar Bloom but fires four times less often, so a Solar Bloom puts out more damage per second; what this plant buys is the wider hit and the Critical Weakness, not a faster rate.": "它每次攻击比太阳花更重，但开火频率只有四分之一，所以太阳花的每秒伤害更高；这株植物换来的是更广的命中范围和致命弱点，不是更快的频率。",
 "It holds its place quietly through every meal.": "每一餐都安静地守在原处。",
 "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.": "这是已损失生命值的 5%，不是最大生命值的 5%，并且与你格挡的那次伤害大小无关。",
 "It is a beast that lives in caves. It is relatively docile.": "生活在洞穴中的野兽。性情相对温顺。",
 "It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes.": "生活在洞穴中的野兽。幼崽因为嘴巴遮住眼睛而难以看见。",
 "It is a building, so it has no floating health bar: click it to read its durability.": "这是一个建筑，所以它没有浮动生命条：点击它来查看其耐久度。",
 "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. Defined in the data but not currently granted by any obtainable item, trait or skill.": "它是代码标志（不调整任何属性），因此是全有或全无：生效时你无法被看见或被选为目标，无论视野范围或距离如何。描述里写明了限制 - 你造成伤害的瞬间就会结束，所以它是换位和侦察工具，不是隐身战斗的手段。数据中有定义，但当前没有任何可获得的物品、特质或技能会赋予。",
 "It is a ring made of a bloodstone that absorbs the blood of enemies.": "It is a ring made of a 能够吸收敌人鲜血的血石。",
 "It is additive with the other damage dealt bonuses, so stacking several of them gives less than each one promises on its own.": "它与其他造成伤害加成加算，因此叠多个得到的收益少于各自单独承诺的数值。",
 "It is exactly zero at full HP and strongest when nearly dead.": "满 HP 时正好为零，接近死亡时最强。",
 "It is heavy and robust.": "它又重又结实。",
 "It is known to be a material that is good for various purposes.": "众所周知，它是一种适用于各种用途的材料。",
 "It is natural to assume the": "很自然会以为",
 "It is night": "现在是夜晚",
 "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.": "它不是百分比加成：加入的数值是攻击力点数，因此不会被稀释，但也不会从你已有的攻击力中获益。",
 "It is not in the unit's equipment or inventory.": "在当前单位的装备或背包中并未找到。",
 "It is relatively": "它相对",
 "It is standing exactly where the room boss stood, so you walk straight into it.": "它正好站在房间首领所在的位置，所以你径直走了进去。",
 "It is worth most on a badly hurt unit and worth nothing on a healthy one, the opposite of a flat heal: the first beat on a unit at 20% health returns four times what the same beat returns at 80%.": "在重伤单位上价值最高，在健康单位上毫无价值，与固定治疗相反：单位生命值 20% 时第一次节拍的恢复量，是 80% 时同一次节拍的四倍。",
 "It lands in the additive damage dealt bracket of the hit, which is then multiplied by the critical multiplier.": "它落入该次命中的加算造成伤害区间，然后该区间再乘以暴击倍率。",
 "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.": "它落入与沉重战锤、挣扎、破碎和淹没相同的加算造成伤害区间，然后该区间再乘以暴击倍率。",
 "It looks": "看起来",
 "It looks eerie, as if soaked in blood.": "看起来仿佛泡过血水一般，令人毛骨悚然。",
 "It looks like it could be quite useful.": "看起来能派上些用场。",
 "It makes even a cold floor feel a bit more": "冰冷的地板也多了些",
 "It makes even a cold floor feel a bit more lived-in.": "冰冷的地板也多了些 lived-in.",
 "It pools with Heavy Plumb, Challenge, Crumble and Sinking in the same additive bracket.": "它与沉重战锤、挑战、破碎和淹没共用同一加算区间。",
 "It pools with Heavy Plumb, Death Throes, Challenge and Sinking.": "它与沉重战锤、挣扎、挑战和淹没共用同一区间。",
 "It pools with Heavy Plumb, Death Throes, Crumble and Sinking.": "它与沉重战锤、挣扎、破碎和淹没共用同一区间。",
 "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.": "读取的是当前负重，不是负重上限。上限（100 + 4 x 力量）只限制这个加成能到多高：携带负重 200 时加成为 +30%，代码本身没有另设上限。",
 "It reads your own HP, not the target's.": "它读取的是你自己的 HP，不是目标的。",
 "It rewards entering a fight wounded, which runs against every other reason to heal up first.": "它奖励带伤进入战斗，这与其他所有先把血加满的理由相反。",
 "It shares the additive damage dealt bracket with Challenge, Death Throes, Crumble and Sinking, so none of those multiply each other.": "它与挑战、挣扎、破碎和淹没共用同一个加算造成伤害区间，因此它们彼此不会相乘。",
 "It tastes terrible, but": "味道很糟糕，但",
 "It would be per surrounding unit, from the very first flanker, and symmetric (enemies surrounding your units would benefit too).": "将按周围每个单位计算，从第一个侧翼单位起，且对称（包围你单位的敌人也会受益）。",
 "It's": "它是",
 "It's easier to deal with workers first. When HP gets low, they flee to eat herbs.": "先处理工人更轻松。HP 变低时，它们会逃去吃草药。",
 "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. - Dungeon Settlers Wiki": "先处理工人更轻松。HP 变低时，它们会逃去吃草药。 - Dungeon Settlers 维基",
 "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. map": "先处理工人更轻松。HP 变低时，它们会逃去吃草药。地图",
 "It's not": "不是",
 "It's not very tasty, but it's very filling.": "味道一般般，但饱腹感满满。",
 "Item": "物品",
 "Item Spawns": "物品生成",
 "Item spawns": "物品生成",
 "Item storage limit for the starting storage": "起始仓库的物品存储上限",
 "Item-granted traits": "物品赋予特性",
 "ItemAmountFactorByOffering": "ItemAmountFactorByOffering",
 "Item_": "Item_",
 "Items": "物品",
 "Items (on equip):": "物品（装备时）：",
 "Items + Buildings": "物品 + 建筑",
 "Items - Dungeon Settlers Wiki": "物品 - Dungeon Settlers 维基",
 "Items, gear and crafting": "物品、装备和制作",
 "Items:": "物品：",
 "Items: no": "物品: 否",
 "Items: yes": "物品：是",
 "Its": "它的",
 "Its attack:": "其攻击：",
 "Its dmg/hit on you": "它对你的伤害/次命中",
 "Its eyes": "它的眼睛",
 "Its eyes glow blue, and a man's voice": "它的双眼泛起蓝光，一个男人的声音",
 "Its eyes glow blue, and a man's voice issues from its beak.": "它的双眼泛起蓝光，喙中传出了一位男性的声音。",
 "Its eyes slowly begin to glow with a faint blue light.": "它的眼睛开始慢慢发出微弱的蓝光。",
 "Its eyes slowly turn blue.": "它的眼睛慢慢变成了蓝色。",
 "Its eyes turn blue, and the Inspector's voice soon issues from its beak.": "它的眼睛变成了蓝色，检查官的声音很快从它的喙中发出。",
 "Its first attack lands 1 second after it is summoned, and one more follows every second after that.": "召唤后 1 秒打出第一次攻击，之后每秒再打一次。",
 "Its first hit lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.": "召唤后 2 秒打出第一次命中，之后每 4 秒再打一次。",
 "Its first spray lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.": "首次喷射在召唤 2 秒后落地，之后每 4 秒再喷射一次。",
 "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).": "它的冰冻柱子文本确实说它每秒对相邻敌人施加干扰，但是：柱子是一个生成对象，其生命周期不在技能数据中（技能本身的持续时间为0），每次施放都会消耗一个“冒泡”，它由一个很少需要护盾的后排远程水法师施放，并且尚未确认柱子的施加是否计入你的格挡屏障的“你施加”检查。充其量只能将其视为情境性的，而不是像火焰斗篷（你站在其中并明确拥有的自我光环）那样每秒提供护盾的引擎。",
 "Its scripted conversation is marked as already seen, so it cannot interrupt the run.": "其脚本对话已被标记为已查看，因此它不会中断本次运行。",
 "Its skill": "其技能",
 "Ivan,": "伊凡，",
 "Ivan?": "伊万？",
 "Ivan?\"": "伊万？\"",
 "JSON": "JSON",
 "Jakdu": "贾克杜",
 "Jake,": "杰克，",
 "JewelBeetle": "JewelBeetle",
 "Jeweled Beetle GAMESYSTEM_Environment_{affecterName}": "宝石甲虫 GAMESYSTEM_Environment_{affecterName}",
 "Jewelry": "饰品",
 "Jewelry affixes": "饰品词缀",
 "Jewelry can roll": "饰品可以掷出",
 "Joy": "喜悦",
 "Joy of Creation": "创造之乐",
 "Judging": "从外表看",
 "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. \"See that pile of rocks over there? It's not moving right now, but I heard the guild plans to send people to investigate it soon.\" \"This can't be... We struggled through hell just to make it this far.\" At your words, she raises an eyebrow, thinks for a moment, and clicks her tongue. \"Sorry, but the deeper parts of the dungeon are blocked off... No one can get through. This is as far as you can explore for now.\"": "Judging by 她的打扮来看，她 seems to be a merchant dispatched 由公会派进地下城。 She busily organizes her goods and writes in a ledger, but perks up her ears as you approach. \"See that pile of rocks over there? It's not moving right now, but I heard the guild plans to send people to investigate it soon.\" \"This can't be... We struggled through hell just to make it this far.\" 听完你的话，她 raises an eyebrow, thinks for a moment, and clicks her tongue. \"Sorry, but the deeper parts of the dungeon are blocked off... No one can get through. This is as far as you can explore for now.\"",
 "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 pile of rocks over there? It is not moving right now, but I hear the guild will send people to investigate it soon.\" \"This cannot be... We went through all that just to get here.\" At your words, she raises an eyebrow, thinks for a moment, then clicks her tongue. \"Sorry, but the deeper parts of the dungeon are blocked off... No one can get through. This is as far as you can explore for now.\"": "Judging from 她的打扮来看，她 is a merchant sent 由公会派进地下城。 She is organizing goods and writing in a ledger when her ears perk up as you approach. \"See that pile of rocks over there? It is not moving right now, but I hear the guild will send people to investigate it soon.\" \"This cannot be... We went through all that just to get here.\" 听完你的话，她 raises an eyebrow, thinks for a moment, then clicks her tongue. \"Sorry, but the deeper parts of the dungeon are blocked off... No one can get through. This is as far as you can explore for now.\"",
 "Junk Heap 1": "垃圾堆 1",
 "Junk Heap 2": "垃圾堆 2",
 "Junk Heap 3": "垃圾堆 3",
 "Junk Heap1": "垃圾堆1",
 "Junk Heap1 Remnant": "垃圾堆1遗迹",
 "Junk Heap1 Remnant - Dungeon Settlers Wiki": "垃圾堆1遗迹 - Dungeon Settlers 维基",
 "Junk Heap10": "垃圾堆10",
 "Junk Heap11": "垃圾堆11",
 "Junk Heap12": "垃圾堆12",
 "Junk Heap13": "垃圾堆13",
 "Junk Heap14": "垃圾堆14",
 "Junk Heap15": "垃圾堆15",
 "Junk Heap16": "垃圾堆16",
 "Junk Heap17": "垃圾堆17",
 "Junk Heap18": "垃圾堆18",
 "Junk Heap19": "垃圾堆19",
 "Junk Heap2": "垃圾堆2",
 "Junk Heap2 Remnant": "垃圾堆2遗迹",
 "Junk Heap2 Remnant - Dungeon Settlers Wiki": "垃圾堆2遗迹 - Dungeon Settlers 维基",
 "Junk Heap20": "垃圾堆20",
 "Junk Heap3": "垃圾堆3",
 "Junk Heap3 Remnant": "垃圾堆3遗迹",
 "Junk Heap3 Remnant - Dungeon Settlers Wiki": "垃圾堆3遗迹 - Dungeon Settlers 维基",
 "Junk Heap4": "垃圾堆4",
 "Junk Heap5": "垃圾堆5",
 "Junk Heap6": "垃圾堆6",
 "Junk Heap7": "垃圾堆7",
 "Junk Heap8": "垃圾堆8",
 "Junk Heap9": "垃圾堆9",
 "Junk heap": "垃圾堆",
 "Junk heaps": "废品堆",
 "Just": "只是",
 "Keep the average Mood 5 or higher for 720 min": "将平均心情维持在 5 或更高，持续 720 分钟",
 "Keep the average Mood 5 이상 for 720분": "将平均心情维持在 5 或更高，持续 720 分钟",
 "Keep the average Mood {#} for {#}": "将平均心情维持在 {#}，持续 {#}",
 "Keep this bar and the Attacker panel stuck to the top while you scroll": "滚动时将此栏和攻击者面板固定在顶部",
 "Keep this bar and the section bar pinned to the top while you scroll": "滚动时将此栏和章节栏固定在顶部",
 "Keep this bar pinned to the top while you scroll": "滚动时将此栏固定在顶部",
 "Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty.": "把单位留在远征上太久会叠一层比一层重的心情惩罚（四阶段），管理难度越高越狠。",
 "Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty. On return, a temporary": "让单位在探险中停留过久会叠加递增的心情惩罚（四个阶段），管理难度越高越苛刻。返回时还会施加临时的",
 "Key": "键",
 "Key Input Type Camera Zoom In": "按键输入类型：镜头拉近",
 "Key Input Type Camera Zoom Out": "按键输入类型：镜头拉远",
 "Key Input Type Common Confirm": "按键输入类型：通用确认",
 "Key Input Type Quick Load": "按键输入类型：快速加载",
 "Key Stat": "主要属性",
 "Key prefixes": "键前缀",
 "Key stats": "主要属性",
 "KeyZoomSpeed": "KeyZoomSpeed",
 "Keyword": "关键词",
 "Kill EXP:": "击杀经验:",
 "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution.": "击杀蝌蚪 → 蝌蚪吞食巨型蚯蚓的战斗。理论上，若考虑蝌蚪叠加并让它们互相吞食，可以阻止进化。",
 "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 Wiki": "击杀蝌蚪 → 蝌蚪吞食巨型蚯蚓的战斗。理论上，若考虑蝌蚪叠加并让它们互相吞食，可以阻止进化。 - Dungeon Settlers 维基",
 "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution. map": "击杀蝌蚪 → 蝌蚪吞食巨型蚯蚓的战斗。理论上，若考虑蝌蚪叠加并让它们互相吞食，可以阻止进化。地图",
 "Kill the region's clear boss (GAMESYSTEM_Dungeon_UnitForClearRegion: slot 0 (寂静帷幕) = 巨石魔像; slot 1 (溃烂地穴) = 链甲骑士哨兵; later slots NULL) on the last floor, then press Return on the expedition result screen": "在最后一层击杀该区域的通关首领（GAMESYSTEM_Dungeon_UnitForClearRegion：槽 0（寂静帷幕）= 巨石魔像；槽 1（溃烂地穴）= 链甲骑士哨兵；之后的槽为 NULL），然后在探险结果界面按下返回",
 "Killing it ends the story. It does": "击杀它就结束故事。它并",
 "Killing the clear boss on that floor flags the region's boss as defeated (": "在该层击杀通关首领会将该区域的首领标记为已击败（",
 "Kind": "种类",
 "Knigh": "骑士",
 "Knight": "骑士",
 "KnockbackImmune": "KnockbackImmune",
 "Korean": "韩语",
 "Korean Only_Platform_Stove": "Korean Only_Platform_Stove",
 "KoreanOnly": "KoreanOnly",
 "LOCKEDBUILDING Item Reason": "已锁定建筑 物品原因",
 "LOCKEDBUILDING Reason": "你无法建造此建筑，因为它被锁定。你可以在城镇中解锁它。",
 "Lab": "实验室",
 "Lab.": "实验室。",
 "Labor": "劳动",
 "Laboratory": "实验室",
 "Lacks emotions and feels indifferent to the suffering of others.": "缺乏情感，对他人的痛苦无动于衷。",
 "Lacks emotions and feels indifferent to the suffering of others. Gains 目睹他人死亡 when someone dies.": "缺乏情感，对他人的痛苦无动于衷。 Gains 目睹他人死亡 when someone dies.",
 "Ladder defined up to level": "阶梯定义到",
 "Language Portuguese Brazil": "语言 葡萄牙语 巴西",
 "Large Blue Crystal Random": "大型蓝水晶 随机",
 "Large Blue Crystal Remnant": "大型蓝水晶遗迹",
 "Large Blue Crystal Remnant - Dungeon Settlers Wiki": "大型蓝水晶遗迹 - Dungeon Settlers 维基",
 "Large Copper Node Random": "大型铜矿脉 随机",
 "Large Copper Node Remnant": "大型铜矿脉遗迹",
 "Large Copper Node Remnant - Dungeon Settlers Wiki": "大型铜矿脉遗迹 - Dungeon Settlers 维基",
 "Large Dirt Rock Fixed": "大型土岩 固定",
 "Large Dirt Rock Random": "大型土岩 随机",
 "Large Dirt Rock Remnant": "大型土岩遗迹",
 "Large Dirt Rock Remnant - Dungeon Settlers Wiki": "大型土岩遗迹 - Dungeon Settlers 维基",
 "Large Dust Root Fixed": "大尘根 固定",
 "Large Dust Root Random": "大尘根 随机",
 "Large Dust Root Remnant": "大尘根遗迹",
 "Large Dust Root Remnant - Dungeon Settlers Wiki": "大尘根遗迹 - Dungeon Settlers 维基",
 "Large Green Crystal Random": "大型绿水晶 随机",
 "Large Green Crystal Remnant": "大型绿水晶遗迹",
 "Large Green Crystal Remnant - Dungeon Settlers Wiki": "大型绿水晶遗迹 - Dungeon Settlers 维基",
 "Large Red Crystal Random": "大型红水晶 随机",
 "Large Red Crystal Remnant": "大型红水晶遗迹",
 "Large Red Crystal Remnant - Dungeon Settlers Wiki": "大型红水晶遗迹 - Dungeon Settlers 维基",
 "Large Room 1": "大房间 1",
 "Large Room 2": "大房间 2",
 "Large Silver Vein Random": "大型银矿脉 随机",
 "Large Silver Vein Remnant": "大型银矿脉遗迹",
 "Large Silver Vein Remnant - Dungeon Settlers Wiki": "大型银矿脉遗迹 - Dungeon Settlers 维基",
 "Large Twisted Tree Fixed": "扭曲大树 固定",
 "Large Twisted Tree Remnant": "扭曲大树遗迹",
 "Large Twisted Tree Remnant - Dungeon Settlers Wiki": "扭曲大树遗迹 - Dungeon Settlers 维基",
 "Last Refuge": "最后避难所",
 "LastAbyessFloor": "LastAbyessFloor",
 "Late": "后期",
 "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 expedition members raising their voices toward the enormous full moon. \"What in the world are you doing at this hour?\" When you ask in bewilderment, {0} turns to answer. \"We are taught that the spirits of our ancestors dwell upon the moon. Even now, they run across endless fields and watch over their descendants.\" {0} looks back up at the moon and smiles. \"On nights when the moon is this large and bright, we believe our voices can reach our ancestors. It is an ancient Lycan tradition for us to howl together and let them know that we are well.\"": "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 探险队员 raising their voices toward the enormous full moon. \"What in the world are you doing at this hour?\" When you ask in bewilderment, {0} turns to answer. \"We are taught that the spirits of our ancestors dwell upon the moon. Even now, they run across endless fields and watch over their descendants.\" {0} looks back up at the moon and smiles. \"On nights when the moon is this large and bright, we believe our voices can reach our ancestors. It is an ancient Lycan tradition for us to howl together and let them know that we are well.\"",
 "Layer": "层",
 "Layout": "布局",
 "Layout saved": "布局已保存",
 "Layout variants": "布局变体",
 "Leader": "指挥官",
 "Leader,": "领袖，",
 "Leadership": "领袖",
 "Learn": "学习",
 "Learn Skill : \"{0}\"?": "学习技能：“{0}”？",
 "Learn an Active Skill / Learn a Passive Skill": "学习一个主动技能 / 学习一个被动技能",
 "Leash range": "牵引范围",
 "Leather Processing 1": "皮革加工1",
 "Leather Processing 1 not completed": "皮革加工 1 未完成",
 "Leave 3": "留下 3",
 "Leave a": "留下",
 "Leave a {#} corpse on the map": "在地图上留下一具 {#} 尸体",
 "Leave this character out of every team. It still shows in the units bar under \"All\".": "将此角色排除在所有队伍之外。它仍会显示在单位栏的“全部”下。",
 "Leave {#} {#} corpses on the map": "在地图上留下 {#} 具 {#} 尸体",
 "Leaves remnant": "留下遗迹",
 "Leaving the dungeon drops the stage debuff, but the trip still leaves a mark:": "离开地下城会去掉阶段减益，但此行仍会留下痕迹：",
 "Leech": "水蛭",
 "Leech,": "水蛭，",
 "Left off, your campaign keeps the difficulty it already has.": "未勾选时，你的战役保持原有难度。",
 "LeftAlt": "左Alt",
 "LeftCtrl": "左Ctrl",
 "LeftShift": "左Shift",
 "Leftover skill wait as cooldown reduction increases": "冷却缩减增加时剩下的技能等待",
 "Leftover wait": "剩余等待",
 "Legendaries": "传说",
 "Legendary inscriptions": "传说铭文",
 "Less than 2 days of food with Mood 1 or higher are in store": "库存中不足 2 天心情 1 或更高的食物",
 "Less than 2 days of food with Mood 2 or higher are in store": "库存中不足 2 天心情 2 或更高的食物",
 "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...": "Less than a day had passed before you ordered the 探险队员 to deal with the suspicious member. You did not know how something like this could have hap...",
 "Less than {#} days of food with Mood {#} or higher are in store": "库存中不足 {#} 天心情 {#} 或更高的食物",
 "Let": "让我",
 "Let melee hold aggro.": "让近战拉住仇恨。",
 "Let stress climb and the unit risks a": "若压力持续升高，单位可能发生",
 "Let's": "让我们",
 "Letter": "的信",
 "Level & Growth": "等级与成长",
 "Level 1": "等级 1",
 "Level 10: 5'273": "等级 10: 5'273",
 "Level 11: 6'531": "等级 11: 6'531",
 "Level 12: 7'926": "等级 12: 7'926",
 "Level 2": "等级 2",
 "Level 2: 30": "等级 2: 30",
 "Level 3": "等级 3",
 "Level 3: 250": "等级 3: 250",
 "Level 4": "等级 4",
 "Level 4: 567": "等级 4: 567",
 "Level 5": "等级 5",
 "Level 5: 1'017": "等级 5: 1'017",
 "Level 6: 1'600": "等级 6: 1'600",
 "Level 7: 2'315": "等级 7: 2'315",
 "Level 8: 3'167": "等级 8: 3'167",
 "Level 9: 4'153": "等级 9: 4'153",
 "Level Up Build Max Level": "升级建造最大等级",
 "Level Up UI Warn Before Close": "升级界面关闭前警告",
 "Level limit for the trait pool that can attach to a Background": "可附加到出身上的特质池的等级上限",
 "Level price": "等级价格",
 "Level up, or remove a tree / an inscription to add one.": "升级，或移除一棵技能树 / 一条铭文后再添加。",
 "Level {#}: {#}": "等级 {#}：{#}",
 "Level-up inscription choices are": "升级时的铭文选项是",
 "Level-up odds: 0.0455% per offered slot": "升级几率：每个提供的槽 0.0455%",
 "Level-up odds: 0.100% per offered slot": "升级几率：每个提供的槽 0.100%",
 "Level-up odds: 0.548% per offered slot": "升级几率：每个提供的槽 0.548%",
 "Level-up odds: 4.75% per offered slot": "升级几率：每个提供的槽 4.75%",
 "Level-up odds: {#} per offered slot": "升级几率：每个提供的槽 {#}",
 "Level-ups + growth": "升级 + 成长",
 "Level-ups per appearance": "每次出现的升级次数",
 "Level10Weight": "Level10Weight",
 "Level11Weight": "Level11Weight",
 "Level12Weight": "Level12Weight",
 "Level1Weight": "Level1Weight",
 "Level1Weight .. Level12Weight": "Level1Weight .. Level12Weight",
 "Level2Weight": "Level2Weight",
 "Level3Weight": "Level3Weight",
 "Level4Weight": "Level4Weight",
 "Level5Weight": "Level5Weight",
 "Level6Weight": "Level6Weight",
 "Level7Weight": "Level7Weight",
 "Level8Weight": "Level8Weight",
 "Level9Weight": "Level9Weight",
 "LevelUpRequiredItem": "LevelUpRequiredItem",
 "LevelUp_": "LevelUp_",
 "Level_": "Level_",
 "Leveling": "升级",
 "Leveling & Experience": "升级与经验",
 "Leveling & Experience - Dungeon Settlers Wiki": "升级与经验 - Dungeon Settlers 维基",
 "Leveling & XP": "升级与经验",
 "Leveling & XP guide": "升级与 XP 指南",
 "Leveling and mana stones": "升级与法力石",
 "Leveling is manual: a": "升级是手动的：一次",
 "Leveling is not automatic. When a unit has enough experience you perform a": "升级不是自动的。当单位有足够经验时，你进行一次",
 "Leveling wall": "升级墙",
 "Life": "生命",
 "Life Regen": "生命恢复",
 "Life Steal and vampirism": "生命吸取与吸血",
 "Life was": "生活始终",
 "Lifesteal Rate increases by 20%.": "生命吸取率提高 20%。",
 "Lightning": "闪电",
 "Lightweight": "轻型",
 "Limit": "Limit",
 "LimpingDuration": "LimpingDuration",
 "Line of sight (walls)": "视线（墙）",
 "Line of sight is the only hard, always-on limiter. A wall hides you at any range; open ground does not, even far away.": "视线是唯一始终生效的硬限制。墙在任何距离都能挡住你；开阔地不行，哪怕很远。",
 "Lines the scarecrow speaks when hit or idling - several double as gameplay hints.": "稻草人被击中或待机时说的台词 - 其中几句同时是玩法提示。",
 "Link this bar with the section bar: one pin moves both": "将此栏与章节栏连动：固定一个则两者一起移动",
 "Linked creature": "关联生物",
 "Little": "小",
 "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came": "{0}以流浪者的身份经受了无数考验，在狂风暴雨或沙漠烈日下也从未停歇。沿途迎来",
 "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 where it would lead no one could know.": "{0}以流浪者的身份经受了无数考验，在狂风暴雨或沙漠烈日下也从未停歇。沿途迎来 self forging and the hope of finding a true path, though where it would lead no one could know.",
 "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 where it would lead no one could know.": "{0}以流浪者的身份经受了无数考验，在狂风暴雨或沙漠烈日下也从未停歇。沿途迎来 self-forging and the hope of finding a true path, though where it would lead no one could know.",
 "Lizard Man 0": "蜥蜴人 0",
 "Lizard Man 1": "蜥蜴人 1",
 "Lizard Man 10": "蜥蜴人 10",
 "Lizard Man 11": "蜥蜴人 11",
 "Lizard Man 12": "蜥蜴人 12",
 "Lizard Man 13": "蜥蜴人 13",
 "Lizard Man 14": "蜥蜴人 14",
 "Lizard Man 15": "蜥蜴人 15",
 "Lizard Man 16": "蜥蜴人 16",
 "Lizard Man 17": "蜥蜴人 17",
 "Lizard Man 18": "蜥蜴人 18",
 "Lizard Man 19": "蜥蜴人 19",
 "Lizard Man 2": "蜥蜴人 2",
 "Lizard Man 20": "蜥蜴人 20",
 "Lizard Man 3": "蜥蜴人 3",
 "Lizard Man 4": "蜥蜴人 4",
 "Lizard Man 5": "蜥蜴人 5",
 "Lizard Man 6": "蜥蜴人 6",
 "Lizard Man 7": "蜥蜴人 7",
 "Lizard Man 8": "蜥蜴人 8",
 "Lizard Man 9": "蜥蜴人 9",
 "Lizard Man Preset": "蜥蜴人预设",
 "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_019": "LizardMan_019",
 "LizardMan_020": "LizardMan_020",
 "LizardMan_2": "LizardMan_2",
 "LizardmanWeight": "LizardmanWeight",
 "Lizardmen": "蜥蜴人",
 "Loading the journal": "正在加载日志",
 "Loading-screen tips and lore": "加载界面提示与背景设定",
 "Log Bench": "原木长凳",
 "Log Bench - Dungeon Settlers Wiki": "原木长凳 - Dungeon Settlers 维基",
 "Log Benchside": "原木长凳侧面",
 "Log Benchside - Dungeon Settlers Wiki": "原木长凳侧面 - Dungeon Settlers 维基",
 "Logging Muscle": "伐木肌力",
 "Logging Technique": "伐木技巧",
 "LoggingCapability": "LoggingCapability",
 "LogicalRefreshInterval": "LogicalRefreshInterval",
 "Long02_Black": "Long02_Black",
 "Long02_Blonde": "Long02_Blonde",
 "Long02_Brown": "Long02_Brown",
 "Long02_Red": "Long02_Red",
 "Long02_White": "Long02_White",
 "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",
 "Long_Black": "Long_Black",
 "Long_Blonde": "Long_Blonde",
 "Long_Orange": "Long_Orange",
 "Long_Red": "Long_Red",
 "Looking": "寻找",
 "Looking for recruitable quest characters (": "在找可招募的任务角色（",
 "Looking for recruitable quest characters ({#}, free random settlers) and authored-but-gated future special recruits? See {#}.": "在找可招募的任务角色（{#}，免费随机开拓者）以及已编写但锁定的未来特殊招募？参见 {#}。",
 "Looks": "看起来",
 "Loops": "循环",
 "Loot": "掉落",
 "Loot Tables": "掉落表",
 "Loot Tables - Dungeon Settlers Wiki": "掉落表 - Dungeon Settlers 维基",
 "Loot pool": "掉落池",
 "Loot status": "掉落状态",
 "Lootable structure:": "可拾取结构：",
 "Lore": "背景设定",
 "Lore (3)": "背景故事 (3)",
 "Loud": "响亮的",
 "Low Durability on Equipped Item": "装备物品耐久度过低",
 "Low Food": "食物不足",
 "Low Food Reserves": "食物储备不足",
 "Low Grade Blue Gem Necklace": "低级蓝色宝石项链",
 "Low Grade Blue Gem Ring": "低级蓝色宝石戒指",
 "Low Grade Fire Elemental Stone": "低级火焰元素石",
 "Low Grade Green Gem Necklace": "低级绿色宝石项链",
 "Low Grade Green Gem Ring": "低级绿色宝石戒指",
 "Low Grade Nature Elemental Stone": "低级自然元素石",
 "Low Grade Red Gem Necklace": "低级红色宝石项链",
 "Low Grade Red Gem Ring": "低级红色宝石戒指",
 "Low Grade Water Elemental Stone": "低级水元素石",
 "Low Head Health": "头部生命值过低",
 "Low Health": "生命值过低",
 "Low ammo bubble": "弹药不足气泡",
 "Low draw strength, but suitable for beginners.": "拉力小，但适合初学者。",
 "Low durability, likely to wear out quickly.": "耐久度低，坏得很快。",
 "Low mood also trips HUD alerts. A squad whose": "心情低落也会触发 HUD 警报。一支队伍的",
 "Low on arrows and ammo": "箭矢和弹药不足",
 "Low-Level": "低级",
 "LowAmmoCount": "LowAmmoCount",
 "LowEquipDurabilityPercent": "LowEquipDurabilityPercent",
 "LowHealthFirstAvoidMelee": "LowHealthFirstAvoidMelee",
 "Lowell (Rowell)": "洛威尔 (Rowell)",
 "Luma Tree Fixed": "鲁玛树 固定",
 "Luma Tree Random": "鲁玛树 随机",
 "Luma Tree Remnant": "鲁玛树遗迹",
 "Luma Tree Remnant - Dungeon Settlers Wiki": "鲁玛树遗迹 - Dungeon Settlers 维基",
 "Lumberjack": "伐木工",
 "Luxurious Research Lab: +180%": "豪华的研究室：+180%",
 "Luxurious Treasure Chest Remnant": "豪华宝箱遗迹",
 "Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "豪华宝箱遗迹 - Dungeon Settlers 维基",
 "Lv": "Lv",
 "Lv 1": "Lv 1",
 "Lv 10": "10 级",
 "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": "等级需求",
 "Lycan Female 0": "狼人女性 0",
 "Lycan Female 1": "狼人女性 1",
 "Lycan Female 2": "狼人女性 2",
 "Lycan Female 3": "狼人女性 3",
 "Lycan Female 4": "狼人女性 4",
 "Lycan Female 5": "狼人女性 5",
 "Lycan Female 6": "狼人女性 6",
 "Lycan Female 7": "狼人女性 7",
 "Lycan Male 0": "狼人男性 0",
 "Lycan Male 1": "狼人男性 1",
 "Lycan Male 2": "狼人男性 2",
 "Lycan Male 3": "狼人男性 3",
 "Lycan Male 4": "狼人男性 4",
 "Lycan Male 5": "狼人男性 5",
 "Lycan Male 6": "狼人男性 6",
 "Lycan Male 7": "狼人男性 7",
 "Lycan.": "狼人。",
 "Lycan. Gain 夜行性 - 夜晚 at night. Gain the 夜行性 - 白天 penalty during the day.": "狼人。在夜晚获得夜行性 - 夜晚。在白天获得夜行性 - 白天惩罚。",
 "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",
 "LycanWeight": "LycanWeight",
 "Lycans": "狼人",
 "M.Atk": "魔攻",
 "M.Atk 23": "魔攻 23",
 "M.Atk 30": "魔攻 30",
 "M.Atk 36": "魔攻 36",
 "M.Atk 42": "魔攻 42",
 "M.Atk 45": "魔攻 45",
 "M.Atk 48": "魔攻 48",
 "M.Atk 57": "魔攻 57",
 "M.Atk 63": "魔攻 63",
 "MAIN-TREE AFFINITIES": "主技能树亲和",
 "MALE (102)": "男性 (102)",
 "MALE (11)": "男性 (11)",
 "MALE (68)": "男性 (68)",
 "MALE (69)": "男性 (69)",
 "MAP": "地图",
 "MAtk": "魔攻",
 "MAtk, not the summon's halved value.": "魔攻，而不是召唤物减半后的数值。",
 "MB is far bigger than any Dungeon Settlers save.": "MB 远大于任何 Dungeon Settlers 存档。",
 "MISMATCH": "MISMATCH",
 "Machine-readable data": "机器可读数据",
 "Mag Res": "魔抗",
 "MagAtk": "魔法攻击力",
 "MagRes": "魔法抗性",
 "Magic": "魔法",
 "Magic Atk": "魔攻",
 "Magic Attack": "魔法攻击力",
 "Magic Attack Power added": "加入的魔法攻击力",
 "Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.": "魔力饱和（可选战役开关）到第 100 天最多增加 +100%；假定与档位倍率相加，游戏内未验证。",
 "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.": "魔力饱和已开启：战斗持续越久，怪物在上方倍率之外会逐渐变强。精确递增尚未解码，因此只做标记，未计入下方数字。",
 "Magic Scrap Pile1": "魔法废料堆 1",
 "Magic Scrap Pile1 Remnant": "魔法废料堆1遗迹",
 "Magic Scrap Pile1 Remnant - Dungeon Settlers Wiki": "魔法废料堆1遗迹 - Dungeon Settlers 维基",
 "Magic Scrap Pile2": "魔法废料堆 2",
 "Magic Scrap Pile2 Remnant": "魔法废料堆2遗迹",
 "Magic Scrap Pile2 Remnant - Dungeon Settlers Wiki": "魔法废料堆2遗迹 - Dungeon Settlers 维基",
 "Magic Scrap Pile3": "魔法废料堆 3",
 "Magic Scrap Pile3 Remnant": "魔法废料堆3遗迹",
 "Magic Scrap Pile3 Remnant - Dungeon Settlers Wiki": "魔法废料堆3遗迹 - Dungeon Settlers 维基",
 "Magic Worksh...": "魔法作坊...",
 "Magic attack": "魔法攻击力",
 "Magic attack power": "魔法攻击力",
 "Magic attack power first. A staff is two-handed, so the off-hand stays empty.": "优先魔法攻击力。法杖是双手武器，因此副手保持空置。",
 "Magic attack power first; the water tree's own skills decide the rest.": "优先魔法攻击力；其余由水魔法技能树自身的技能决定。",
 "Magic damage stat source": "魔法伤害属性来源",
 "Magic res": "魔法抗性",
 "Magic resistance": "魔法抗性",
 "Magic resistance increases by 25 for 180 seconds": "魔法抗性提高 25，持续 180 秒",
 "Magic resistance increases by 25% for 180 seconds": "魔法抗性提高 25%，持续 180 秒",
 "Magic scrap": "魔法废料",
 "Magic scrap piles": "魔法废料堆",
 "Magic spells": "魔法法术",
 "Magic stats from": "魔法属性来自",
 "Magic, ignores defense": "魔法，无视防御",
 "Magic, ignores defense & shields": "魔法，无视防御和护盾",
 "Magic, ignores shields": "魔法，无视护盾",
 "Magic.": "魔法。",
 "MagicAttackPower": "MagicAttackPower",
 "MagicResistance_": "MagicResistance_",
 "MagicWorkshop": "MagicWorkshop",
 "Main": "主要",
 "Main 1": "主线 1",
 "Main 1 - Dungeon Settlers Wiki": "主线 1 - Dungeon Settlers 维基",
 "Main 1 icon": "主线 1 图标",
 "Main 2": "主线 2",
 "Main 2 - Dungeon Settlers Wiki": "主线 2 - Dungeon Settlers 维基",
 "Main 2 icon": "主线 2 图标",
 "Main 4": "主线 4",
 "Main 4 - Dungeon Settlers Wiki": "主线 4 - Dungeon Settlers 维基",
 "Main 4 icon": "主线 4 图标",
 "Main 5": "主线 5",
 "Main 5 - Dungeon Settlers Wiki": "主线 5 - Dungeon Settlers 维基",
 "Main 5 icon": "主线 5 图标",
 "Main 6": "主线 6",
 "Main 6 - Dungeon Settlers Wiki": "主线 6 - Dungeon Settlers 维基",
 "Main 6 icon": "主线 6 图标",
 "Main 7": "主线 7",
 "Main 7 - Dungeon Settlers Wiki": "主线 7 - Dungeon Settlers 维基",
 "Main 7 icon": "主线 7 图标",
 "Main SP": "主技能点",
 "Main SP left": "剩余主技能点",
 "Main accessory": "主要饰品",
 "Main dungeon max floor - for checking the 'Yearning to Explore (Into the Depths)' event": "主地下城最大层 - 用于检查「探索渴望（向更深处）」事件",
 "Main quest vs region clear": "主线任务与区域通关",
 "Main skill trees": "主要技能树",
 "Main story": "主线剧情",
 "Main story (Crawling Doom)": "主线剧情（末日临近）",
 "Main story spine": "主线脉络",
 "Main trees": "主要技能树",
 "Main-quest finale": "主线任务终局",
 "Main/tutorial/NPC quest chains with objectives and rewards.": "带目标和奖励的主线/教程/NPC 任务链。",
 "Main0": "Main0",
 "Main1": "Main1",
 "Main100": "Main100",
 "Main101": "Main101",
 "Main2": "Main2",
 "Main3": "Main3",
 "Main4": "Main4",
 "Main5": "Main5",
 "Main6": "Main6",
 "Main7": "Main7",
 "Main:": "主要：",
 "MainAddedTutorial": "MainAddedTutorial",
 "MainSkillPointIncrease": "MainSkillPointIncrease",
 "Maintain Order Active": "维护秩序主动",
 "Maintain Order Active - Dungeon Settlers Wiki": "维护秩序主动 - Dungeon Settlers 维基",
 "Maintain Order Active icon": "维护秩序主动 图标",
 "Major Stats": "主属性",
 "Major stat": "主属性",
 "Major stats": "主属性",
 "Major stats feed": "主属性为",
 "Major update: raise it by one each time the floor count increases, so the displayed credits get rerolled.": "重大更新：每增加一层就把该值加 1，以便重新抽取显示的制作人员。",
 "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.": "请把 Saves 文件夹复制到安全的地方。本工具绝不会改动你的文件，但备份不花钱。",
 "Make a first, short dungeon run (主线任务 4) and come home (主线任务 5). Gather wood and grass. Take the easy kills, and don't push deep on the first day.": "进行第一次短程地下城探险（主线任务 4），然后回家（主线任务 5）。采集木材和草。打容易的敌人，第一天不要深入。",
 "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.": "新建一支队伍并切换到它。角色从下方那一行加入，或从角色标签页的队伍行加入。",
 "Make a new team, switch to it, and put this character in it.": "新建一个队伍，切换到该队伍，并将此角色放入其中。",
 "Male Gloth Random": "雄性格洛斯 随机",
 "Male faces only - no female art for": "仅男性头像 - 无女性立绘，种族为",
 "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",
 "Malus": "减益",
 "Mana Oversaturation GAMESYSTEM_Environment_{affecterName}": "法力过载 GAMESYSTEM_Environment_{affecterName}",
 "Mana Stone": "法力石",
 "Mana Stone Burrow GAMESYSTEM_Environment_{affecterName}": "法力石洞窟 GAMESYSTEM_Environment_{affecterName}",
 "Mana Stone Powder By Low": "低级魔石粉",
 "Mana stones spent to reach it": "为此消耗的法力石",
 "Mana-stone grade by level": "各等级的法力石档位",
 "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.": "通过单位概览面板的“技能”标签便可管理技能。单位分别拥有主要技能点和辅助技能点，可用于技能的学习。",
 "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. ## Each skill point is earned by 升级. ## Main skill trees are displayed at the top of the skill window, while Sub skill trees are listed below the divider. ## Main skills require the correct type of equipment to be equipped. ## Learned skills can be added to quick slots by right clicking in the 'Skill' window or you can just drag the skill icon to quickslot. While the unit is selected, click skills in the 'Command Panel' or use hotkeys to activate them. ## <HotKeys> - Skill 1 (Q) - Skill 2 (E) - Skill 3 (R) - Skill 4 (T) ## TIP : A level 1 unit has enough SP to learn one active and one passive skill. Skills are essential, make sure to learn and use them effectively!": "通过单位概览面板的“技能”标签便可管理技能。单位分别拥有主要技能点和辅助技能点，可用于技能的学习。 ## Each skill point is earned by 升级. ## 主要技能树 are displayed at the top of the skill window, while Sub skill trees are listed below the divider. ## Main skills require the correct type of equipment to be equipped. ## Learned skills can be added to quick slots by right clicking in the 'Skill' window or you can just drag the skill icon to quickslot. While the unit is selected, click skills in the 'Command Panel' or use hotkeys to activate them. ## <HotKeys> - Skill 1 (Q) - Skill 2 (E) - Skill 3 (R) - Skill 4 (T) ## TIP : A level 1 unit has enough SP to learn one active and one passive skill. Skills are essential, make sure to learn and use them effectively!",
 "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. ## Each skill point is earned by 升级. ## Main skill trees are displayed at the top of the skill window, while Sub skill trees are listed below the divider. ## Main skills require the correct type of equipment to be equipped. ## Learned skills can be added to quick slots by right-clicking in the 'Skill' window or you can just drag the skill icon to quickslot. While the unit is selected, click skills in the 'Command Panel' or use hotkeys to activate them. ## <HotKeys> - Skill 1 (Q) - Skill 2 (E) - Skill 3 (R) - Skill 4 (T) ## TIP : A level 1 unit has enough SP to learn one active and one passive skill. Skills are essential, make sure to learn and use them effectively!": "通过单位概览面板的“技能”标签便可管理技能。单位分别拥有主要技能点和辅助技能点，可用于技能的学习。 ## Each skill point is earned by 升级. ## 主要技能树 are displayed at the top of the skill window, while Sub skill trees are listed below the divider. ## Main skills require the correct type of equipment to be equipped. ## Learned skills can be added to quick slots by right-clicking in the 'Skill' window or you can just drag the skill icon to quickslot. While the unit is selected, click skills in the 'Command Panel' or use hotkeys to activate them. ## <HotKeys> - Skill 1 (Q) - Skill 2 (E) - Skill 3 (R) - Skill 4 (T) ## TIP : A level 1 unit has enough SP to learn one active and one passive skill. Skills are essential, make sure to learn and use them effectively!",
 "Management Construction Material Amount Factor By Difficulty": "管理建造材料数量因子按难度",
 "Management Crafting Ingredient Amount Factor By Difficulty": "管理制造材料数量因子按难度",
 "Management Difficulty: {2}": "管理难度：{2}",
 "Management Drop Rate Factor By Difficulty": "按难度的管理掉落率系数",
 "Management Treatment Expectation Mood Devastation Difficulty": "管理 治疗 期望 心情 毁灭难度",
 "Management Treatment Expectation Mood Easy Difficulty": "管理 治疗 期望 心情 简单难度",
 "Management Treatment Expectation Mood Hard Difficulty": "管理 治疗 期望 心情 困难难度",
 "Management Treatment Expectation Mood Normal Difficulty": "管理 治疗 期望 心情 普通难度",
 "Management Treatment Expectation Mood Very Hard Difficulty": "管理 治疗 期望 心情 非常困难难度",
 "Management conditions are extremely harsh.": "管理条件极其严酷。",
 "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long term planning and loss control.": "管理条件极其严酷。 资源与时间都非常有限，需要精确的 long term 规划与损失控制。",
 "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long-term planning and loss control.": "管理条件极其严酷。 资源与时间都非常有限，需要精确的 long-term 规划与损失控制。",
 "Management difficulty": "管理难度",
 "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": "管理难度从不影响战斗。它会缩放制作、建造和研究的花费（以及开拓者的要求有多高）。本维基其他位置列出的材料和工时数字均为",
 "Management difficulty: Devastation. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理难度：毁灭。按地下城停留阶段的心情惩罚值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Devastation. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理难度：毁灭。按单位等级的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Easy. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理难度：简单。按地下城停留阶段的心情惩罚值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Easy. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理难度：简单。按单位等级的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理难度：困难。按地下城停留阶段的心情惩罚值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理难度：困难。按单位等级的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Normal. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理难度：普通。按地下城停留阶段的心情惩罚值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Normal. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理难度：普通。按单位等级的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Very Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理难度：极难。按地下城停留阶段的心情惩罚值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Very Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理难度：极难。按单位等级的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management_": "Management_",
 "Mandatory": "必须",
 "Mandatory root": "必须根节点",
 "Mandrake Fixed": "曼德拉草 固定",
 "Mandrake Remnant": "曼德拉草遗迹",
 "Mandrake Remnant - Dungeon Settlers Wiki": "曼德拉草遗迹 - Dungeon Settlers 维基",
 "Manhattan r3": "曼哈顿 r3",
 "Manhattan, radius 1": "曼哈顿，半径 1",
 "Manhattan, radius 2": "曼哈顿，半径 2",
 "Manhattan, radius 3": "曼哈顿，半径 3",
 "Manhattan, radius 5": "曼哈顿，半径 5",
 "Manifest: build/version info plus per-table row counts and schema notes.": "清单：构建/版本信息，以及每张表的行数和结构说明。",
 "Manual reroll": "手动刷新",
 "Manual rerolls": "手动刷新",
 "Many parts of...": "许多部分...",
 "Map": "地图",
 "Map fenced": "地图已围起",
 "Map grids, settlement, and the current dungeon layout (rooms, floor, phase)": "地图网格、据点，以及当前地下城布局（房间、层、阶段）",
 "Map marker": "地图标记",
 "Map re-opened": "地图已重新打开",
 "Map spawns": "地图生成",
 "MapExpForEachLevel": "MapExpForEachLevel",
 "MapSizeMax": "MapSizeMax",
 "Marble": "大理石",
 "Marked": "已标记",
 "Marker cleared": "标记已清除",
 "Marketplace": "集市",
 "Marks a spot on the map": "在地图上标记一个位置",
 "Masterpiece": "杰作",
 "MasterpieceResult": "MasterpieceResult",
 "Material": "材料",
 "Materials made from processed grass": "Materials 由加工过的制成 grass",
 "Mawmurk Random": "莫默克 随机",
 "Mawmurk.": "莫默克。",
 "Mawmurks": "白喉兽",
 "Mawmurks,": "巨口怪，",
 "Max HP": "最大 HP",
 "Max HP bonus": "最大HP加成",
 "Max Health": "最大生命值",
 "Max Level": "最大等级",
 "Max durability": "最大耐久度",
 "Max health": "最大生命值",
 "Max health on every piece, a shield in the off-hand.": "每件装备堆最大生命值，副手装备盾。",
 "Max possible (": "最大可能值 (",
 "Max range": "最大射程",
 "Max stack": "最大层数",
 "Max stacks": "最大层数",
 "MaxCapacity": "MaxCapacity",
 "MaxConversationPerRefresh": "MaxConversationPerRefresh",
 "MaxEnergy": "MaxEnergy",
 "MaxExpPerLevel": "MaxExpPerLevel",
 "MaxFloor": "MaxFloor",
 "MaxFuelAmount": "MaxFuelAmount",
 "MaxHealth_": "MaxHealth_",
 "MaxHunger": "MaxHunger",
 "MaxLevel": "MaxLevel",
 "MaxMood": "MaxMood",
 "MaxMorale": "MaxMorale",
 "MaxPopulationIncrease": "MaxPopulationIncrease",
 "MaxRecreation": "MaxRecreation",
 "MaxStress": "MaxStress",
 "MaxWeight": "MaxWeight",
 "MaxZoomSpeedFactor": "MaxZoomSpeedFactor",
 "Maximum": "最大值",
 "Maximum (cap)": "最大值（上限）",
 "Maximum distance at which a player's unit is judged able to move": "判定玩家单位能够移动的最大距离",
 "Maximum distance at which a player's unit is judged able to move during combat": "判定玩家单位在战斗中能够移动的最大距离",
 "Maximum distance at which an enemy unit is judged able to move in various situations such as attacking": "判定敌方单位在攻击等各种情况下能够移动的最大距离",
 "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.": "单个工作台上可同时进行的工作数量上限。Alpha 1 暂时限制为 6。滚动相关工作完成后移除该限制。",
 "Maximum quantity of fuel items a building can hold": "一座建筑可存放的燃料物品最大数量",
 "Meal classes and racial diets": "餐食等级与种族饮食",
 "Meals": "餐食",
 "Meals, the buffs they grant and their mood effect": "餐食、它们给予的增益及其心情效果",
 "Measure": "测量",
 "Meat": "肉",
 "Meat Bug investigation done, here's your reward": "肉蛆调查完成，这是你的奖励",
 "Meat Grub 1": "肉虫 1",
 "Meat Grub 2": "肉虫 2",
 "Meat Grub Egg Floor Horizontal1": "肉蛆卵地面横向1",
 "Meat Grub Egg Floor Horizontal1 - Dungeon Settlers Wiki": "肉蛆卵地面横向1 - Dungeon Settlers 维基",
 "Meat Grub Egg Floor Horizontal2": "肉蛆卵地面横向2",
 "Meat Grub Egg Floor Horizontal2 - Dungeon Settlers Wiki": "肉蛆卵地面横向2 - Dungeon Settlers 维基",
 "Meat Grub Egg Floor Vertical1": "肉蛆卵地面纵向1",
 "Meat Grub Egg Floor Vertical1 - Dungeon Settlers Wiki": "肉蛆卵地面纵向1 - Dungeon Settlers 维基",
 "Meat Grub Egg Floor Vertical2": "肉蛆卵地面纵向2",
 "Meat Grub Egg Floor Vertical2 - Dungeon Settlers Wiki": "肉蛆卵地面纵向2 - Dungeon Settlers 维基",
 "Meat Grub Egg Wall1": "肉蛆卵墙壁1",
 "Meat Grub Egg Wall1 - Dungeon Settlers Wiki": "肉蛆卵墙壁1 - Dungeon Settlers 维基",
 "Meat Grub Egg Wall2": "肉蛆卵墙壁2",
 "Meat Grub Egg Wall2 - Dungeon Settlers Wiki": "肉蛆卵墙壁2 - Dungeon Settlers 维基",
 "Meat Grub Floor Decoration1": "肉蛆地面装饰1",
 "Meat Grub Floor Decoration1 - Dungeon Settlers Wiki": "肉蛆地面装饰1 - Dungeon Settlers 维基",
 "Meat Grub Floor Decoration2": "肉蛆地面装饰2",
 "Meat Grub Floor Decoration2 - Dungeon Settlers Wiki": "肉蛆地面装饰2 - Dungeon Settlers 维基",
 "Meat Grub Floor Decoration3": "肉蛆地面装饰3",
 "Meat Grub Floor Decoration3 - Dungeon Settlers Wiki": "肉蛆地面装饰3 - Dungeon Settlers 维基",
 "Meat Grub1 Remnant": "肉蛆1遗迹",
 "Meat Grub1 Remnant - Dungeon Settlers Wiki": "肉蛆1遗迹 - Dungeon Settlers 维基",
 "Meat Grub2": "肉蛆2",
 "Meat Grub2 Remnant": "肉蛆2遗迹",
 "Meat Grub2 Remnant - Dungeon Settlers Wiki": "肉蛆2遗迹 - Dungeon Settlers 维基",
 "Meat-Eating Rage (Debuff, prints once)": "肉欲的罪恶感（减益，仅显示一次）",
 "MeatGrub": "肉蛆",
 "Mechanics": "机制",
 "Mechanics - Dungeon Settlers Wiki": "机制 - Dungeon Settlers 维基",
 "Medicine Capability": "医疗能力",
 "MedicineCapability": "MedicineCapability",
 "Mediocre Research Lab: +60%": "平庸的研究室：+60%",
 "Medium Blue Crystal Random": "中型蓝水晶 随机",
 "Medium Blue Crystal Remnant": "中型蓝水晶遗迹",
 "Medium Blue Crystal Remnant - Dungeon Settlers Wiki": "中型蓝水晶遗迹 - Dungeon Settlers 维基",
 "Medium Copper Node Random": "中型铜矿脉 随机",
 "Medium Copper Node Remnant": "中型铜矿脉遗迹",
 "Medium Copper Node Remnant - Dungeon Settlers Wiki": "中型铜矿脉遗迹 - Dungeon Settlers 维基",
 "Medium Dirt Rock Fixed": "中型土岩 固定",
 "Medium Dirt Rock Random": "中型土岩 随机",
 "Medium Dirt Rock Remnant": "中型土岩遗迹",
 "Medium Dirt Rock Remnant - Dungeon Settlers Wiki": "中型土岩遗迹 - Dungeon Settlers 维基",
 "Medium Green Crystal Random": "中型绿水晶 随机",
 "Medium Green Crystal Remnant": "中型绿水晶遗迹",
 "Medium Green Crystal Remnant - Dungeon Settlers Wiki": "中型绿水晶遗迹 - Dungeon Settlers 维基",
 "Medium Red Crystal Random": "中型红水晶 随机",
 "Medium Red Crystal Remnant": "中型红水晶遗迹",
 "Medium Red Crystal Remnant - Dungeon Settlers Wiki": "中型红水晶遗迹 - Dungeon Settlers 维基",
 "Medium Silver Vein Random": "中型银矿脉 随机",
 "Medium Silver Vein Remnant": "中型银矿脉遗迹",
 "Medium Silver Vein Remnant - Dungeon Settlers Wiki": "中型银矿脉遗迹 - Dungeon Settlers 维基",
 "Medium Slime Random": "中型史莱姆 随机",
 "Medium Spore Slime Random": "中型孢子史莱姆 随机",
 "Medium-Sized Elite Room": "中型精英房间",
 "Medium-Sized Elite Room - Dungeon Settlers Wiki": "中型精英房间 - Dungeon Settlers 维基",
 "Medium-Sized Elite Room map": "中型精英房间地图",
 "Medium-Sized Hard Battle Room": "中型困难战斗房间",
 "Medium-Sized Hard Battle Room - Dungeon Settlers Wiki": "中型困难战斗房间 - Dungeon Settlers Wiki",
 "Medium-Sized Hard Battle Room map": "中型困难战斗房间 地图",
 "Medium-Sized Normal Battle Room": "中型普通战斗房间",
 "Medium-Sized Normal Battle Room - Dungeon Settlers Wiki": "中型普通战斗房间 - Dungeon Settlers 维基",
 "Medium-Sized Normal Battle Room map": "中型普通战斗房间 地图",
 "Medium-Sized Normal Combat Room": "中型普通战斗房间",
 "Medium-Sized Normal Combat Room (Camp can be set up)": "中型普通战斗房间（可设置营地）",
 "Medium-Sized Normal Combat Room (Camp can be set up) - Dungeon Settlers Wiki": "中型普通战斗房间（可设置营地） - Dungeon Settlers 维基",
 "Medium-Sized Normal Combat Room (Camp can be set up) map": "中型普通战斗房间（可设置营地）地图",
 "Medium-Sized Normal Combat Room - Dungeon Settlers Wiki": "中型普通战斗房间 - Dungeon Settlers 维基",
 "Medium-Sized Normal Combat Room map": "中型普通战斗房间 地图",
 "Melee": "近战",
 "Melee generates ~30% more threat than ranged, so a front-line body keeps monsters off your squishier ranged and casters.": "近战比远程多产生约 30% 威胁，因此一个前排肉体会把怪物从更脆的远程和施法者身上拉开。",
 "Melee skill-spammer": "近战技能连发",
 "MeleeHitChance": "MeleeHitChance",
 "Member cap": "成员上限",
 "Mend worn gear at a": "修理磨损装备，使用",
 "Mental Break": "精神崩溃",
 "Mental breakdown": "精神崩溃",
 "Mental breakdown in {#} - survives it": "{#} 后精神崩溃 - 能撑过去",
 "MentalBreak": "MentalBreak",
 "MentalBreakAfterEffectDuration": "MentalBreakAfterEffectDuration",
 "MentalBreakDuration": "MentalBreakDuration",
 "MentalBreakStressInitializer": "MentalBreakStressInitializer",
 "Menu": "菜单",
 "Merchant": "商人",
 "Merchant Chamber Once a Merchant Chamber is built, the Guild will dispatch a merchant. You can trade various resources here. [ROOM_MerchantRoom]": "商人室 一旦商人室建成，公会就会派遣一名商人。你可以在这里交易各种资源。 [ROOM_MerchantRoom]",
 "Merchant trade pools: items, chances, amounts, discounts.": "商人交易池：物品、概率、数量、折扣。",
 "Merchant's": "商人的",
 "Merchant's scales": "商人的天平",
 "MerchantRoom": "MerchantRoom",
 "Merchants": "商人",
 "Merchants - Dungeon Settlers Wiki": "商人 - Dungeon Settlers 维基",
 "Mermoks": "默莫克",
 "Metal": "金属",
 "Metal Debris": "金属碎屑",
 "Metal Processing 1": "金属加工1",
 "Metal Scarab Random": "金属圣甲虫 随机",
 "MetalScarab": "金属圣甲虫",
 "Method": "方法",
 "Mgmt difficulty": "管理难度",
 "Mid": "中",
 "Mid Grade Fire Elemental Stone": "中级火元素石",
 "Mid Grade Nature Elemental Stone": "中级自然元素石",
 "Mid Grade Water Elemental Stone": "中级水元素石",
 "MiddleSlime": "中型史莱姆",
 "Midnight, day and night": "午夜、白天与夜晚",
 "Miguel,": "米格尔，",
 "Min": "最小",
 "Min Size": "最小面积",
 "Min size": "最小尺寸",
 "MinPerHour": "MinPerHour",
 "MinZoomSpeedFactor": "MinZoomSpeedFactor",
 "Mind the dietary rules when planning your kitchen. Elves take a mood hit from meat, Lizardmen from vegetables (": "规划厨房时要注意饮食规则。精灵吃肉会掉心情，蜥蜴人吃蔬菜会掉心情（",
 "Minded": "头脑",
 "Miner Power": "矿工之力",
 "Mini": "迷你",
 "Mini Slime": "迷你史莱姆",
 "Minimum interior floor area, in tiles inside the walls": "最小内部地板面积，以墙内格数计",
 "Minimum layout meeting every requirement. Click to enlarge": "满足全部条件的最小布局。点击放大",
 "Minimum layout meeting every requirement: 11x4 floor (44 tiles); 石墙 + 石地板 + 石门; 12 decorations (deco quality 330). Click to enlarge": "满足全部要求的最小布局：11x4 地板（44 格）；石墙 + 石地板 + 石门；12 件装饰（装饰品质 330）。点击放大",
 "Minimum layout meeting every requirement: 11x4 floor (44 tiles); 石墙 + 石地板 + 石门; 7 decorations (deco quality 180). Click to enlarge": "满足全部要求的最小布局：11x4 地板（44 格）；石墙 + 石地板 + 石门；7 件装饰（装饰品质 180）。点击放大",
 "Minimum layout meeting every requirement: 11x4 floor (44 tiles); 石墙 + 石地板 + 石门; 7 decorations (deco quality 185). Click to enlarge": "满足全部要求的最小布局：11x4 地板（44 格）；石墙 + 石地板 + 石门；7 件装饰（装饰品质 185）。点击放大",
 "Minimum layout meeting every requirement: 11x4 floor (44 tiles); 石墙 + 石地板 + 石门; 7 decorations (deco quality 190). Click to enlarge": "满足全部要求的最小布局：11x4 地板 (44 地块)；石墙 + 石地板 + 石门；7 个装饰（装饰品质 190）。点击放大",
 "Minimum layout meeting every requirement: 17x4 floor (68 tiles); 石墙 + 石地板 + 石门; 11 decorations (deco quality 310). Click to enlarge": "满足全部要求的最小布局：17x4 地板（68 格）；石墙 + 石地板 + 石门；11 件装饰（装饰品质 310）。点击放大",
 "Minimum layout meeting every requirement: 17x4 floor (68 tiles); 石墙 + 石地板 + 石门; 12 decorations (deco quality 329). Click to enlarge": "满足全部要求的最小布局：17x4 地板（68 格）；石墙 + 石地板 + 石门；12 件装饰（装饰品质 329）。点击放大",
 "Minimum layout meeting every requirement: 17x4 floor (68 tiles); 石墙 + 石地板 + 石门; 13 decorations (deco quality 325). Click to enlarge": "满足全部要求的最小布局：17x4 地板（68 格）；石墙 + 石地板 + 石门；13 件装饰（装饰品质 325）。点击放大",
 "Minimum layout meeting every requirement: 1x1 floor (1 tiles); 稻草墙 + 原木地板 + 稻草门. Click to enlarge": "满足全部要求的最小布局：1x1 地板（1 格）；稻草墙 + 原木地板 + 稻草门。点击放大",
 "Minimum layout meeting every requirement: 3x3 floor (9 tiles); 稻草墙 + 原木地板 + 稻草门. Click to enlarge": "满足全部要求的最小布局：3x3 地板 (9 地块)；稻草墙 + 原木地板 + 稻草门。点击放大",
 "Minimum layout meeting every requirement: 4x4 floor (16 tiles); 稻草墙 + 原木地板 + 稻草门. Click to enlarge": "满足全部要求的最小布局：4x4 地板 (16 地块)；稻草墙 + 原木地板 + 稻草门。点击放大",
 "Minimum layout meeting every requirement: 6x4 floor (24 tiles); 原木墙 + 原木地板 + 原木门; 2 decorations (deco quality 50). Click to enlarge": "满足全部要求的最小布局：6x4 地板（24 格）；原木墙 + 原木地板 + 原木门；2 件装饰（装饰品质 50）。点击放大",
 "Minimum layout meeting every requirement: 6x4 floor (24 tiles); 原木墙 + 原木地板 + 原木门; 2 decorations (deco quality 55). Click to enlarge": "满足全部要求的最小布局：6x4 地板 (24 地块)；原木墙 + 原木地板 + 原木门；2 个装饰（装饰品质 55）。点击放大",
 "Minimum layout meeting every requirement: 6x4 floor (24 tiles); 原木墙 + 原木地板 + 原木门; 2 decorations (deco quality 60). Click to enlarge": "满足全部要求的最小布局：6x4 地板（24 格）；原木墙 + 原木地板 + 原木门；2 件装饰（装饰品质 60）。点击放大",
 "Minimum layout meeting every requirement: 6x4 floor (24 tiles); 原木墙 + 原木地板 + 原木门; 3 decorations (deco quality 95). Click to enlarge": "满足全部要求的最小布局：6x4 地板（24 格）；原木墙 + 原木地板 + 原木门；3 件装饰（装饰品质 95）。点击放大",
 "Minimum layout meeting every requirement: 6x5 floor (30 tiles); 原木墙 + 原木地板 + 原木门; 3 decorations (deco quality 75). Click to enlarge": "满足全部要求的最小布局：6x5 地板（30 格）；原木墙 + 原木地板 + 原木门；3 件装饰（装饰品质 75）。点击放大",
 "Minimum layout meeting every requirement: 6x5 floor (30 tiles); 原木墙 + 原木地板 + 原木门; 3 decorations (deco quality 85). Click to enlarge": "满足全部要求的最小布局：6x5 地板 (30 地块)；原木墙 + 原木地板 + 原木门；3 个装饰（装饰品质 85）。点击放大",
 "Minimum layout meeting every requirement: 6x5 floor (30 tiles); 原木墙 + 原木地板 + 原木门; 3 decorations (deco quality 96). Click to enlarge": "满足全部要求的最小布局：6x5 地板（30 格）；原木墙 + 原木地板 + 原木门；3 件装饰（装饰品质 96）。点击放大",
 "Minimum layout meeting every requirement: 8x4 floor (32 tiles); 木板墙 + 木地板 + 木板门; 4 decorations (deco quality 105). Click to enlarge": "满足全部要求的最小布局：8x4 地板（32 格）；木板墙 + 木地板 + 木板门；4 件装饰（装饰品质 105）。点击放大",
 "Minimum layout meeting every requirement: 8x4 floor (32 tiles); 木板墙 + 木地板 + 木板门; 4 decorations (deco quality 110). Click to enlarge": "满足全部要求的最小布局：8x4 地板 (32 地块)；木板墙 + 木地板 + 木板门；4 个装饰（装饰品质 110）。点击放大",
 "Minimum layout meeting every requirement: 8x4 floor (32 tiles); 木板墙 + 木地板 + 木板门; 6 decorations (deco quality 170). Click to enlarge": "满足全部要求的最小布局：8x4 地板（32 格）；木板墙 + 木地板 + 木板门；6 件装饰（装饰品质 170）。点击放大",
 "Minimum layout meeting every requirement: 8x6 floor (48 tiles); 木板墙 + 木地板 + 木板门; 6 decorations (deco quality 165). Click to enlarge": "满足全部要求的最小布局：8x6 地板（48 格）；木板墙 + 木地板 + 木板门；6 件装饰（装饰品质 165）。点击放大",
 "Minimum layout meeting every requirement: 8x6 floor (48 tiles); 木板墙 + 木地板 + 木板门; 6 decorations (deco quality 171). Click to enlarge": "满足全部要求的最小布局：8x6 地板（48 格）；木板墙 + 木地板 + 木板门；6 件装饰（装饰品质 171）。点击放大",
 "Minimum layout meeting every requirement: 8x6 floor (48 tiles); 木板墙 + 木地板 + 木板门; 7 decorations (deco quality 175). Click to enlarge": "满足全部要求的最小布局：8x6 地板（48 格）；木板墙 + 木地板 + 木板门；7 件装饰（装饰品质 175）。点击放大",
 "Minimum layout meeting every requirement: {#}. Click to enlarge": "满足全部要求的最小布局：{#}。点击放大",
 "MiningCapability": "MiningCapability",
 "Miscellaneous": "杂项",
 "Missing \"": "缺少 \"",
 "Missing HP %": "已损失 HP %",
 "Missing-HP scaling": "已损失 HP 缩放",
 "Missing-HP scaling calculator": "已损失 HP 缩放计算器",
 "Missing-HP scaling effects": "已损失 HP 缩放效果",
 "Missions": "任务",
 "Missions - Dungeon Settlers Wiki": "任务 - Dungeon Settlers 维基",
 "Mobility & Vision": "机动力与视野",
 "Mode": "模式",
 "Modest Treasure Chest Remnant": "朴素宝箱遗迹",
 "Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "朴素宝箱遗迹 - Dungeon Settlers 维基",
 "Modified": "已修改",
 "Modified (1)": "已修改 (1)",
 "Modified (10)": "已修改 (10)",
 "Modified (12)": "已修改 (12)",
 "Modified (126)": "已修改 (126)",
 "Modified (14)": "已修改 (14)",
 "Modified (16)": "已修改 (16)",
 "Modified (169)": "已修改 (169)",
 "Modified (17)": "已修改 (17)",
 "Modified (18)": "已修改 (18)",
 "Modified (19)": "已修改 (19)",
 "Modified (2)": "已修改 (2)",
 "Modified (23)": "已修改 (23)",
 "Modified (24)": "已修改 (24)",
 "Modified (25)": "已修改 (25)",
 "Modified (26)": "已修改 (26)",
 "Modified (28)": "已修改 (28)",
 "Modified (3)": "已修改 (3)",
 "Modified (30)": "已修改 (30)",
 "Modified (31)": "已修改 (31)",
 "Modified (33)": "已修改 (33)",
 "Modified (37)": "已修改 (37)",
 "Modified (4)": "已修改 (4)",
 "Modified (40)": "已修改 (40)",
 "Modified (42)": "已修改 (42)",
 "Modified (44)": "已修改 (44)",
 "Modified (48)": "已修改 (48)",
 "Modified (5)": "已修改 (5)",
 "Modified (50)": "已修改 (50)",
 "Modified (526)": "已修改 (526)",
 "Modified (53)": "已修改 (53)",
 "Modified (533)": "已修改 (533)",
 "Modified (56)": "已修改 (56)",
 "Modified (57)": "已修改 (57)",
 "Modified (6)": "已修改 (6)",
 "Modified (7)": "已修改 (7)",
 "Modified (75)": "修改 (75)",
 "Modified (84)": "已修改 (84)",
 "Modified (88)": "已修改 (88)",
 "Modified (9)": "已修改 (9)",
 "Modified ({#})": "已修改 ({#})",
 "Modified by effects": "受效果修正",
 "Modified by equipment": "受装备影响",
 "Modified by skills": "由技能修改",
 "Modifier Keys": "修饰键",
 "ModifierPerCurrentAndRequiredCraftingGap": "ModifierPerCurrentAndRequiredCraftingGap",
 "Modifiers": "修正",
 "Monster": "怪物",
 "Monster Attacks Damage Ranking": "怪物攻击伤害排行",
 "Monster Detection & Aggro": "怪物检测与仇恨",
 "Monster Detection & Aggro - Dungeon Settlers Wiki": "怪物检测与仇恨 - Dungeon Settlers 维基",
 "Monster Difficulty Devastation": "怪物难度 毁灭",
 "Monster Difficulty Devastation - Dungeon Settlers Wiki": "怪物难度 毁灭 - Dungeon Settlers 维基",
 "Monster Difficulty Devastation icon": "怪物难度 毁灭 图标",
 "Monster Difficulty Easy": "怪物难度简单",
 "Monster Difficulty Easy - Dungeon Settlers Wiki": "怪物难度简单 - Dungeon Settlers 维基",
 "Monster Difficulty Easy icon": "怪物难度简单 图标",
 "Monster Difficulty Normal": "怪物难度普通",
 "Monster Difficulty Normal - Dungeon Settlers Wiki": "怪物难度普通 - Dungeon Settlers 维基",
 "Monster Difficulty Normal icon": "怪物难度普通 图标",
 "Monster Difficulty Very Hard": "怪物难度极难",
 "Monster Difficulty Very Hard - Dungeon Settlers Wiki": "怪物难度极难 - Dungeon Settlers 维基",
 "Monster Difficulty Very Hard icon": "怪物难度极难 图标",
 "Monster HP": "怪物 HP",
 "Monster HP moves only on Very Hard x1.25, Devastation x1.5; every other tier leaves it at the Hard value, so the target's % of HP is unchanged there.": "怪物 HP 仅在极难 x1.25、毁灭 x1.5 时变化；其他档位保持困难的数值，因此目标的 HP % 在那些档位不变。",
 "Monster HP moves only on {#}; every other tier leaves it at the {#} value, so the target's % of HP is unchanged there.": "怪物 HP 仅在 {#} 时变化；其他档位保持 {#} 的数值，因此目标的 HP % 在那些档位不变。",
 "Monster Pool": "怪物池",
 "Monster Voice Kits": "怪物语音包",
 "Monster abilities": "怪物能力",
 "Monster animations": "怪物动画",
 "Monster attack": "怪物攻击",
 "Monster attack scales {#}.": "怪物攻击按 {#} 缩放。",
 "Monster attack scales 简单 x0.15, 普通 x0.4, Hard x1, Very Hard x1.25, Devastation x1.5.": "怪物攻击按 简单 x0.15、普通 x0.4、困难 x1、极难 x1.25、毁灭 x1.5 缩放。",
 "Monster attacks": "怪物攻击",
 "Monster drops": "怪物掉落",
 "Monster exists, no drop": "怪物存在，无掉落",
 "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.": "高于普通的怪物等级。精英掉落更好；首领必给一颗法力石，外加特殊掉落。部分铭文（例如挑战）会专门提高对精英和首领敌人的伤害。",
 "Monster has Night Vision": "怪物拥有夜视",
 "Monster respawn interval": "怪物重生间隔",
 "Monster roster": "怪物名单",
 "Monster skills": "怪物技能",
 "Monster skills (1)": "怪物技能 (1)",
 "Monster skills (2)": "怪物技能 (2)",
 "Monster skills (7)": "怪物技能 (7)",
 "Monster skills:": "怪物技能：",
 "Monster spawn groups by region and floor": "按区域和层的怪物生成组",
 "Monster spawn groups: pool, counts, region/room bindings.": "怪物生成组：池、数量、区域/房间绑定。",
 "Monster stat": "怪物属性",
 "Monster thorns (Spike / Crystal Turtle)": "怪物荆棘（尖刺龟 / 水晶龟）",
 "Monster thorns / carapace (50%)": "怪物荆棘 / 甲壳（50%）",
 "Monster thorns.": "怪物荆棘。",
 "Monster trait": "怪物特质",
 "Monster vision range (tiles)": "怪物视野范围（格）",
 "Monster's Vision Range": "怪物的视野范围",
 "MonsterRat": "巨鼠",
 "MonsterSkill": "MonsterSkill",
 "Monsters": "怪物",
 "Monsters & NPCs": "怪物与 NPC",
 "Monsters & units": "怪物与单位",
 "Monsters - Dungeon Settlers Wiki": "怪物 - Dungeon Settlers 维基",
 "Monsters of the Beast Faction have {0}% more health and receive {1}% more experience.": "野兽派系的怪物拥有额外 {0}% 生命值，并获得额外 {1}% 经验值。",
 "Monsters only": "仅怪物",
 "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": "战斗难度越高，怪物重生越快（简单每 1200 分钟，普通每 900 分钟，困难及以上每 600 分钟），因此各层补充更快。当",
 "Monsters strengthen over time (AFFECTER_MagicSaturation). Ramp not decoded - flagged only, no numbers folded in.": "怪物会随时间变强（AFFECTER_MagicSaturation）。递增尚未解码 - 仅标记，不计入数字。",
 "Monsters, NPCs and player units with stats, skills and drops": "怪物、非玩家角色和玩家单位，含属性、技能与掉落",
 "Monsters, spawns and loot": "怪物、生成与掉落",
 "Mood": "心情",
 "Mood & Stress": "心情与压力",
 "Mood & Stress page": "心情与压力页面",
 "Mood +": "心情 +",
 "Mood +2 within 5 tiles; lingers 60 seconds.": "5 格内心情 +2；残留 60 秒。",
 "Mood +4 and Energy Regeneration +0.03 within 5 tiles; lingers 60 seconds. (A stale dev note says +8; the engine applies +4.)": "5 格内心情 +4、能量恢复 +0.03；持续 60 秒。（过时的开发注释写的是 +8；引擎实际施加 +4。）",
 "Mood -": "心情 -",
 "Mood -2, Max Stamina -20%": "心情 -2，最大体力 -20%",
 "Mood -20": "心情 -20",
 "Mood Simulator": "心情模拟器",
 "Mood Simulator - Dungeon Settlers Wiki": "心情模拟器 - Dungeon Settlers 维基",
 "Mood Value Decrease": "心情值下降",
 "Mood and Stress": "心情与压力",
 "Mood and stress thresholds": "心情与压力阈值",
 "Mood bonuses": "心情加成",
 "Mood bonuses (+)": "心情加成（+）",
 "Mood controls stress": "心情控制压力",
 "Mood equipment": "心情装备",
 "Mood is a per-settler value equal to the": "心情是每个开拓者的数值，等于",
 "Mood is the lever on Stress.": "心情是压力的杠杆。",
 "Mood modifiers": "心情修正",
 "Mood penalties": "心情惩罚",
 "Mood penalties (-)": "心情惩罚（-）",
 "Mood penalty": "心情惩罚",
 "Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.": "单位在探险中停留越久，心情惩罚越重，共四个递增阶段。",
 "Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "按管理难度的心情惩罚：-1 (简单), -3 (普通), -4 (困难), -5 (极难), -6 (毁灭)。",
 "Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "按管理难度的心情惩罚：-10 (简单), -12 (普通), -22 (困难), -23 (极难), -24 (毁灭)。",
 "Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "按管理难度的心情惩罚：-4 (简单), -6 (普通), -10 (困难), -11 (极难), -12 (毁灭)。",
 "Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "按管理难度的心情惩罚：-7 (简单), -9 (普通), -16 (困难), -17 (极难), -18 (毁灭)。",
 "Mood status": "心情状态",
 "Mood system: reflects the unit's current feelings": "心情系统：反映单位当前的感受",
 "Mood when eaten": "食用时心情",
 "Mood, before food, sleep or traits are counted.": "心情，尚未计入食物、睡眠或特质。",
 "Mood.": "情绪。",
 "MoodApplyCondition": "MoodApplyCondition",
 "MoodMax": "MoodMax",
 "MoodToStressFactor": "MoodToStressFactor",
 "MoodUnder-3": "MoodUnder-3",
 "Mood_": "Mood_",
 "Moon": "月亮",
 "More Topics": "更多主题",
 "More about save files": "关于存档文件的更多说明",
 "More info": "更多信息",
 "More information": "详细信息",
 "More seasoned personnel will be needed for future expediti...": "未来的探险需要更有经验的人员……",
 "Most common buildings and props": "最常见的建筑与物件",
 "Most enemies see 8 tiles; a few scouts more, some sluggish monsters less. Night shortens everyone's sight unless they have Night Vision.": "多数敌人能看 8 格；少数斥候更远，部分迟缓怪物更近。夜晚会缩短所有人的视野，除非他们拥有夜视。",
 "Most skills use this divide. The table uses the most common cooldowns in this build, and the reduction amounts the game actually grants.": "大多数技能用这次除法。表用的是本版本最常见的冷却，以及游戏实际给的缩减量。",
 "Move 1.2": "移动 1.2",
 "Move 1.3": "移动 1.3",
 "Move 2": "移动 2",
 "Move 2.1": "移动 2.1",
 "Move 2.2": "移动 2.2",
 "Move 2.3": "移动 2.3",
 "Move 3": "移动 3",
 "Move Near the Marker": "移动到标记附近",
 "Move Start": "移动开始",
 "Move down": "下移",
 "Move speed (100 = normal)": "移动速度 (100 = 正常)",
 "Move to the Dungeon": "移动到地下城",
 "Move to the Settlement": "移动到据点",
 "Move up": "上移",
 "Move ×1, Pull ×1, Smash ×1, Step ×1": "移动 ×1，拉扯 ×1，猛击 ×1，踏步 ×1",
 "MoveCameraAlert": "MoveCameraAlert",
 "MoveCamera_Down": "MoveCamera_Down",
 "MoveCamera_Left": "MoveCamera_Left",
 "MoveCamera_Right": "MoveCamera_Right",
 "MoveCamera_Up": "MoveCamera_Up",
 "MoveRule_": "MoveRule_",
 "MoveSpd": "移动速度",
 "Move_": "Move_",
 "Movement speed": "移动速度",
 "Movement speed (100 = normal walker)": "移动速度（100 = 普通步行者）",
 "MovementSpeed": "MovementSpeed",
 "Moves": "动作",
 "Mucus Spray": "黏液喷雾",
 "Mucus Sprayer summon": "黏液喷雾草召唤",
 "Mud": "泥浆",
 "Mud Medium Slime Random": "中型泥浆史莱姆 随机",
 "Mud Slogel Random": "泥浆斯洛格尔 随机",
 "Mud Small Slime Random": "小型泥浆史莱姆 随机",
 "Mudslowgel": "泥浆斯洛格尔",
 "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.": "多目标普通攻击对每个敌人各算一次命中，因此计数每打中一个敌人就前进一次。这是从数据形态推导的，未经实测。",
 "MultipleAny": "任意多个",
 "MultipleAnyExceptMe": "MultipleAnyExceptMe",
 "MultipleHostile": "群体敌对",
 "Muscle": "肌肉",
 "Mushroom Random": "蘑菇 随机",
 "Mushroom Remnant": "蘑菇遗迹",
 "Mushroom Remnant - Dungeon Settlers Wiki": "蘑菇遗迹 - Dungeon Settlers 维基",
 "Music & Sound": "音乐与声音",
 "Music and Sound": "音乐与音效",
 "Music and Sound - Dungeon Settlers Wiki": "音乐与音效 - Dungeon Settlers 维基",
 "Music and sound clips": "音乐与音效片段",
 "My roster unit": "我的名册单位",
 "My unit": "我的单位",
 "My,": "哎呀，",
 "Myriad.": "无数。",
 "Mysterious": "神秘",
 "Mystic Study Props": "神秘书房道具",
 "Mystic Study Props - Dungeon Settlers Wiki": "神秘书房道具 - Dungeon Settlers 维基",
 "NET MOOD": "净心情",
 "NPC": "非玩家角色",
 "NPC Events": "NPC 事件",
 "NPC Spawns": "非玩家角色生成",
 "NPC Spawns & Quest Reports": "非玩家角色生成与任务报告",
 "NPC Spawns & Quest Reports - Dungeon Settlers Wiki": "非玩家角色生成与任务报告 - Dungeon Settlers 维基",
 "NPC side quests": "非玩家角色支线任务",
 "NPC spawn": "非玩家角色生成",
 "NPC spawn:": "NPC 生成：",
 "NPC spawns": "非玩家角色生成",
 "NPC talk": "NPC 对话",
 "NPC → event mappings.": "NPC → 事件映射。",
 "NPC/Unit": "NPC/单位",
 "NPCSC_ChainKnightSentinel": "NPCSC_ChainKnightSentinel",
 "NPCSC_ChainKnightSentinel - EventFinish_Npc29": "NPCSC_ChainKnightSentinel - EventFinish_Npc29",
 "NPCSC_ChainKnightSentinel - NPCSpawn1": "NPCSC_ChainKnightSentinel - NPCSpawn1",
 "NPCSC_EndrossiDungeon": "NPCSC_EndrossiDungeon",
 "NPCSC_EndrossiDungeon - NPCSpawn1": "NPCSC_EndrossiDungeon - NPCSpawn1",
 "NPCSC_EndrossiDungeon - NpcDead_Endrossi, QuestFinish_InteractEndrossi4, QuestFinish_HuntAlphaAcidSlogel": "NPCSC_EndrossiDungeon - NpcDead_Endrossi, QuestFinish_InteractEndrossi4, QuestFinish_HuntAlphaAcidSlogel",
 "NPCSC_EndrossiDungeon_BeforeBoss": "NPCSC_EndrossiDungeon_BeforeBoss",
 "NPCSC_EndrossiDungeon_BeforeBoss - NPCSpawn1": "NPCSC_EndrossiDungeon_BeforeBoss - NPCSpawn1",
 "NPCSC_EndrossiDungeon_BeforeBoss - NpcDead_Endrossi, QuestFinish_InteractEndrossi4, KillCount_GiantStoneGolem_1": "NPCSC_EndrossiDungeon_BeforeBoss - NpcDead_Endrossi, QuestFinish_InteractEndrossi4, KillCount_GiantStoneGolem_1",
 "NPCSC_EndrossiSafe": "NPCSC_EndrossiSafe",
 "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4": "NPCSC_EndrossiSafe - KillCount_GiantStoneGolem_1, QuestFinish_HuntAlphaAcidSlogel, NpcDead_Endrossi, QuestFinish_InteractEndrossi4",
 "NPCSC_EndrossiSafe - NPCSpawn3": "NPCSC_EndrossiSafe - NPCSpawn3",
 "NPCSC_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant",
 "NPCSC_FesteringBurrowMerchant - NPCSpawn1": "NPCSC_FesteringBurrowMerchant - NPCSpawn1",
 "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant": "NPCSC_FesteringBurrowMerchant - NpcDead_FesteringBurrowMerchant",
 "NPCSC_GuildMerchant": "NPCSC_GuildMerchant",
 "NPCSC_GuildMerchant - NPCSpawn1": "NPCSC_GuildMerchant - NPCSpawn1",
 "NPCSC_GuildMerchant - NpcDead_GuildMerchant, EventFinish_Fixed18": "NPCSC_GuildMerchant - NpcDead_GuildMerchant, EventFinish_Fixed18",
 "NPCSC_GuildMerchantDemo - NPCSpawn1": "NPCSC_GuildMerchantDemo - NPCSpawn1",
 "NPCSC_GuildMerchantDemo - NpcDead_GuildMerchant": "NPCSC_GuildMerchantDemo - NpcDead_GuildMerchant",
 "NPCSC_Perion": "NPCSC_Perion",
 "NPCSC_Perion - NPCSpawn2": "NPCSC_Perion - NPCSpawn2",
 "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2": "NPCSC_Perion - NpcDead_Perion, QuestFinish_InteractPerion2",
 "NPCSC_VeilSilenceMerchant": "NPCSC_VeilSilenceMerchant",
 "NPCSC_VeilSilenceMerchant - NPCSpawn1": "NPCSC_VeilSilenceMerchant - NPCSpawn1",
 "NPCSC_VeilSilenceMerchant - NpcDead_VeilSilenceMerchant": "NPCSC_VeilSilenceMerchant - NpcDead_VeilSilenceMerchant",
 "NPCSC_Xenon": "NPCSC_Xenon",
 "NPCSC_Xenon - NPCSpawn1": "NPCSC_Xenon - NPCSpawn1",
 "NPCSC_Xenon - NpcDead_Xenon, QuestFinish_InteractXenon2": "NPCSC_Xenon - NpcDead_Xenon, QuestFinish_InteractXenon2",
 "NPCSC_Xenon2": "NPCSC_Xenon2",
 "NPCSC_Xenon2 - NPCSpawn1": "NPCSC_Xenon2 - NPCSpawn1",
 "NPCSC_Xenon2 - QuestFinish_InteractXenon2, NpcDead_Xenon": "NPCSC_Xenon2 - QuestFinish_InteractXenon2, NpcDead_Xenon",
 "NPCSpawn1": "NPCSpawn1",
 "NPCSpawn2": "NPCSpawn2",
 "NPCSpawn3": "NPCSpawn3",
 "NPC_000": "NPC_000",
 "NPC_001": "NPC_001",
 "NPCs camp among the props:": "NPC 在这些摆件间扎营：",
 "NPCs on the memorial floor": "纪念层上的 NPC",
 "NULL": "NULL",
 "NULL,": "NULL,",
 "Naked": "裸装",
 "Name": "名称",
 "Name the new team": "为新队伍命名",
 "Named & elf recruits": "具名与精灵招募",
 "Named campaign regions that exist in the data but are not playable in this build (few or no rooms yet).": "数据中已有名称、但本版本尚不可游玩的战役区域（房间很少或没有）。",
 "Named in game text": "游戏文本中的名称",
 "Named in text": "文本中已命名",
 "Named story units: Endrossi, Xenon, Perion and the merchants": "具名剧情单位：恩多尔西、科赛农、佩里昂以及商人",
 "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.": "build sharedassets0.assets.stock_23739108 中 387 个 AudioClip 资产的纯名称普查。音频文件本身未嵌入此维基--请在游戏中收听。",
 "Narrative Intro Hold Space Skip Guide": "按住空格键跳过",
 "Narrative Intro Notice 1": "叙事介绍通知 1",
 "Narrative Intro Notice 2": "叙事介绍通知 2",
 "Narrative Intro Notice 3": "叙事介绍通知 3",
 "Narrative Intro Notice 4": "你可以在设置中禁用此功能。",
 "Narrative Intro Notice 5": "叙事开场通知 5",
 "Narrative Intro Notice 6": "你可以在设置中禁用此功能。",
 "Natural": "自然",
 "Natural (from your background)": "天生（来自你的出身）",
 "NaturalHealthPointRestorePercentage": "NaturalHealthPointRestorePercentage",
 "NaturalHealthPointRestoreStructureQualityFactor": "NaturalHealthPointRestoreStructureQualityFactor",
 "NaturalHealthRestoreAmount": "NaturalHealthRestoreAmount",
 "NaturalIncrease_": "NaturalIncrease_",
 "NaturalWoundDecreasePercentage": "NaturalWoundDecreasePercentage",
 "Nature Staff": "自然法杖",
 "Nature magic": "自然魔法",
 "Nature magic focuses on healing and enhancing vitality.": "自然魔法专注于治疗并增强生命力。",
 "NatureMagic": "NatureMagic",
 "Nearby": "附近",
 "Neatly dressed hides and bones are arranged around her.": "她周围摆放着处理整齐的兽皮和骨头。",
 "Neatly dressed hides and bones are arranged around her. \"Take whatever you need. Just make sure you pay a fair price.\"": "她周围摆放着处理整齐的兽皮和骨头。“你需要什么就拿走吧。只要确保你支付了合理的价格。”",
 "Need Ammo Weapon": "需要弹药武器",
 "NeededFoodQualityPerLevel": "NeededFoodQualityPerLevel",
 "Needs {#}.": "需要 {#}。",
 "Needs_": "Needs_",
 "Negative": "负面",
 "Negative effects": "负面效果",
 "Negative mood": "负面心情",
 "Neither": "无论是",
 "Net mood is 0, so nothing pushes stress either way.": "净心情为 0，因此压力不会向任何方向变化。",
 "Neutral": "中立",
 "Never": "从不",
 "Never clear": "切勿清空",
 "New": "新",
 "New Character": "新角色",
 "New Discovery": "新发现",
 "New addition - quest to create two Level 2 [characters]": "新增内容 - 任务：创建两个等级 2 的 [characters]",
 "New character": "新角色",
 "New member": "新成员",
 "New team": "新队伍",
 "New units are hired from a pool of": "新单位从",
 "New units are hired from a pool of candidates that refreshes every 480 in-game minutes. The number and level of candidates scale with clan rank. You can insp...": "新单位从候选人池中招募，该池每 480 游戏分钟刷新一次。候选人的数量和等级随探险等级缩放。你可以检查...",
 "New...": "新的...",
 "Newbie Treasure Chest Remnant": "新手宝箱遗迹",
 "Newbie Treasure Chest Remnant - Dungeon Settlers Wiki": "新手宝箱遗迹 - Dungeon Settlers 维基",
 "Newly added - Create 2 level 2 units quest + build goddess statue": "新增 - 创建2个2级单位任务 + 建造女神雕像",
 "Newly added:": "新增：",
 "Newly added: 4 text entries.": "新增：4 条文本。",
 "Newly added: {#}.": "新增：{#}。",
 "News": "消息",
 "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 recognize our achievement. \"Everyone, prepare thoroughly. It is time to show them what we can do.\"": "消息传来，在腐烂地穴中发现的被认为是格洛斯首领的生物已经消灭了许多探险队。如果我们能击败长者格洛斯，公会一定会认可我们的成就。“各位，做好充分准备。是时候让他们看看我们能做什么了。”",
 "Next": "继续",
 "Next step": "下一步",
 "Niche": "缝隙",
 "Night": "夜晚",
 "Night Watchmen patrol the streets while others sleep, keeping watch for danger.": "Night Watchmen patrol the streets while others sleep, 警惕危险。",
 "Night is a double-edged raid.": "夜袭是双刃的。",
 "Night vision": "夜间视野",
 "Nighttime": "夜晚",
 "No Research in Progress": "没有正在进行的研究",
 "No action (ends the event).": "无行动（结束该事件）。",
 "No active skills - this character arrives with an empty shortcut bar.": "没有主动技能 - 该角色入场时快捷栏为空。",
 "No additional placeholder region names in this build.": "本版本没有额外的占位区域名称。",
 "No ammo bubble": "无弹药气泡",
 "No arrows or ammunition in stock": "库存中没有箭或弹药",
 "No authored layout for this floor.": "这一层没有编写布局。",
 "No button: the step runs on its own": "无按钮：该步骤会自行执行",
 "No character selected": "未选择角色",
 "No characters yet. Build one in the Character Builder tab (it autosaves the moment it has a name) and it will appear here.": "还没有角色。在角色构筑器标签页中创建一个（有名称后会立即自动保存），它就会出现在这里。",
 "No comparison available for those two builds.": "无法比较这两个版本。",
 "No decision to make here: one button, and this is what it does.": "此处无需选择：只有一个按钮，作用如下。",
 "No default traits or skills.": "无默认特质或技能。",
 "No dungeon floor of the region rolls this room in this build.": "本版本该区域没有任何地下城层会抽出这个房间。",
 "No edible food available (food search failed)": "没有可食用的食物（食物搜索失败）",
 "No equipment": "无装备",
 "No floor, phase or region check exists in the path: the boost acts on every floor whose template pool contains the room (the per-phase level input decides the pool).": "该路径中没有层、阶段或区域检查：加成作用于模板池包含该房间的每一层（每阶段的等级输入决定池）。",
 "No form endpoint is configured yet (see": "尚未配置表单接口（见",
 "No free inscription slots. Remove one (click a chosen inscription) or level up to gain another.": "没有空闲铭文栏位。请移除一条（点击已选铭文）或升级以获得新栏位。",
 "No golem here. Search for a monster, set how many, hit Add. Leave this if you'd rather fight the scarecrow or the golem.": "这里没有魔像。搜索怪物，设定数量，点添加。若更想打稻草人或魔像，就别动这项。",
 "No imported roster - use Test unit, or import a team in the Builder.": "没有已导入的名册 - 请使用测试单位，或在角色构筑器中导入队伍。",
 "No inscription matches \"": "没有匹配 \"",
 "No inscription matches these filters.": "没有铭文匹配这些筛选条件。",
 "No item drops.": "无物品掉落。",
 "No kit ticked - the squad walks in with nothing but its gear.": "未勾选套件 - 小队进场时只有自身装备。",
 "No known modifiers in this build.": "此版本中无已知修正。",
 "No known obtention route - gated/unreleased content.": "无已知获取途径 - 锁定/未发布内容。",
 "No known source": "无已知来源",
 "No longer in the game:": "已不在游戏中：",
 "No longer in the game: {#}.": "已不在游戏中：{#}。",
 "No matches for these filters.": "没有符合这些筛选条件的结果。",
 "No matching changes in this build.": "此版本中无匹配的更改。",
 "No matter how you look at it, this is far too suspicious. There is no n...": "无论怎么看，这都太可疑了。没有必要...",
 "No member has": "没有成员拥有",
 "No member has {#}": "没有成员拥有 {#}",
 "No monster": "无怪物",
 "No monster matches that search.": "没有怪物匹配该搜索。",
 "No monsters chosen yet - the room would be empty.": "尚未选择怪物 - 房间会是空的。",
 "No monsters from": "没有显示来自",
 "No mood change": "心情无变化",
 "No mood sources added yet.": "尚未添加心情来源。",
 "No obtainable source in this build.": "本版本没有可获得的来源。",
 "No obtainable source in this build. Also in the data: {#}.": "本版本没有可获得的来源。数据里还有：{#}。",
 "No player clan units are stored in this save.": "此存档中没有存储玩家团队单位。",
 "No player-facing differences between these two builds.": "这两个版本对玩家没有可见差异。",
 "No portrait": "无头像",
 "No portrait sprites for": "尚无头像，种族为",
 "No rank named": "未标明等级",
 "No reduction": "无缩减",
 "No results for \"": "没有找到 \"",
 "No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.": "此版本中没有任何房间或据点区域布局会放置该建筑。可能是未发布内容，或由特殊机制生成。",
 "No saved roster unit - build a team in the Builder first.": "没有已保存的名册单位 - 请先在角色构筑器中组建队伍。",
 "No skills assigned to this tree in the current build.": "当前 build 中，此技能树未分配任何技能。",
 "No skills on this tree yet.": "此技能树尚无技能。",
 "No soul stones exist in this build.": "此版本中不存在灵魂石。",
 "No spawn group or room placement found - likely unreleased or event-only.": "未找到生成组或房间放置 - 可能是未发布或仅限事件。",
 "No such monster in this build": "本版本没有该怪物",
 "No table in this build produces this stone. It appears in no loot table, no recipe output, no merchant stock, no dungeon event, no expedition resolution, no crop, no research, quest or starting kit.": "此版本中没有任何表会产出这块石头。它不出现在掉落表、配方产出、商人库存、地下城事件、探险决议、作物、研究、任务或初始套件中。",
 "No target - raw damage before enemy resistance.": "无目标 - 未经敌人抗性减免的原始伤害。",
 "No team": "无队伍",
 "No tree": "无技能树",
 "No weapon": "无武器",
 "No weapon equipped": "未装备武器",
 "No weapon skills learned yet - scoped by basic-attack damage type (": "尚未学习武器技能 - 按普通攻击伤害类型划分（",
 "No {#} on this map has been interacted with": "本地图上没有任何 {#} 被互动过",
 "No. After a skill, global cooldown is {#}. Cooldown reduction never enters that path. A new global cooldown only replaces the remaining one when it is longer.": "不会。放技能后公共冷却是 {#}。冷却缩减从不进入这条路径。新的公共冷却只有比剩余时间更长才会替换。",
 "NoManaDamagePerTick": "NoManaDamagePerTick",
 "Nobody in the expedition has": "探险队中无人拥有",
 "Nobody in the expedition has {#}": "探险队中无人拥有 {#}",
 "Nocturnal": "夜行性",
 "Nocturnal. Lycans run on a night rhythm.": "夜行性。狼人按夜间节律行动。",
 "Nocturnal. Lycans run on a night rhythm. [Nocturnal - Nighttime] applies after dark and moves every one of the {{talent.major_count}} major stats by {{effect.AFFECTER_NocturnalNightTime.uniform}}. [Nocturnal - Daytime] applies during the day and moves the same stats by {{effect.AFFECTER_NocturnalDayTime.uniform}}. Every stat therefore swings from one to the other with the clock, so a Lycan team is built around fighting at night.": "夜行性。狼人按夜间节律行动。[Nocturnal - Nighttime] 在天黑后生效，使全部 {{talent.major_count}} 项主要属性变化 {{effect.AFFECTER_NocturnalNightTime.uniform}}。[Nocturnal - Daytime] 在白天生效，使相同属性变化 {{effect.AFFECTER_NocturnalDayTime.uniform}}。因此每项属性都会随昼夜在两者之间摆动，狼人队伍应围绕夜间作战来组建。",
 "Node": "节点",
 "Node D010 Common Mood": "通用情绪",
 "Node D010 Rank1 Room Type3": "节点 D010 等级1 房间类型3",
 "Node D010 Rank3 Elite": "Node D010 Rank3 Elite",
 "Node D010 Rank3 Food": "Node D010 Rank3 Food",
 "Node D010 Rank3 Level": "Node D010 Rank3 Level",
 "Node D010 Rank3 Research1": "Node D010 Rank3 Research1",
 "Node D010 Rank3 Research2": "Node D010 Rank3 Research2",
 "Node D010 Rank3 Research3": "Node D010 Rank3 Research3",
 "Node D010 Rank3 Research4": "Node D010 Rank3 Research4",
 "Node D010 Rank3 Research5": "Node D010 Rank3 Research5",
 "Node D010 Rank3 Research6": "Node D010 Rank3 Research6",
 "Node D010 Rank3 Research7": "Node D010 Rank3 Research7",
 "Node D010 Rank3 Resource1": "Node D010 Rank3 Resource1",
 "Node D010 Rank3 Resource2": "Node D010 Rank3 Resource2",
 "Node D010 Rank3 Room Type1": "Node D010 Rank3 Room Type1",
 "Node D010 Rank3 Room Type2": "Node D010 Rank3 Room Type2",
 "Node D010 Rank3 Room Type3": "Node D010 Rank3 Room Type3",
 "Node D010 Rank3 Room Type4": "Node D010 Rank3 Room Type4",
 "Node D010 Rank3 Room Type5": "Node D010 Rank3 Room Type5",
 "Node D010 Rank3 Room Type6": "Node D010 Rank3 Room Type6",
 "Node D010 Rank3 Room Type7": "Node D010 Rank3 Room Type7",
 "Node DR000 Rank3 Elite": "Node DR000 Rank3 Elite",
 "Node DR000 Rank3 Food": "Node DR000 Rank3 Food",
 "Node DR000 Rank3 Level": "Node DR000 Rank3 Level",
 "Node DR000 Rank3 Research1": "Node DR000 Rank3 Research1",
 "Node DR000 Rank3 Research2": "Node DR000 Rank3 Research2",
 "Node DR000 Rank3 Research3": "Node DR000 Rank3 Research3",
 "Node DR000 Rank3 Research4": "Node DR000 Rank3 Research4",
 "Node DR000 Rank3 Research5": "Node DR000 Rank3 Research5",
 "Node DR000 Rank3 Research6": "Node DR000 Rank3 Research6",
 "Node DR000 Rank3 Research7": "Node DR000 Rank3 Research7",
 "Node DR000 Rank3 Resource1": "Node DR000 Rank3 Resource1",
 "Node DR000 Rank3 Resource2": "Node DR000 Rank3 Resource2",
 "Node DR000 Rank3 Room Type1": "Node DR000 Rank3 Room Type1",
 "Node DR000 Rank3 Room Type2": "Node DR000 Rank3 Room Type2",
 "Node DR000 Rank3 Room Type3": "Node DR000 Rank3 Room Type3",
 "Node DR000 Rank3 Room Type4": "Node DR000 Rank3 Room Type4",
 "Node DR000 Rank3 Room Type5": "Node DR000 Rank3 Room Type5",
 "Node DR000 Rank3 Room Type6": "Node DR000 Rank3 Room Type6",
 "Node DR000 Rank3 Room Type7": "Node DR000 Rank3 Room Type7",
 "Node E000": "Node E000",
 "Node E010": "Node E010",
 "Node E020": "Node E020",
 "Node E100": "Node E100",
 "Node F000": "Node F000",
 "Node F1200": "Node F1200",
 "Node F1300": "Node F1300",
 "Node F1400": "Node F1400",
 "Node F1410": "Node F1410",
 "Node F1411": "Node F1411",
 "Node F1500": "Node F1500",
 "Node F1510": "Node F1510",
 "Node F1511": "Node F1511",
 "Node F1700": "Node F1700",
 "Node F1800": "Node F1800",
 "Node F2700": "Node F2700",
 "Node F2710": "Node F2710",
 "Node F2711": "Node F2711",
 "Node F2800": "Node F2800",
 "Node F2810": "Node F2810",
 "Node F2811": "Node F2811",
 "Node F2900": "Node F2900",
 "Node F2910": "Node F2910",
 "Node F2911": "Node F2911",
 "Node F300": "Node F300",
 "Node F3000": "Node F3000",
 "Node F3010": "Node F3010",
 "Node F3011": "Node F3011",
 "Node F3100": "Node F3100",
 "Node F3200": "Node F3200",
 "Node F3300": "Node F3300",
 "Node F3400": "Node F3400",
 "Node F3410": "Node F3410",
 "Node F3411": "Node F3411",
 "Node F3412": "Node F3412",
 "Node F3500": "Node F3500",
 "Node F3600": "Node F3600",
 "Node F3700": "Node F3700",
 "Node F3800": "Node F3800",
 "Node F3900": "Node F3900",
 "Node F3910": "Node F3910",
 "Node F3911": "Node F3911",
 "Node F3912": "Node F3912",
 "Node F4000": "Node F4000",
 "Node F4100": "Node F4100",
 "Node F4200": "Node F4200",
 "Node F4300": "Node F4300",
 "Node F4400": "Node F4400",
 "Node F4500": "Node F4500",
 "Node F4510": "Node F4510",
 "Node F4511": "Node F4511",
 "Node F4600": "Node F4600",
 "Node F4610": "Node F4610",
 "Node F4620": "Node F4620",
 "Node F4630": "Node F4630",
 "Node F4640": "Node F4640",
 "Node F4650": "Node F4650",
 "Node F4660": "Node F4660",
 "Node F4670": "Node F4670",
 "Node F4700": "Node F4700",
 "Node F4800": "Node F4800",
 "Node F4900": "Node F4900",
 "Node F4911": "Node F4911",
 "Node F5000": "Node F5000",
 "Node F800": "Node F800",
 "Node F911": "Node F911",
 "Node N000": "Node N000",
 "Node N1000": "Node N1000",
 "Node N1100": "Node N1100",
 "Node N1200": "Node N1200",
 "Node N1210": "Node N1210",
 "Node N1211": "Node N1211",
 "Node N1300": "Node N1300",
 "Node N1400": "Node N1400",
 "Node N1411": "Node N1411",
 "Node N1420": "Node N1420",
 "Node N1421": "Node N1421",
 "Node N1600": "Node N1600",
 "Node N1610": "Node N1610",
 "Node N1611": "Node N1611",
 "Node N1710": "Node N1710",
 "Node N1810": "Node N1810",
 "Node N1900": "Node N1900",
 "Node N200": "Node N200",
 "Node N210": "Node N210",
 "Node N2100": "Node N2100",
 "Node N211": "Node N211",
 "Node N2200": "Node N2200",
 "Node N2400": "Node N2400",
 "Node N2500": "Node N2500",
 "Node N2600": "Node N2600",
 "Node N2700": "Node N2700",
 "Node N2710": "Node N2710",
 "Node N2720": "Node N2720",
 "Node N2800": "Node N2800",
 "Node N2900": "Node N2900",
 "Node N300": "Node N300",
 "Node N310": "Node N310",
 "Node N400": "Node N400",
 "Node N410": "Node N410",
 "Node N500": "Node N500",
 "Node N510": "Node N510",
 "Node N600": "Node N600",
 "Node N700": "Node N700",
 "Node N800": "Node N800",
 "Node N900": "Node N900",
 "Node NodeD000": "Node NodeD000",
 "Node NodeD010": "Node NodeD010",
 "Node NodeDR000": "Node NodeDR000",
 "Node NodeE000": "Node NodeE000",
 "Node NodeF000": "Node NodeF000",
 "Node NodeF010": "Node NodeF010",
 "Node NodeF100": "Node NodeF100",
 "Node NodeF1000": "Node NodeF1000",
 "Node NodeF1100": "Node NodeF1100",
 "Node NodeF1200": "Node NodeF1200",
 "Node NodeF1300": "Node NodeF1300",
 "Node NodeF1400": "Node NodeF1400",
 "Node NodeF1410": "Node NodeF1410",
 "Node NodeF1411": "Node NodeF1411",
 "Node NodeF1500": "Node NodeF1500",
 "Node NodeF1510": "Node NodeF1510",
 "Node NodeF1511": "Node NodeF1511",
 "Node NodeF1600": "Node NodeF1600",
 "Node NodeF1700": "Node NodeF1700",
 "Node NodeF1800": "Node NodeF1800",
 "Node NodeF1900": "Node NodeF1900",
 "Node NodeF200": "Node NodeF200",
 "Node NodeF2000": "Node NodeF2000",
 "Node NodeF2100": "Node NodeF2100",
 "Node NodeF2200": "Node NodeF2200",
 "Node NodeF2300": "Node NodeF2300",
 "Node NodeF2400": "Node NodeF2400",
 "Node NodeF2500": "Node NodeF2500",
 "Node NodeF2600": "Node NodeF2600",
 "Node NodeF2700": "Node NodeF2700",
 "Node NodeF2800": "Node NodeF2800",
 "Node NodeF2810": "Node NodeF2810",
 "Node NodeF2811": "Node NodeF2811",
 "Node NodeF2900": "Node NodeF2900",
 "Node NodeF300": "Node NodeF300",
 "Node NodeF3000": "Node NodeF3000",
 "Node NodeF3010": "Node NodeF3010",
 "Node NodeF3011": "Node NodeF3011",
 "Node NodeF3100": "Node NodeF3100",
 "Node NodeF3200": "Node NodeF3200",
 "Node NodeF3300": "Node NodeF3300",
 "Node NodeF3400": "Node NodeF3400",
 "Node NodeF3500": "Node NodeF3500",
 "Node NodeF3600": "Node NodeF3600",
 "Node NodeF3700": "Node NodeF3700",
 "Node NodeF3800": "Node NodeF3800",
 "Node NodeF3900": "Node NodeF3900",
 "Node NodeF3910": "Node NodeF3910",
 "Node NodeF3911": "Node NodeF3911",
 "Node NodeF3912": "Node NodeF3912",
 "Node NodeF400": "Node 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": "Node NodeF500",
 "Node NodeF5000": "Node NodeF5000",
 "Node NodeF600": "Node NodeF600",
 "Node NodeF700": "Node NodeF700",
 "Node NodeF800": "Node NodeF800",
 "Node NodeF900": "Node NodeF900",
 "Node NodeF911": "Node NodeF911",
 "Node NodeN000": "Node NodeN000",
 "Node NodeN100": "Node NodeN100",
 "Node NodeN1000": "Node NodeN1000",
 "Node NodeN1100": "Node NodeN1100",
 "Node NodeN1200": "Node NodeN1200",
 "Node NodeN1210": "Node NodeN1210",
 "Node NodeN1211": "Node NodeN1211",
 "Node NodeN1300": "Node NodeN1300",
 "Node NodeN1400": "Node NodeN1400",
 "Node NodeN1411": "Node NodeN1411",
 "Node NodeN1420": "Node NodeN1420",
 "Node NodeN1421": "Node NodeN1421",
 "Node NodeN1500": "Node NodeN1500",
 "Node NodeN1600": "Node NodeN1600",
 "Node NodeN1610": "Node NodeN1610",
 "Node NodeN1611": "Node NodeN1611",
 "Node NodeN1700": "Node NodeN1700",
 "Node NodeN1710": "Node NodeN1710",
 "Node NodeN1800": "Node NodeN1800",
 "Node NodeN1810": "Node NodeN1810",
 "Node NodeN1900": "Node NodeN1900",
 "Node NodeN200": "Node NodeN200",
 "Node NodeN2000": "Node NodeN2000",
 "Node NodeN210": "Node NodeN210",
 "Node NodeN2100": "Node NodeN2100",
 "Node NodeN211": "Node NodeN211",
 "Node NodeN2200": "Node NodeN2200",
 "Node NodeN2300": "Node NodeN2300",
 "Node NodeN2400": "Node NodeN2400",
 "Node NodeN2500": "Node NodeN2500",
 "Node NodeN2600": "Node NodeN2600",
 "Node NodeN2700": "Node NodeN2700",
 "Node NodeN2710": "Node NodeN2710",
 "Node NodeN2720": "Node NodeN2720",
 "Node NodeN2800": "Node NodeN2800",
 "Node NodeN2900": "Node NodeN2900",
 "Node NodeN300": "Node NodeN300",
 "Node NodeN310": "Node NodeN310",
 "Node NodeN400": "Node NodeN400",
 "Node NodeN410": "Node NodeN410",
 "Node NodeN500": "Node NodeN500",
 "Node NodeN510": "Node NodeN510",
 "Node NodeN600": "Node NodeN600",
 "Node NodeN700": "Node NodeN700",
 "Node NodeN800": "Node NodeN800",
 "Node NodeN900": "Node NodeN900",
 "Node NodeR000": "Node NodeR000",
 "Node NodeR010": "Node NodeR010",
 "Node NodeR020": "Node NodeR020",
 "Node NodeR100": "Node NodeR100",
 "Node NodeR1000": "Node NodeR1000",
 "Node NodeR1010": "Node NodeR1010",
 "Node NodeR1011": "Node NodeR1011",
 "Node NodeR110": "Node NodeR110",
 "Node NodeR1100": "Node NodeR1100",
 "Node NodeR111": "Node NodeR111",
 "Node NodeR112": "Node 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": "Node 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 NodeR800": "Node NodeR800",
 "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": "Node 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": "Node R010",
 "Node R020": "Node R020",
 "Node R1000": "Node R1000",
 "Node R1010": "Node R1010",
 "Node R1011": "Node R1011",
 "Node R1100": "Node R1100",
 "Node R112": "Node R112",
 "Node R1200": "Node R1200",
 "Node R1210": "Node R1210",
 "Node R1211": "Node R1211",
 "Node R1212": "Node R1212",
 "Node R1300": "Node R1300",
 "Node R1310": "Node R1310",
 "Node R1320": "Node R1320",
 "Node R1321": "Node R1321",
 "Node R1322": "Node R1322",
 "Node R1400": "Node R1400",
 "Node R1413": "Node R1413",
 "Node R1420": "Node R1420",
 "Node R1421": "Node R1421",
 "Node R1422": "Node R1422",
 "Node R1423": "Node R1423",
 "Node R1430": "Node R1430",
 "Node R1500": "Node R1500",
 "Node R1510": "Node R1510",
 "Node R1520": "Node R1520",
 "Node R1521": "Node R1521",
 "Node R1522": "Node R1522",
 "Node R1523": "Node R1523",
 "Node R1600": "Node R1600",
 "Node R1610": "Node R1610",
 "Node R1611": "Node R1611",
 "Node R1612": "Node R1612",
 "Node R1700": "Node R1700",
 "Node R1710": "Node R1710",
 "Node R1711": "Node R1711",
 "Node R1800": "Node R1800",
 "Node R1810": "Node R1810",
 "Node R1811": "Node R1811",
 "Node R1900": "Node R1900",
 "Node R1910": "Node R1910",
 "Node R1912": "Node R1912",
 "Node R1920": "Node R1920",
 "Node R1921": "Node R1921",
 "Node R1930": "Node R1930",
 "Node R300": "Node R300",
 "Node R410": "Node R410",
 "Node R500": "Node R500",
 "Node R510": "Node R510",
 "Node R511": "Node R511",
 "Node R600": "Node R600",
 "Node R610": "Node R610",
 "Node R611": "Node R611",
 "Node R700": "Node R700",
 "Node R710": "Node R710",
 "Node R711": "Node R711",
 "Node R712": "Node R712",
 "Node R800": "Node R800",
 "Node R810": "Node R810",
 "Node R820": "Node R820",
 "Node R821": "Node R821",
 "Node R822": "Node R822",
 "Node R900": "Node R900",
 "Node R910": "Node R910",
 "Node R911": "Node R911",
 "Node T1100": "Node T1100",
 "Node T910": "Node T910",
 "NodeD000": "NodeD000",
 "NodeDR000": "NodeDR000",
 "NodeE000": "NodeE000",
 "NodeE010": "NodeE010",
 "NodeE020": "NodeE020",
 "NodeE100": "节点E100",
 "NodeF000": "NodeF000",
 "NodeF100": "NodeF100",
 "NodeF1000": "NodeF1000",
 "NodeF1100": "NodeF1100",
 "NodeF1200": "NodeF1200",
 "NodeF1300": "NodeF1300",
 "NodeF1400": "NodeF1400",
 "NodeF1410": "节点F1410",
 "NodeF1411": "节点F1411",
 "NodeF1500": "NodeF1500",
 "NodeF1510": "节点F1510",
 "NodeF1511": "F1511节点",
 "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",
 "NodeF5000": "NodeF5000",
 "NodeF600": "NodeF600",
 "NodeF700": "NodeF700",
 "NodeF800": "NodeF800",
 "NodeF900": "NodeF900",
 "NodeF911": "NodeF911",
 "NodeN000": "NodeN000",
 "NodeN100": "NodeN100",
 "NodeN1000": "NodeN1000",
 "NodeN1100": "NodeN1100",
 "NodeN1200": "NodeN1200",
 "NodeN1210": "NodeN1210",
 "NodeN1211": "NodeN1211",
 "NodeN1300": "NodeN1300",
 "NodeN1400": "NodeN1400",
 "NodeN1411": "NodeN1411",
 "NodeN1420": "NodeN1420",
 "NodeN1421": "NodeN1421",
 "NodeN1500": "NodeN1500",
 "NodeN1600": "NodeN1600",
 "NodeN1610": "NodeN1610",
 "NodeN1611": "NodeN1611",
 "NodeN1700": "NodeN1700",
 "NodeN1710": "NodeN1710",
 "NodeN1800": "NodeN1800",
 "NodeN1810": "NodeN1810",
 "NodeN1900": "NodeN1900",
 "NodeN200": "NodeN200",
 "NodeN2000": "NodeN2000",
 "NodeN210": "NodeN210",
 "NodeN2100": "NodeN2100",
 "NodeN211": "NodeN211",
 "NodeN2200": "NodeN2200",
 "NodeN2300": "NodeN2300",
 "NodeN2400": "NodeN2400",
 "NodeN2500": "NodeN2500",
 "NodeN2600": "NodeN2600",
 "NodeN2700": "NodeN2700",
 "NodeN2710": "NodeN2710",
 "NodeN2720": "NodeN2720",
 "NodeN2800": "NodeN2800",
 "NodeN2900": "NodeN2900",
 "NodeN300": "NodeN300",
 "NodeN310": "NodeN310",
 "NodeN400": "NodeN400",
 "NodeN410": "NodeN410",
 "NodeN500": "NodeN500",
 "NodeN510": "NodeN510",
 "NodeN600": "NodeN600",
 "NodeN700": "NodeN700",
 "NodeN800": "NodeN800",
 "NodeN900": "NodeN900",
 "NodeR000": "NodeR000",
 "NodeR010": "节点R010",
 "NodeR020": "节点R020",
 "NodeR100": "NodeR100",
 "NodeR1000": "NodeR1000",
 "NodeR1010": "NodeR1010",
 "NodeR1011": "NodeR1011",
 "NodeR1100": "NodeR1100",
 "NodeR112": "节点R112",
 "NodeR1200": "NodeR1200",
 "NodeR1210": "NodeR1210",
 "NodeR1211": "NodeR1211",
 "NodeR1212": "NodeR1212",
 "NodeR1300": "NodeR1300",
 "NodeR1310": "节点R1310",
 "NodeR1320": "NodeR1320",
 "NodeR1321": "NodeR1321",
 "NodeR1322": "NodeR1322",
 "NodeR1400": "NodeR1400",
 "NodeR1413": "节点R1413",
 "NodeR1420": "NodeR1420",
 "NodeR1421": "NodeR1421",
 "NodeR1422": "NodeR1422",
 "NodeR1423": "NodeR1423",
 "NodeR1430": "NodeR1430",
 "NodeR1500": "NodeR1500",
 "NodeR1510": "节点R1510",
 "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": "节点R1910",
 "NodeR1912": "NodeR1912",
 "NodeR1920": "NodeR1920",
 "NodeR1921": "NodeR1921",
 "NodeR1930": "NodeR1930",
 "NodeR200": "NodeR200",
 "NodeR300": "NodeR300",
 "NodeR400": "NodeR400",
 "NodeR410": "节点R410",
 "NodeR500": "NodeR500",
 "NodeR510": "NodeR510",
 "NodeR511": "NodeR511",
 "NodeR600": "NodeR600",
 "NodeR610": "NodeR610",
 "NodeR611": "NodeR611",
 "NodeR700": "NodeR700",
 "NodeR710": "NodeR710",
 "NodeR711": "NodeR711",
 "NodeR712": "NodeR712",
 "NodeR800": "NodeR800",
 "NodeR810": "节点R810",
 "NodeR820": "NodeR820",
 "NodeR821": "NodeR821",
 "NodeR822": "NodeR822",
 "NodeR900": "NodeR900",
 "NodeR910": "NodeR910",
 "NodeR911": "NodeR911",
 "NodeT000": "NodeT000",
 "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": "节点与箱子",
 "Non-boss": "非首领",
 "Non-combat abilities bonus / malus": "非战斗能力加成 / 减益",
 "Non-damaging": "无伤害",
 "Non-player base value": "非玩家基础值",
 "Non-player default": "非玩家默认",
 "NonCombatOnly": "NonCombatOnly",
 "NonPlayerFactionUnitPathfindableDistance": "NonPlayerFactionUnitPathfindableDistance",
 "None": "无",
 "None (36)": "无 (36)",
 "None - Dungeon Settlers Wiki": "无 - Dungeon Settlers 维基",
 "None icon": "无图标",
 "None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').": "机制上尚未实装，但每个 Tal 都被设计为拥有固定的独特性格（“面具后的面孔”；“Tal”意为“面具”）。",
 "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.": "尚未实装。设定（“以强健体魄和精湛工艺闻名；群山是我们的家园与堡垒”）指向未来的制作/采矿种族加成。",
 "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.": "尚未实装。设定将他们描述为“背叛其他恶魔种族、投靠人类的异端，至少在公开场合如此称呼”，带有凝视击杀的特色，暗示存在隐藏的恶魔种族阵营。",
 "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.": "这些都不会制造护盾；它们会放大护盾、把未用完的护盾退成治疗，并把获得护盾转为冷却时间降低。把它们接到任意格挡屏障或火焰披风引擎上。",
 "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss": "None, VeilSilence, FesteringBurrow, AbandonedMine, ForgottenAbyss, DeadSwamp, TowerApocalypse, Abyss",
 "Normal Research Lab: +90%": "普通的研究室：+90%",
 "Normal Support Wagon Berry Fixed": "普通 补给马车 蓝莓 固定",
 "Normal Support Wagon Grass Fixed": "普通 补给马车 草 固定",
 "Normal Support Wagon Hardtack Fixed": "普通 补给马车 硬饼 固定",
 "Normal Support Wagon Ointment Fixed": "普通 补给马车 药膏 固定",
 "Normal Support Wagon Tech Book Fixed": "普通 补给马车 科技手册 固定",
 "Normal Support Wagon Wood Fixed": "普通 补给马车 木材 固定",
 "Normal hit": "普通命中",
 "Not": "不",
 "Not In": "不在",
 "Not Researching": "未在研究",
 "Not a save.": "不是存档。",
 "Not active in this build.": "本版本未启用。",
 "Not capped": "无上限",
 "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).": "此版本中，没有任何房间、事件、研究或农场会建造、解锁或放置它。它要么是未发布内容，要么由特殊的游戏内机制生成（地下城生成，或游玩过程中会变形的互动结构）。",
 "Not enough data to call the exchange (one side deals no damage).": "数据不足，无法判定对拼（一方不造成伤害）。",
 "Not found in the data.": "数据中未找到。",
 "Not housing": "非住宅",
 "Not importable.": "无法导入。",
 "Not in a team yet - click a card to add to {#}:": "尚未加入队伍 - 点击卡牌以添加到 {#}:",
 "Not modeled in this sheet": "本表未计入",
 "Not needed if using Battlemage without a fire staff": "使用火焰战斗法师且不带火焰法杖时不需要",
 "Not obtainable": "无法获得",
 "Not obtainable in DS_B.0.4.19:": "在 DS_B.0.4.19 中不可获取：",
 "Not on an expedition": "未在探险中",
 "Not part of a line": "不属于一条线",
 "Not rolled": "未抽出",
 "Not scaled by any major talent.": "不受任何主要天赋影响。",
 "Not sure whether spawning the initial units via an event is a good approach.": "不确定通过事件生成初始单位是否是好方法。",
 "Not very sturdy, but easy to handle.": "不是很坚固，但易于操作。",
 "Not {#}": "不 {#}",
 "Not-in-game: hidden": "游戏外：隐藏",
 "Not-in-game: shown": "游戏外：显示",
 "Notable drops": "主要掉落",
 "Notable room odds (per floor)": "值得注意的房间概率（每层）",
 "Note": "注意",
 "Nothing": "无",
 "Nothing (flat per stack; no attack-power scaling)": "无（每层固定值；不随攻击力缩放）",
 "Nothing changes: this scene is text only.": "无变化：此场景仅为文本。",
 "Nothing equipped.": "未装备任何物品。",
 "Nothing in the tables carries this. The affecter row ships the [-1.0] runtime sentinel, has no SKILL_ twin and no BindingValue, so the 0.25 can only be read out of the method itself.": "表里没有任何一项带这个值。效果施加者行带有 [-1.0] 运行时哨兵值，没有 SKILL_ 对应项，也没有 BindingValue，因此 0.25 只能从方法本身读出。",
 "Nothing in this section matches these filters.": "此分类中没有符合这些筛选条件的内容。",
 "Nothing leads into these and nothing follows them: no scene starts one after another quest is reported.": "这些没有前置，也没有后续：不会在另一个任务报告完成后接着开始场景。",
 "Nothing to compare yet - add a weapon (or a whole family) above. Your equipped weapon is always included.": "暂无可对比项 - 在上方添加武器（或整个系列）。您的已装备武器始终包含在内。",
 "Nothing uncovered yet. Reveal a hidden section and it will be listed here.": "尚未揭示任何内容。揭示一个隐藏分类后，会显示在这里。",
 "Notice": "通知",
 "Notice at the cap": "达到上限时的通知",
 "Notice when you cannot pay": "无法支付时的通知",
 "Noticing": "注意到",
 "Now": "现在",
 "Now pooled by:": "现已纳入池：",
 "Npc": "Npc",
 "NpcQuestReportSpawnWeightMultiplier": "NpcQuestReportSpawnWeightMultiplier",
 "Number of days used for indicating food shortage in the dungeon alert window": "地下城警报窗口中用于标示食物短缺的天数",
 "Number of environmental effects (positive/negative) by combat difficulty": "按战斗难度划分的环境效果（正面/负面）数量",
 "Number of inventory slots": "背包栏位数量",
 "Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger": "直到睡眠相关 Affecter 效果（在地面上睡觉、在床上睡觉）触发所需的跳数",
 "Numbers": "数值",
 "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.": "数值尚未计入目标抗性（伤害 x 100 / (100 + R)；大多数怪物为 0，带护甲的最高为 60，相当于削减 37.5%），也尚未计入命中几率、闪避和格挡。战斗难度不会改变你自己造成的伤害。",
 "Numbers from {#}.": "数字来自 {#}。",
 "Numbers representing a unit's abilities. Each": "能够表示单位能力的数值。每个",
 "Numbers representing a unit's abilities. Each main attribute corresponds to the following abilities: [Strength] This main attribute proportionally increases maximum weight capacity, physical attack power, mining capacity, and logging capacity. [Toughness] This main attribute proportionally increases maximum health, physical resistance (slashing/blunt/piercing). ## [Will] This main attribute proportionally increases maximum stamina, resistance to status effects (bleeding/poison/stun/immobilization/disarmament), and taming capacity. [Intelligence] This main attribute proportionally increases magical attack power, magic resistance (fire/water/nature), research capacity, and medical capacity. ## [Agility] This main attribute proportionally increases movement speed, evasion probability, and crafting capacity. [Perception] This main attribute proportionally increases physical critical hit probability, close range hit probability, long range hit probability, farming capacity, and cooking capacity.": "表示单位能力的数值。每个主属性对应以下能力： [Strength] 该主属性按比例提高最大负重、物理攻击力、采矿能力和伐木能力。 [Toughness] 该主属性按比例提高最大生命值、物理抗性（斩击/钝击/穿刺）。 ## [Will] 该主属性按比例提高最大体力、状态效果抗性（出血/中毒/眩晕/定身/缴械），以及驯化能力。 [Intelligence] 该主属性按比例提高魔法攻击力、魔法抗性（火/水/自然）、研究能力和医疗能力。 ## [Agility] 该主属性按比例提高移动速度、闪避几率，以及制作能力。 [Perception] 该主属性按比例提高物理暴击几率、近战命中几率、远程命中几率、耕作能力和烹饪能力。",
 "Numbers representing a unit's abilities. Each major stat corresponds to the following abilities: 力量 This major stat proportionally increases maximum weight, physical attack power, mining proficiency, and logging proficiency. 体质 This major stat proportionally increases maximum health and physical resistance (slashing/blunt/piercing). ## Will This major stat proportionally increases maximum energy, status effect resistance (bleeding/poison/stun/root/disarm), and taming proficiency. 智力 This major stat proportionally increases magic attack power, magic resistance (fire/water/nature), research proficiency, and medical proficiency. ## 敏捷 This major stat proportionally increases movement speed, evasion chance, and crafting proficiency. 感知 This major stat proportionally increases physical critical chance, melee hit chance, ranged hit chance, farming proficiency, and cooking proficiency.": "表示单位能力的数值。每个主属性对应以下能力： 力量 该主属性按比例提高最大负重、物理攻击力、采矿能力和伐木能力。 体质 该主属性按比例提高最大生命值和物理抗性（斩击/钝击/穿刺）。 ## 意志 该主属性按比例提高最大能量、状态效果抗性（出血/中毒/眩晕/定身/缴械），以及驯化能力。 智力 该主属性按比例提高魔法攻击力、魔法抗性（火/水/自然）、研究能力和医疗能力。 ## 敏捷 该主属性按比例提高移动速度、闪避几率，以及制作能力。 感知 该主属性按比例提高物理暴击几率、近战命中几率、远程命中几率、耕作能力和烹饪能力。",
 "Nutrient Absorption GAMESYSTEM_Environment_{affecterName}": "养分吸收 GAMESYSTEM_Environment_{affecterName}",
 "NutrientAbsorption": "NutrientAbsorption",
 "OPERATION_PlayableUntil_v0.3": "可玩版本 v0.3",
 "OPERATION_PlayableUntil_v0.4": "可玩版本 v0.4",
 "OPERATION_PlayableUntil_v0.5": "可玩版本 v0.5",
 "OPT": "可选",
 "OUTLOOK": "OUTLOOK",
 "Oats Growth2 Random": "燕麦 生长2 随机",
 "Oats Random": "燕麦 随机",
 "Observe": "观察",
 "Observe Endorsi": "观察恩多西",
 "Obtain": "入手",
 "Obtainable": "可获得",
 "Obtained": "入手",
 "Obtained from": "入手来源",
 "Odds: {#}": "概率：{#}",
 "Of": "的",
 "Of World Tree": "世界之树",
 "Of the {#} skills in the table, {#} spend no durability at all; the rest spend {#} per use.": "表中的 {#} 个技能里，{#} 个完全不消耗耐久度；其余每次使用消耗 {#}。",
 "Off-hand": "副手",
 "Off:": "关闭：",
 "Offered by": "提供方",
 "Offered by {#}": "由 {#} 提供",
 "Offered by {#} in {#}": "由 {#} 在 {#} 提供",
 "Offered when": "提供时机",
 "Offering": "祭品",
 "Offering (level-up stat multiplier / mana-stone cost multiplier):": "祭品（升级属性倍率 / 法力石消耗倍率）：",
 "Offering multipliers": "祭品倍率",
 "Offering tier does not change inscription rarity": "祭品档位不改变铭文稀有度",
 "Offering tiers": "祭品档位",
 "Offering: Least": "祭品：较少",
 "Offering: Ordinary": "祭品：普通",
 "Offering: Plentiful": "祭品：丰盛",
 "Offerings vs rarity": "祭品与稀有度",
 "Officer": "官员",
 "Official in-game text": "游戏内官方文本",
 "Official rank descriptions": "官方等级描述",
 "Official tier descriptions": "官方档位描述",
 "Oh": "哦",
 "Oh,": "哦，",
 "Oh, no!": "哦，不！",
 "Older ~B.0.2.x builds stored the unlock instead, where": "更早的约 B.0.2.x 版本改为存储解锁状态，在那些版本中",
 "On Devastation a monster has x1.5 the HP and x1.5 the attack power it has on Hard.": "在毁灭难度下，怪物拥有困难难度下 x1.5 的 HP 和 x1.5 的攻击力。",
 "On Event Occur": "事件发生时",
 "On Research Completed": "研究完成时",
 "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.": "普通攻击时，向该次命中的造成伤害加成加入固定 25 百分点。第二段处理读取技能的耐久消耗及其对应装备，并对该槽位发出额外损耗。",
 "On a basic attack, multiply the hit by 1.25 before other bonuses dilute it.": "普通攻击时，在其他加成稀释之前将命中乘以 1.25。",
 "On a {#} s skill, the first {#} saves {#} s. The next {#} only saves {#} s.": "在 {#} 秒的技能上，前 {#} 能省 {#} 秒。再加 {#} 只再省 {#} 秒。",
 "On click": "点击时",
 "On deconstruct / gather": "拆解 / 采集时",
 "On deconstruct:": "拆解时：",
 "On each beat the method reads four stats off the unit and heals a quarter of what is missing from each half of the body: 0.25 x (Max Health (Head) - Head Health) and 0.25 x (Max Health (Torso) - Torso Health). The beat is the game's own logical refresh, which the tables put at 60 ticks of 0.0167 seconds, so 1.002 seconds. Each beat recomputes from what is STILL missing, so the heals get smaller as the unit fills up.": "每一拍，该方法读取单位的四项属性，并治疗身体每一半所缺的四分之一：0.25 x (最大生命值（头部） - 头部生命值) 以及 0.25 x (最大生命值（躯干） - 躯干生命值)。该节拍是游戏自己的逻辑刷新，表里记为 60 个 0.0167 秒的刻度，即 1.002 秒。每一拍都按仍然缺少的量重算，因此随着单位回满，治疗会变小。",
 "On each grant the counter resets to 1, not to 0.": "每次获得时，计数器重置为 1，而不是 0。",
 "On equip": "装备时",
 "On quest completion, multiplies the weight by {0}x if it is the matching floor (default 10)": "任务完成时，若为对应层则将权重乘以 {0}x（默认 10）",
 "On repeat visits the": "重复进入时，",
 "On the boss floor the exit portal is already the next region's portal (": "在首领层，出口传送门已经是下一区域的传送门（",
 "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.": "触发时，加成 = (目标已损失 HP / 目标最大 HP) x 120，作为造成伤害加成的百分点加入。该缩放对已损失比例完全线性，这里没有额外的百分之一换算：结果本身就是百分点。",
 "On the scarecrow": "在稻草人上",
 "On this page": "本页内容",
 "On top of those effects, each point of {#} adds {#} cooldown reduction.": "在那些效果之上，{#} 每点再加 {#} 冷却缩减。",
 "On use": "使用时",
 "On {#} a monster has x{#} the HP and x{#} the attack power it has on {#}.": "在 {#} 上，怪物的 HP 为 {#} 倍、攻击力为 {#} 倍（以 {#} 为基准）。",
 "On {#}, {#} has changed from {#} to {#}.": "{#} 的 {#} 已从 {#} 改为 {#}。",
 "On-death EXP": "死亡时经验",
 "On:": "开启：",
 "On: Items": "对象：物品",
 "On: Items + Buildings": "对象：物品 + 建筑",
 "On: Other units + Buildings": "对象：其他单位 + 建筑",
 "On: Player units": "对象：玩家单位",
 "On: Player units + Other units": "对象：玩家单位 + 其他单位",
 "On: Player units + Other units + Buildings": "对象：玩家单位 + 其他单位 + 建筑",
 "On: Player units + Other units + Items": "对象：玩家单位 + 其他单位 + 物品",
 "Once": "一旦",
 "Once it is completely dismantled, a tiny green essence ...": "一旦它被完全拆解，一个微小的绿色精华...",
 "Once per combat start, and no more than once per 60 ticks of the internal cooldown.": "每次战斗开始一次，且内部冷却每 60 跳最多一次。",
 "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.": "关于探险成功的演说准备完毕后，所有人聚集过来。他们的眼中燃烧着前所未有的光芒，充满希望。你环视聚集在面前的探险队员们，缓缓开口。“我们成功了！我们征服了寂静帷幕，那片黑暗而危险的森林。这份成就源自站在这里的每一个人的勇气与决心。没有任何障碍、任何威胁，能够动摇我们坚定不移的决心。”话音落下，探险队员们爆发出掌声与欢呼。骄傲清楚地写在他们脸上。“无论前方还有怎样的艰难，我们都要彼此信任、一同前进！”在你的示意下，探险队员们碰杯，将庆功酒一饮而尽。",
 "One": "一个",
 "One counter stack is exactly 1 Energy, which is why the counter's max stack is 200.": "隐藏计数器的 1 层正好是 1 点能量，所以计数器的最大层数为 200。",
 "One damage model: hit = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist).": "单一伤害模型：命中 = 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": "一层枯竭就会把 -50% 惩罚施加到整个区域",
 "One full day is": "完整一天为",
 "One grant raises the rank by at most one step; points still above the new target wait for the next grant before they trigger another rank-up.": "一次发放最多使探险等级提升一级；仍高于新目标的点数会等到下一次发放才会触发下一次提升。",
 "One in-game day": "游戏内一天",
 "One in-game day passes in roughly 18 real minutes.": "游戏内一天大约经过 18 现实分钟。",
 "One is nowhere near enough.": "一个人远远不够。",
 "One is nowhere near enough. Wait- the link is lost?": "一个人远远不够。 Wait- the link is lost?",
 "One level-up roll": "一次升级抽取",
 "One named inscription": "一条具名铭文",
 "One of the 6 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.": "6 项核心属性之一：力量、体质、意志、智力、敏捷、感知，它们供给派生战斗属性。每项在升级时的成长速度由其天赋层级决定。",
 "One point of a major stat adds the amount below to each final stat (from": "主属性每 1 点会把下方数值加到各项最终属性上（来自",
 "One resolution runs at a time. From the moment you accept it you have 3 days to meet its condition; after that the game offers to drop it. A new one is offered every 1 day to 2 days. Giving up costs": "同一时间只进行一项决议。从你接受起，你有 3 天来达成其条件；之后游戏会提议放弃它。每隔 1 天至 2 天会提供一项新的。放弃需花费",
 "One resolution runs at a time. From the moment you accept it you have {#} to meet its condition; after that the game offers to drop it.": "同一时间只进行一项决议。从你接受起，你有 {#} 来达成其条件；之后游戏会提议放弃它。",
 "One row per source.": "每个来源一行。",
 "One second returns a quarter of the missing health; a full four second application returns about two thirds of it.": "一秒恢复已损失生命值的四分之一；完整施加四秒大约恢复三分之二。",
 "One slot per level after the first. That's four at level 5. Hit Add an inscription and fill them.": "第一级之后每升一级一个槽。5 级时共四个。点添加铭文并填上。",
 "One specific, per offered slot": "单个指定，每个提供的栏位",
 "One stack:": "一叠：",
 "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).": "离开安全层每过 1440 游戏内分钟（1 个游戏内天）升一档。一个游戏内天在 1x 速度下约等于 18 真实分钟（每游戏内分钟 45 刻，共 64800 刻）。",
 "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.": "一次践踏对整群敌人落下两个减益，因此格挡屏障一次打出一波护盾 - 强力起手，不过每 30 秒才能用一次。",
 "One-handed and two-handed weapons": "单手与双手武器",
 "One-handed weapons": "单手武器",
 "One-handed weapons (Blunt, Sword) can pair with a shield for sword-and-board play.": "单手武器（钝器、剑）可以搭配盾，进行剑盾战斗。",
 "One-shot": "一次性",
 "Only": "仅",
 "Only Physical and Magic (no elemental damage types)": "只有物理和魔法（没有元素伤害类型）",
 "Only a bow uses ammo. Equip one in the Primary slot first.": "只有弓消耗弹药。请先在主要装备栏装备一把。",
 "Only a portion of Resources used in construction is refunded when demolished.": "拆除时，只会退还部分用于建造的资源。",
 "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.": "只有暴击才计数，所以该铭文在高暴击构筑上最强；低暴击单位可能在单次探险中永远达不到上限。",
 "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.": "只有暴击才会结算（每次 {#} 金币）。存满 {#} 金币后停止获取金币，改为在本次探险剩余时间获得永久 +{#}% 暴击几率。",
 "Only on a guarded result, and only when the wearer is the victim.": "仅在格挡结果时触发，且仅当穿戴者是受害者。",
 "Only the first 2 regions have real content; the rest are placeholders (see the": "仅前 2 个区域有真实内容；其余为占位（见",
 "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.": "仅显示净差异：在中间各版本中多次变化的内容只出现一次，并给出起始值和结束值；变了又变回去的内容则完全不出现。",
 "Only the region's clear boss flips the": "只有该区域的通关首领会翻转",
 "Only the unit carrying the effect. One skill in the whole build applies it, the Sentinel Warning monster skill, at one stack for four seconds.": "仅携带该效果的单位。整个版本里只有一个技能施加它：怪物技能哨兵警报，1 层，持续四秒。",
 "OnlyBasicAttack": "OnlyBasicAttack",
 "Only_Platform_Stove": "Only_Platform_Stove",
 "Opal Ore": "猫眼石矿石",
 "Open \"How do I use the file?\" below before you load it.": "加载前请先打开下方的“如何使用该文件？”。",
 "Open Character Builder": "打开角色构筑器",
 "Open Game Guide": "打开游戏指南",
 "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.": "打开 Saves 文件夹，然后在下方选择你的团队 .json。确切文件夹可能因版本而异。浏览器无法替你打开文件夹，所以请复制路径并按上面的方法粘贴。",
 "Open the full scene, with every line of dialog": "打开完整场景，含每一句对话",
 "Opens": "打开",
 "Opens a shop": "打开商店",
 "Opens the Tutorial Attack panel": "打开教程攻击面板",
 "Opens the Tutorial Base Building Basics panel": "打开教程建造与拆除面板",
 "Opens the Tutorial Crafting panel": "打开教程制造面板",
 "Opens the Tutorial Deadly Status panel": "打开教程濒死状态面板",
 "Opens the Tutorial Dungeon Expedition Basics panel": "打开教程地下城探险面板",
 "Opens the Tutorial Indoor Structures panel": "打开教程室内结构面板",
 "Opens the Tutorial Inventory Management panel": "打开教程物品栏管理面板",
 "Opens the Tutorial Object Interaction panel": "打开教程对象交互面板",
 "Opens the Tutorial Pause In Combat Video panel": "打开教程战斗中暂停视频面板",
 "Opens the Tutorial Pick Up panel": "打开教程拾取面板",
 "Opens the Tutorial Quest panel": "打开教程任务面板",
 "Opens the Tutorial Recruitment panel": "打开教程招募面板",
 "Opens the Tutorial Resources Gathering panel": "打开教程资源采集面板",
 "Opens the Tutorial Select Entity panel": "打开教程选择与概览面板",
 "Opens the Tutorial Unit Behavior Options panel": "打开教程单位行为选项面板",
 "Opens the Tutorial Unit Move panel": "打开教程移动面板",
 "Opens the Tutorial Wip Notice panel": "打开教程进行中提示面板",
 "Opens the shop of": "打开商店：",
 "Opens the shop of {#}": "打开 {#} 的商店",
 "Opens the {#} panel": "打开 {#} 面板",
 "Operation-Difficulty": "管理难度",
 "Opt": "选项",
 "Optional": "可选",
 "Options": "选项",
 "Options,": "选项，",
 "Or browse and filter the full list": "或浏览并筛选完整列表",
 "Order of computation": "计算顺序",
 "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.": "区域通关必须清除的敌人顺序：第 1 阶段、第 2 阶段等。若为 NULL，则没有首领，通关不会触发解锁。",
 "Orders": "命令",
 "Orders',": "指令”，",
 "Other": "其他",
 "Other adjustments": "其他调整",
 "Other discoveries": "其他发现",
 "Other mood levers": "其他心情手段",
 "Other pools": "其他池",
 "Other skills": "其他技能",
 "Other skills (1)": "其他技能 (1)",
 "Other skills (4)": "其他技能 (4)",
 "Other skills (6)": "其他技能 (6)",
 "Other skills (monster / item-granted)": "其他技能（怪物 / 物品赋予）",
 "Other units (NPC/monster): no": "其他单位 (NPC/怪物): 否",
 "Other units (NPC/monster): yes": "其他单位 (NPC/怪物): 是",
 "Other units + Buildings": "其他单位 + 建筑",
 "Other/Unused": "其他/未使用",
 "Our": "我们的",
 "Output": "产出",
 "Over": "结束",
 "Overall": "整体",
 "Overbleed": "过度流血",
 "Overloaded (Caution, displays once)": "超载（注意，仅显示一次）",
 "Overseer's": "观察者的",
 "Overview": "概览",
 "P.Atk": "物攻",
 "P.Atk 11": "物攻 11",
 "P.Atk 15": "物攻 15",
 "P.Atk 17": "物攻 17",
 "P.Atk 20": "物攻 20",
 "P.Atk 21": "物攻 21",
 "P.Atk 23": "物攻 23",
 "P.Atk 27": "物攻 27",
 "P.Atk 30": "物攻 30",
 "P.Atk 36": "物攻 36",
 "P.Atk 41": "物攻 41",
 "P.Atk 42": "物攻 42",
 "P.Atk 45": "物攻 45",
 "P.Atk 48": "物攻 48",
 "P.Atk 56": "物攻 56",
 "P.Atk 57": "物攻 57",
 "P.Atk 60": "物攻 60",
 "P.Atk 77": "物攻 77",
 "P.Atk 90": "物攻 90",
 "PAtk": "物攻",
 "PLAYERNAME": "PLAYERNAME",
 "PLAYERNAME Elf Male 67": "精灵男性 67",
 "PLAYERNAME Elf Male 68": "精灵男性 68",
 "PLAYERNAME Human Female 0": "PLAYERNAME Human Female 0",
 "PLAYERNAME Human Female 67": "人类女性 67",
 "PLAYERNAME Human Female 68": "人类女性 68",
 "PLAYERNAME Human Male 0": "PLAYERNAME Human Male 0",
 "PLAYERNAME Human Male 66": "人类男性 66",
 "PLAYERNAME Human Male 67": "人类男性 67",
 "PLAYERNAME Lizard Man Male 0": "PLAYERNAME Lizard Man Male 0",
 "PLAYERNAME Lizard Man Male 101": "蜥蜴人男性 101",
 "PLAYERNAME Lycan Female 0": "玩家名 狼人女性 0",
 "PLAYERNAME Lycan Female 1": "PLAYERNAME 狼人 女性 1",
 "PLAYERNAME Lycan Female 10": "PLAYERNAME 狼人 女性 10",
 "PLAYERNAME Lycan Female 2": "PLAYERNAME 狼人 女性 2",
 "PLAYERNAME Lycan Female 3": "PLAYERNAME 狼人 女性 3",
 "PLAYERNAME Lycan Female 4": "PLAYERNAME 狼人 女性 4",
 "PLAYERNAME Lycan Female 5": "PLAYERNAME 狼人 女性 5",
 "PLAYERNAME Lycan Female 6": "PLAYERNAME 狼人 女性 6",
 "PLAYERNAME Lycan Female 7": "PLAYERNAME 狼人 女性 7",
 "PLAYERNAME Lycan Female 8": "PLAYERNAME 狼人 女性 8",
 "PLAYERNAME Lycan Female 9": "PLAYERNAME 狼人 女性 9",
 "PLAYERNAME Lycan Male 0": "玩家名 狼人男性 0",
 "PLAYERNAME Lycan Male 1": "狼人男性 1",
 "PLAYERNAME Lycan Male 10": "PLAYERNAME 狼人 男性 10",
 "PLAYERNAME Lycan Male 2": "狼人男性 2",
 "PLAYERNAME Lycan Male 3": "狼人男性 3",
 "PLAYERNAME Lycan Male 4": "狼人男性 4",
 "PLAYERNAME Lycan Male 5": "狼人男性 5",
 "PLAYERNAME Lycan Male 6": "PLAYERNAME 狼人 男性 6",
 "PLAYERNAME Lycan Male 7": "PLAYERNAME 狼人 男性 7",
 "PLAYERNAME Lycan Male 8": "PLAYERNAME 狼人 男性 8",
 "PLAYERNAME Lycan Male 9": "PLAYERNAME 狼人 男性 9",
 "PS:": "PS:",
 "PS: If the map is too large, armored beetles may escape from combat, so size adjustment seems necessary du...": "PS：如果地图太大，装甲甲虫可能会逃离战斗，因此似乎需要调整大小...",
 "Packs": "拥有",
 "Packs a powerful strike but is vulnerable to heavy impacts.": "攻击力强，但易受重击。",
 "Packs the ticked units into one link. Whoever opens it rebuilds them - no account, no server, nothing stored.": "将勾选的单位打包成一条链接。打开链接的人会重建这些单位 - 无需账号，无需服务器，不会存储任何内容。",
 "Page not found": "页面未找到",
 "Page not found - Dungeon Settlers Wiki": "页面未找到 - Dungeon Settlers 维基",
 "Pain": "痛苦",
 "Panic State (Debuff, prints once)": "精神崩溃：恐慌（减益，仅显示一次）",
 "Parsed and used as \"GAMESYSTEM_LevelUp_{statType}{talentType}\", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase": "解析后用作 \"GAMESYSTEM_LevelUp_{statType}{talentType}\"，因此切勿更改键名!!! {0}: 最小增加量 {1}: 最大增加量",
 "Party per round": "队伍每回合",
 "Party totals": "队伍合计",
 "Passive": "被动",
 "Passive - affects self": "被动 - 作用于自身",
 "Passive skills": "被动技能",
 "Path": "路径",
 "Path of the Scholar": "学者之路",
 "Patrol": "巡逻",
 "Pause": "暂停",
 "Pause, 1x, 3.5x, 7x": "暂停、1x、3.5x、7x",
 "Pausing stops the clock entirely. At the fastest setting an in-game day passes in about 2.6 real minutes.": "暂停会完全停止时钟。在最快设定下，游戏内一天大约经过 2.6 现实分钟。",
 "Payouts": "结算",
 "Payouts and Bleeding stacks applied over a run of basic attacks.": "一串普通攻击中的结算和施加的出血层数。",
 "Payouts and Burning stacks applied over a run of basic attacks.": "一串普通攻击中的结算和施加的燃烧层数。",
 "Pays the running Expedition Resolution's reward": "发放正在进行的探险决议的奖励",
 "Peach": "桃色",
 "Pendant": "坠饰",
 "Per +1 point: Con {#} HP; Str {#} / Agi {#} / Per {#} Phys Atk; Int {#} / Will {#} / Per {#} Magic Atk.": "每 +1 点：体质 {#} HP；力量 {#} / 敏捷 {#} / 感知 {#} 物理攻击力；智力 {#} / 意志 {#} / 感知 {#} 魔法攻击力。",
 "Per cast range": "每次施放射程",
 "Per neighbour": "每个相邻目标",
 "Per roll": "每掷",
 "Per roll (5 slots)": "每次抽取（5 个栏位）",
 "Per roll ({#} slots)": "每掷（{#} 个槽）",
 "Per room": "每个房间",
 "Per slot": "每槽",
 "Per stack": "每层",
 "Per stack:": "每层：",
 "Per victim": "每个目标",
 "Per victim, before that victim's own resistance.": "每个目标，在该目标自身抗性之前。",
 "Per-floor": "每层",
 "Per-floor odds for special rooms and spawns": "特殊房间与生成的每层概率",
 "Per-floor room and node odds in {#}": "{#} 的每层房间与节点概率",
 "Per-point stat calculator": "逐点属性计算器",
 "Per-point stat values": "每点属性值",
 "Per-point values": "逐点数值",
 "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.": "各区域条件（天气、资源丰度、危险）会在探险期间施加正面或负面效果；更高难度会掷出更多负面环境效果。",
 "Per-region weather/effects and depletion counters": "各区域天气/效果和枯竭计数",
 "Per-room odds": "每房间几率",
 "Per-skill damage breakdown is unavailable (the damage-ranking data was not built into this page).": "各技能伤害明细不可用（此页面未包含伤害排行数据）。",
 "Per-skill damage is unavailable (the damage-ranking data was not built into this page).": "各技能伤害不可用（此页面未包含伤害排行数据）。",
 "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.": "各技能伤害使用与技能/伤害排行相同的引擎：施放者的真实攻击属性和暴击计入每个技能的配方，再受该目标抗性减免。玩家伤害不随难度缩放（只有目标 HP 会变），因此技能在此显示的数字与匹配难度下排行页面上的数字相同。",
 "Per-skill damage vs": "各技能伤害对阵",
 "Per-slot": "每槽",
 "Per-status value curves/scaling.": "各状态的数值曲线/缩放。",
 "Percent": "百分比",
 "Percent and flat bonuses": "百分比与固定加成",
 "Percent stat": "百分比属性",
 "Percent vs flat stats": "百分比与固定属性",
 "Percent?": "百分比？",
 "Percentage": "百分比",
 "Percentage modifiers:": "百分比修正：",
 "Percentage value determining how long a unit sleeps while in forced rest mode": "决定单位在强制休息模式下睡眠多久的百分比值",
 "Perception Boost: Positive GAMESYSTEM_Environment_{affecterName}": "感知强化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Perception Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "感知削弱：负面 GAMESYSTEM_Environment_{affecterName}",
 "Perception myth": "感知误区",
 "PerceptionFortify": "PerceptionFortify",
 "PerceptionWeaken": "PerceptionWeaken",
 "Perception_": "Perception_",
 "Peridot Ore": "橄榄石矿石",
 "Perion Quest End 1": "佩里昂任务结束 1",
 "Perion Quest End 1 - Dungeon Settlers Wiki": "佩里昂任务结束 1 - Dungeon Settlers 维基",
 "Perion Quest End 1 icon": "佩里昂任务结束 1 图标",
 "Perion Quest End 2": "佩里昂任务结束 2",
 "Perion Quest End 2 - Dungeon Settlers Wiki": "佩里昂任务结束 2 - Dungeon Settlers 维基",
 "Perion Quest End 2 icon": "佩里昂任务结束 2 图标",
 "Perion quietly": "佩里翁悄悄地",
 "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.": "永久 +3 力量和 +3 体质，并在 10 秒内恢复 100 HP。",
 "Personality": "性格",
 "Per×0.05": "感知×0.05",
 "Per×0.3": "感知×0.3",
 "Per×0.4": "感知×0.4",
 "Per×0.5": "感知×0.5",
 "Phase 5 is the boss phase: its room pool is Entry -> Boss -> Portal, and the boss room (": "阶段 5 是首领阶段：其房间池为入口 -> 首领 -> 传送门，首领房间（",
 "Phase change": "阶段变化",
 "Phase unit [n]: phase of floor n": "阶段单位 [n]: 第 n 层的阶段",
 "Phase1 Combat1": "阶段1 战斗1",
 "Phase1 Combat2": "阶段1 战斗2",
 "Phase1 Combat3": "阶段1 战斗3",
 "Phase1 Combat4": "阶段1 战斗4",
 "Phase1 Hard Combat1": "阶段1 困难战斗1",
 "Phase1 Hard Combat2": "阶段1 困难战斗2",
 "Phase1 Hard Combat3": "阶段1 困难战斗3",
 "Phase1 Patrol Anomaly1": "阶段1 巡逻异形1",
 "Phase1 Patrol Beast1": "阶段1 巡逻野兽1",
 "Phase1 Patrol Insect1": "阶段1 巡逻昆虫1",
 "Phase2 Combat1": "阶段2 战斗1",
 "Phase2 Combat2": "阶段2 战斗2",
 "Phase2 Combat3": "阶段2 战斗3",
 "Phase2 Combat4": "阶段2 战斗4",
 "Phase2 Combat5": "阶段2 战斗5",
 "Phase2 Hard Combat1": "阶段2 困难战斗1",
 "Phase2 Hard Combat2": "阶段2 困难战斗2",
 "Phase2 Hard Combat3": "阶段2 困难战斗3",
 "Phase2 Hard Combat4": "阶段2 困难战斗4",
 "Phase2 Patrol Anomaly1": "阶段2 巡逻异形1",
 "Phase2 Patrol Beast1": "阶段2 巡逻野兽1",
 "Phase2 Patrol Insect1": "阶段2 巡逻昆虫1",
 "Phase3 Combat1": "阶段3 战斗1",
 "Phase3 Combat2": "阶段3 战斗2",
 "Phase3 Combat3": "阶段3 战斗3",
 "Phase3 Combat4": "阶段3 战斗4",
 "Phase3 Combat5": "阶段3 战斗5",
 "Phase3 Combat6": "阶段3 战斗6",
 "Phase3 Core": "阶段3 核心",
 "Phase3 Hard Combat1": "阶段3 困难战斗1",
 "Phase3 Hard Combat2": "阶段3 困难战斗2",
 "Phase3 Hard Combat3": "阶段3 困难战斗3",
 "Phase3 Hard Combat4": "阶段3 困难战斗4",
 "Phase3 Hard Combat5": "阶段3 困难战斗5",
 "Phase3 Patrol Anomaly1": "阶段3 巡逻异形1",
 "Phase3 Patrol Beast1": "阶段3 巡逻野兽1",
 "Phase3 Patrol Insect1": "阶段3 巡逻昆虫1",
 "Phase4 Combat1": "阶段4 战斗1",
 "Phase4 Combat2": "阶段4 战斗2",
 "Phase4 Combat3": "阶段4 战斗3",
 "Phase4 Combat4": "阶段4 战斗4",
 "Phase4 Combat5": "阶段4 战斗5",
 "Phase4 Hard Combat1": "阶段4 困难战斗1",
 "Phase4 Hard Combat2": "阶段4 困难战斗2",
 "Phase4 Hard Combat3": "阶段4 困难战斗3",
 "Phase4 Hard Combat4": "阶段4 困难战斗4",
 "Phase4 Hard Combat5": "阶段4 困难战斗5",
 "Phase4 Patrol Anomaly1": "阶段4 巡逻异形1",
 "Phase4 Patrol Beast1": "阶段4 巡逻野兽1",
 "Phase4 Patrol Insect1": "阶段4 巡逻昆虫1",
 "PhaseUnit": "PhaseUnit",
 "Phase_": "Phase_",
 "Phases": "阶段",
 "Phys": "物理",
 "Phys Res": "物抗",
 "Phys res": "物理抗性",
 "PhysAtk": "物理攻击力",
 "PhysRes": "物理抗性",
 "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 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 150 / Magic 16": "物理 150 / 魔法 16",
 "Physical 151 / Magic 16": "物理 151 / 魔法 16",
 "Physical 16 / Magic 135": "物理 16 / 魔法 135",
 "Physical 16 / Magic 58": "物理 16 / 魔法 58",
 "Physical 16 / Magic 60": "物理 16 / 魔法 60",
 "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 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 80": "物理 8 / 魔法 80",
 "Physical 80 / Magic 16": "物理 80 / 魔法 16",
 "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 20": "物理 99 / 魔法 20",
 "Physical Atk": "物攻",
 "Physical Attack": "物理攻击力",
 "Physical Attack Power added": "加入的物理攻击力",
 "Physical Attack Power also draws on 敏捷 +0.5, 感知 +0.5 per point, on top of its base value: 13.5 + 力量 x1 + 敏捷 x0.5 + 感知 x0.5.": "物理攻击力还会额外从每点 敏捷 +0.5、感知 +0.5 获得加成，叠加在基础值之上：13.5 + 力量 x1 + 敏捷 x0.5 + 感知 x0.5。",
 "Physical Attack Power base": "物理攻击力基础值",
 "Physical Attack per skill use": "每次使用技能的物理攻击力",
 "Physical Resistance and Magic Resistance only": "仅有物理抗性和魔法抗性",
 "Physical attack": "物理攻击力",
 "Physical attack power": "物理攻击力",
 "Physical attack power on the bow; arrows are the ammo slot.": "弓上堆物理攻击力；箭矢占用弹药槽。",
 "Physical attack power on the weapon, the best shield in the off-hand.": "武器上堆物理攻击力，副手装备最好的盾。",
 "Physical attack power; no off-hand.": "堆物理攻击力；没有副手。",
 "Physical damage stat source": "物理伤害属性来源",
 "Physical resistance": "物理抗性",
 "Physical resistance increases by 25% for 180 seconds": "物理抗性提高 25%，持续 180 秒",
 "Physical resistance value 0, magic resistance value 0: damage taken x 100 / (100 + R)": "物理抗性值 0，魔法抗性值 0：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 0, magic resistance value 30: damage taken x 100 / (100 + R)": "物理抗性值 0，魔法抗性值 30：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 0, magic resistance value 60: damage taken x 100 / (100 + R)": "物理抗性值 0，魔法抗性值 60：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 10, magic resistance value 0: damage taken x 100 / (100 + R)": "物理抗性值 10，魔法抗性值 0：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 10, magic resistance value 10: damage taken x 100 / (100 + R)": "物理抗性值 10，魔法抗性值 10：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 10, magic resistance value 30: damage taken x 100 / (100 + R)": "物理抗性值 10，魔法抗性值 30：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 15, magic resistance value 0: damage taken x 100 / (100 + R)": "物理抗性值 15，魔法抗性值 0：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 20, magic resistance value 0: damage taken x 100 / (100 + R)": "物理抗性值 20，魔法抗性值 0：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 20, magic resistance value 20: damage taken x 100 / (100 + R)": "物理抗性值 20，魔法抗性值 20：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 25, magic resistance value 0: damage taken x 100 / (100 + R)": "物理抗性值 25，魔法抗性值 0：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 30, magic resistance value 30: damage taken x 100 / (100 + R)": "物理抗性值 30，魔法抗性值 30：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 30, magic resistance value 50: damage taken x 100 / (100 + R)": "物理抗性值 30，魔法抗性值 50：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 40, magic resistance value 0: damage taken x 100 / (100 + R)": "物理抗性值 40，魔法抗性值 0：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 50, magic resistance value 0: damage taken x 100 / (100 + R)": "物理抗性值 50，魔法抗性值 0：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value 60, magic resistance value 0: damage taken x 100 / (100 + R)": "物理抗性值 60，魔法抗性值 0：受到的伤害 x 100 / (100 + R)",
 "Physical resistance value {#}, magic resistance value {#}: damage taken x 100 / (100 + R)": "物理抗性值 {#}，魔法抗性值 {#}：受到的伤害 x 100 / (100 + R)",
 "Physical spells": "物理法术",
 "Physical stats from": "物理属性来自",
 "Physical {#} ({#}) &middot; Magic {#} ({#}). Equipped tier exact, other tiers scaled.": "物理 {#} ({#}) &middot; 魔法 {#} ({#})。已装备档位为精确值，其他档位按比例缩放。",
 "Physical, ignores defense & shields": "物理，无视防御与护盾",
 "Physical, ignores shields": "物理，无视护盾",
 "Physical/Magic Attack Power": "物理/魔法攻击力",
 "PhysicalAttackPower": "PhysicalAttackPower",
 "PhysicalAttackSpeed": "PhysicalAttackSpeed",
 "PhysicalCriticalChance": "PhysicalCriticalChance",
 "PhysicalCriticalMultiplier": "PhysicalCriticalMultiplier",
 "PhysicalEfficiencyAgainstArmor": "PhysicalEfficiencyAgainstArmor",
 "PhysicalResistance_": "PhysicalResistance_",
 "Pick": "拾取",
 "Pick Up Mode ({0} or screen bottom-right)": "拾取模式（{0}或屏幕右下角）",
 "Pick a background first - it decides which trees this character has.": "请先选择出身 - 它决定该角色拥有哪些技能树。",
 "Pick a background. That's their job, and it picks which skill trees they can learn.": "选择一个出身。那就是他们的职业，并决定他们能学哪些技能树。",
 "Pick a face for this recruit - shown on the Build card, saved with the build and its share link.": "为此招募单位选择一张脸 - 显示在构筑卡上，并与构筑及其分享链接一同保存。",
 "Pick a squad": "选择小队",
 "Pick a weapon type, then a material set - the set brings that weapon plus the tier armour. Tweak any slot below.": "先选武器类型，再选材料套装 - 套装包含该武器及对应档次护甲。可在下方调整任意栏位。",
 "Pick an enemy above. Estimate only - ignores skill cooldowns, statuses, positioning and AoE.": "请在上方选择一名敌人。仅为估算 - 忽略技能冷却、状态、站位和范围伤害。",
 "Pick any two builds to see what changed between them.": "任选两个版本，查看它们之间的变化。",
 "Pick any two builds to see what changed between them. 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.": "任选两个版本，查看它们之间的变化。仅显示净差异：在中间各版本中多次变化的内容只出现一次，并给出起始值和结束值；变了又变回去的内容则完全不出现。",
 "Pick at least one character first.": "请先选择至少一个角色。",
 "Pick at least one character in the team above.": "请在上方队伍中至少选择一名角色。",
 "Pick level, difficulty and mood effects; the net mood is computed for you": "选择等级、难度和心情效果；净心情会自动计算",
 "Pick team members above first.": "请先在上方选择队员。",
 "Pick the": "选择",
 "Pick this character's attack for the Weapon comparison below by clicking a row in the per-skill table.": "点击各技能表中的一行，即可将该角色的攻击用于下方的武器对比。",
 "Pick two different builds.": "请选择两个不同的版本。",
 "Pick up to 3 (the game rolls 1 + a 30% chance of extras).": "最多选 3 项（游戏抽取 1 项，另有 30% 概率额外抽取）。",
 "Pickaxe": "镐",
 "Pickaxe Enhancement": "镐强化",
 "Picked": "已拾取",
 "Picked from SpawnGroupTable by region / phase / room type": "按区域 / 阶段 / 房间类型从 SpawnGroupTable 选取",
 "Picked-up": "已拾取",
 "Picks a resolution": "选择一项决议",
 "Picks which Expedition Resolution runs": "选择运行哪项探险决议",
 "Pickup": "拾取",
 "Pierce": "穿透",
 "Pin": "固定",
 "Pin this bar to the top while you scroll": "滚动时将此栏固定在顶部",
 "Pin this menu to the top while you scroll": "滚动时将此菜单固定在顶部",
 "Pinball Time": "弹珠时间",
 "Pinball Time - Dungeon Settlers Wiki": "弹珠时间 - Dungeon Settlers 维基",
 "Pinball Time map": "弹珠时间地图",
 "Pink": "粉色",
 "Pink Flowerbed": "粉色花坛",
 "Pioneering": "开拓",
 "Place": "地点",
 "Placed directly into 2 room templates (Combat rooms in": "直接放入 2 个房间模板（战斗房间，位于",
 "Placed directly into 2 room templates (SafeFloor rooms in": "直接放入 2 个房间模板（SafeFloor 房间，位于",
 "Placed directly into 2 room templates (Tutorial1 / Tutorial2 rooms in": "直接放入 2 个房间模板（Tutorial1 / Tutorial2 房间，位于",
 "Placed directly into 3 room templates (Combat / Elite / Event rooms in": "直接放入 3 个房间模板（战斗 / 精英 / 事件房间，位于",
 "Placed directly into 3 room templates (Combat / Event rooms in": "直接放入 3 个房间模板（战斗 / 事件房间，位于",
 "Placed directly into 3 room templates (Combat rooms in": "直接放入 3 个房间模板（战斗房间，位于",
 "Placed directly into 3 room templates (Elite / Event rooms in": "直接放入 3 个房间模板（精英 / 事件房间，位于",
 "Placed directly into 4 room templates (Combat rooms in": "直接放入 4 个房间模板（战斗房间，位于",
 "Placed directly into 5 room templates (Combat / Elite rooms in": "直接放入 5 个房间模板（战斗 / 精英房间，位于",
 "Placed directly into 5 room templates (Combat rooms in": "直接放入 5 个房间模板（战斗房间，位于",
 "Placed directly into 5 room templates (Elite / Event rooms in": "直接放入 5 个房间模板（精英 / 事件房间，位于",
 "Placed directly into 6 room templates (Combat / Event rooms in": "直接放入 6 个房间模板（战斗 / 事件房间，位于",
 "Placed directly into 6 room templates (Combat rooms in": "直接放入 6 个房间模板（战斗房间，位于",
 "Placed directly into 7 room templates (Combat / Event rooms in": "直接放入 7 个房间模板（战斗 / 事件房间，位于",
 "Placed directly into {#} room templates ({#} rooms in {#}) - each row below shows the floor and the chance of that room being rolled.": "直接放入 {#} 个房间模板（{#} 中有 {#} 个房间） - 下方每行显示该层以及抽出该房间的几率。",
 "Placed on the base map in": "放置在据点地图的",
 "Placed on the base map in {#}.": "放置在据点地图的 {#}。",
 "Placeholder (unused)": "占位符（未使用）",
 "Placeholder chest loot; no dedicated monster drop tables yet": "宝箱掉落为占位数据；尚无专用怪物掉落表",
 "Plain JSON, ~1-2 MB per campaign autosave": "纯 JSON，每个战役自动存档约 1-2 MB",
 "Plan a settler": "规划开拓者",
 "Plan your expedition - team, backgrounds, skills, equipment, final stats": "规划你的探险 - 队伍、出身、技能、装备、最终属性",
 "Plank": "木板",
 "Planned": "计划中",
 "Plant-Eating Rage (Debuff, prints once)": "植物之怒（减益，仅显示一次）",
 "Play": "玩",
 "PlayLoop_": "PlayLoop_",
 "Playable Until v0.3": "可玩版本 v0.3",
 "Playable Until v0.4": "可玩版本 v0.4",
 "Playable Until v0.5": "可玩版本 v0.5",
 "Playable races and their traits": "可玩种族及其特质",
 "Player": "玩家",
 "Player Idle Start Tick": "玩家空闲开始计时",
 "Player Management Difficulty Easy": "玩家管理难度 简单",
 "Player Management Difficulty Easy - Dungeon Settlers Wiki": "玩家管理难度 简单 - Dungeon Settlers 维基",
 "Player Management Difficulty Easy icon": "玩家管理难度 简单 图标",
 "Player Management Difficulty Hard": "玩家管理难度 困难",
 "Player Management Difficulty Hard - Dungeon Settlers Wiki": "玩家管理难度 困难 - Dungeon Settlers 维基",
 "Player Management Difficulty Hard icon": "玩家管理难度 困难 图标",
 "Player default": "玩家默认",
 "Player skills": "玩家技能",
 "Player skills (1)": "玩家技能 (1)",
 "Player skills (2)": "玩家技能 (2)",
 "Player skills (3)": "玩家技能 (3)",
 "Player skills (5)": "玩家技能 (5)",
 "Player skills:": "玩家技能：",
 "Player spell damage ranking": "玩家法术伤害排名",
 "Player spells": "玩家法术",
 "Player unit base value": "玩家单位基础值",
 "Player units": "玩家单位",
 "Player units + Other units": "玩家单位 + 其他单位",
 "Player units + Other units + Buildings": "玩家单位 + 其他单位 + 建筑",
 "Player units + Other units + Items": "玩家单位 + 其他单位 + 物品",
 "Player units: no": "玩家单位：否",
 "Player units: yes": "玩家单位：是",
 "PlayerCombatMaxCap": "PlayerCombatMaxCap",
 "PlayerFactionUnitPathfindableDistance": "PlayerFactionUnitPathfindableDistance",
 "PlayerMaxCap": "PlayerMaxCap",
 "PlayerPartyMax": "PlayerPartyMax",
 "PlayerSellDiscount": "PlayerSellDiscount",
 "Player_": "Player_",
 "Players": "玩家",
 "Playing": "游玩",
 "Playing already?": "已经在玩了？",
 "Playing around it": "应对方式",
 "Playing the {#} scenario": "正在游玩 {#} 场景",
 "Playtest Build 3": "游戏测试版本 3",
 "Please": "请",
 "Please describe the issue first.": "请先描述问题。",
 "Plus {#} more rooms.": "另有 {#} 个房间。",
 "Point\"": "点\"",
 "Points your clan earns from expeditions and objectives, spent to advance your clan rank.": "探险队从探险和目标获得的点数，用来提升探险等级。",
 "Poison in full.": "中毒全文。",
 "PoisonImmune": "PoisonImmune",
 "Polarity": "极性",
 "Policy": "政策",
 "Pool": "池",
 "Pool Tier": "池档位",
 "Pool composition": "池构成",
 "Poor Research Lab: +30%": "简陋的研究室：+30%",
 "Portal_": "Portal_",
 "Portrait": "头像",
 "Português (Brasil)": "Português (Brasil)",
 "Position": "位置",
 "Position and rotation information for placement within the campsite": "营地内放置的位置和旋转信息",
 "Positive": "正面",
 "Positive effects": "正面效果",
 "Positive mood": "正面心情",
 "Positivity": "正面性",
 "Post.\"": "帖子。",
 "Potion Buff Kit": "药水增益套件",
 "Potions": "药水",
 "Pottery": "陶器",
 "Power": "威力",
 "Practical tip": "实用提示",
 "Praying here": "在此祈祷",
 "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.": "游戏用于招募的预制开拓者模板 - 按职责分组。每张卡片显示该开拓者的出身、特质、铭文、值得注意的天赋（仅列出与中等不同的）以及初始装备。可按种族或等级筛选，也可按名称或特质搜索。",
 "Pre-input ticks (previously 12)": "预输入 tick（原先为 12）",
 "Precise": "精准",
 "Precise commands reduce unnecessary losses.": "精准的指令可以减少不必要的损失。",
 "Prefer": "优先",
 "Prerequisites": "前置条件",
 "Presence": "存在",
 "Press Cmd+C to copy": "按 Cmd+C 复制",
 "Press Win+R, paste this, press Enter.": "按 Win+R，粘贴此路径，再按 Enter。",
 "Pretending": "假装",
 "Preview": "预览",
 "Previous": "返回",
 "Price": "价格",
 "PriceRamdomPerModifierRange": "PriceRamdomPerModifierRange",
 "Priest": "牧师",
 "Priest.": "牧师。",
 "Primary skill points gained on level up": "升级时获得的主要技能点",
 "Primary weapon": "主要武器",
 "Primitive": "原始的",
 "Primitive but effective in close combat.": "原始但在近战中有效。",
 "Primitive,": "原始的，",
 "Private": "私有",
 "Private Room Sharing a bedroom with others can make expedition members feel that their personal space is being invaded. To provide expedition members with 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 circumstances are tight, expedition members may sometimes have to sleep together in one place. This may not provide a large mood increase, but it can still be strategically necessary. [ROOM_PoorSharedRoom] [ROOM_MediocreSharedRoom] [ROOM_NormalSharedRoom] [ROOM_DecentSharedRoom]": "Private Room Sharing a bedroom with others can make 探险队员 feel that their personal space is being invaded. To provide 探险队员 with 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 circumstances are tight, 探险队员 may sometimes have to sleep together in one place. This may not provide a large mood increase, but it can still be strategically necessary. [ROOM_PoorSharedRoom] [ROOM_MediocreSharedRoom] [ROOM_NormalSharedRoom] [ROOM_DecentSharedRoom]",
 "Private Rooms": "私人房间",
 "Private rooms have now become comfortable spaces where expedition members can rest properly. \"This should be more than enough to recover from a long day.\"": "Private rooms have now become comfortable spaces where 探险队员 can rest properly. \"This should be more than enough to recover from a long day.\"",
 "PrivateRoom": "PrivateRoom",
 "Probability": "概率",
 "Processing": "加工",
 "Processing 2 Complete": "加工 2 完成",
 "Processing 2 not completed": "加工 2 未完成",
 "Processing Complete": "加工完成",
 "Processing not completed": "加工未完成",
 "Processing.": "加工。",
 "Prodigy (future background)": "神童（未来出身）",
 "Produce 4 Cloth / Produce 1 Cloth Armor / Produce Wooden Arrows": "生产 4 布料 / 生产 1 布甲 / 生产木箭",
 "Produces": "生产",
 "Progress will be saved if you are in the settlement.": "位于据点时，进度将被自动保存。",
 "Proper meal": "像样的餐食",
 "Properties": "属性",
 "Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear": "与护盾前伤害成正比（每次命中约 0.1 系数）；格挡会减少损耗，闪避/未命中不消耗，护盾并不保护装备",
 "ProposedInscriptionCount": "ProposedInscriptionCount",
 "Proud warriors of the swamps, Lizardmen possess powerful bodies and": "沼泽的骄傲战士。蜥蜴人拥有强健的体格和",
 "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning fast reflexes. Gain 植物之怒 when eating vegetarian food. Ignore 心情 penalty when eating carnivore food.": "沼泽的骄傲战士。蜥蜴人拥有强健的体格和 lightning fast reflexes. Gain 植物之怒 吃素食时。 Ignore 心情 penalty when eating carnivore food.",
 "Proud warriors of the swamps, Lizardmen possess powerful bodies and lightning-fast reflexes. Gain 植物之怒 when eating vegetarian food. Ignore 心情 penalty when eating carnivore food.": "沼泽的骄傲战士。蜥蜴人拥有强健的体格和 lightning-fast reflexes. Gain 植物之怒 吃素食时。 Ignore 心情 penalty when eating carnivore food.",
 "Providing": "提供",
 "Pull 1": "拉取 1",
 "Pull 2": "拉取 2",
 "Pup.": "幼崽。",
 "QUEST Gathering": "收集",
 "QUEST Has Unit Item": "拥有单位物品",
 "QUEST Input Control Mode Gather": "任务：输入控制模式收集",
 "QUEST Input Control Mode Pick Up": "任务：输入控制模式拾取",
 "QUEST Input Game Speed Fast": "任务：输入游戏速度快",
 "QUEST Inspect Building": "任务：检查建筑",
 "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_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_Rank1Research7": "QUEST_Rank1Research7",
 "QUEST_ResearchInsect": "QUEST_ResearchInsect",
 "QUEST_ResearchInsect2": "QUEST_ResearchInsect2",
 "QUEST_ResearchInsect3": "QUEST_ResearchInsect3",
 "QUEST_ResearchInsect4": "QUEST_ResearchInsect4",
 "QUEST_Tuto0": "QUEST_Tuto0",
 "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",
 "Qty": "数量",
 "Quest": "任务",
 "Quest Units": "任务单位",
 "Quest Units - Dungeon Settlers Wiki": "任务单位 - Dungeon Settlers 维基",
 "Quest line": "任务线",
 "Quest report boost": "任务报告提升",
 "Quest report boost: while": "任务报告加成：当",
 "Quest report boost: while a quest is completed but not yet reported to its NPC, the game multiplies that NPC's room weight by 10 (": "任务报告加成：当任务已完成但尚未向其非玩家角色报告时，游戏将该非玩家角色的房间权重乘以 10（",
 "Quest report boost: while a quest is completed but not yet reported to its NPC, the game multiplies that NPC's room weight by {#} ({#}). It applies on every floor where the room is in the pool, never to random dungeon events, and it ends when the report event is completed or dismissed.": "任务报告加成：当任务已完成但尚未向其非玩家角色报告时，游戏将该非玩家角色的房间权重乘以 {#}（{#}）。它作用于池中包含该房间的每一层，从不作用于随机地下城事件，并在报告事件完成或关闭时结束。",
 "Quest report boost: while {#} is completed but not yet reported to {#}, the game multiplies the room's template weight by {#} - but {#} is the only template of its slot, so the chance does not change. {#}": "任务报告加成：当 {#} 已完成但尚未向 {#} 报告时，游戏将该房间的模板权重乘以 {#} - 但 {#} 是其槽位的唯一模板，因此几率不变。{#}",
 "Quest report boost: while {#} is completed but not yet reported to {#}, the game multiplies the room's template weight by {#}: {#}. {#}": "任务报告加成：当 {#} 已完成但尚未向 {#} 报告时，游戏将该房间的模板权重乘以 {#}：{#}。{#}",
 "Quest scene": "任务场景",
 "Quest scene - {#}": "任务场景 - {#}",
 "Quest scene · {#}": "任务场景 · {#}",
 "Quest+Tutorial": "任务+教程",
 "Quest-recruitable characters (current build)": "可通过任务招募的角色（当前版本）",
 "Questioning": "质疑",
 "Quests": "任务",
 "Quests - Dungeon Settlers Wiki": "任务 - Dungeon Settlers 维基",
 "Quests come in 4 lines, and every quest below links to its row on the quests index.": "任务分为 4 条线，下方每个任务都链接到任务索引中的对应行。",
 "Quests, Expedition Resolutions and Events - what the game asks you to do": "任务、探险决议和事件 - 游戏要求你做的事",
 "Quick add:": "快速添加：",
 "Quick sets:": "快速套装：",
 "QuickLoad": "快速加载",
 "Quit Dungeon Settlers completely.": "请完全退出 Dungeon Settlers。",
 "Quite": "相当",
 "R0 rng": "R0 rng",
 "R1 Abyss Boss Treasure Chest Remnant": "R1 深渊首领宝箱遗迹",
 "R1 Abyss Boss Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 深渊首领宝箱遗迹 - Dungeon Settlers 维基",
 "R1 Abyss Elite Treasure Chest Remnant": "R1 深渊精英宝箱遗迹",
 "R1 Abyss Elite Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 深渊精英宝箱遗迹 - Dungeon Settlers 维基",
 "R1 Abyss High Treasure Chest Remnant": "R1 高阶深渊宝箱遗迹",
 "R1 Abyss High Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 高阶深渊宝箱遗迹 - Dungeon Settlers 维基",
 "R1 Abyss Low Treasure Chest Remnant": "R1 低阶深渊宝箱遗迹",
 "R1 Abyss Low Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 低阶深渊宝箱遗迹 - Dungeon Settlers 维基",
 "R1 Abyss Treasure Boss Chest Random1": "R1 深渊宝物首领宝箱随机1",
 "R1 Abyss Treasure Boss Chest Random2": "R1 深渊首领宝箱随机2",
 "R1 Abyss Treasure Elite Chest Random1": "R1 深渊精英宝箱随机1",
 "R1 Abyss Treasure Elite Chest Random2": "R1 深渊宝物精英宝箱随机2",
 "R1 Abyss Treasure High Chest Random1": "R1 深渊宝物高级宝箱随机1",
 "R1 Abyss Treasure High Chest Random2": "R1 高阶深渊宝箱随机2",
 "R1 Abyss Treasure Low Chest Random1": "R1 低阶深渊宝箱随机1",
 "R1 Abyss Treasure Low Chest Random2": "R1 低阶深渊宝箱随机2",
 "R1 Abyss treasure chests": "R1 无尽深渊宝箱",
 "R1 Codex Fixed": "R1 宝典 固定",
 "R1 Dungeon Core Fixed": "R1 地下城核心 固定",
 "R1 Dungeon Core Fixed2": "R1 地下城核心 固定2",
 "R1 Dungeon Core Random1": "R1 地下城核心 随机1",
 "R1 Luxurious Treasure Chest Random": "R1 豪华宝箱随机",
 "R1 Luxurious Treasure Chest Random2": "R1 豪华宝箱随机2",
 "R1 Modest Treasure Chest Random": "R1 朴素宝箱随机",
 "R1 Modest Treasure Chest Random2": "R1 朴素宝箱随机2",
 "R1 Newbie Treasure Chest Random": "R1 新手宝箱 随机",
 "R1 Newbie Treasure Chest Random2": "R1 朴素宝箱随机2",
 "R1 Sturdy Treasure Chest Random": "R1 坚固宝箱随机",
 "R1 Sturdy Treasure Chest Random2": "R1 坚固宝箱随机2",
 "R1 Wooden Crate Random": "R1 木箱随机",
 "R1 Wooden Crate Random2": "R1 木箱 随机2",
 "R1 chests, crates & dungeon cores": "R1 箱子、板条箱与地下城核心",
 "R1 variant": "R1 variant",
 "R2 Abyss Boss Treasure Chest Remnant": "R2 深渊首领宝箱遗迹",
 "R2 Abyss Boss Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 深渊首领宝箱遗迹 - Dungeon Settlers 维基",
 "R2 Abyss Elite Treasure Chest Remnant": "R2 深渊精英宝箱遗迹",
 "R2 Abyss Elite Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 深渊精英宝箱遗迹 - Dungeon Settlers 维基",
 "R2 Abyss High Treasure Chest Remnant": "R2 高阶深渊宝箱遗迹",
 "R2 Abyss High Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 高阶深渊宝箱遗迹 - Dungeon Settlers 维基",
 "R2 Abyss Low Treasure Chest Remnant": "R2 低阶深渊宝箱遗迹",
 "R2 Abyss Low Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 低阶深渊宝箱遗迹 - Dungeon Settlers 维基",
 "R2 Abyss Treasure Boss Chest Random1": "R2 深渊宝物首领宝箱随机1",
 "R2 Abyss Treasure Boss Chest Random2": "R2 深渊首领宝箱 Random2",
 "R2 Abyss Treasure Elite Chest Random1": "R2 深渊精英宝箱随机1",
 "R2 Abyss Treasure Elite Chest Random2": "R2 深渊精英宝箱 随机2",
 "R2 Abyss Treasure High Chest Random1": "R2 深渊宝物高级宝箱随机1",
 "R2 Abyss Treasure High Chest Random2": "R2 高阶深渊宝箱 Random2",
 "R2 Abyss Treasure Low Chest Random1": "R2 低阶深渊宝箱随机1",
 "R2 Abyss Treasure Low Chest Random2": "R2 低阶深渊宝箱 随机2",
 "R2 Codex Fixed": "R2 宝典 固定",
 "R2 Dungeon Core Fixed": "R2 地下城核心 固定",
 "R2 Dungeon Core Fixed2": "R2 地下城核心 固定2",
 "R2 Dungeon Core Random1": "R2 地下城核心 随机1",
 "R2 Luxurious Treasure Chest Random": "R2 豪华宝箱随机",
 "R2 Luxurious Treasure Chest Random2": "R2 豪华宝箱随机2",
 "R2 Luxurious Treasure Chest Remnant": "R2 豪华宝箱遗迹",
 "R2 Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 豪华宝箱遗迹 - Dungeon Settlers 维基",
 "R2 Modest Treasure Chest Random": "R2 朴素宝箱随机",
 "R2 Modest Treasure Chest Random2": "R2 朴素宝箱随机2",
 "R2 Modest Treasure Chest Remnant": "R2 朴素宝箱遗迹",
 "R2 Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 朴素宝箱遗迹 - Dungeon Settlers 维基",
 "R2 Sturdy Treasure Chest Random": "R2 坚固宝箱随机",
 "R2 Sturdy Treasure Chest Random2": "R2 坚固宝箱随机2",
 "R2 Sturdy Treasure Chest Remnant": "R2 坚固宝箱遗迹",
 "R2 Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 坚固宝箱遗迹 - Dungeon Settlers 维基",
 "R2 Wooden Crate Random": "R2 木箱随机",
 "R2 Wooden Crate Random2": "R2 木箱 随机2",
 "R2 Wooden Crate Remnant": "R2 木箱遗迹",
 "R2 Wooden Crate Remnant - Dungeon Settlers Wiki": "R2 木箱遗迹 - Dungeon Settlers 维基",
 "R2 chests, crates & dungeon cores": "R2 箱子、板条箱与地下城核心",
 "R2 events": "R2 events",
 "R3 pool": "R3 pool",
 "RANDOMTIP 13": "在地下城中，你可能会遇到商人。他们会出售物品，并购买你不需要的物品。",
 "RANDOMTIP 17": "在地下城中，你可能会遇到商人。他们会出售物品，并购买你不需要的物品。",
 "RANDOMTIP 26": "在地下城中，你可能会遇到商人。他们会出售物品，并购买你不需要的物品。",
 "RANDOMTIP 27": "随机提示27",
 "RANDOMTIP 29": "在地下城中，你可能会遇到商人。他们会出售物品，并购买你不需要的物品。",
 "RANDOMTIP 33": "单位在地下城中停留的时间越长，地下城的魔法就会逐渐降低其情绪。",
 "RANDOMTIP 41": "当洛厄尔担任守卫时，他经常在酒馆里赊账。他来到贫瘠之地前留下的最后一笔账很可能长期--也许永远--无法偿还。",
 "RANDOMTIP 42": "在地下城中，你可能会遇到商人。他们会出售物品，并提供一些服务，例如治疗或升级你的装备。",
 "RANDOMTIP 43": "在地下城中，你可能会遇到各种陷阱。有些陷阱会造成伤害，有些会施加负面效果，有些则会触发怪物。",
 "RANDOMTIP 44": "在地下城中，你可能会遇到各种谜题。解决谜题可以获得奖励，或者解锁新的区域。",
 "RANDOMTIP 45": "在地下城中，你可能会遇到各种事件。有些事件是随机的，有些则与你的任务或背景故事有关。",
 "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_BoneArrow": "RECIPE_BoneArrow",
 "RECIPE_BoneBow": "RECIPE_BoneBow",
 "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_IronArmor": "RECIPE_IronArmor",
 "RECIPE_IronHelmet": "RECIPE_IronHelmet",
 "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 WEIGHT BY CLAN RANK": "按探险等级的招募权重",
 "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_CarapaceProcessing": "RESEARCH_CarapaceProcessing",
 "RESEARCH_CarapaceProcessing1": "RESEARCH_CarapaceProcessing1",
 "RESEARCH_CarapaceProcessing2": "RESEARCH_CarapaceProcessing2",
 "RESEARCH_CastingProcessing": "RESEARCH_CastingProcessing",
 "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",
 "ROOM Recreation Housing Room Effect": "娱乐住房房间效果",
 "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": "根节点",
 "Rabid": "狂暴",
 "Race": "种族",
 "Race and clan rank": "种族与探险等级",
 "Race details": "种族详情",
 "RaceWeights": "RaceWeights",
 "Races": "种族",
 "Races (1)": "种族 (1)",
 "Races (2)": "种族 (2)",
 "Races (3)": "种族 (3)",
 "Races (4)": "种族 (4)",
 "Races (5)": "种族 (5)",
 "Races (6)": "种族 (6)",
 "Races ({#})": "种族 ({#})",
 "Races - Dungeon Settlers Wiki": "种族 - Dungeon Settlers 维基",
 "Races by rank": "按等级划分的种族",
 "Races page": "种族页面",
 "Races that can appear (recruit weight)": "可出现的种族（招募权重）",
 "Races with zero recruit weight at every rank (unreleased in DS_B.0.4.19):": "在每个等级招募权重均为零的种族（DS_B.0.4.19 中未发布）：",
 "Radius": "Radius",
 "Rags And Wastes Fixed": "破布与废料 固定",
 "Rags And Wastes Random": "破布与废料 随机",
 "Raise": "举起",
 "Raises all 6 talents one tier, capped at Genius": "将全部 6 项天赋提升一级，上限为天才",
 "Raises mood for 300 seconds.": "提升心情，持续 300 秒。",
 "Random": "随机",
 "Random Events": "随机事件",
 "Random bonuses": "随机加成",
 "Random dungeon events (EventRandomMappingTable weights) are not boosted; only the NPC's room template weight changes after a quest.": "随机地下城事件（EventRandomMappingTable 权重）不会被提升；任务完成后只会改变该非玩家角色的房间模板权重。",
 "Random event (base-map, per StartCondition) - selection weight 100, shows an alert.": "随机事件（据点地图，按 StartCondition） - 选择权重 100，显示警报。",
 "Random event (base-map, per StartCondition) - selection weight 3.": "随机事件（据点地图，按 StartCondition） - 选择权重 3.",
 "Random event (dungeon, per StartCondition) - selection weight 100, shows an alert.": "随机事件（地下城，按 StartCondition）- 选择权重 100，显示警报。",
 "Random event pools per region/context.": "按区域/情境划分的随机事件池。",
 "Random settlers are marked Random. Delete them from your list when you are done.": "随机开拓者会标为随机。用完后从列表中删除他们。",
 "RandomDismiss": "RandomDismiss",
 "RandomInterval": "RandomInterval",
 "RandomWeight_": "RandomWeight_",
 "Range and area": "射程与范围",
 "Range and area of Base Campsite Bedrolls": "基础营地 睡袋 的射程与范围",
 "Range and area of Base Campsite Camp Fire": "基础营地 篝火 的射程与范围",
 "Range and area of Base Campsite Deco1": "基础营地 装饰1 的射程与范围",
 "Range and area of Base Campsite Deco2": "基础营地 装饰2 的射程与范围",
 "Range and area of Base Campsite Lesser Guardian Stone": "基础营地 次级守护石碑 的射程与范围",
 "Range and area of Base Campsite Repairstand": "基础营地 修理工作台 的射程与范围",
 "Range and area of Black Serum": "黑色血清 的射程与范围",
 "Range and area of Blood Soaked Fruit": "浸血果实 的射程与范围",
 "Range and area of Blue Berry": "蓝莓 的射程与范围",
 "Range and area of Goddess Tears": "女神之泪 的射程与范围",
 "Range and area of {#}": "{#} 的射程与范围",
 "Range and area of 上等生肉": "上等生肉 的射程与范围",
 "Range and area of 先发打击": "先发打击 的射程与范围",
 "Range and area of 冲锋攻击": "冲锋攻击 的射程与范围",
 "Range and area of 决斗邀请": "决斗邀请 的射程与范围",
 "Range and area of 剑之屏障": "剑之屏障 的射程与范围",
 "Range and area of 剑柄打击": "剑柄打击 的射程与范围",
 "Range and area of 剑流": "剑流 的射程与范围",
 "Range and area of 剑风": "剑风 的射程与范围",
 "Range and area of 卫士嘲讽": "卫士嘲讽 的射程与范围",
 "Range and area of 双重抓挠": "双重抓挠 的射程与范围",
 "Range and area of 双重突刺": "双重突刺 的射程与范围",
 "Range and area of 召唤：泡泡灵": "召唤：泡泡灵 的射程与范围",
 "Range and area of 召唤：泡泡蟾蜍": "召唤：泡泡蟾蜍 的射程与范围",
 "Range and area of 史莱姆布丁": "史莱姆布丁 的射程与范围",
 "Range and area of 吞噬": "吞噬 的射程与范围",
 "Range and area of 哥布林投掷": "哥布林投掷 的射程与范围",
 "Range and area of 哥布林攻击": "哥布林攻击 的射程与范围",
 "Range and area of 哥布林诅咒": "哥布林诅咒 的射程与范围",
 "Range and area of 哥布林逃跑": "哥布林逃跑 的射程与范围",
 "Range and area of 哨兵惩击": "哨兵惩击 的射程与范围",
 "Range and area of 喷吐": "喷吐 的射程与范围",
 "Range and area of 坚韧生肉": "坚韧生肉 的射程与范围",
 "Range and area of 坠落冰川": "坠落冰川 的射程与范围",
 "Range and area of 基础剑击": "基础剑击 的射程与范围",
 "Range and area of 基础巨剑攻击": "基础巨剑攻击 的射程与范围",
 "Range and area of 基础弓攻击": "基础弓攻击 的射程与范围",
 "Range and area of 基础拳击": "基础拳击 的射程与范围",
 "Range and area of 基础棍棒攻击": "基础棍棒攻击 的射程与范围",
 "Range and area of 基础矛击": "基础矛击 的射程与范围",
 "Range and area of 基础魔法飞弹": "基础魔法飞弹 的射程与范围",
 "Range and area of 复活": "复活 的射程与范围",
 "Range and area of 大地冲击": "大地冲击 的射程与范围",
 "Range and area of 大头菜": "大头菜 的射程与范围",
 "Range and area of 大头菜粥": "大头菜粥 的射程与范围",
 "Range and area of 大头菜色拉": "大头菜色拉 的射程与范围",
 "Range and area of 太阳花": "太阳花 的射程与范围",
 "Range and area of 奇异种子": "奇异种子 的射程与范围",
 "Range and area of 奥术回响": "奥术回响 的射程与范围",
 "Range and area of 孢子喷吐": "孢子喷吐 的射程与范围",
 "Range and area of 尘球根": "尘球根 的射程与范围",
 "Range and area of 岩石冲锋": "岩石冲锋 的射程与范围",
 "Range and area of 干扰一击": "干扰一击 的射程与范围",
 "Range and area of 幽魂锁链": "幽魂锁链 的射程与范围",
 "Range and area of 快速射击": "快速射击 的射程与范围",
 "Range and area of 急救箱": "急救箱 的射程与范围",
 "Range and area of 怪物基础打击": "怪物基础打击 的射程与范围",
 "Range and area of 怪物基础斩击": "怪物基础斩击 的射程与范围",
 "Range and area of 怪物基础穿透": "怪物基础穿透 的射程与范围",
 "Range and area of 怪物烤肉": "怪物烤肉 的射程与范围",
 "Range and area of 恶心的怪物肉": "恶心的怪物肉 的射程与范围",
 "Range and area of 恶毒辱骂": "恶毒辱骂 的射程与范围",
 "Range and area of 战争践踏": "战争践踏 的射程与范围",
 "Range and area of 投石": "投石 的射程与范围",
 "Range and area of 拥抱之波": "拥抱之波 的射程与范围",
 "Range and area of 捕获猎物": "捕获猎物 的射程与范围",
 "Range and area of 掷网": "掷网 的射程与范围",
 "Range and area of 改良草粥": "改良草粥 的射程与范围",
 "Range and area of 攻击": "攻击 的射程与范围",
 "Range and area of 攻击：魔法弹": "攻击：魔法弹 的射程与范围",
 "Range and area of 斩杀": "斩杀 的射程与范围",
 "Range and area of 断筋": "断筋 的射程与范围",
 "Range and area of 旋风冲击": "旋风冲击 的射程与范围",
 "Range and area of 旋风斩": "旋风斩 的射程与范围",
 "Range and area of 日心花": "日心花 的射程与范围",
 "Range and area of 普通攻击": "普通攻击 的射程与范围",
 "Range and area of 曼德拉草": "曼德拉草 的射程与范围",
 "Range and area of 格洛斯冲锋": "格洛斯冲锋 的射程与范围",
 "Range and area of 格洛斯喷吐": "格洛斯喷吐 的射程与范围",
 "Range and area of 格洛斯煎蛋卷": "格洛斯煎蛋卷 的射程与范围",
 "Range and area of 格洛斯长老冲锋": "格洛斯长老冲锋 的射程与范围",
 "Range and area of 横扫斩": "横扫斩 的射程与范围",
 "Range and area of 毁灭劈斩": "毁灭劈斩 的射程与范围",
 "Range and area of 治愈之触": "治愈之触 的射程与范围",
 "Range and area of 泡泡撞击": "泡泡撞击 的射程与范围",
 "Range and area of 泥浆喷吐": "泥浆喷吐 的射程与范围",
 "Range and area of 流水冲击": "流水冲击 的射程与范围",
 "Range and area of 潮汐印记": "潮汐印记 的射程与范围",
 "Range and area of 火焰飞弹": "火焰飞弹 的射程与范围",
 "Range and area of 炽焰回响": "炽焰回响 的射程与范围",
 "Range and area of 烤大头菜": "烤大头菜 的射程与范围",
 "Range and area of 烤肉": "烤肉 的射程与范围",
 "Range and area of 焚烧": "焚烧 的射程与范围",
 "Range and area of 燕麦粥": "燕麦粥 的射程与范围",
 "Range and area of 爆裂": "爆裂 的射程与范围",
 "Range and area of 狂野乱舞": "狂野乱舞 的射程与范围",
 "Range and area of 狙击": "狙击 的射程与范围",
 "Range and area of 瓢虫冲锋": "瓢虫冲锋 的射程与范围",
 "Range and area of 疾速冲刺": "疾速冲刺 的射程与范围",
 "Range and area of 眩晕冲锋": "眩晕冲锋 的射程与范围",
 "Range and area of 石之践踏": "石之践踏 的射程与范围",
 "Range and area of 神秘野生草药": "神秘野生草药 的射程与范围",
 "Range and area of 种子爆发": "种子爆发 的射程与范围",
 "Range and area of 穿刺突": "穿刺突 的射程与范围",
 "Range and area of 竖劈斩": "竖劈斩 的射程与范围",
 "Range and area of 箭雨": "箭雨 的射程与范围",
 "Range and area of 紧急逃脱": "紧急逃脱 的射程与范围",
 "Range and area of 缠绕藤蔓": "缠绕藤蔓 的射程与范围",
 "Range and area of 肉串": "肉串 的射程与范围",
 "Range and area of 肉干": "肉干 的射程与范围",
 "Range and area of 肉炖菜": "肉炖菜 的射程与范围",
 "Range and area of 肉粥": "肉粥 的射程与范围",
 "Range and area of 致命恐惧": "致命恐惧 的射程与范围",
 "Range and area of 舌刺": "舌刺 的射程与范围",
 "Range and area of 草粥": "草粥 的射程与范围",
 "Range and area of 药膏": "药膏 的射程与范围",
 "Range and area of 蘑菇": "蘑菇 的射程与范围",
 "Range and area of 蘑菇串": "蘑菇串 的射程与范围",
 "Range and area of 蘑菇炖菜": "蘑菇炖菜 的射程与范围",
 "Range and area of 蜂王浆": "蜂王浆 的射程与范围",
 "Range and area of 血泪": "血泪 的射程与范围",
 "Range and area of 血腥抓挠": "血腥抓挠 的射程与范围",
 "Range and area of 血雨": "血雨 的射程与范围",
 "Range and area of 蹬踏": "蹬踏 的射程与范围",
 "Range and area of 连环斩": "连环斩 的射程与范围",
 "Range and area of 连锁攻击": "连锁攻击 的射程与范围",
 "Range and area of 逃跑": "逃跑 的射程与范围",
 "Range and area of 酸液喷吐": "酸液喷吐 的射程与范围",
 "Range and area of 酸液泼洒": "酸液泼洒 的射程与范围",
 "Range and area of 野生草药": "野生草药 的射程与范围",
 "Range and area of 金属冲锋": "金属冲锋 的射程与范围",
 "Range and area of 铁索抓取": "铁索抓取 的射程与范围",
 "Range and area of 锤击": "锤击 的射程与范围",
 "Range and area of 长矛猛击": "长矛猛击 的射程与范围",
 "Range and area of 食用": "食用 的射程与范围",
 "Range and area of 鲁玛果": "鲁玛果 的射程与范围",
 "Range and area of 黏液喷雾草": "黏液喷雾草 的射程与范围",
 "Range and area of 鼓舞嚎叫": "鼓舞嚎叫 的射程与范围",
 "Range and area on a dungeon room": "地下城房间上的范围与区域",
 "Range in context": "情境中的射程",
 "Range in which warming effects (e.g. from a campfire) are applied": "施加取暖效果（例如来自营火）的范围",
 "Range of minute intervals for how long weather lasts": "天气持续时间的分钟间隔范围",
 "Range reaches past this room, so the target sits at the edge.": "射程超出此房间，因此目标位于边缘。",
 "Ranged": "远程",
 "Ranged fire-mage": "远程火焰法师",
 "RangedHitChance": "RangedHitChance",
 "Rank": "等级",
 "Rank 1": "等级 1",
 "Rank 2": "等级 2",
 "Rank 3": "等级 3",
 "Rank by Skill Damage among the monsters currently shown, highest first. The gold crown marks #1.": "按当前显示怪物的技能伤害排名，从高到低。金冠标记 #1。",
 "Rank by Skill Damage among the skills shown, highest first. The gold crown marks #1.": "按当前显示技能的技能伤害排名，从高到低。金冠标记 #1。",
 "Rank recruit ladder": "探险等级招募阶梯",
 "Rank {#}": "等级 {#}",
 "Rank-up CP": "升级所需 CP",
 "Rank1 Research1": "Rank1 Research1",
 "Rank1 Research2": "Rank1 Research2",
 "Rank1 Research3": "Rank1 Research3",
 "Rank1 Research4": "Rank1 Research4",
 "Rank1 Research5": "Rank1 Research5",
 "Rank1 Research6": "Rank1 Research6",
 "Rank1 Research7": "Rank1 Research7",
 "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": "等级2 精英",
 "Rank2 Food": "等级2 食物",
 "Rank2 Level": "等级2 等级",
 "Rank2 Research1": "等级2 研究1",
 "Rank2 Research10": "等级2 研究10",
 "Rank2 Research11": "Rank2 Research11",
 "Rank2 Research12": "Rank2 Research12",
 "Rank2 Research13": "等级2 研究13",
 "Rank2 Research14": "等级2 研究14",
 "Rank2 Research15": "等级2 研究15",
 "Rank2 Research16": "等级2 研究16",
 "Rank2 Research2": "等级2 研究2",
 "Rank2 Research3": "Rank2 Research3",
 "Rank2 Research4": "Rank2 Research4",
 "Rank2 Research5": "Rank2 Research5",
 "Rank2 Research6": "Rank2 Research6",
 "Rank2 Research7": "Rank2 Research7",
 "Rank2 Research8": "Rank2 Research8",
 "Rank2 Research9": "等级2 研究9",
 "Rank2 Resource1": "等级2资源1",
 "Rank2 Resource2": "等级2 资源2",
 "Rank2 Room Type1": "等级2 房间类型1",
 "Rank2 Room Type2": "等级2 房间类型2",
 "Rank2 Room Type3": "等级2 房间类型3",
 "Rank2 Room Type4": "等级2 房间类型4",
 "Rank2 Room Type5": "等级2 房间类型5",
 "Rank2 Room Type6": "等级2 房间类型6",
 "Rank2 Room Type7": "等级2 房间类型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 Food": "Rank3 Food",
 "Rank3 Level": "Rank3 Level",
 "Rank3 Research1": "Rank3 Research1",
 "Rank3 Research2": "Rank3 Research2",
 "Rank3 Research3": "Rank3 Research3",
 "Rank3 Research4": "Rank3 Research4",
 "Rank3 Research5": "Rank3 Research5",
 "Rank3 Research6": "Rank3 Research6",
 "Rank3 Research7": "Rank3 Research7",
 "Rank3 Resource1": "Rank3 Resource1",
 "Rank3 Resource2": "Rank3 Resource2",
 "Rank3 Room Type1": "Rank3 Room Type1",
 "Rank3 Room Type2": "Rank3 Room Type2",
 "Rank3 Room Type3": "Rank3 Room Type3",
 "Rank3 Room Type4": "Rank3 Room Type4",
 "Rank3 Room Type5": "Rank3 Room Type5",
 "Rank3 Room Type6": "Rank3 Room Type6",
 "Rank3 Room Type7": "Rank3 Room Type7",
 "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",
 "RankUpRequiredCP": "RankUpRequiredCP",
 "Ranked by Skill Damage. Free basic attacks (0 energy) are hidden by default; passives are not active casts and are excluded.": "按技能伤害排名。免费普通攻击（0 能量）默认隐藏；被动不是主动施放，已排除。",
 "Rankings computed from the game tables of this build: the numbers are the tables' own, the order follows them, and a balance patch reorders every list on the next build. Inscriptions with code-side effects are listed with their rule of thumb from the binary; archetype priorities are the only hand-authored part.": "排名根据本版本的游戏数据表计算：数值来自表本身，顺序也依表排列，平衡补丁会在下一版本重排每一份列表。带有代码侧效果的铭文按其在二进制中的经验规则列出；构型优先级是唯一手写的部分。",
 "Rankings computed from the game tables of {#}: the numbers are the tables' own, the order follows them, and a balance patch reorders every list on the next build. Inscriptions with code-side effects are listed with their rule of thumb from the binary; archetype priorities are the only hand-authored part.": "排名根据 {#} 的游戏数据表计算：数值来自表本身，顺序也依表排列，平衡补丁会在下一版本重排每一份列表。带有代码侧效果的铭文按其在二进制中的经验规则列出；构型优先级是唯一手写的部分。",
 "Rare resource nodes per floor": "每层稀有资源节点",
 "Rarity": "稀有度",
 "Rarity chances": "稀有度几率",
 "Rarity weights": "稀有度权重",
 "Rat": "老鼠",
 "Rat.": "老鼠。",
 "Rate": "速率",
 "Rate at which a shop appears in a dungeon's Theme 1 random roll": "地下城 Theme 1 随机抽取中出现商店的概率",
 "Rate at which combat appears in a dungeon's Theme 1 random roll": "地下城 Theme 1 随机抽取中出现战斗的概率",
 "Rate at which resources appear in a dungeon's Theme 1 random roll": "地下城 Theme 1 随机抽取中出现资源的概率",
 "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.)": "每跳持有硬币的增长率（PS: 在公会交易实现之前没有赚取硬币的途径，因此会自然增长。）",
 "Rations": "补给",
 "Rations.": "补给。",
 "Raw": "原始",
 "Raw ore containing copper. Can be smelted to obtain pure copper.": "含有铜的生矿石。可以熔炼以获得纯铜。",
 "Raw values": "原始数值",
 "Raw values:": "原始数值：",
 "Re-opens part of the map": "重新打开地图的一部分",
 "Reaching a safe floor does two things: it": "到达安全层会做两件事：它",
 "Reaching level {#} needs {#} XP": "达到等级 {#} 需要 {#} 经验",
 "Reaching {#} spends {#} ({#} per prayer)": "达到 {#} 消耗 {#}（每次奉献 {#}）",
 "Reactive": "反应型",
 "Read from the game code of build 25154317; the citations are on the": "摘自版本 25154317 的游戏代码；引用来源在",
 "Read from the game code of build {#}; the citations are on the {#} page.": "摘自版本 {#} 的游戏代码；引用来源在 {#} 页面。",
 "Read out of the game binary of build 25154317.": "从 build 25154317 的游戏二进制读取。",
 "Read out of the game binary of build {#}.": "从 build {#} 的游戏二进制读取。",
 "Read the threshold straight off the enemy's max HP: a fifth of it is the execute line.": "直接从敌人的最大 HP 读取阈值：其五分之一即为处决线。",
 "Read this first: your first days in the game": "请先阅读：游戏中的最初几天",
 "Reads": "读取",
 "Real time per day at 1x": "1 倍速下每天的现实时间",
 "Realizing an unacceptable truth increases perception but": "领悟到难以接受的事实后，感知提高但",
 "Realizing an unacceptable truth increases perception but makes mood decreases.": "领悟到难以接受的事实后，感知提高但 makes mood decreases.",
 "Rebound": "反弹",
 "Receive": "获得",
 "Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).": "受到的暴击伤害加成 +50%（原本 +50% 的暴击会打出 +100%）。",
 "RecentPartnerBlockCount": "RecentPartnerBlockCount",
 "RecentTopicBlockCount": "RecentTopicBlockCount",
 "RecentTopicMaxCount": "RecentTopicMaxCount",
 "Recipe": "配方",
 "Recipe: {#}": "配方：{#}",
 "Recipes": "配方",
 "Recipes - Dungeon Settlers Wiki": "配方 - Dungeon Settlers 维基",
 "Recommended for intended gameplay experience.": "是游戏的预设体验。",
 "Records the Expedition Resolution as completed": "将探险决议记录为已完成",
 "Records the Expedition Resolution as dismissed": "将探险决议记录为已放弃",
 "Recover": "恢复",
 "Recover 600 Energy over a fight: 600 ÷ 60 =": "一场战斗中恢复 600 能量：600 ÷ 60 =",
 "Recover stack * {0} energy per second.": "每秒恢复层数 * {0} 能量。",
 "Recover stack * {0} health per second.": "每秒恢复层数 * {0} 生命值。",
 "Recover {0} Stamina every tick": "每跳恢复 {0} 体力",
 "Recover {0} Stamina every tick (currently unused. Might never be used at all?)": "每跳恢复 {0} 体力（目前未使用。也许永远不会用到？）",
 "Recovery interval": "恢复间隔",
 "Recovery runs on the campaign clock.": "恢复按战役时钟运行。",
 "Recovery timer": "恢复计时器",
 "Recovery)": "恢复)",
 "Recreaction_": "Recreaction_",
 "Recreation (3)": "娱乐 (3)",
 "Recreation Room Allows recreation to be enjoyed more efficiently. [ROOM_PoorRecreationRoom] [ROOM_MediocreRecreationRoom] [ROOM_NormalRecreationRoom] [ROOM_DecentRecreationRoom]": "娱乐室 允许更高效地享受娱乐。[ROOM_PoorRecreationRoom] [ROOM_MediocreRecreationRoom] [ROOM_NormalRecreationRoom] [ROOM_DecentRecreationRoom]",
 "Recreation buildings - capacity, buff/bored affecters, workload.": "娱乐建筑 - 容量、增益/无聊效果施加者、需求量。",
 "Recreation buildings restore mood. Each of these grants a Mood bonus per play session, about 40 in-game minutes:": "娱乐建筑会恢复心情。以下每一项在每个游戏时段（约 40 游戏内分钟）给予一次心情加成：",
 "Recreation buildings settlers use to restore mood. Playing grants the buff affecter; overuse applies the bored affecter. Workload = ticks per play session.": "开拓者用来恢复心情的娱乐建筑。进行娱乐会赋予增益效果施加者；过度使用会施加无聊效果施加者。需求量 = 每次娱乐的刻数。",
 "Recreation now lives on the": "娱乐现已移至",
 "Recreation:": "娱乐：",
 "RecreationCondition": "RecreationCondition",
 "RecreationEffectApplyCondition": "RecreationEffectApplyCondition",
 "RecreationRegeneration": "RecreationRegeneration",
 "RecreationRoom": "RecreationRoom",
 "Recreation_": "Recreation_",
 "Recruit More Units": "招募更多单位",
 "Recruit More Units - Dungeon Settlers Wiki": "招募更多单位 - Dungeon Settlers 维基",
 "Recruit Presets": "招募模板",
 "Recruit Presets - Dungeon Settlers Wiki": "招募模板 - Dungeon Settlers 维基",
 "Recruit UI Refresh Confirm Notice": "招募界面刷新确认通知",
 "Recruit UIRefresh": "招募界面刷新",
 "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +50 - Uncommon +100 - Rare +300 - Legendary +500.": "带铭文掷出的招募候选人按稀有度多花金币：普通 +50 - 优秀 +100 - 稀有 +300 - 传说 +500。",
 "Recruit generation": "招募生成",
 "Recruit odds per rank: every level and race weight": "每个等级的招募概率：所有等级与种族权重",
 "Recruit presets:": "招募模板：",
 "Recruit reroll +cost": "招募刷新 +费用",
 "Recruit roll quality - where your stat rolls land (the game's recruit RNG, made deterministic here). Pick worst / average / best:": "招募抽取品质 - 属性抽取的落点（游戏的招募随机数，此处改为固定）。选择最差 / 平均 / 最佳：",
 "Recruit unit weights // (0306) Human, Lizardman, Elf, Dwarf, White Demon, Tal, Lycan": "招募单位权重 // (0306) 人类、蜥蜴人、精灵、矮人、白魔、塔尔、狼人",
 "Recruit up to 4 units (主线任务 3). Read the recruiting advice below before you spend.": "最多招募 4 个单位（主线任务 3）。花钱前先读下方的招募建议。",
 "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:": "招募生成属性抽取 - 即游戏的招募随机数，按你下方选择的抽取品质（最差 / 平均 / 最佳）在此套用。在角色构筑器中不随机，而是跟随你的设置。仅一次性修正初始属性 - 不会随升级成长提高：",
 "RecruitCandidateCountMin / Max": "RecruitCandidateCountMin / Max",
 "RecruitCandidateCountMin / RecruitCandidateCountMax": "RecruitCandidateCountMin / RecruitCandidateCountMax",
 "RecruitRerollAdditionalCost": "RecruitRerollAdditionalCost",
 "Recruiting": "招募",
 "Recruitment": "招募",
 "Recruitment Additional Prices By Inscription Rarity": "招募额外价格按铭文稀有度",
 "Recruitment Fix Sub Skill Traits": "招募修复子技能特质",
 "Recruitment Individual Trait Max Count": "招募个体特质最大数量",
 "Recruitment Refresh Cost": "招募刷新费用",
 "Recruitment Unique Existing Names": "招募独特现有名称",
 "Recruitment Unique Existing Profiles": "招募唯一现有档案",
 "Recruitment article": "招募文章",
 "Recruitment guide": "招募指南",
 "Recruitment pool": "招募池",
 "Recruitment rank": "招募等级",
 "Recruitment: applied to newly recruited units": "招募：应用于新招募的单位",
 "RecruitmentInspectRevealTalentAmount": "RecruitmentInspectRevealTalentAmount",
 "Recruitment_": "Recruitment_",
 "Red": "红色",
 "Red = offense, Blue = defense, Green = utility": "红 = 攻击，蓝 = 防御，绿 = 功能",
 "Red Carpet": "红色地毯",
 "Red Carpet B": "红地毯 B",
 "Red Monster Rat (主线任务 8) ends the story; it does NOT clear the region or unlock anything": "红色怪鼠（主线任务 8）结束剧情；它不会通关该区域，也不会解锁任何内容",
 "Red Monster Rat Exclusive Room 1": "红色怪鼠专属房间 1",
 "Red Monster Rat Exclusive Room 1 - Dungeon Settlers Wiki": "红色怪鼠专属房间 1 - Dungeon Settlers 维基",
 "Red Monster Rat Exclusive Room 1 map": "红色怪鼠专属房间 1 地图",
 "Red Monster Rat Exclusive Room 2": "红色怪鼠专属房间 2",
 "Red Monster Rat Exclusive Room 2 - Dungeon Settlers Wiki": "红色怪鼠专属房间 2 - Dungeon Settlers 维基",
 "Red Monster Rat Exclusive Room 2 map": "红色怪鼠专属房间 2 地图",
 "Red Monster Rat Exclusive Room 3": "红色怪鼠专属房间 3",
 "Red Monster Rat Exclusive Room 3 - Dungeon Settlers Wiki": "红色怪鼠专属房间 3 - Dungeon Settlers 维基",
 "Red Monster Rat Exclusive Room 3 map": "红色怪鼠专属房间 3 地图",
 "Red Monster Rat Exclusive Room 4": "红色怪鼠专属房间 4",
 "Red Monster Rat Exclusive Room 4 - Dungeon Settlers Wiki": "红色怪鼠专属房间 4 - Dungeon Settlers 维基",
 "Red Monster Rat Exclusive Room 4 map": "红色怪鼠专属房间 4 地图",
 "Red Monster Rat Fixed": "红色怪鼠 固定",
 "Red Monster Rat Random": "红色怪鼠 随机",
 "Red Rat Random": "红老鼠 随机",
 "Red Stone Golem Random": "红石魔像 随机",
 "Red veins are visible within the rock crevices.": "岩石缝隙中可见红色纹路。",
 "RedMonsterRat": "RedMonsterRat",
 "Red_Small": "Red_Small",
 "Reddish": "微红的",
 "Reduces incoming damage by about 50%": "将受到的伤害降低约 50%",
 "Reducing wear": "减少磨损",
 "Refactor.AffecterComponentSaveData, Assembly-CSharp": "Refactor.AffecterComponentSaveData, Assembly-CSharp",
 "Refactor.EntityInfoComponentSaveData, Assembly-CSharp": "Refactor.EntityInfoComponentSaveData, Assembly-CSharp",
 "Refactor.StatusComponentSaveData, Assembly-CSharp": "Refactor.StatusComponentSaveData, Assembly-CSharp",
 "Reference for every stat/status key in the game.": "游戏中每个属性/状态键的参考。",
 "Referenced by": "引用来源",
 "Refers to the base Settlement Portal's durability decrease per hour.": "指基础据点传送门每小时的耐久度下降。",
 "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\".": "指从每一级升到下一级所需物品的「种类」键值。{0} 是未使用的占位符，值固定为 \"None\"。",
 "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.)": "指最大心情值。它并不是实际使用中会波动的值；主要用于在界面中显示槽条等时作为最大参照。（实际数值没有上限。）",
 "Refers to the number of ticks per hour. Multiplying this by 24 gives the number of ticks per day.": "指每小时的跳数。乘以 24 即得每天的跳数。",
 "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": "指基于生命属性的槽位背景显示范围。低于 {0}：差 低于 {1}：普通 低于 {2}：好 低于 {3}：优秀 其他（即 {3} 或更高）：完美",
 "Refined Garnet": "精炼石榴石",
 "Refined Opal": "精炼猫眼石",
 "Refined Peridot": "精炼橄榄石",
 "Reflect / Thorns": "反射 / 荆棘",
 "Reflect and thorns": "反射与荆棘",
 "Reflect damage calculator": "反弹伤害计算器",
 "Reflect fraction": "反弹比例",
 "Reflect source": "反弹来源",
 "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 = 来袭命中的总伤害 x 100 x 0.01，作为无伤害类型的固定值命中返还给攻击者。",
 "Reflected back": "反射回去",
 "Reflected before the reflector's own damage bonuses and critical roll.": "反射者自身伤害加成和暴击判定之前的反射量。",
 "Reflected damage = 200 × 100% =": "反弹伤害 = 200 × 100% =",
 "Reflects": "反射",
 "Refreshing the pool by hand is not free either. Each rank sets its own reroll price (": "手动刷新该池也不是免费的。每个等级都有自己的刷新价格（",
 "Regen": "恢复",
 "Regeneration aura": "恢复光环",
 "Region": "区域",
 "Region 1 Encounter after completing Alpha Sandstone Slogel Hunt": "完成阿尔法砂岩泥沼狩猎后的区域1遭遇",
 "Region 1 Shared": "区域 1 共用",
 "Region 1 Shared - Dungeon Settlers Wiki": "区域 1 共享 - Dungeon Settlers 维基",
 "Region 1 Shared map": "区域 1 共享地图",
 "Region 2 Shared": "区域 2 共用",
 "Region 2 Shared - Dungeon Settlers Wiki": "区域 2 共用 - Dungeon Settlers 维基",
 "Region 2 Shared map": "区域 2 共享地图",
 "Region Unlock & Progression": "区域解锁与进度",
 "Region chain": "区域链",
 "Region enum": "区域枚举",
 "Region id": "区域 ID",
 "Region-wide scope": "全区域范围",
 "Regional environment effect": "区域环境效果",
 "Regional environment roll in {#}.": "在 {#} 的地区环境判定。",
 "Regions": "区域",
 "Regions - Dungeon Settlers Wiki": "区域 - Dungeon Settlers 维基",
 "Regions the toggle ignores": "开关忽略的区域",
 "Related page (optional)": "相关页面（可选）",
 "Related:": "相关：",
 "Related: {#} (bands, stress, recreation) · {#} · {#}.": "相关: {#}（区间、压力、娱乐） · {#} · {#}。",
 "Related: {#} - {#} - {#}.": "相关：{#} - {#} - {#}。",
 "Related: {#}.": "相关：{#}。",
 "Relative odds when the recruitment board rolls a candidate: an L column is the weight of that candidate level, a race column the weight of that race. A dot is zero. Weights are relative within one rank, not percentages. Every column of the table is shown; hover a header for the column name.": "招募板抽出候选人时的相对概率：L 列是该候选人等级的权重，种族列是该种族的权重。点表示零。权重是同一等级内的相对值，不是百分比。表格的每一列都会显示；将指针悬停在表头上可查看列名。",
 "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).": "每次探险的相对抽取权重；抽出多少正面/负面效果取决于所选战斗难度（简单 2/0 - 普通 1/0 - 困难 1/1 - 极难 1/2 - 毁灭 1/3）。",
 "Relaxed": "轻松",
 "Relaxed (below 20)": "轻松（低于 20）",
 "Released": "已发布",
 "Released equipment tiers run in this order:": "已发布的装备档次按此顺序排列：",
 "Released gear tiers": "已实装的装备档位",
 "Released in B.0.3.40; DS_B.0.4.11 added the Spear +2 aptitude. Recruitable from clan rank 3, the first rank with a non-zero Lycan weight (see the per-rank chips above). Perception-focused with a Spear +2 aptitude, Bow, Nature and Water Magic +1 and a Greatsword -1 penalty: a spear race first, a bow or nature/water caster second. The day/night stat swing is the largest conditional modifier any race carries.": "于 B.0.3.40 发布；DS_B.0.4.11 加入矛 +2 资质。从探险等级 3 可招募，这是狼人权重首次非零的等级（见上方各等级标签）。侧重感知，矛 +2 资质，弓、自然魔法和水魔法 +1，巨剑 -1 惩罚：首先是矛种族，其次是弓或自然/水施法。昼夜属性摆动是所有种族中最大的条件修正。",
 "Remember reveals": "记住已揭开的内容",
 "Remnant (89)": "遗迹 (89)",
 "Remove": "移除",
 "Remove an item.": "移除一个物品。",
 "Remove this character": "移除此角色",
 "Remove this inscription tree - frees its inscription slot.": "移除此铭文技能树 - 释放其铭文栏位。",
 "Removed": "已移除",
 "Removed (1)": "已移除 (1)",
 "Removed (138)": "已移除 (138)",
 "Removed (15)": "已移除 (15)",
 "Removed (2)": "已移除 (2)",
 "Removed (22)": "已移除 (22)",
 "Removed (3)": "已移除 (3)",
 "Removed (34)": "已移除 (34)",
 "Removed (4)": "移除 (4)",
 "Removed (5)": "已移除 (5)",
 "Removed (63)": "已移除 (63)",
 "Removed (8)": "已移除 (8)",
 "Removed ({#})": "已移除 ({#})",
 "Removed in DS_B.0.4.11": "在 DS_B.0.4.11 中移除",
 "Removed in DS_B.0.4.11: the dormant item lines": "在 DS_B.0.4.11 中移除：休眠物品行",
 "Removed lines": "已移除的行",
 "Removes": "移除",
 "Removes 定身 and 减速 (Slow) from the user and grants 加速 (Haste) for {0} seconds.": "Removes 定身 and 减速 (Slow) from the user and grants 加速 (Haste) 持续 {0} 秒。",
 "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.": "根据该模板的游戏真实地板、墙壁和装饰地块渲染。没有墙壁的边缘是门口，走廊在此将此房间与相邻房间相连。不显示怪物、物品和 NPC 的生成点。",
 "Renders the creep area at the base out to a distance of {0} from the creep": "将据点的蔓延区域绘制到距蔓延 {0} 的距离",
 "Repair": "修理",
 "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.": "修理在修理工作台进行；游戏数据表没有定义每次修理的材料消耗，因此“修回满耐久”指恢复的耐久度，不是物品价格。",
 "Repairs with": "修理使用",
 "Repeatable": "可重复",
 "Repeatable on-death drops only. One-time first-kill bonuses (soul stones, etc.) are on each unit's page; bosses are on the": "仅含可重复的死亡掉落。一次性的首次击杀奖励（灵魂石等）在各单位的页面上；首领在",
 "Replay the team tutorial": "重播队伍教程",
 "Replay the tutorial": "重播教程",
 "Report a bug / suggest a feature": "报告错误 / 建议功能",
 "Report a bug or suggest a feature": "报告漏洞或建议功能",
 "Report events (the boost triggers)": "报告事件（触发该提升）",
 "Report pending": "待报告",
 "Reported to {#} in {#}": "向 {#} 在 {#} 报告",
 "Represents the current emotional state of a unit.": "代表单位当前的情绪状态。",
 "Represents the current emotional state of a unit. You can check": "表示单位当前的情绪状态。你可以查看",
 "Represents the current emotional state of a unit. You can check mood influencing factors via the 'Mood' section in the 'Status' tab. ## 心情 decreases due to negative conditions like low 饥饿 or extended dungeon stays, and increases through positive conditions like resting or eating good food. ## TIP : Higher level units expect better treatment, so manage food, equipment, and facilities carefully to avoid discontent.": "表示单位当前的情绪状态。你可以查看 mood influencing 因素，通过“状态”标签中的“心情”部分。 ## 心情 decreases due to negative conditions like low 饥饿 or extended dungeon stays, and increases through positive conditions like resting or eating good food. ## TIP : Higher level units expect better treatment, so manage food, equipment, and facilities carefully to avoid discontent.",
 "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 0, 压力 increases proportionally. If Mood is above 0, 压力 decreases proportionally. Mood decreases due to negative conditions like hunger or extended dungeon stays, and increases through positive experiences like resting or eating good food.": "表示单位当前的情绪状态。你可以查看 mood influencing 通过“状态”面板中的“心情”标签查看这些因素。 If Mood is below 0, 压力 increases proportionally. If Mood is above 0, 压力 decreases proportionally. Mood decreases due to negative conditions like hunger or extended dungeon stays, and increases through positive experiences like resting or eating good food.",
 "Represents the current emotional state of a unit. You can check mood-influencing factors via the 'Mood' section in the 'Status' tab. ## 心情 decreases due to negative conditions like low 饥饿 or extended dungeon stays, and increases through positive conditions like resting or eating good food. ## TIP : Higher-level units expect better treatment, so manage food, equipment, and facilities carefully to avoid discontent.": "表示单位当前的情绪状态。你可以查看 影响心情的 因素，通过“状态”标签中的“心情”部分。 ## 心情 decreases due to negative conditions like low 饥饿 or extended dungeon stays, and increases through positive conditions like resting or eating good food. ## TIP : Higher-level units expect better treatment, so manage food, equipment, and facilities carefully to avoid discontent.",
 "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 0, 压力 increases proportionally. If Mood is above 0, 压力 decreases proportionally. Mood decreases due to negative conditions like hunger or extended dungeon stays, and increases through positive experiences like resting or eating good food.": "表示单位当前的情绪状态。你可以查看 影响心情的 通过“状态”面板中的“心情”标签查看这些因素。 If Mood is below 0, 压力 increases proportionally. If Mood is above 0, 压力 decreases proportionally. Mood decreases due to negative conditions like hunger or extended dungeon stays, and increases through positive experiences like resting or eating good food.",
 "Represents the reputation and standing of": "代表声望与地位，属于",
 "Represents the reputation and standing of the Dungeon expedition. Higher ranks allow broader use of the Guild. You can raise the rank by accumulating 贡献点. 初级探险队 普通探险队 站稳脚跟的探险队 <未实装功能> 知名探险队 闻名探险队 著名探险队 传奇探险队": "代表声望与地位，属于 the Dungeon 探险队。更高等级 allow broader use of the Guild. You can raise the rank by accumulating 贡献点. 初级探险队 普通探险队 站稳脚跟的探险队 <未实装功能> 知名探险队 闻名探险队 著名探险队 传奇探险队",
 "Represents the reputation and standing of your dungeon expedition. Higher ranks grant broader access to guild services. You can raise your rank by earning 贡献点. 初级探险队 普通探险队 <未实装功能> 站稳脚跟的探险队 知名探险队 闻名探险队 著名探险队 传奇探险队": "代表声望与地位，属于 your dungeon 探险队。更高等级 grant broader access to guild services. You can raise your rank by earning 贡献点. 初级探险队 普通探险队 <未实装功能> 站稳脚跟的探险队 知名探险队 闻名探险队 著名探险队 传奇探险队",
 "Request": "申请",
 "Request to Join the Expedition": "请求加入探险队",
 "Required Furniture": "所需家具",
 "Required average Quality of the room's walls (corners included) and interior floor tiles": "房间墙壁（含墙角）与内部地板块的所需平均品质",
 "Required equipment": "所需装备",
 "Required items": "所需物品",
 "Required level": "所需等级",
 "Required total Quality of all buildings inside the room except walls, doors and floor tiles": "房间内除墙、门和地板块外所有建筑的所需品质合计",
 "RequiredItemAmountFactorForLevelUpByOfferingType": "RequiredItemAmountFactorForLevelUpByOfferingType",
 "RequiredItemAmountForLevelUp": "RequiredItemAmountForLevelUp",
 "RequiredItemForLevelUp": "RequiredItemForLevelUp",
 "Requirement met": "已满足要求",
 "Requires": "需要",
 "Requires adequate tanking capability and sustained damage output.": "需要足够的坦克能力和持续伤害输出。",
 "Requires ammo": "需要弹药",
 "Requires:": "需要：",
 "Requires: {#}": "需要：{#}",
 "Reroll cost (gold)": "刷新费用 (金币)",
 "Res P/M": "物/魔抗",
 "RescueWorkload": "RescueWorkload",
 "Research (1)": "研究 (1)",
 "Research Complete": "研究完成",
 "Research Insect": "研究昆虫",
 "Research Insect 2": "研究昆虫2",
 "Research Insect 3": "研究昆虫3",
 "Research Insect 4": "研究昆虫4",
 "Research Journal": "研究日志",
 "Research Lab A space prepared for research. Increases research speed. [ROOM_PoorResearchLab] [ROOM_MediocreResearchLab] [ROOM_NormalResearchLab] [ROOM_DecentResearchLab]": "研究实验室。为研究准备的空间。提高研究速度。[ROOM_PoorResearchLab] [ROOM_MediocreResearchLab] [ROOM_NormalResearchLab] [ROOM_DecentResearchLab]",
 "Research Lab bonus": "研究实验室加成",
 "Research Papers": "研究论文",
 "Research Papers - Dungeon Settlers Wiki": "研究论文 - Dungeon Settlers 维基",
 "Research Papers2": "研究论文2",
 "Research Papers2 - Dungeon Settlers Wiki": "研究论文2 - Dungeon Settlers 维基",
 "Research capability +30% (Poor Research Lab) up to +210% (Fantastic Research Lab)": "研究能力 +30%（简陋的研究室）至 +210%（极佳的研究室）",
 "Research complete": "研究已完成",
 "Research progress and crops": "研究进度和作物",
 "Research requirement multiplier": "研究需求倍率",
 "Research that unlocks it": "解锁它的研究",
 "Research tree": "研究树",
 "Research tree with unlocks": "带解锁的研究树",
 "Research tree: grid position, workload, prerequisites, unlock results.": "研究树：网格位置、需求量、前置条件、解锁结果。",
 "Research workload": "研究工作量",
 "Research {#} unlocks it (workload {#}). Needs {#} to start; requires {#} first.": "研究 {#} 可解锁它（需求量 {#}）。开始需要 {#}；需先完成 {#}。",
 "ResearchCapability": "ResearchCapability",
 "ResearchCondition": "ResearchCondition",
 "ResearchCycleTick": "ResearchCycleTick",
 "ResearchLab": "ResearchLab",
 "ResearchRequiredWorkloadFactorByDifficulty": "ResearchRequiredWorkloadFactorByDifficulty",
 "ResearchWorkloadTick": "ResearchWorkloadTick",
 "Researching here": "在此研究",
 "Reset - sure?": "重置 - 确定？",
 "Reset columns": "重置列",
 "Reset discoveries": "重置发现记录",
 "Resets all learned skills and refunds the SP.": "重置所有已学技能，并返还技能点。",
 "Resistance formula": "抗性公式",
 "Resistance is always useful but never reaches full immunity.": "抗性始终有用，但永远达不到完全免疫。",
 "Resistance value 0: damage taken x 100 / (100 + 0)": "抗性值 0：受到的伤害 x 100 / (100 + 0)",
 "Resistance value 10: damage taken x 100 / (100 + 10)": "抗性值 10：受到的伤害 x 100 / (100 + 10)",
 "Resistance value 15: damage taken x 100 / (100 + 15)": "抗性值 15：受到的伤害 x 100 / (100 + 15)",
 "Resistance value 20: damage taken x 100 / (100 + 20)": "抗性值 20：受到的伤害 x 100 / (100 + 20)",
 "Resistance value 25: damage taken x 100 / (100 + 25)": "抗性值 25：受到的伤害 x 100 / (100 + 25)",
 "Resistance value 30: damage taken x 100 / (100 + 30)": "抗性值 30：受到的伤害 x 100 / (100 + 30)",
 "Resistance value 3: damage taken x 100 / (100 + 3)": "抗性值 3：受到的伤害 x 100 / (100 + 3)",
 "Resistance value 40: damage taken x 100 / (100 + 40)": "抗性值 40：受到的伤害 x 100 / (100 + 40)",
 "Resistance value 50: damage taken x 100 / (100 + 50)": "抗性值 50：受到的伤害 x 100 / (100 + 50)",
 "Resistance value 60: damage taken x 100 / (100 + 60)": "抗性值 60：受到的伤害 x 100 / (100 + 60)",
 "Resistance value {#}: damage taken x 100 / (100 + {#})": "抗性值 {#}：受到的伤害 x 100 / (100 + {#})",
 "Resistances": "抗性",
 "Resistances follow a diminishing-returns curve instead of subtracting flat damage. A value of R reduces damage taken by roughly R / (100 + R), so you multiply incoming damage by about 100 / (100 + R).": "抗性走收益递减曲线，而不是减去固定伤害。数值 R 大约按 R / (100 + R) 减少受到的伤害，因此将受到的伤害乘以约 100 / (100 + R)。",
 "Resolution": "决议",
 "Resolution abandoned": "决议已放弃",
 "Resolution completed": "决议已完成",
 "Resolution dismissed": "决议已驳回",
 "Resolution reward": "决议奖励",
 "Resolutions": "决议",
 "Resolutions off": "探险决议关",
 "Resolutions on": "探险决议开",
 "Resolutions to rank up": "提升探险等级所需决议",
 "Resource node": "资源节点",
 "Resource node: {#}": "资源节点：{#}",
 "Resource nodes": "资源节点",
 "Resource | From | Floors | Chance": "资源 | 来源 | 层 | 几率",
 "Resource_Blue Quartz": "蓝水晶资源",
 "Resource_Blue Quartz - Dungeon Settlers Wiki": "蓝水晶资源 - Dungeon Settlers 维基",
 "Resource_Blue Quartz map": "蓝水晶资源地图",
 "Resource_Blueberry Room": "Resource_Blueberry 房间",
 "Resource_Blueberry Room - Dungeon Settlers Wiki": "Resource_Blueberry 房间 - Dungeon Settlers 维基",
 "Resource_Blueberry Room map": "Resource_Blueberry 房间地图",
 "Resource_Copper": "Resource_Copper",
 "Resource_Copper - Dungeon Settlers Wiki": "铜矿资源 - Dungeon Settlers 维基",
 "Resource_Copper map": "铜矿资源 地图",
 "Resource_Dirt Boulder Room": "泥土巨石资源房间",
 "Resource_Dirt Boulder Room - Dungeon Settlers Wiki": "泥土巨石资源房间 - Dungeon Settlers 维基",
 "Resource_Dirt Boulder Room map": "泥土巨石资源房间地图",
 "Resource_Green Quartz.": "绿水晶资源.",
 "Resource_Green Quartz. - Dungeon Settlers Wiki": "绿水晶资源. - Dungeon Settlers 维基",
 "Resource_Green Quartz. map": "绿水晶资源. 地图",
 "Resource_Herb Room": "Resource_Herb 房间",
 "Resource_Herb Room - Dungeon Settlers Wiki": "Resource_Herb 房间 - Dungeon Settlers 维基",
 "Resource_Herb Room map": "Resource_Herb 房间地图",
 "Resource_Medium Room Tree": "Resource_Medium 房间树木",
 "Resource_Medium Room Tree - Dungeon Settlers Wiki": "Resource_Medium 房间树木 - Dungeon Settlers 维基",
 "Resource_Medium Room Tree map": "Resource_Medium 房间树木地图",
 "Resource_Mushroom Room": "Resource_蘑菇房间",
 "Resource_Mushroom Room - Dungeon Settlers Wiki": "Resource_蘑菇房间 - Dungeon Settlers 维基",
 "Resource_Mushroom Room 2": "Resource_蘑菇房间 2",
 "Resource_Mushroom Room 2 - Dungeon Settlers Wiki": "Resource_蘑菇房间 2 - Dungeon Settlers 维基",
 "Resource_Mushroom Room 2 map": "Resource_蘑菇房间 2 地图",
 "Resource_Mushroom Room map": "Resource_蘑菇房间地图",
 "Resource_Oat Room": "Resource_Oat 房间",
 "Resource_Oat Room - Dungeon Settlers Wiki": "Resource_Oat 房间 - Dungeon Settlers 维基",
 "Resource_Oat Room map": "Resource_Oat 房间地图",
 "Resource_Red Quartz": "红水晶资源",
 "Resource_Red Quartz - Dungeon Settlers Wiki": "红水晶资源 - Dungeon Settlers 维基",
 "Resource_Red Quartz map": "红水晶资源地图",
 "Resource_Small Room Blue Crystal": "小型房间蓝水晶",
 "Resource_Small Room Blue Crystal - Dungeon Settlers Wiki": "Resource_Small 房间蓝水晶 - Dungeon Settlers 维基",
 "Resource_Small Room Blue Crystal map": "Resource_小型房间蓝水晶地图",
 "Resource_Small Room Green Crystal": "小型绿水晶资源房间",
 "Resource_Small Room Green Crystal - Dungeon Settlers Wiki": "小型绿水晶资源房间 - Dungeon Settlers 维基",
 "Resource_Small Room Green Crystal map": "小型绿水晶资源房间 地图",
 "Resource_Small Room Green Quartz.": "Resource_Small 房间绿石英.",
 "Resource_Small Room Green Quartz. - Dungeon Settlers Wiki": "Resource_Small 房间绿石英. - Dungeon Settlers 维基",
 "Resource_Small Room Green Quartz. map": "Resource_Small 房间绿石英. 地图",
 "Resource_Small Room Red Crystal": "小型红水晶资源房间",
 "Resource_Small Room Red Crystal - Dungeon Settlers Wiki": "小型红水晶资源房间 - Dungeon Settlers 维基",
 "Resource_Small Room Red Crystal map": "小型红水晶资源房间 地图",
 "Resource_Small Room Red Quartz": "Resource_Small 房间红石英",
 "Resource_Small Room Red Quartz - Dungeon Settlers Wiki": "Resource_Small 房间红石英 - Dungeon Settlers 维基",
 "Resource_Small Room Red Quartz map": "Resource_Small 房间红石英地图",
 "Resource_Small Room Silver Vein": "Resource_小型房间银矿脉",
 "Resource_Small Room Silver Vein - Dungeon Settlers Wiki": "Resource_Small 房间银矿脉 - Dungeon Settlers 维基",
 "Resource_Small Room Silver Vein map": "Resource_小型房间银矿脉地图",
 "Resource_Small Room Tree": "Resource_Small 房间树木",
 "Resource_Small Room Tree - Dungeon Settlers Wiki": "Resource_Small 房间树木 - Dungeon Settlers 维基",
 "Resource_Small Room Tree map": "Resource_Small 房间树木地图",
 "Resource_Turnip Room": "大头菜资源房间",
 "Resource_Turnip Room - Dungeon Settlers Wiki": "大头菜资源房间 - Dungeon Settlers 维基",
 "Resource_Turnip Room map": "大头菜资源房间地图",
 "Resources": "资源",
 "Resources & Needs": "资源与需求",
 "Resources and time are very limited, requiring precise": "资源与时间都非常有限，需要精确的",
 "Resources are": "资源",
 "Resources are extremely scarce and goods are expensive.": "资源极度匮乏，货物十分昂贵。",
 "Resources are extremely scarce and goods are expensive. Your long term planning and delicate management skills will be put to the test.": "资源极度匮乏，货物十分昂贵。您的长期规划和精细管理能力将受到考验。",
 "Resources are extremely scarce and goods are expensive. Your long-term planning and delicate management skills will be put to the test.": "资源极度匮乏，货物十分昂贵。 Your long-term 规划与精细管理能力将受到考验。",
 "Resources are scarce, requiring careful management and planning ahead.": "资源稀缺，需要仔细管理和提前规划。",
 "Resources per Dungeon": "各地下城资源",
 "Resources per Dungeon - Dungeon Settlers Wiki": "各地下城资源 - Dungeon Settlers 维基",
 "Resources you can gather in {#}": "可在 {#} 采集的资源",
 "Resources: {#}": "资源：{#}",
 "Respawn interval & Magic Saturation": "重生间隔与魔力饱和",
 "Respect the clock (": "留意时钟（",
 "Rest": "Rest",
 "RestWoundDecreasePercentage": "RestWoundDecreasePercentage",
 "RestWoundDecreaseStructureQualityFactor": "RestWoundDecreaseStructureQualityFactor",
 "Resting his chin on one hand, he": "他用手托着下巴，",
 "Resting his chin on one hand, he murmurs to himself.": "他用手托着下巴， murmurs to himself.",
 "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 turns his attention back to his research.": "他用手托着下巴，自言自语般喃喃道：“看起来早该灭绝的昆虫……究竟是什么机制让其存活下来呢？”他再次埋头在研究之中。",
 "Resting his chin on one hand, he mutters to himself. \"It seems like an insect that should have gone extinct long ago... What principle keeps it alive?\" He immerses himself in his research once more.": "他用手托着下巴， mutters to himself. \"It seems 像是早该灭绝的昆虫... 究竟什么 principle keeps it alive?\" He immerses himself in his research once more.",
 "Restores": "恢复",
 "Restores 15 health to an ally per cast (about 0.9/s at this cadence)": "每次施放为一名盟友恢复 15 生命值（按此节奏约 0.9/秒）",
 "Restores 196 health to an ally per cast (about 125.7/s at this cadence)": "每次施放为盟友恢复 196 生命值（按此节奏约 125.7/秒）",
 "Restores 300 HP over 10 seconds.": "在 10 秒内恢复 300 HP。",
 "Restores 400 HP over 10 seconds.": "在 10 秒内恢复 400 HP。",
 "Restores 49 health to an ally per cast (about 31.4/s at this cadence)": "每次施放为盟友恢复 49 生命值（按此节奏约 31.4/秒）",
 "Restores 800 HP over 10 seconds.": "在 10 秒内恢复 800 HP。",
 "Restores an ally unit's": "为友方单位恢复",
 "Restores an ally unit's 当前生命值 by {0}% of 魔法攻击力.": "为友方单位恢复 当前生命值 by {0}% of 魔法攻击力.",
 "Restores an ally unit's 当前生命值 by {0}% of 魔法攻击力. Cannot target the caster.": "为友方单位恢复 当前生命值 by {0}% of 魔法攻击力. Cannot target the caster.",
 "Restores {0} 当前生命值 per stack every second.": "每层每秒恢复 {0} 当前生命值。",
 "Restores {0} 能量 per stack every second.": "每层每秒恢复 {0} 能量。",
 "Resulting crit chance": "最终暴击几率",
 "Retains a red wood grain and boasts high draw strength.": "保留红色纹理，并拥有很高的拉力。",
 "Retire UI Warning Retire Pay": "退休后，你将获得一笔退休金，但你的所有单位都将受到情绪惩罚。",
 "Return": "返回",
 "Reveal identity": "揭示身份",
 "Revered": "受人尊敬的",
 "Revive": "复活",
 "Reward": "奖励",
 "Reward: {#}": "奖励：{#}",
 "RichManaStone": "RichManaStone",
 "Rider": "骑手",
 "Rider.": "骑士。",
 "Right": "右",
 "Right after swallowing the third piece of meat, the room's pulsing suddenly stops.": "吞下第三块肉后，房间的脉动突然停止了。",
 "Right click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume items. ## TIP: Use ointment to recover health when unit's health is low.": "在“物品栏”中右键点击物品即可打开交互菜单。在此菜单中可以装备或使用物品。 ## 提示：单位生命值较低时，使用药膏恢复生命值。",
 "Right-click": "右键点击",
 "Right-click (and Alt + right-click for the full list) opens the interaction menu. These are all the verbs it can offer;": "右键点击（按住Alt再右键点击可查看完整列表）打开交互菜单。以下是它能提供的所有动词；",
 "Right-click an item in the 'Inventory' to open the interaction menu. From there, you can equip. or consume items. ## TIP: Use ointment to recover health when unit's health is low.": "Right-click 在‘背包’中的一件物品以打开交互菜单。 从那里，你可以装备。或消耗物品。 ## TIP: Use ointment to recover health when unit's health is low.",
 "Right-click an item in the 'Inventory' to open the interaction menu. From this menu, you can equip or use items. ## Hold Ctrl while dragging an item to another slot to move half of it. Hold Shift while dragging an item to another slot to choose the quantity to move. ## TIP: Use ointment to recover health when a unit's health is low.": "Right-click 在‘背包’中的一件物品以打开交互菜单。 From this menu, you can equip or use items. ## Hold Ctrl while dragging an item to another slot to move half of it. Hold Shift while dragging an item to another slot to choose the quantity to move. ## TIP: Use ointment to recover health when a unit's health is low.",
 "Rite": "仪式",
 "Roaring ×2, Slash ×2, Death ×1": "咆哮 ×2，劈砍 ×2，死亡 ×1",
 "Rock Remnant": "岩石遗迹",
 "Rock Remnant - Dungeon Settlers Wiki": "岩石遗迹 - Dungeon Settlers 维基",
 "Rock Wall Fixed": "石墙 固定",
 "Rocky Area 1": "岩石区域 1",
 "Rocky Area 2": "岩石区域 2",
 "Rocky Area 3": "岩石区域 3",
 "Role": "职责",
 "Roll a dungeon floor the way the game does": "按游戏方式掷出一层地下城",
 "Roll floor": "生成层",
 "Roll weight": "抽取权重",
 "Rolled from the random pool at weight 100, and shows an alert": "从随机池以权重 100 抽出，并显示警报",
 "Rolled from the random pool at weight 3, with no alert": "从随机池以权重 3 抽出，无警报",
 "Rolled from the random pool at weight {#}, and shows an alert": "从随机池以权重 {#} 抽出，并显示警报",
 "Rolled from the random pool at weight {#}, with no alert": "从随机池以权重 {#} 抽出，无警报",
 "Rolls": "掷骰",
 "Rolls 1 random bonus from:": "从以下抽取 1 个随机加成：",
 "Rolls 2 random bonuses from:": "从以下抽取 2 个随机加成：",
 "Rolls and offerings": "抽取与祭品",
 "Rolls as a negative regional environment effect in": "作为负面区域环境效果出现于",
 "Rolls as a positive regional environment effect in": "作为正面区域环境效果出现于",
 "Room": "房间",
 "Room & Spawn Odds": "房间与生成概率",
 "Room & Spawn Odds - Dungeon Settlers Wiki": "房间与生成概率 - Dungeon Settlers 维基",
 "Room Type : Sleeping Room": "房间类型：卧室",
 "Room Type Recreation Room": "房间类型：娱乐室",
 "Room Type:": "房间类型：",
 "Room Type: Dining": "房间类型：餐厅",
 "Room Type: Dining Hall": "房间类型：餐厅 Hall",
 "Room Type: Laboratory": "房间类型：实验室",
 "Room Type: Merchant": "房间类型：商人",
 "Room Type: Merchant Room": "房间类型：商人 Room",
 "Room composition for this seed": "此种子的房间构成",
 "Room depth where tasks are carried out in the dungeon": "地下城中执行任务的房间深度",
 "Room details": "房间详情",
 "Room layouts by region": "按区域的房间布局",
 "Room map": "房间地图",
 "Room odds": "房间几率",
 "Room templates": "房间模板",
 "Room theme": "房间主题",
 "Room theme for range previews": "射程预览的房间主题",
 "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.": "不错以上的房间档次（出色、豪华和极佳）已在游戏数据中定义了住宅加成，但尚未设定面积、家具或品质要求，因此在当前版本中无法建造。此处列出其加成供参考。",
 "Room type": "房间类型",
 "Room types": "房间类型",
 "Room-composition probability tables": "房间构成概率表",
 "Room-type mix": "房间类型构成",
 "Room.": "房间。",
 "RoomMoodCooltime": "RoomMoodCooltime",
 "RoomStayMin": "RoomStayMin",
 "RoomType": "RoomType",
 "RoomType_": "RoomType_",
 "Rooms": "房间",
 "Rooms are the real in-game maps, connected door-to-door by corridors. Drag to pan; click any room to enlarge.": "房间就是游戏里的真实地图，由走廊把门与门连起来。拖动平移；点击任意房间放大。",
 "Rooms.": "房间。",
 "Rooms:": "房间：",
 "Root (before tier 1)": "根节点（第 1 层之前）",
 "Rotatable": "可旋转",
 "Rotate floors and regions - never grind a single floor to 0": "轮换层和区域 - 永远不要把单层刷到 0",
 "Rotate floors rather than farming one to the bottom.": "轮换各层，不要把同一层刷到底。",
 "Rotate floors; a floor at 0 depletion debuffs the whole region by -50% drops": "轮换各层；一层枯竭到 0 会给整个区域施加 -50% 掉落减益",
 "Rotation is 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.": "轮换严格优于等待。把次数分散到各层和各区域，能让每个计数器保持在零以上，这样你就不会吃到 -50% 区域惩罚，也不必干等两周恢复。",
 "Rough": "粗糙",
 "Rough in texture, but possesses high piercing power.": "质地粗糙，但穿刺力强。",
 "Rough,": "粗糙，",
 "Rows": "行",
 "Rule": "规则",
 "Rule of thumb:": "经验法则：",
 "Run Away": "逃跑",
 "Runs with no dialog": "运行且无对话",
 "Rustling": "沙沙作响",
 "Rustling through the nearby undergrowth, {0} calls out to you.": "附近的灌木丛中传出沙沙声，{0}向你喊道。",
 "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.": "附近的灌木丛中传出沙沙声，{0}向你喊道。 \"Captain, 这里有个隐藏的洞口。” 拨开枝叶后，你 find a narrow hole descending into the hollow of a fallen tree.",
 "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.": "附近的灌木丛中传出了沙沙声，翻找着的{0}向你喊道：“指挥官，这里有个隐藏的洞口。”拨开挡路的枝叶后，你们可以看到倾倒的树木内部有一个向下延伸的狭窄洞口。",
 "SFX census (218 clips)": "音效普查（218个片段）",
 "SKILL-TREE AFFINITIES": "技能树适性",
 "SKILLS": "SKILLS",
 "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_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 引爆",
 "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 在 1 格",
 "SKILL_SnipingShot at 16 tiles": "SKILL_SnipingShot 在 16 格",
 "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_SymbioticInsect": "SKILL_SymbioticInsect",
 "SKILL_SymbioticInsect -": "SKILL_SymbioticInsect -",
 "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": "技能点需求",
 "SPAWN CONDITIONS": "生成条件",
 "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_HardCombat4": "SPAWN_FesteringBurrow_Phase3_HardCombat4",
 "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",
 "SPEECH Safe Floor": "安全层",
 "SPEECH Safe Floor2": "安全层",
 "SPEECH Safe Floor3": "安全层",
 "SPEECH Safe Floor4": "安全层",
 "SPEECH Test Test": "测试测试",
 "STARTING GEAR": "初始装备",
 "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 -",
 "STOVE.": "STOVE。",
 "STRESS": "STRESS",
 "STRESS RATE": "压力变化率",
 "Safe": "安全",
 "Safe Floors": "安全层",
 "Safe Floors (Expedition Staging)": "安全层（探险准备）",
 "Safe Floors (Expedition Staging) - Dungeon Settlers Wiki": "安全层（探险准备） - Dungeon Settlers 维基",
 "Safe floor": "安全层",
 "Safe floors guide": "安全层指南",
 "Safe floors reset it": "安全层会重置它",
 "SafeFloor": "SafeFloor",
 "Same attacks, behaviour and phase triggers as the base form - only the highlighted stats differ. Fought only in the": "攻击、行为和阶段触发与基础形态相同，仅高亮的属性不同。仅在",
 "Same numbers as the game. Race, job, skills, gear. Nothing saves until you change something.": "数值与游戏相同。种族、出身、技能、装备。你改动之后才会保存。",
 "Sandbox": "Sandbox",
 "Sandbox Easy": "沙盒 简单",
 "Sandbox Hard": "沙盒 困难",
 "Sandbox Normal": "沙盒 普通",
 "Sandbox Recruitment Additional Individual Trait Grant Chance": "沙盒招募额外个体特质授予几率",
 "Sandbox Recruitment Background Trait Max Clan Rank": "沙盒招募出身特质最大氏族等级",
 "Sandbox Recruitment Individual Trait Min Count": "沙盒招募个体特质最小数量",
 "Sandbox Recruitment Race Weights": "沙盒招募种族权重",
 "Sandbox Recruitment Talent Sum Range": "沙盒招募天赋总和范围",
 "Sandstone": "砂岩",
 "Sap": "树液",
 "Satisfies": "填满",
 "Save Files": "存档文件",
 "Save Files (Advanced)": "存档文件（高级）",
 "Save Files (Advanced) - Dungeon Settlers Wiki": "存档文件（高级） - Dungeon Settlers 维基",
 "Save Load Campaign Load Failed": "存档加载战役失败",
 "Save Load Iron Mode": "铁人模式",
 "Save Load Iron Mode Dungeon Load Notice": "铁人模式下无法加载地下城存档。",
 "Save Load Iron Mode Switch Notice": "切换铁人模式将重新开始战役。",
 "Save Load Ironman Mode": "保存/加载铁人模式",
 "Save Load New Campaign": "保存/加载 新战役",
 "Save Load Overwrite Save Notice": "保存/加载 覆盖保存通知",
 "Save Load Quick Load": "快速加载",
 "Save Load Remove Save Notice": "删除存档通知",
 "Save Only Iron Mode": "仅保存：铁人模式",
 "Save as new": "另存为新",
 "Save editing": "存档编辑",
 "Save units in the Builder to pick a team.": "在角色构筑器中保存单位以选择队伍。",
 "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json": "SaveHeaderCache.json, UserCampaignLog.json, UserSetting.json",
 "SaveLoad_IronModeLoadBlocked": "SaveLoad_IronModeLoadBlocked",
 "SaveLoad_IronModeSwitchSaveFailed": "SaveLoad_IronModeSwitchSaveFailed",
 "Saved - this build autosaves as you edit": "已保存 - 编辑时自动保存此构筑",
 "Saved vs none": "相对无缩减省下的",
 "Saves are plain": "存档是纯",
 "Saving": "正在保存",
 "Scales": "天平",
 "Scales with": "缩放依据",
 "Scaling coefficient applied to the numeric value used for Work Progress gain": "应用于工作进度获取所用数值的缩放系数",
 "Scaling formulas": "缩放公式",
 "Scarab": "圣甲虫",
 "Scare Crow Remnant": "稻草人遗迹",
 "Scare Crow Remnant - Dungeon Settlers Wiki": "稻草人遗迹 - Dungeon Settlers 维基",
 "ScareCrow": "ScareCrow",
 "Scarecrow draw": "稻草人抽取",
 "Scenario starter - not in the recruit pool": "场景起始角色 - 不在招募池中",
 "ScenarioType_CrawlingDoom": "ScenarioType_CrawlingDoom",
 "ScenarioType_Establish": "ScenarioType_Establish",
 "ScenarioType_Sandbox": "ScenarioType_Sandbox",
 "Scenarios": "场景",
 "Scenarios - Dungeon Settlers Wiki": "场景 - Dungeon Settlers 维基",
 "Scene": "场景",
 "Scene control": "场景控制",
 "Scenes that interrupt you at base or in the dungeon, most of them with a choice to make. Open a row to see the whole decision tree.": "在据点或地下城打断你的场景，其中大多需要做选择。打开一行可查看完整决定树。",
 "Scholar": "学者",
 "Scholar Desk": "学者书桌",
 "Scholar Desk - Dungeon Settlers Wiki": "学者书桌 - Dungeon Settlers 维基",
 "Scope": "范围",
 "Scope quirk": "范围特例",
 "Scout the outliers.": "去侦察极端单位。",
 "Screenshot mode": "截图模式",
 "Screenshot mode - press Esc to exit": "截图模式 - 按 Esc 退出",
 "Scribe": "抄写员",
 "Scroll to full stat sheet": "滚动查看完整属性表",
 "Search Dirty Corpses": "搜索肮脏尸体",
 "Search Dirty Corpses - Dungeon Settlers Wiki": "搜索肮脏尸体 - Dungeon Settlers 维基",
 "Search Dirty Corpses icon": "搜索肮脏尸体 图标",
 "Search a monster...": "搜索怪物...",
 "Search backgrounds by name, skill tree or bonus": "按名称、技能树或加成搜索出身",
 "Search everything...": "搜索全部...",
 "Search everything... ( / )": "搜索全部... ( / )",
 "Search inscriptions by name or effect": "按名称或效果搜索铭文",
 "Search items by the effect they carry": "按物品携带的效果搜索",
 "Search monsters by name": "按名称搜索怪物",
 "Search monsters by name...": "按名称搜索怪物...",
 "Search results": "搜索结果",
 "Search soul stones, effects or monsters...": "搜索灵魂石、效果或怪物...",
 "Search the wiki": "搜索维基",
 "Searchable GameSystemTable": "可搜索的 GameSystemTable",
 "Second": "第二个",
 "Secondary skill points gained on level up": "升级时获得的辅助技能点",
 "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.": "该怪物再次使用此攻击前的秒数。普通攻击没有技能冷却，因此这是由攻击速度得出的有效再用间隔（1 / 攻击速度），标有 ~。不随难度变化。",
 "Seconds before the skill can be recast (before cooldown-reduction). A basic attack shows its effective reuse from attack speed, marked ~.": "技能可再次施放前的秒数（冷却缩减之前）。普通攻击显示由攻击速度得出的有效再用间隔，标有 ~。",
 "Seconds since it was summoned": "自召唤起的秒数",
 "Secret...": "秘密……",
 "Section navigation": "章节导航",
 "See": "参见",
 "See Contribution - the specific value spent to rank up the clan.": "参见贡献点：用来提升探险等级的具体数值。",
 "See the": "参见",
 "See the full comparison table": "查看完整对照表",
 "See the full economy/management axis on the": "完整的经济/管理轴见",
 "See {#} for every quest-recruitable and future special character.": "参见 {#} 了解所有可通过任务招募及未来的特殊角色。",
 "See:": "见：",
 "Seeding workload": "播种需求量",
 "Seedling regen": "幼苗回复",
 "Seems": "似乎",
 "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": "可选择",
 "Self & Target": "自身与目标",
 "Self only": "仅自身",
 "Self-buff into Summon": "自我增益转召唤",
 "Self-test (": "自检 (",
 "SelfRepair": "自我修复",
 "Sell value": "出售价格",
 "Send feedback": "发送反馈",
 "Send report": "发送报告",
 "Sends 100 percent of every hit you take back at the attacker as typeless damage.": "将你受到的每次命中的 100% 以无属性伤害返还给攻击者。",
 "Sentinel": "哨兵",
 "Sentinel Warning Active": "哨兵警报主动",
 "Sentinel Warning Active - Dungeon Settlers Wiki": "哨兵警报主动 - Dungeon Settlers 维基",
 "Sentinel Warning Active icon": "哨兵警报主动 图标",
 "Sentinel.": "哨兵。",
 "Sentinels": "哨兵值",
 "Separate system; not the same as the empty Forgotten Abyss region": "独立系统；与空白的遗忘深渊区域不是同一套",
 "Serving": "份",
 "Set Game Speed Fast": "将游戏速度设为快速",
 "Set Game Speed Fast ({0} or screen upper-left)": "将游戏速度设为快速 ({0} or screen upper-left)",
 "Set by the skill that applies it": "由施加该效果的技能决定",
 "Set directly": "直接设定",
 "Settled": "平稳",
 "Settled (20 to 40)": "平稳（20 到 40）",
 "Settlement needs system (hunger / rest / exhaustion)": "据点需求系统（饥饿 / 休息 / 疲惫）",
 "Settlement task system: applied while performing the task": "据点任务系统：执行该任务时生效",
 "Settlement)": "定居点）",
 "Settlement, buildings and research": "据点、建筑和研究",
 "Settlement-Oriented": "据点偏好",
 "SettlementPortal_": "SettlementPortal_",
 "Settlement_": "Settlement_",
 "Settler emotion-bubble triggers (affecter-driven speech icons).": "开拓者情绪气泡触发条件（由效果施加者驱动的话语图标）。",
 "Settler name pool (102 names)": "开拓者名字池 (102 个名字)",
 "Settler name pool (135 names)": "开拓者名字池 (135 个名字)",
 "Settler name pool (137 names)": "开拓者名称池（137 个名字）",
 "Settler name pool (22 names)": "开拓者名字池 (22 个名字)",
 "Settlers": "拓荒者",
 "Settlers and recruitment": "探险队员与招募",
 "Several members' faces...": "几名成员的脸色……",
 "Several skills stack a buff that fades over time; each caps at a fixed number of stacks, so the buff has a clear maximum.": "若干技能会叠加一种随时间消退的增益；每种都有固定层数上限，因此该增益有明确的最大值。",
 "Severe": "严重",
 "Severe (80+), breakdown at 100": "严重（80+），100 时崩溃",
 "Severe Injury (Warning, prints once)": "严重受伤（警告，仅显示一次）",
 "Severe Overload (Caution, prints once)": "严重超载（注意，仅显示一次）",
 "Severe Stress (Warning, prints once)": "压力严重（警告，仅显示一次）",
 "Severe stress": "压力严重",
 "Shadow_": "Shadow_",
 "Shaman": "萨满",
 "Shaman's": "萨满的",
 "Shaman.": "萨满。",
 "Share and import": "分享与导入",
 "Share this whole party as one link, or pull your real clan straight out of a save file.": "将整支队伍作为一条链接分享，或从存档文件中直接导入你的真实团队。",
 "Shared Super High": "共享超高",
 "Shared Super Low": "共享超低",
 "Shared team": "分享的队伍",
 "Shared team - preview": "分享的队伍 - 预览",
 "Shared team link is broken": "分享的队伍链接已损坏",
 "SharedRoom": "SharedRoom",
 "Sharing": "共享",
 "Sharpened": "锋利的",
 "Sharpened bone withstands heavy impacts.": "锋利的骨头能承受重击。",
 "She": "她",
 "She does not seem interested in you.": "她似乎对你没什么兴趣。",
 "She gazes up at the sky for a moment, then ...": "她抬头望了望天空，然后……",
 "She lets out a": "她发出一声",
 "She lets out a faint chuckle at your reply. \"A White Mawmurk is no common beast. When they catch sight of a person... they do not flee. They hunt.\" Her fingertips idly pluck at the bowstring. \"No shame in fear, mind you. Though I've little use for it myself.\" After a brief pause, she casts you a sidelong glance and gives a small shrug. \"If terror takes hold of you, there's no shame in walking away.\"": "她对你的回答发出一声轻微的咯咯笑。“白喉兽可不是普通的野兽。当它们看到一个人……它们不会逃跑。它们会捕猎。”她的指尖漫不经心地拨弄着弓弦。“记住，恐惧并不可耻。虽然我自己很少用到它。”短暂的停顿后，她斜睨了你一眼，轻轻耸了耸肩。“如果恐惧控制了你，那么离开也并不可耻。”",
 "She lets out a small laugh at your answer. \"White Mawmurks only inhabit the deep forest. Let me warn you in advance: they are no ordinary beasts. When they see people, they do not run away... they hunt.\" Her fingertips slowly pluck at the bowstring. \"There is no shame in being afraid. Not that I am.\" After a moment, she glances at you and shrugs. \"If you are really scared, you can quit anytime.\"": "她对你的回答发出一声轻笑。“白喉兽只栖息在密林深处。我提前警告你：它们可不是普通的野兽。当它们看到人时，它们不会逃跑……它们会捕猎。”她的指尖慢慢拨弄着弓弦。“害怕并不可耻。我可不是在说我自己。”过了一会儿，她看了你一眼，耸了耸肩。“如果你真的害怕，你可以随时退出。”",
 "She looks at you.": "她看着你。",
 "She looks you": "她打量着你",
 "She offers her first three hunts only while you are in Veil of Silence, and the Elder Gloth hunt only in Festering Burrow.": "她的前三次狩猎只在寂静帷幕中提供，格洛斯长老的狩猎只在溃烂地穴中提供。",
 "She smirks at your answer.": "她对你的回答报以一声轻笑。",
 "She studies the evidence in silence for a moment": "她沉默地审视了一会儿手头的证据",
 "She's surrounded by a swarm of rats and soon collapses...": "她被一群老鼠层层包围，很快就倒下了...",
 "She, who had been rummaging through her quiver, op...": "她一直在翻找她的箭袋，然后……",
 "Shell Combat": "外壳战斗",
 "Shell Effect": "外壳效果",
 "Shell End": "外壳结束",
 "Shell Potion": "甲壳药水",
 "Shell Potion - Dungeon Settlers Wiki": "甲壳药水 - Dungeon Settlers 维基",
 "Shell Potion Duration": "甲壳药水持续时间",
 "Shell Potion Duration - Dungeon Settlers Wiki": "甲壳药水持续时间 - Dungeon Settlers 维基",
 "Shell Potion Duration icon": "甲壳药水持续时间 图标",
 "Shell Potion icon": "甲壳药水 图标",
 "Shell block charges": "外壳格挡次数",
 "Shell blocks": "外壳抵挡",
 "Shell gained": "获得的外壳",
 "Shell held, assuming none was lost in between.": "持有的外壳，假设期间没有损失。",
 "Shell.": "甲壳。",
 "Shells": "外壳",
 "Shield": "护盾",
 "Shield incompatibility": "盾不兼容",
 "Shield tank (add-on)": "护盾坦克（附加）",
 "Sho,,,,geo,,seu.,..": "咻……咯……嘶……",
 "Sho,,,,geoo,,s.,..": "Sho,,,,geoo,,s.,..",
 "Sho,,,,geoo,,s.,.. As the second piece of meat disappears, two small lumps rise in succession along the edge of the fissure, then sink back down. When an expedition member moves to take out another chunk of meat, the fissure slowly tilts in that direction. It now seems able to sense not only the smell of meat, but also who is carrying it. From deep within comes the faint sound of hard objects striking one another.": "Sho,,,,geoo,,s.,.. 第二块肉消失时，裂隙边缘接连鼓起两小块，然后又沉下去。有队员伸手去拿下一块肉时，裂隙缓缓朝那个方向倾斜。它现在似乎不仅能闻到肉味，还能分辨是谁拿着肉。深处传来硬物互相碰撞的微弱声响。",
 "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.": "冲击波铭文会叠乘。溅射是已结算伤害的一部分，因此淹没铭文的触发会按同一系数放大溅射：在 72 点触发时，溅射从 67.5 变为 116.1。",
 "Shop": "商店",
 "Shop:": "商店：",
 "Shop: {#}": "商店：{#}",
 "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_Orange": "Short04_Orange",
 "Short05_Black": "Short05_Black",
 "Short05_Blonde": "Short05_Blonde",
 "Short05_Red": "Short05_Red",
 "Short06_Black": "Short06_Black",
 "Short06_Blonde": "Short06_Blonde",
 "Short06_Brown": "Short06_Brown",
 "Short06_Red": "Short06_Red",
 "Short07_Black": "Short07_Black",
 "Short07_Brown": "Short07_Brown",
 "Short08_Blonde": "Short08_Blonde",
 "Short08_Brown": "Short08_Brown",
 "Short08_Red": "Short08_Red",
 "Short09_Black": "Short09_Black",
 "Short09_Red": "Short09_Red",
 "Short09_White": "Short09_White",
 "Short_Black": "Short_Black",
 "Short_Red": "Short_Red",
 "Short_White": "Short_White",
 "Shortcut bar": "快捷栏",
 "Shout ×4, Dead ×2": "吼叫 ×4，死亡 ×2",
 "Show": "显示",
 "Show all 4 entries": "显示全部 4 条",
 "Show all 5 entries": "显示全部 5 条",
 "Show all {#} entries": "显示全部 {#} 条",
 "Show basic attacks": "显示普通攻击",
 "Show everything": "显示全部",
 "Show in the units bar": "在单位栏中显示",
 "Show items granting any of:": "显示提供以下任意项的物品：",
 "Show me": "带我看",
 "Show me how": "教我怎么做",
 "Show the Infinite Abyss corrupted form": "显示无限深渊的侵蚀形态",
 "Show the sidebar (keyboard: [ )": "显示侧边栏 (键盘: [ )",
 "Show the small explanatory hint lines (everywhere)": "显示简短说明提示行（全局）",
 "Show the units bar": "显示单位栏",
 "Show tips": "显示提示",
 "Show unlocked buildings": "显示已解锁的建筑",
 "Show/Hide": "显示/隐藏",
 "ShowEvent, HideAlert": "ShowEvent, HideAlert",
 "ShowGuide": "ShowGuide",
 "ShowUI_Research": "ShowUI_Research",
 "ShowUI_Research, HideAlert": "ShowUI_Research, HideAlert",
 "Showing only weapon types this character uses (from its skills + equipped weapon).": "仅显示此角色使用的武器类型（来自其技能 + 已装备武器）。",
 "Shown for stock Kragas, 木制巨剑 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "以等级上限的初始克拉加斯、木制巨剑（等级 5）为对照。请在侧边栏选择你的物理和魔法单位。",
 "Shown for stock Liana, 木弓 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "显示为初始丽安娜，木弓，等级 5（等级上限）。在侧边栏选择你的物理和魔法单位。",
 "Shown for stock Liana, 火焰木法杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "显示为默认丽安娜、火焰木法杖，等级 5（等级上限）。请在侧栏选择你的物理和魔法单位。",
 "Shown for stock Lowell, 木制棍棒 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "以等级上限的初始洛威尔、木制棍棒（等级 5）为对照。请在侧边栏选择你的物理和魔法单位。",
 "Shown for stock Lowell, 木剑 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "以默认洛威尔、5 级木剑（等级上限）为例。请在侧栏选择你的物理单位和魔法单位。",
 "Shown for stock Lowell, 木矛 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "显示为初始洛威尔，木矛，等级 5（等级上限）。在侧边栏选择你的物理和魔法单位。",
 "Shown for stock Mage recruit, 流水木法杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "显示对象为等级上限的初始法师招募，流水木法杖，5 级。请在侧边栏选择你的物理和魔法单位。",
 "Shown for stock Perion, 自然木法杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "以等级上限的初始佩里昂、自然木法杖（等级 5）为对照。请在侧边栏选择你的物理和魔法单位。",
 "Shown on the profile of a settler with this background;": "显示在拥有该出身的开拓者的个人资料上；",
 "Side files": "附属文件",
 "Sight is traced tile by tile and blocked by walls and obstacles (": "视野按格逐一追踪，并被墙和障碍挡住 (",
 "SilentSerenity": "SilentSerenity",
 "Silver": "银",
 "Silver draws its affix from the broad pool; crystal jewelry draws from a focused, themed one.": "银饰从宽泛池抽取词缀；水晶饰品从集中、有主题的池抽取。",
 "Silver is the jewelry tier, and the Red/Blue/Green crystal jewelry and crystal staffs sit alongside it. Arcron is the special dungeon metal at the top.": "银是饰品档，红/蓝/绿水晶饰品和水晶法杖与之并列。阿克伦是位于顶端的特殊地下城金属。",
 "Simple": "简单",
 "Simple in": "简单的",
 "Simple in design but devastating in impact.": "设计简单，但冲击力巨大。",
 "Simple,": "简单，",
 "Simple, yet sufficient for sharing a meal.": "简单，但足以共进晚餐。",
 "Simple-Minded": "头脑简单",
 "SimpleCombat": "SimpleCombat",
 "Simulate mood over a day": "模拟一天的心情",
 "Since": "由于",
 "Single-Faction": "单一阵营",
 "Single-Faction Patrol": "单阵营巡逻",
 "SingleAlly": "SingleAlly",
 "SingleHostile": "单体敌对",
 "Sinking (target at 50% missing): 120% × 0.5 =": "淹没（目标已损失 50%）：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.": "淹没会叠加进去。淹没的加成已经包含在普通攻击造成的伤害里，因此溅射会带上它：72 点淹没触发会把 67.5 溅射变成 116.1，正好是 1.72 倍。",
 "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.": "淹没铭文对风暴铭文没有任何作用。该触发是一次按物理攻击力缩放的全新结算，淹没铭文的加成只作用于产生基础命中的那次结算。",
 "Sinking: 3rd-hit bonus": "淹没：第 3 次命中加成",
 "Site sections": "网站分区",
 "Size (W×H)": "尺寸 (宽×高)",
 "Skill": "技能",
 "Skill Aptitudes": "技能资质",
 "Skill DPS - estimate": "技能 DPS - 估算",
 "Skill Damage": "技能伤害",
 "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).": "技能伤害除以能量消耗。越高 = 共享能量池每一能量点造成的伤害越多。0 能量的免费普通攻击为无穷大（默认隐藏）。",
 "Skill Damage x casts per minute (60 / effective cooldown, cooldown-reduction applied). Sustained output if you spammed this one skill.": "技能伤害 x 每分钟施放次数（60 / 有效冷却，已计入冷却缩减）。只连发这一个技能时的持续输出。",
 "Skill Tree": "技能树",
 "Skill Trees": "技能树",
 "Skill Trees - Dungeon Settlers Wiki": "技能树 - Dungeon Settlers 维基",
 "Skill animation": "技能动画",
 "Skill animations": "技能动画",
 "Skill cooldown": "技能冷却",
 "Skill cooldown is the table cooldown divided by (1 + cooldown reduction / {#}), unless the attack-speed flag is set.": "技能冷却是表冷却除以 (1 + 冷却缩减 / {#})，攻击速度标记打开时除外。",
 "Skill cooldown reduction increases by 30 for 180 seconds.": "冷却时间降低提高 30，持续 180 秒。",
 "Skill cooldown reduction increases by 30% for 180 seconds.": "冷却时间降低提高 30%，持续 180 秒。",
 "Skill cooldowns count down faster.": "技能冷却加快。",
 "Skill formula": "技能公式",
 "Skill points": "技能点",
 "Skill points to learn": "学习所需技能点",
 "Skill trees, learned skills, skill points, quick slots": "技能树、已学技能、技能点、快捷栏",
 "Skill',": "技能”，",
 "Skill's": "技能的",
 "Skill-tree grants": "技能树授予",
 "Skill-tree inscriptions grant a weapon or magic tree the unit's background would not normally provide. That lets you build unusual hybrids (see": "技能树铭文授予单位出身通常不会提供的武器或魔法技能树。这样可以做出少见的混合构筑（见",
 "SkillMaxRangeCorrection": "SkillMaxRangeCorrection",
 "SkillPointIncreaseOnLevelUp": "SkillPointIncreaseOnLevelUp",
 "Skills": "技能",
 "Skills & trees": "技能与技能树",
 "Skills and Quick Slots": "技能与快捷栏",
 "Skills and skill trees": "技能与技能树",
 "Skills are ranked by": "技能按",
 "Skills that use attack speed": "用攻击速度的技能",
 "Skin": "皮肤",
 "Skip": "跳过",
 "Skip Safe Floor": "跳过安全层",
 "Skip option": "跳过选项",
 "Skip to content": "跳到正文",
 "Skipping it on repeat visits": "重复进入时跳过",
 "Slash": "斩击",
 "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.": "斩杀（巨剑）赋予施法者“暴露弱点”，而不是敌人（游戏中的技能文本显示“赋予你暴露弱点”）。这是一个自我减益--一个500%物理攻击力的核弹式攻击，短暂地使你无法闪避，并保证在1秒内对你造成暴击（这是巨大打击的代价；用它击杀敌人会使其冷却时间减少70%）。它不会触发格挡屏障（没有敌人减益），也不会激活刀刃之魂（它不会使你的攻击暴击）。对于巨剑的“暴露弱点”设置，请改用致命恐惧。",
 "Slay is NOT a debuff/shield synergy": "斩杀不是减益/护盾协同作用",
 "Sleep / rest system": "睡眠 / 休息系统",
 "Sleep quality is a ladder. 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.": "睡眠品质是阶梯式的。在地上睡觉得到的舒适心情，持续时间只是床的一小部分，真正的卧室会再把床的效果翻倍。",
 "SleepCondition": "SleepCondition",
 "Sleep_": "Sleep_",
 "Sleeping (speech bubble persists)": "睡眠（气泡持续）",
 "Sleeping here": "此处睡觉中",
 "Sleeping in a Bed (speech bubble persists)": "在床上睡眠（气泡持续）",
 "Sleeping in a Sleeping Bag (speech bubble persists)": "在睡袋中睡眠（气泡持续）",
 "Sleeping on the ground gives a far shorter comfort buff than a bed or a proper bedroom.": "睡在地上得到的舒适增益远短于床或正规卧室。",
 "Sleeping spot": "睡觉位置",
 "Sleeping_": "Sleeping_",
 "Slightly heavy but offers great range.": "略显沉重，但射程很远。",
 "SlimUnisex": "SlimUnisex",
 "Slime": "史莱姆",
 "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.": "史莱姆会分裂并成为蝌蚪的食物。还会形成两难：先击败蝌蚪会触发白色莫默克的奥术回响伤害，但若留下蝌蚪它会吃掉尸体。",
 "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 Wiki": "史莱姆会分裂并成为蝌蚪的食物。还会形成两难：先击败蝌蚪会触发白色莫默克的奥术回响伤害，但若留下蝌蚪它会吃掉尸体。 - Dungeon Settlers 维基",
 "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. map": "史莱姆会分裂并成为蝌蚪的食物。还会形成两难：先击败蝌蚪会触发白色莫默克的奥术回响伤害，但若留下蝌蚪它会吃掉尸体。地图",
 "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok...": "史莱姆分裂并成为蝌蚪的食物。这也造成了一个困境，即先击败蝌蚪会导致白色马莫克...",
 "Slime.": "史莱姆。",
 "SlimeCombat": "SlimeCombat",
 "Slogel": "斯洛格尔",
 "Slogel Hunt Complete": "斯洛格尔狩猎完成",
 "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stack...": "斯洛格尔逃跑，投掷者撒网，因此战斗可能会拖得很长，使得深渊机制的流血堆叠...",
 "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.": "斯洛格尔会逃跑，投掷者会投网，战斗可能拖得很久，使无尽深渊机制的出血叠加成为严重威胁。",
 "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 Wiki": "斯洛格尔会逃跑，投掷者会投网，战斗可能拖得很久，使无尽深渊机制的出血叠加成为严重威胁。 - Dungeon Settlers 维基",
 "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. map": "斯洛格尔会逃跑，投掷者会投网，战斗可能拖得很久，使无尽深渊机制的出血叠加成为严重威胁。地图",
 "Slogel.": "斯洛格尔。",
 "Slogel2": "斯洛格尔2",
 "Slot": "槽",
 "Slot 0, 寂静帷幕's clear boss, is": "槽 0，寂静帷幕的通关首领，是",
 "Slot 1": "栏位 1",
 "Slot 1, 溃烂地穴's clear boss, is": "槽 1，溃烂地穴的通关首领，是",
 "Slot 2": "栏位 2",
 "Slot 3": "栏位 3",
 "Slot 4": "栏位 4",
 "Slot 5": "栏位 5",
 "Slot Machine Remnant": "老虎机遗迹",
 "Slot Machine Remnant - Dungeon Settlers Wiki": "老虎机遗迹 - Dungeon Settlers 维基",
 "Slot {#}": "槽 {#}",
 "Slot {#}, {#}'s clear boss, is [{#}]": "槽 {#}，{#} 的通关首领，是 [{#}]",
 "Slot {#}: [{#}]": "栏位 {#}：[{#}]",
 "Slot: Accessory1": "槽：饰品1",
 "Slot: Accessory2": "槽：饰品2",
 "Slot: Ammo": "槽：弹药",
 "Slot: Body": "槽：身体",
 "Slot: Head": "槽：头部",
 "Slot: Primary": "槽：主要",
 "Slot: Secondary": "槽：次要",
 "Slots and swapping": "槽位与更换",
 "Small": "小型",
 "Small Blue Crystal Random": "小型蓝水晶 随机",
 "Small Blue Crystal Remnant": "小型蓝水晶遗迹",
 "Small Blue Crystal Remnant - Dungeon Settlers Wiki": "小型蓝水晶遗迹 - Dungeon Settlers 维基",
 "Small Copper Node Random": "小型铜矿脉 随机",
 "Small Copper Node Remnant": "小型铜矿脉遗迹",
 "Small Copper Node Remnant - Dungeon Settlers Wiki": "小型铜矿脉遗迹 - Dungeon Settlers 维基",
 "Small Dirt Rock Fixed": "小型土岩 固定",
 "Small Dirt Rock Random": "小型土岩 随机",
 "Small Dirt Rock Remnant": "小型土岩遗迹",
 "Small Dirt Rock Remnant - Dungeon Settlers Wiki": "小型土岩遗迹 - Dungeon Settlers 维基",
 "Small Dust Root Fixed": "小尘根 固定",
 "Small Dust Root Random": "小尘根 随机",
 "Small Dust Root Remnant": "小尘根遗迹",
 "Small Dust Root Remnant - Dungeon Settlers Wiki": "小尘根遗迹 - Dungeon Settlers 维基",
 "Small Green Crystal Random": "小型绿水晶 随机",
 "Small Green Crystal Remnant": "小型绿水晶遗迹",
 "Small Green Crystal Remnant - Dungeon Settlers Wiki": "小型绿水晶遗迹 - Dungeon Settlers 维基",
 "Small Red Crystal Random": "小型红水晶 随机",
 "Small Red Crystal Remnant": "小型红水晶遗迹",
 "Small Red Crystal Remnant - Dungeon Settlers Wiki": "小型红水晶遗迹 - Dungeon Settlers 维基",
 "Small Room 1": "小房间 1",
 "Small Room 10": "小房间 10",
 "Small Room 11": "小房间 11",
 "Small Room 12": "小房间 12",
 "Small Room 13": "小房间 13",
 "Small Room 14": "小房间 14",
 "Small Room 15": "小房间 15",
 "Small Room 16": "小房间 16",
 "Small Room 17": "小房间 17",
 "Small Room 18": "小房间 18",
 "Small Room 19": "小房间 19",
 "Small Room 2": "小房间 2",
 "Small Room 20": "小房间 20",
 "Small Room 21": "小房间 21",
 "Small Room 22": "小房间 22",
 "Small Room 23": "小房间 23",
 "Small Room 24": "小房间 24",
 "Small Room 25": "小房间 25",
 "Small Room 3": "小房间 3",
 "Small Room 4": "小房间 4",
 "Small Room 5": "小房间 5",
 "Small Room 6": "小房间 6",
 "Small Room 7": "小房间 7",
 "Small Room 8": "小房间 8",
 "Small Room 9": "小房间 9",
 "Small Silver Vein Random": "小型银矿脉 随机",
 "Small Silver Vein Remnant": "小型银矿脉遗迹",
 "Small Silver Vein Remnant - Dungeon Settlers Wiki": "小型银矿脉遗迹 - Dungeon Settlers 维基",
 "Small Slime Random": "小型史莱姆 随机",
 "Small Spore Slime Random": "小型孢子史莱姆 随机",
 "Small Stone Golem": "小型石魔",
 "Small Talk Reaction": "闲聊反应",
 "Small Talk Topic": "闲聊话题",
 "Small Twisted Tree Fixed": "扭曲小树 固定",
 "Small Twisted Tree Remnant": "扭曲小树遗迹",
 "Small Twisted Tree Remnant - Dungeon Settlers Wiki": "扭曲小树遗迹 - Dungeon Settlers 维基",
 "Small,": "小型，",
 "Small-Sized Normal Battle Room": "小型普通战斗房间",
 "Small-Sized Normal Battle Room - Dungeon Settlers Wiki": "小型普通战斗房间 - Dungeon Settlers 维基",
 "Small-Sized Normal Battle Room map": "小型普通战斗房间地图",
 "SmallDarkThornRadius": "SmallDarkThornRadius",
 "SmallStoneGolem": "小型石魔",
 "Smite": "惩击",
 "Smite 2": "惩击 2",
 "Snatching Prey, the plant's other attack, is a triggered skill on its own cooldown and does not share this cadence.": "捕获猎物是该植物的另一种攻击，属于自带冷却的触发技能，不共用这一节奏。",
 "So a summon inherits the summoner's full Magic Attack Power into its health pool and half of it into its own attack.": "因此召唤物把召唤者的全部魔法攻击力计入生命值池，并把其中一半计入自身攻击力。",
 "So in this build the stone is a cost with no source: the level-up prayer consumes it, and nothing in the tables or the code hands it to you.": "所以在此版本中，这块石头只有消耗没有来源：升级祈祷会消耗它，表或代码中没有任何东西会把它交给你。",
 "So the best tier with the richest offering can gain 4.5-10.5 points in a single level.": "因此最高层级配上最丰盛的祭品，单次升级可获得 4.5-10.5 点。",
 "So you'll be joining us. Welcome.": "那么你将加入我们。欢迎。",
 "So...": "于是...",
 "Soldier": "士兵",
 "Some": "一些",
 "Some bonuses in Dungeon Settlers keep growing; others hit a wall. This page collects every effect with a": "Dungeon Settlers 里有些加成会一直增长，有些则会碰到墙。本页汇总所有带",
 "Some expedition members are": "Some 探险队员 are",
 "Some expedition members are outside the portal area!": "Some 探险队员 are outside the portal area!",
 "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. \"Everyone needs proper rest if they are to endure the next expedition.\"": "Some 探险队员 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. \"Everyone needs proper rest if they are to endure the next expedition.\"",
 "Some hits cost less durability, or none:": "有些命中消耗较少耐久度，或完全不消耗：",
 "Some structures, such as beds or Research Stations, can only be constructed indoors.": "有些建筑，如床或研究站，只能在室内进行建造。",
 "Some structures, such as beds or Research Stations, can only be constructed indoors. To qualify as an indoor space, the area must be fully enclosed by walls and doors, including corners. ## Additionally, wall quality requirements include room corners, while floor quality requirements are determined based on the floor tiles located inside the walls.": "有些建筑，如床或研究站，只能在室内进行建造。室内空间的要求是：该区域必须被墙壁和门完全封闭，也包括角落。 ## 此外，墙壁的质量要求也包含房间的角落，而地板质量要求则根据位于墙内的地格来进行判定。",
 "Someone": "有人",
 "Something": "某物",
 "Soon": "很快",
 "Soon a gruff male voice flows out.": "很快，一个粗哑的男声传了出来。",
 "Soul": "灵魂",
 "Soul Chain Active": "灵魂锁链主动",
 "Soul Chain Active - Dungeon Settlers Wiki": "灵魂锁链主动 - Dungeon Settlers 维基",
 "Soul Chain Active icon": "灵魂锁链主动 图标",
 "Soul Stone": "灵魂石",
 "Soul Stones": "灵魂石",
 "Soul Stones - Dungeon Settlers Wiki": "灵魂石 - Dungeon Settlers 维基",
 "Soul stone - skill grant": "灵魂石 - 技能赋予",
 "Soul stones": "灵魂石",
 "Soul-Stone Taming": "灵魂石驯化",
 "Source": "来源",
 "Spawn": "生成",
 "Spawn Acid Insect": "生成酸液虫",
 "Spawn Acid Insect - Dungeon Settlers Wiki": "生成酸液虫 - Dungeon Settlers 维基",
 "Spawn Acid Insect icon": "生成酸液虫 图标",
 "Spawn Blue Goblin": "生成蓝哥布林",
 "Spawn Blue Goblin - Dungeon Settlers Wiki": "生成蓝哥布林 - Dungeon Settlers 维基",
 "Spawn Blue Goblin icon": "生成蓝哥布林 图标",
 "Spawn Eyeball": "生成眼球",
 "Spawn Eyeball - Dungeon Settlers Wiki": "生成眼球 - Dungeon Settlers 维基",
 "Spawn Eyeball icon": "生成眼球 图标",
 "Spawn Gloth Pup": "生成格洛斯幼崽",
 "Spawn Gloth Pup - Dungeon Settlers Wiki": "生成格洛斯幼崽 - Dungeon Settlers 维基",
 "Spawn Gloth Pup icon": "生成格洛斯幼崽 图标",
 "Spawn Grey Monster Rat": "生成灰色怪鼠",
 "Spawn Grey Monster Rat - Dungeon Settlers Wiki": "生成灰色怪鼠 - Dungeon Settlers 维基",
 "Spawn Grey Monster Rat icon": "生成灰色怪鼠 图标",
 "Spawn Grey Rat": "生成灰老鼠",
 "Spawn Grey Rat - Dungeon Settlers Wiki": "生成灰老鼠 - Dungeon Settlers 维基",
 "Spawn Grey Rat icon": "生成灰老鼠 图标",
 "Spawn Group": "生成组",
 "Spawn Groups": "生成组",
 "Spawn Groups - Dungeon Settlers Wiki": "生成组 - Dungeon Settlers 维基",
 "Spawn Male Gloth": "生成雄性格洛斯",
 "Spawn Male Gloth - Dungeon Settlers Wiki": "生成雄性格洛斯 - Dungeon Settlers 维基",
 "Spawn Male Gloth icon": "生成雄性格洛斯 图标",
 "Spawn Mawmurk": "生成莫默克",
 "Spawn Mawmurk - Dungeon Settlers Wiki": "生成莫默克 - Dungeon Settlers 维基",
 "Spawn Mawmurk icon": "生成莫默克 图标",
 "Spawn Metal Scarab": "生成金属圣甲虫",
 "Spawn Metal Scarab - Dungeon Settlers Wiki": "生成金属圣甲虫 - Dungeon Settlers 维基",
 "Spawn Metal Scarab icon": "生成金属圣甲虫 图标",
 "Spawn cell": "生成格子",
 "Spawn condition": "生成条件",
 "Spawn conditions": "生成条件",
 "Spawn group": "生成组",
 "Spawn groups": "生成组",
 "Spawn probability {0} for large thornvines vs. small thornvines": "巨型黑荆棘藤蔓相对小型黑荆棘藤蔓的生成概率 {0}",
 "Spawn room": "生成房间",
 "Spawn state and leash": "生成状态与牵引",
 "Spawned by a mage with 80 Magic Attack Power": "由魔法攻击力为 80 的法师生成",
 "Spawned by a mage with {#} Magic Attack Power": "由魔法攻击力 {#} 的法师生成",
 "Spawns": "生成",
 "Spawns in": "出现于",
 "Spawns in base area": "在基地区域生成",
 "Spawns in the world": "在世界中出现",
 "Spawns in {#}": "出现于 {#}",
 "Spawns naturally in Combat / Core / Hard Combat / Patrol rooms of": "自然生成于战斗 / 核心 / 困难战斗 / 巡逻房间，位于",
 "Spawns naturally in Combat / Core / Hard Combat rooms of": "自然生成于战斗 / 核心 / 困难战斗房间的",
 "Spawns naturally in Combat / Hard Combat / Patrol rooms of": "自然生成于战斗 / 困难战斗 / 巡逻房间，所属",
 "Spawns naturally in Combat / Hard Combat rooms of": "自然生成于战斗 / 困难战斗房间的",
 "Spawns naturally in Combat / Patrol rooms of": "自然生成于战斗 / 巡逻房间的",
 "Spawns naturally in Combat rooms of": "自然生成于战斗房间的",
 "Spawns naturally in Core / Patrol rooms of": "自然生成于核心 / 巡逻房间的",
 "Spawns naturally in Hard Combat rooms of": "自然生成于困难战斗房间的",
 "Spawns naturally in {#} rooms of {#} from phase {#} onward - each group below is one possible room population.": "自然生成于 {#} 房间（{#}），从阶段 {#} 起 - 下方每组为一种可能的房间配置。",
 "Spawns only in the Boss room": "仅在首领房间生成",
 "Spawns only in the Combat room": "仅在战斗房间生成",
 "Spawns only in the Elite room": "仅在精英房间生成",
 "Spawns only in the Tutorial3 room": "仅在 Tutorial3 房间生成",
 "Spawns only in the {#} room {#} in {#}: one appears here per visit, alongside {#}.": "仅出现在 {#} 的 {#} 房间 {#}：每次访问此处出现 1 个，同时还有 {#}。",
 "Spawns only in the {#} room {#} in {#}: one appears here per visit.": "仅在 {#} 的 {#} 房间 {#} 中生成：每次访问此处出现 1 只。",
 "Spawns only in the {#} room {#} in {#}: {#} appear here per visit, alongside {#}.": "仅出现在 {#} 的 {#} 房间 {#}：每次访问此处出现 {#}，同时还有 {#}。",
 "Spawns only in the {#} room {#} in {#}: {#} appear here per visit.": "仅出现在 {#} 的 {#} 房间 {#}：每次访问此处出现 {#}。",
 "Spears": "长矛",
 "Spears excel in range and controlling the battlefield.": "长矛擅长远程和控制战场。",
 "Special (71)": "特殊 (71)",
 "Special rooms per floor": "每层特殊房间",
 "Specials (effects that live in code, not in a stat column)": "特殊项（存在于代码中、不在属性列里的效果）",
 "SpecificTarget": "SpecificTarget",
 "Specimen": "样本",
 "Specimen Large": "大型样本",
 "Specimen Large - Dungeon Settlers Wiki": "大型样本 - Dungeon Settlers 维基",
 "Specimen Medium": "中型样本",
 "Specimen Medium - Dungeon Settlers Wiki": "中型样本 - Dungeon Settlers 维基",
 "Specimen Small": "小型样本",
 "Specimen Small - Dungeon Settlers Wiki": "小型样本 - Dungeon Settlers 维基",
 "Speed settings": "速度设置",
 "Spell Damage Ranking": "法术伤害排名",
 "Spell Damage Ranking (Skill Damage, DPE)": "法术伤害排名 (技能伤害, DPE)",
 "Spell Damage Ranking - Dungeon Settlers Wiki": "法术伤害排名 - Dungeon Settlers 维基",
 "Spells": "法术",
 "Spike Turtle Random": "尖刺龟 随机",
 "SpikeTurtle": "尖刺龟",
 "Spin": "旋转",
 "Spin End": "旋转结束",
 "Spin Start": "旋转开始",
 "Spirit": "精神",
 "Spit ×3, MouthOpen ×2, ShellStart ×1": "吐口水 ×3，张嘴 ×2，开始缩壳 ×1",
 "Splash": "溅射",
 "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.": "溅射 = 普通攻击造成的伤害 x 30 x 0.01，对目标周围半宽为 1 的方形内每个敌人生效。目标自己所在格会被跳过，因此最多打到 8 个相邻单位。",
 "Splash before each victim's own resistance and critical roll.": "溅射在每个受害者自身的抗性和暴击判定之前结算。",
 "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.": "溅射命中无法再次触发冲击波、风暴或淹没。发出它们的是铭文，不是技能，而这三者都以普通攻击技能为门槛。",
 "Splits from": "分裂自",
 "Splits into:": "分裂为：",
 "Spoiler - click to reveal": "剧透 - 点击显示",
 "Spoiler - click to reveal spawn info": "剧透 - 点击显示生成信息",
 "Spoiler warning:": "剧透警告：",
 "Spoiler-free experience": "无剧透体验",
 "Spoiler-free?": "无剧透？",
 "Spoilers": "剧透",
 "Spoils": "保质期",
 "Spore": "孢子",
 "Spore Bug investigation done, here's your reward": "孢子昆虫调查完成，这是你的奖励",
 "Spore Insect Random": "孢子昆虫 随机",
 "SporeSlimeCombat": "SporeSlimeCombat",
 "Spores": "孢子",
 "Spray": "喷雾",
 "Sprays landed": "命中的喷雾",
 "Sprays landed by that moment.": "截至该时刻已命中的喷雾。",
 "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.": "将燃烧扩散到整个怪物群，让引燃因其存在而消耗它们，然后引爆层数以造成爆发伤害，其伤害量与你堆叠的燃烧量成正比。",
 "Spread Burning, amplify every hit against burning targets, then detonate the stacks. A ranged damage package that does not lean on shields.": "扩散燃烧，放大对燃烧目标的每次打击，然后引爆层数。一种不依赖护盾的远程伤害组合。",
 "Spread levels across the squad rather than rushing one unit.": "把等级铺开到整支小队，不要只猛升一个单位。",
 "SpreadingFireWarmth_": "SpreadingFireWarmth_",
 "Sprite animations extracted from the game's AnimatorController (": "从游戏的 AnimatorController 提取的精灵动画 (",
 "Sprite height": "精灵高度",
 "Sprouting Shell / Shell": "萌芽甲壳 / 外壳",
 "Sprouting Shell calculator": "萌芽甲壳计算器",
 "Square r1": "正方形 r1",
 "Square r2": "正方形 r2",
 "Square, radius 1": "方形，半径 1",
 "Square, radius 2": "方形，半径 2",
 "Square, radius 7": "方形，半径 7",
 "Squatting": "蹲伏",
 "Squatting on the": "蹲坐在",
 "Stab": "刺",
 "Stack cap": "叠加上限",
 "Stacking": "叠加",
 "Stacks": "层数",
 "Stacks refresh onto the same target, so the Bleeding damage compounds against a single enemy you keep hitting.": "层数会刷新到同一目标上，因此出血伤害会在你持续攻击的单个敌人身上叠加。",
 "Stacks refresh onto the same target, so the Burning damage compounds against a single enemy you keep hitting.": "层数会刷新到同一目标上，因此燃烧伤害会在你持续攻击的单个敌人身上叠加。",
 "Stacks up to 1": "最多叠加 1 层",
 "Stacks up to 10": "最多叠加 10 层",
 "Stacks up to 100": "最多叠加 100 层",
 "Stacks up to 15": "最多叠加 15 层",
 "Stacks up to 200": "最多叠加 200 层",
 "Stacks up to 2000": "最多叠加 2000 层",
 "Stacks up to 3": "最多叠加 3 层",
 "Stacks up to 4": "最多叠加 4 层",
 "Stacks up to 5": "最多叠加 5 层",
 "Stacks up to 50": "最多叠加 50 层",
 "Stacks up to 6": "最多叠加 6 层",
 "Stacks up to 7": "最多叠加 7 层",
 "Stacks up to 99": "最多叠加 99 层",
 "Stacks up to 9999": "最多叠加 9999 层",
 "Stacks up to 999999": "最多叠加 999999 层",
 "Stacks up to {#}": "最多叠加{#}层",
 "Stacks without limit": "无限叠加",
 "Staff": "法杖",
 "Stage": "阶段",
 "Stage 1": "阶段 1",
 "Stage 2": "阶段 2",
 "Stage 3": "阶段 3",
 "Stage 4": "阶段 4",
 "Stalling": "Stalling",
 "Stalling without clearing floors fires the": "停滞且未清理层会触发",
 "Stand": "站立",
 "Standalone endless-dungeon mode, separate from the campaign regions: see the": "独立的无尽地下城模式，与战役区域分开：见",
 "Standard": "Standard",
 "Standard Forest (internal)": "标准森林（内部）",
 "Standard triangle synergy combat.": "标准三角协同战斗。",
 "Standard triangle synergy combat. - Dungeon Settlers Wiki": "标准三角协同战斗。 - Dungeon Settlers 维基",
 "Standard triangle synergy combat. map": "标准三角协同战斗。地图",
 "StandardFemale": "StandardFemale",
 "StandardMale": "StandardMale",
 "Standing": "站立",
 "Standing effect": "常驻",
 "Stare": "凝视",
 "Start Quest Main5": "开始任务 Main5",
 "Start a new character or open one you already saved. Nothing is saved until you change something.": "开始一个新角色或打开一个已保存的角色。在您更改某些内容之前，不会保存任何内容。",
 "Start condition": "开始条件",
 "Start delay": "开始延迟",
 "Start here": "从这里开始",
 "Start node": "起始节点",
 "Start the game and load it. If it asks about a different game version, that is normal - say yes.": "启动游戏并加载它。如果询问是否为不同游戏版本，这是正常的 - 选是。",
 "Start with one settler. Then make a squad you can load in the game. Skip a step if you already know it.": "先做一个开拓者。再组建一支能在游戏中加载的小队。已经会的步骤可以跳过。",
 "Start_": "Start_",
 "Started by": "开始于",
 "Starting backgrounds and their tree bonuses": "初始出身及其技能树加成",
 "Starting buildings:": "初始建筑：",
 "Starting characters": "初始角色",
 "Starting coin holdings": "初始硬币持有量",
 "Starting durability": "起始耐久度",
 "Starting gear": "初始装备",
 "Starting gear (what this background hands a recruit in game):": "初始装备（该出身在游戏中给予招募单位的装备）：",
 "Starting inscriptions and talents": "初始铭文与天赋",
 "Starting items": "初始物品",
 "Starting items (1)": "初始物品 (1)",
 "Starting items (19)": "初始物品 (19)",
 "Starting items (2)": "初始物品 (2)",
 "Starting items (26)": "初始物品 (26)",
 "Starting items (3)": "初始物品 (3)",
 "Starting items (4)": "初始物品 (4)",
 "Starting items (5)": "初始物品 (5)",
 "Starting items (6)": "初始物品 (6)",
 "Starting items (7)": "初始物品 (7)",
 "Starting items:": "初始物品：",
 "Starting region": "起始区域",
 "Starting stress (0 to 100)": "起始压力（0 到 100）",
 "Starting talent sum": "初始天赋合计",
 "Starting units:": "初始单位：",
 "Starts": "开始",
 "Starts a randomly picked Expedition Resolution": "开始一项随机抽出的探险决议",
 "Starts from the difficulty set in the units bar.": "从单位栏中设定的难度开始。",
 "Starts {#}": "开始 {#}",
 "StartupMuteSec": "StartupMuteSec",
 "Stat": "属性",
 "Stat Above: Mood": "属性高于：心情",
 "Stat Above: Mood -10": "属性高于：心情 -10",
 "Stat Above: Mood -99": "属性高于：心情 -99",
 "Stat Ratio Above: Energy 0": "属性比例高于：能量 0",
 "Stat Ratio Above: Health Head 0": "属性比例高于：头部生命值 0",
 "Stat Ratio Above: Health Head 20": "属性比例高于：头部生命值 20",
 "Stat Ratio Above: Health Total 0": "属性比例高于：当前生命值 0",
 "Stat Ratio Above: Health Total 20": "属性比例高于：当前生命值 20",
 "Stat Ratio Above: Hunger 0": "属性比例高于：饥饿 0",
 "Stat Ratio Above: Stress 40": "属性比例高于：压力 40",
 "Stat Ratio Above: Stress 60": "属性比例高于：压力 60",
 "Stat Ratio Below: Energy 20": "属性比例低于：能量 20",
 "Stat Ratio Under: Health Head 20": "属性比例低于：头部生命值 20",
 "Stat Ratio Under: Health Head 40": "属性比例低于：头部生命值 40",
 "Stat Ratio Under: Health Total 20": "属性比例低于：当前生命值 20",
 "Stat Ratio Under: Health Total 40": "属性比例低于：当前生命值 40",
 "Stat Ratio Under: Hunger 20": "属性比例低于：饥饿 20",
 "Stat Ratio Under: Stress 100": "属性比例低于：压力 100",
 "Stat Ratio Under: Stress 60": "属性比例低于：压力 60",
 "Stat Sheet": "属性表",
 "Stat Under: Mood": "属性低于：心情",
 "Stat Under: Mood -10": "属性低于：心情 -10",
 "Stat Under: Mood -5": "属性低于：心情 -5",
 "Stat calculator": "属性计算器",
 "Stat changes": "属性变化",
 "Stat definitions - percent vs flat, defaults, caps.": "属性定义 - 百分比对比固定值、默认值、上限。",
 "Stat grades": "属性档位",
 "Stat pipeline": "属性计算链",
 "Stat reference - percent vs flat, defaults": "属性参考 - 百分比与固定值，默认值",
 "Stat-grade scaling": "属性档位缩放",
 "StatIncreaseFactorByOffering": "StatIncreaseFactorByOffering",
 "Station(s)": "工作台",
 "Status Values": "状态数值",
 "StatusResistance_": "StatusResistance_",
 "Status_": "Status_",
 "Statuses": "状态",
 "Statuses - Dungeon Settlers Wiki": "状态 - Dungeon Settlers 维基",
 "Stay stage 1": "停留阶段 1",
 "Stay stage 2": "停留阶段 2",
 "Stay stage 3": "停留阶段 3",
 "Stay stage 4": "停留阶段 4",
 "StayPenaltyTerm": "StayPenaltyTerm",
 "Staying in the dungeon too long adds a penalty in four stages.": "在地下城待太久会按四阶段加惩罚。",
 "Stealth keeps you unseen and untargetable at any range. It ends the instant you deal damage.": "潜行使你在任何距离都保持未被发现且无法成为目标。造成伤害的瞬间即结束。",
 "Stealth to reset, not to farm.": "潜行用来重置，不是用来刷。",
 "Steam": "Steam",
 "Steam build id": "Steam 构建 id",
 "Step": "步骤",
 "Step 1": "步骤 1",
 "Step 2": "步骤 2",
 "Step 3": "步骤 3",
 "Step 4": "步骤 4",
 "Step 5": "步骤 5",
 "Step 6": "步骤 6",
 "Step 7": "步骤 7",
 "Step 8": "步骤 8",
 "Step by step:": "逐步：",
 "Step by step: {#}.": "逐步：{#}。",
 "Step {#}": "步骤 {#}",
 "Still to earn": "仍需获取",
 "Stock caster": "初始施法者",
 "Stock caster level": "默认施法者等级",
 "Stock food and put beds down before night.": "天黑前囤好食物并放下床。",
 "Stock level": "默认等级",
 "Stock offered at": "库存提供于",
 "Stockpile 2 days of food with Mood 1 or higher": "储备 2 天心情 1 或更高的食物",
 "Stockpile 2 days of food with Mood 2 or higher": "储备 2 天心情 2 或更高的食物",
 "Stockpile 2 days of food with Mood 3 or higher": "储备 2 天心情 3 或更高的食物",
 "Stockpile {#} days of food with Mood {#} or higher": "储备 {#} 天心情 {#} 或更高的食物",
 "Stone Bid": "石制投标",
 "Stone Decoration": "石质装饰",
 "Stone Decoration - Dungeon Settlers Wiki": "石质装饰 - Dungeon Settlers 维基",
 "Stone Dining Chair": "石制餐椅",
 "Stone Housing not completed": "石制住房未完成",
 "Stone Raise 1": "岩石崛起 1",
 "Stone Raise 2": "岩石崛起 2",
 "Stone Raise 3": "岩石崛起 3",
 "Stone.": "石头。",
 "Stones per prayer": "每次祈祷的法力石",
 "Storage (13)": "仓库 (13)",
 "Storage buildings are used to": "仓库建筑用于",
 "Storage capacity": "存储容量",
 "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.": "风暴铭文和冲击波铭文的触发也不会给计数充能。它们的发出者是铭文而不是技能，因此通不过普通攻击门槛。",
 "Storm gains nothing. Its proc scales off physical attack power on a fresh execution, which never sees Sinking's bonus.": "风暴铭文没有任何收益。它的触发按物理攻击力在一次全新结算上缩放，永远看不到淹没铭文的加成。",
 "Storm splash": "风暴溅射",
 "Story": "剧情",
 "Stove Load UI": "加载 UI",
 "Strange": "奇怪",
 "Strange Niche Remnant": "奇异缝隙遗迹",
 "Strange Niche Remnant - Dungeon Settlers Wiki": "奇异缝隙遗迹 - Dungeon Settlers 维基",
 "Strange smiles spread across their faces.": "他们的脸上浮现出诡异的微笑。",
 "Strange smiles spread across their faces. \"Very well. Then we shall make you &%$&.\" In an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members. Everything comes into sharper focus than before-but with that clarity, you also grasp truths you would rather never have known. When you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.": "他们的脸上浮现出诡异的微笑。 “很好。那么就让你们变得 &%$&.\" 刹那间，无数声音、形象与未知的碎片 knowledge flood into the minds of you and the 探险队员. 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.",
 "Strange smiles spread across their faces. \"Very well. Then we shall make you @##$@.\" In an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members. Everything comes into sharper focus than before-but with that clarity, you also grasp truths you would rather never have known. When you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.": "他们的脸上浮现出诡异的微笑。 “很好。那么就让你们变得 @##$@.\" 刹那间，无数声音、形象与未知的碎片 knowledge flood into the minds of you and the 探险队员. 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.",
 "StrategyRule_": "StrategyRule_",
 "Strategy_": "Strategy_",
 "Strength -> derived": "力量 -> 衍生",
 "Strength Boost: Positive GAMESYSTEM_Environment_{affecterName}": "力量强化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Strength Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "力量削弱：负面 GAMESYSTEM_Environment_{affecterName}",
 "StrengthFortify": "StrengthFortify",
 "StrengthWeaken": "StrengthWeaken",
 "Strength_": "Strength_",
 "Stress and mental break": "压力与精神崩溃",
 "Stress at checkpoints": "检查点的压力",
 "Stress crosses its effect thresholds at 20% / 40% / 80%. When it maxes out the unit suffers a": "压力在 20% / 40% / 80% 越过其效果阈值。达到上限时，该单位会遭受",
 "Stress is at 0 and mood keeps it there.": "压力为 0，心情使其保持在此。",
 "Stress is at the maximum.": "压力已达最大值。",
 "Stress never moves": "压力不变",
 "Stress over time projection": "压力随时间变化预测",
 "Stress reaches 0 in {#}": "压力将在 {#} 降至 0",
 "Stress reset on mental breakdown": "精神崩溃时的压力重置",
 "Stress very high": "压力极高",
 "StressEffectApplyCondition": "StressEffectApplyCondition",
 "StressEffectCondition": "StressEffectCondition",
 "Stress_": "Stress_",
 "Stressed": "紧张",
 "Stressed (40 to 80)": "紧张（40 到 80）",
 "Strike 1": "打击 1",
 "Strike 2": "打击 2",
 "StringValues": "StringValues",
 "Strongest attack per enemy": "每个敌人的最强攻击",
 "Structure_": "Structure_",
 "Structures": "建筑",
 "Structures'": "目标'",
 "Str×0.05": "力量×0.05",
 "Str×1": "力量×1",
 "Str×4": "力量×4",
 "Student": "学生",
 "Student Discount": "学生折扣",
 "Study1": "研究1",
 "Study2": "研究2",
 "Study3": "研究3",
 "Study4": "研究4",
 "StunImmune": "StunImmune",
 "Stuns for 1s once 2 stacks build up, then the stacks reset.": "叠到 2 层后眩晕 1 秒，然后层数重置。",
 "Sturdy Treasure Chest Remnant": "坚固宝箱遗迹",
 "Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "坚固宝箱遗迹 - Dungeon Settlers 维基",
 "Sub": "辅助",
 "Sub SP": "辅技能点",
 "Sub SP left": "剩余辅技能点",
 "Sub accessory": "次要饰品",
 "Sub skill trees": "辅助技能树",
 "Sub trees": "辅助技能树",
 "Sub trees:": "辅助技能树：",
 "Sub-faction": "子派系",
 "Sub:": "辅助：",
 "SubBuilding": "SubBuilding",
 "SubBuilding (3)": "附属 (3)",
 "SubFaction": "子派系",
 "SubSkillPointIncrease": "SubSkillPointIncrease",
 "SubSkillTreeMinCount": "SubSkillTreeMinCount",
 "SubType": "SubType",
 "Successful": "成功",
 "Successfully": "成功",
 "Successfully defeating Elder Gloth filled the expedition members with confidence. The expedition's renown is also spreading among the other expeditions affiliated with the Guild. \"Even Elder Gloth is no trouble for us now.\"": "Successfully defeating Elder Gloth filled the 探险队员 with confidence. The expedition's renown is also spreading among the other expeditions affiliated with the Guild. \"Even Elder Gloth is no trouble for us now.\"",
 "Such poor": "如此差劲的",
 "Such poor discipline? I'll be confiscating all of it.": "纪律如此松散？我要没收所有这些东西。",
 "Suddenly,": "突然，",
 "Suffix:": "后缀：",
 "Suggestion": "建议",
 "Summary Panels": "摘要面板",
 "SummaryOptionUI_Activate": "SummaryOptionUI_Activate",
 "SummaryOptionUI_AutoAttack": "SummaryOptionUI_AutoAttack",
 "SummaryOptionUI_Disabled": "SummaryOptionUI_Disabled",
 "Summary_Inventory": "Summary_Inventory",
 "Summary_Skill": "Summary_Skill",
 "Summary_Status": "Summary_Status",
 "Summary_WorkPlan": "Summary_WorkPlan",
 "Summon": "召唤",
 "Summon 2 Bubblings, then command all Bubblings to immediately dash to the designated tile, dealing {0}% of the caster's 魔法攻击力 as magic damage and bursting immediately.": "Summon 2 Bubblings, then command 所有泡泡灵立即冲向指定地格，造成施法者 {0}% 的 魔法攻击力 as magic damage and bursting immediately.",
 "Summon HP = your MAtk ×1 + base HP; summon MAtk = your MAtk ×0.5 + base MAtk (disassembly-verified). Summon abilities read your": "召唤 HP = 你的魔攻 ×1 + 基础 HP；召唤魔攻 = 你的魔攻 ×0.5 + 基础魔攻 (反汇编已验证)。召唤技能读取的是你的",
 "Summon Ladybug Count": "召唤瓢虫计数",
 "Summon Ladybug Count - Dungeon Settlers Wiki": "召唤瓢虫计数 - Dungeon Settlers 维基",
 "Summon Ladybug Count icon": "召唤瓢虫计数 图标",
 "Summon Magic Attack": "召唤魔法攻击力",
 "Summon Max HP": "召唤最大 HP",
 "Summon calculator": "召唤计算器",
 "Summon inherits the summoner's current HP/energy ratios": "召唤物继承召唤者当前的 HP/能量 比例",
 "Summon output, over the summon's lifetime (the cast itself deals no hit)": "召唤产出，按召唤物存活期间计算（施放本身不造成命中）",
 "Summon scaling": "召唤缩放",
 "Summon spam + Ebb and Flow + Extra Bubble": "召唤连发 + 潮汐 + 额外泡泡",
 "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.": "召唤属性由召唤者决定：HP = 召唤者魔法攻击力 ×1 + 基础 HP；召唤物魔法攻击力 = 召唤者魔法攻击力 ×0.5 + 基础值。上方属性卡显示表中的原始基础值。",
 "Summon's own Magic Attack Power": "召唤物自身的魔法攻击力",
 "Summonable units": "可召唤单位",
 "Summoned": "召唤物",
 "Summoned Creatures": "召唤生物",
 "Summoned Creatures - Dungeon Settlers Wiki": "召唤生物 - Dungeon Settlers 维基",
 "Summoned Creatures guide": "召唤生物指南",
 "Summoned by": "召唤来源：",
 "Summoned by:": "召唤来源：",
 "Summoned or placed by": "由以下召唤或放置",
 "Summoned or placed by {#}.": "由 {#} 召唤或放置。",
 "Summoned unit": "召唤单位",
 "Summoned units": "召唤单位",
 "Summoner": "召唤师",
 "Summoner Magic Attack": "召唤者魔法攻击力",
 "Summoner mage": "召唤师法师",
 "Summons": "召唤",
 "Summons (Bubblings, Bubble Toad, Ladybug...) scale off the": "召唤物（泡泡灵、泡泡蟾蜍、瓢虫...）随",
 "Summons 1": "召唤 1",
 "Summons 2": "召唤 2",
 "Summons are leashed to about 5 tiles from their summoner.": "召唤物被限制在召唤者约 5 格范围内。",
 "Summons {#}": "召唤 {#}",
 "Summons {#}: HP = your {#} + {#} = {#}, {#} = half your {#} + {#} = {#}": "召唤 {#}：HP = 你的 {#} + {#} = {#}，{#} = 你的 {#} 的一半 + {#} = {#}",
 "Summons 泡泡灵: HP = your 魔法攻击力 + 0 = 88, 魔法攻击力 = half your 魔法攻击力 + 0 = 44 (base 物理攻击力 16.9, attack speed 0.3). Up to 2 on the field. Attacks with 泡泡撞击 (100% magic, range 1)": "召唤 泡泡灵：HP = 你的 魔法攻击力 + 0 = 88，魔法攻击力 = 你的 魔法攻击力 的一半 + 0 = 44（基础 物理攻击力 16.9，攻击速度 0.3）。场上最多 2 个。以 泡泡撞击 攻击（100% 魔法，射程 1）",
 "Summons 泡泡蟾蜍: HP = your 魔法攻击力 + 300 = 388, 魔法攻击力 = half your 魔法攻击力 + 50.7 = 95 (base 物理攻击力 16.9, attack speed 0.3). Consumes 1 泡泡灵. Up to 1 on the field. Attacks with 舌刺 (100% magic, range 1)": "召唤 泡泡蟾蜍：HP = 你的 魔法攻击力 + 300 = 388，魔法攻击力 = 你的 魔法攻击力 的一半 + 50.7 = 95（基础 物理攻击力 16.9，攻击速度 0.3）。消耗 1 泡泡灵。场上最多 1 个。以 舌刺 攻击（100% 魔法，射程 1）",
 "Summons:": "召唤：",
 "Sunheart Bloom hits harder per attack but fires four times less often, so a Solar Bloom puts out more damage per second than one of those does.": "日心花每次攻击更重，但开火频率只有四分之一，所以一株太阳花的每秒伤害高于一株日心花。",
 "Sunny Wet": "晴朗潮湿",
 "Sunny Wet - Dungeon Settlers Wiki": "晴朗潮湿 - Dungeon Settlers 维基",
 "Sunny Wet icon": "晴朗潮湿 图标",
 "Supervisor's": "监察官的",
 "Supplies: only": "补给：仅有",
 "Support": "支援",
 "Support wagons": "支援马车",
 "Supported": "支持了",
 "Surely": "当然",
 "Surely the Expedition": "想必探险",
 "Surely the Expedition Leader already has a solid plan in mind!": "探险指挥官肯定早已有了好计划！",
 "Surgery": "手术",
 "SurpisedDuration": "SurpisedDuration",
 "Surround yourself with a cloak of flame, granting yourself a": "用火焰披风包裹自身，获得",
 "Surround yourself with a cloak of flame, granting yourself a 护盾 equal to {1}% of 魔法攻击力 for {0} seconds, dealing {2}% of 魔法攻击力 as magic damage per every {5} seconds to adjacent enemy units, and granting {3} 燃烧 for {4} seconds.": "用火焰披风包裹自身，获得 护盾 等同于 {1}% 的 魔法攻击力 for {0} seconds, dealing {2}% of 魔法攻击力 as magic damage per every {5} seconds to adjacent enemy units, and granting {3} 燃烧 for {4} seconds.",
 "Surround yourself with a cloak of flame, granting yourself a 护盾 equal to {1}% of 魔法攻击力 for {0} seconds, dealing {2}% of 魔法攻击力 as magic damage per second to adjacent enemy units, and granting {3} 燃烧 for {4} seconds.": "用火焰披风包裹自身，获得 护盾 等同于 {1}% 的 魔法攻击力 for {0} seconds, dealing {2}% of 魔法攻击力 as magic damage per second to adjacent enemy units, and granting {3} 燃烧 for {4} seconds.",
 "Surrounding units": "周围单位",
 "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.": "周围视野范围。战争迷雾根据该值更新。在原型中，该值尚无「最终属性」。之后每个单位都需要有最终的视野属性。例如，视野揭示的地图范围可能因是否使用火把而不同，等等。",
 "Survival": "生存",
 "Survival Instinct Effect": "生存本能效果",
 "Survival Instinct Effect - Dungeon Settlers Wiki": "生存本能效果 - Dungeon Settlers 维基",
 "Survival Instinct Effect icon": "生存本能效果 图标",
 "Suspicious": "可疑",
 "Sustained DPS": "持续 DPS",
 "Svya...": "斯维亚……",
 "Swapping gear mid-fight has a cost since B.0.3.44. Changing equipment during combat triggers a": "自 B.0.3.44 起，战斗中更换装备有代价。战斗中更换装备会触发",
 "Swarming Fleas GAMESYSTEM_Environment_{affecterName}": "跳蚤群 GAMESYSTEM_Environment_{affecterName}",
 "SwarmingFleaEnv": "SwarmingFleaEnv",
 "Sweet": "甜",
 "Sweet Sap": "甜树液",
 "Swing": "挥舞",
 "Swings": "挥舞",
 "Sword and shield": "剑与盾",
 "Sword equipped": "装备剑",
 "Sword melee": "剑类近战",
 "Sword tree (Chain Slash)": "剑系技能树（连环斩）",
 "Sword tree (Dual Request) or Shield tree (Guardian's Taunt)": "剑技能树（双重请求）或盾技能树（守护者嘲讽）",
 "Synergies": "协同",
 "Synergies - Dungeon Settlers Wiki": "协同 - Dungeon Settlers 维基",
 "System (10)": "系统 (10)",
 "System Menu Quit Notice": "系统菜单退出通知",
 "System base hit chance": "系统基础命中几率",
 "Systems on the clock": "受时钟驱动的系统",
 "TALENT PER-MODIFIER RANGES": "天赋每修正值范围",
 "TALENT ROLL RANGES": "天赋抽取范围",
 "TASK Recreation": "任务：娱乐",
 "TBD": "待定",
 "TEXTFIT_ConstructionDefence": "TEXTFIT_ConstructionDefence",
 "TEXTFIT_ConstructionFurniture": "TEXTFIT_ConstructionFurniture",
 "TEXTFIT_ConstructionRecreation": "TEXTFIT_ConstructionRecreation",
 "TEXTFIT_ConstructionShowUnlocked": "TEXTFIT_ConstructionShowUnlocked",
 "TEXTFIT_ConstructionSpecial": "TEXTFIT_ConstructionSpecial",
 "TEXTFIT_DungeonResultDead": "TEXTFIT_DungeonResultDead",
 "TEXTFIT_DungeonResultMissing": "TEXTFIT_DungeonResultMissing",
 "TEXTFIT_LockResult": "TEXTFIT_LockResult",
 "TEXTFIT_RecruitUIRefresh": "TEXTFIT_RecruitUIRefresh",
 "TEXTFIT_RetireUI_WarningRetirePay": "TEXTFIT_RetireUI_WarningRetirePay",
 "TEXTFIT_SaveOnlyIronMode": "TEXTFIT_SaveOnlyIronMode",
 "TEXTFIT_ToggleBedOwner": "TEXTFIT_ToggleBedOwner",
 "TEXTFIT_ToggleEntityInspect": "TEXTFIT_ToggleEntityInspect",
 "TEXTFIT_ToggleEntityWorkPlan": "TEXTFIT_ToggleEntityWorkPlan",
 "TEXTFIT_ToggleHeadEquipmentVisibility": "TEXTFIT_ToggleHeadEquipmentVisibility",
 "TEXTFIT_UnlockResult": "TEXTFIT_UnlockResult",
 "TEXTKEY_ALERT_LowAmmo_DESC1": "TEXTKEY_ALERT_LowAmmo_DESC1",
 "TEXTKEY_ALERT_LowAmmo_DESC2": "TEXTKEY_ALERT_LowAmmo_DESC2",
 "TEXTKEY_ALERT_ShowEvent": "TEXTKEY_ALERT_ShowEvent",
 "TEXTKEY_ALERT_ShowGuide": "TEXTKEY_ALERT_ShowGuide",
 "TEXTKEY_ALERT_VeryExhausted_DESC2": "TEXTKEY_ALERT_VeryExhausted_DESC2",
 "TEXTKEY_Action_AddAffecterBuilding": "TEXTKEY_Action_AddAffecterBuilding",
 "TEXTKEY_Action_AddAffecterByRace": "TEXTKEY_Action_AddAffecterByRace",
 "TEXTKEY_Action_AddStatus": "TEXTKEY_Action_AddStatus",
 "TEXTKEY_Action_AddTraitAll": "TEXTKEY_Action_AddTraitAll",
 "TEXTKEY_Action_GetAffecter": "TEXTKEY_Action_GetAffecter",
 "TEXTKEY_Action_ModifyEnergyTarget": "TEXTKEY_Action_ModifyEnergyTarget",
 "TEXTKEY_Action_PlayBuildingAnimation": "TEXTKEY_Action_PlayBuildingAnimation",
 "TEXTKEY_Action_RemoveItem": "TEXTKEY_Action_RemoveItem",
 "TEXTKEY_Action_SpendMinute": "TEXTKEY_Action_SpendMinute",
 "TEXTKEY_BACKGROUNDBIO_BeastHunter_0": "TEXTKEY_BACKGROUNDBIO_BeastHunter_0",
 "TEXTKEY_BACKGROUNDBIO_BeastHunter_1": "TEXTKEY_BACKGROUNDBIO_BeastHunter_1",
 "TEXTKEY_BACKGROUNDBIO_BeastHunter_2": "TEXTKEY_BACKGROUNDBIO_BeastHunter_2",
 "TEXTKEY_BACKGROUNDBIO_Blacksmith_0": "TEXTKEY_BACKGROUNDBIO_Blacksmith_0",
 "TEXTKEY_BACKGROUNDBIO_Blacksmith_1": "TEXTKEY_BACKGROUNDBIO_Blacksmith_1",
 "TEXTKEY_BACKGROUNDBIO_Blacksmith_2": "TEXTKEY_BACKGROUNDBIO_Blacksmith_2",
 "TEXTKEY_BACKGROUNDBIO_Carpenter_0": "TEXTKEY_BACKGROUNDBIO_Carpenter_0",
 "TEXTKEY_BACKGROUNDBIO_Carpenter_1": "TEXTKEY_BACKGROUNDBIO_Carpenter_1",
 "TEXTKEY_BACKGROUNDBIO_Carpenter_2": "TEXTKEY_BACKGROUNDBIO_Carpenter_2",
 "TEXTKEY_BACKGROUNDBIO_Carter_0": "TEXTKEY_BACKGROUNDBIO_Carter_0",
 "TEXTKEY_BACKGROUNDBIO_Carter_1": "TEXTKEY_BACKGROUNDBIO_Carter_1",
 "TEXTKEY_BACKGROUNDBIO_Carter_2": "TEXTKEY_BACKGROUNDBIO_Carter_2",
 "TEXTKEY_BACKGROUNDBIO_CursedChild_0": "TEXTKEY_BACKGROUNDBIO_CursedChild_0",
 "TEXTKEY_BACKGROUNDBIO_CursedChild_1": "TEXTKEY_BACKGROUNDBIO_CursedChild_1",
 "TEXTKEY_BACKGROUNDBIO_CursedChild_2": "TEXTKEY_BACKGROUNDBIO_CursedChild_2",
 "TEXTKEY_BACKGROUNDBIO_Deserter_0": "TEXTKEY_BACKGROUNDBIO_Deserter_0",
 "TEXTKEY_BACKGROUNDBIO_Deserter_1": "TEXTKEY_BACKGROUNDBIO_Deserter_1",
 "TEXTKEY_BACKGROUNDBIO_Deserter_2": "TEXTKEY_BACKGROUNDBIO_Deserter_2",
 "TEXTKEY_BACKGROUNDBIO_Druid_0": "TEXTKEY_BACKGROUNDBIO_Druid_0",
 "TEXTKEY_BACKGROUNDBIO_Druid_1": "TEXTKEY_BACKGROUNDBIO_Druid_1",
 "TEXTKEY_BACKGROUNDBIO_Druid_2": "TEXTKEY_BACKGROUNDBIO_Druid_2",
 "TEXTKEY_BACKGROUNDBIO_ExiledLord_0": "TEXTKEY_BACKGROUNDBIO_ExiledLord_0",
 "TEXTKEY_BACKGROUNDBIO_ExiledLord_1": "TEXTKEY_BACKGROUNDBIO_ExiledLord_1",
 "TEXTKEY_BACKGROUNDBIO_ExiledLord_2": "TEXTKEY_BACKGROUNDBIO_ExiledLord_2",
 "TEXTKEY_BACKGROUNDBIO_Gambler_0": "TEXTKEY_BACKGROUNDBIO_Gambler_0",
 "TEXTKEY_BACKGROUNDBIO_Gardener_0": "TEXTKEY_BACKGROUNDBIO_Gardener_0",
 "TEXTKEY_BACKGROUNDBIO_Gardener_1": "TEXTKEY_BACKGROUNDBIO_Gardener_1",
 "TEXTKEY_BACKGROUNDBIO_Gardener_2": "TEXTKEY_BACKGROUNDBIO_Gardener_2",
 "TEXTKEY_BACKGROUNDBIO_Mage_0": "TEXTKEY_BACKGROUNDBIO_Mage_0",
 "TEXTKEY_BACKGROUNDBIO_Mage_1": "TEXTKEY_BACKGROUNDBIO_Mage_1",
 "TEXTKEY_BACKGROUNDBIO_Mage_2": "TEXTKEY_BACKGROUNDBIO_Mage_2",
 "TEXTKEY_BACKGROUNDBIO_Messenger_0": "TEXTKEY_BACKGROUNDBIO_Messenger_0",
 "TEXTKEY_BACKGROUNDBIO_Messenger_1": "TEXTKEY_BACKGROUNDBIO_Messenger_1",
 "TEXTKEY_BACKGROUNDBIO_Messenger_2": "TEXTKEY_BACKGROUNDBIO_Messenger_2",
 "TEXTKEY_BACKGROUNDBIO_Miner_0": "TEXTKEY_BACKGROUNDBIO_Miner_0",
 "TEXTKEY_BACKGROUNDBIO_Miner_1": "TEXTKEY_BACKGROUNDBIO_Miner_1",
 "TEXTKEY_BACKGROUNDBIO_Miner_2": "TEXTKEY_BACKGROUNDBIO_Miner_2",
 "TEXTKEY_BACKGROUNDBIO_NightWatch_0": "TEXTKEY_BACKGROUNDBIO_NightWatch_0",
 "TEXTKEY_BACKGROUNDBIO_NightWatch_1": "TEXTKEY_BACKGROUNDBIO_NightWatch_1",
 "TEXTKEY_BACKGROUNDBIO_NightWatch_2": "TEXTKEY_BACKGROUNDBIO_NightWatch_2",
 "TEXTKEY_BACKGROUNDBIO_NobleAdventurer_0": "TEXTKEY_BACKGROUNDBIO_NobleAdventurer_0",
 "TEXTKEY_BACKGROUNDBIO_NobleAdventurer_1": "TEXTKEY_BACKGROUNDBIO_NobleAdventurer_1",
 "TEXTKEY_BACKGROUNDBIO_NobleAdventurer_2": "TEXTKEY_BACKGROUNDBIO_NobleAdventurer_2",
 "TEXTKEY_BACKGROUNDBIO_Occultist_0": "TEXTKEY_BACKGROUNDBIO_Occultist_0",
 "TEXTKEY_BACKGROUNDBIO_Occultist_1": "TEXTKEY_BACKGROUNDBIO_Occultist_1",
 "TEXTKEY_BACKGROUNDBIO_Occultist_2": "TEXTKEY_BACKGROUNDBIO_Occultist_2",
 "TEXTKEY_BACKGROUNDBIO_Peddler_2": "TEXTKEY_BACKGROUNDBIO_Peddler_2",
 "TEXTKEY_BACKGROUNDBIO_Philosopher_2": "TEXTKEY_BACKGROUNDBIO_Philosopher_2",
 "TEXTKEY_BACKGROUNDBIO_Porter_1": "TEXTKEY_BACKGROUNDBIO_Porter_1",
 "TEXTKEY_BACKGROUNDBIO_Prodigy_0": "TEXTKEY_BACKGROUNDBIO_Prodigy_0",
 "TEXTKEY_BACKGROUNDBIO_Prodigy_1": "TEXTKEY_BACKGROUNDBIO_Prodigy_1",
 "TEXTKEY_BACKGROUNDBIO_Prodigy_2": "TEXTKEY_BACKGROUNDBIO_Prodigy_2",
 "TEXTKEY_BACKGROUNDBIO_ScaleCraftsman_0": "TEXTKEY_BACKGROUNDBIO_ScaleCraftsman_0",
 "TEXTKEY_BACKGROUNDBIO_Scout_0": "TEXTKEY_BACKGROUNDBIO_Scout_0",
 "TEXTKEY_BACKGROUNDBIO_Scout_1": "TEXTKEY_BACKGROUNDBIO_Scout_1",
 "TEXTKEY_BACKGROUNDBIO_Scout_2": "TEXTKEY_BACKGROUNDBIO_Scout_2",
 "TEXTKEY_BACKGROUNDBIO_SnakeCatcher_1": "TEXTKEY_BACKGROUNDBIO_SnakeCatcher_1",
 "TEXTKEY_BACKGROUNDBIO_Squire_1": "TEXTKEY_BACKGROUNDBIO_Squire_1",
 "TEXTKEY_BACKGROUNDBIO_TavernRunner_0": "TEXTKEY_BACKGROUNDBIO_TavernRunner_0",
 "TEXTKEY_BACKGROUNDBIO_TavernRunner_1": "TEXTKEY_BACKGROUNDBIO_TavernRunner_1",
 "TEXTKEY_BACKGROUNDBIO_TavernRunner_2": "TEXTKEY_BACKGROUNDBIO_TavernRunner_2",
 "TEXTKEY_BACKGROUNDBIO_Undertaker_0": "TEXTKEY_BACKGROUNDBIO_Undertaker_0",
 "TEXTKEY_BACKGROUNDBIO_Undertaker_1": "TEXTKEY_BACKGROUNDBIO_Undertaker_1",
 "TEXTKEY_BACKGROUNDBIO_Undertaker_2": "TEXTKEY_BACKGROUNDBIO_Undertaker_2",
 "TEXTKEY_BACKGROUNDBIO_Wanderer_2": "TEXTKEY_BACKGROUNDBIO_Wanderer_2",
 "TEXTKEY_BuildingSubType_FloorDeco": "TEXTKEY_BuildingSubType_FloorDeco",
 "TEXTKEY_BuildingSubType_Grave": "TEXTKEY_BuildingSubType_Grave",
 "TEXTKEY_BuildingSubType_Recreation": "TEXTKEY_BuildingSubType_Recreation",
 "TEXTKEY_BuildingSubType_SpecificStorage": "TEXTKEY_BuildingSubType_SpecificStorage",
 "TEXTKEY_BuildingType_Remnant": "TEXTKEY_BuildingType_Remnant",
 "TEXTKEY_Condition_HasItem_DISABLED": "TEXTKEY_Condition_HasItem_DISABLED",
 "TEXTKEY_Condition_HasNoPlayerAffecter_DISABLED": "TEXTKEY_Condition_HasNoPlayerAffecter_DISABLED",
 "TEXTKEY_Condition_HasPopulation_DISABLED": "TEXTKEY_Condition_HasPopulation_DISABLED",
 "TEXTKEY_Condition_NoneHasItem_DISABLED": "TEXTKEY_Condition_NoneHasItem_DISABLED",
 "TEXTKEY_Condition_RunningQuest_DISABLED": "TEXTKEY_Condition_RunningQuest_DISABLED",
 "TEXTKEY_Condition_TargetEnergyOver_DISABLED": "TEXTKEY_Condition_TargetEnergyOver_DISABLED",
 "TEXTKEY_Condition_TargetHeadHealthOver_DISABLED": "TEXTKEY_Condition_TargetHeadHealthOver_DISABLED",
 "TEXTKEY_ConstructionCategory_Recreation": "TEXTKEY_ConstructionCategory_Recreation",
 "TEXTKEY_ConsumePolicyUI_CopyPreset": "TEXTKEY_ConsumePolicyUI_CopyPreset",
 "TEXTKEY_ConsumePolicyUI_PastePreset": "TEXTKEY_ConsumePolicyUI_PastePreset",
 "TEXTKEY_ConsumePolicyUI_PastePresetNotAvailable": "TEXTKEY_ConsumePolicyUI_PastePresetNotAvailable",
 "TEXTKEY_ConsumePolicyUI_Preset": "TEXTKEY_ConsumePolicyUI_Preset",
 "TEXTKEY_ConsumePolicyUI_Preset0": "TEXTKEY_ConsumePolicyUI_Preset0",
 "TEXTKEY_ConsumePolicyUI_Preset1": "TEXTKEY_ConsumePolicyUI_Preset1",
 "TEXTKEY_ConsumePolicyUI_Preset2": "TEXTKEY_ConsumePolicyUI_Preset2",
 "TEXTKEY_ConsumePolicyUI_Preset3": "TEXTKEY_ConsumePolicyUI_Preset3",
 "TEXTKEY_ControlMode_AutoPickUp": "TEXTKEY_ControlMode_AutoPickUp",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_ConstructionMaterial": "TEXTKEY_CreateCampaign_DifficultyTooltip_ConstructionMaterial",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_CraftingIngredient": "TEXTKEY_CreateCampaign_DifficultyTooltip_CraftingIngredient",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_DungeonDrop": "TEXTKEY_CreateCampaign_DifficultyTooltip_DungeonDrop",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_DungeonStayMoodPenalty": "TEXTKEY_CreateCampaign_DifficultyTooltip_DungeonStayMoodPenalty",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_DungeonUnitRespawnTerm": "TEXTKEY_CreateCampaign_DifficultyTooltip_DungeonUnitRespawnTerm",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_EnvironmentCount": "TEXTKEY_CreateCampaign_DifficultyTooltip_EnvironmentCount",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_Invalid": "TEXTKEY_CreateCampaign_DifficultyTooltip_Invalid",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_LevelUpLock": "TEXTKEY_CreateCampaign_DifficultyTooltip_LevelUpLock",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_LevelUpOff": "TEXTKEY_CreateCampaign_DifficultyTooltip_LevelUpOff",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_LevelUpOn": "TEXTKEY_CreateCampaign_DifficultyTooltip_LevelUpOn",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_MonsterDifficulty": "TEXTKEY_CreateCampaign_DifficultyTooltip_MonsterDifficulty",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_NoChange": "TEXTKEY_CreateCampaign_DifficultyTooltip_NoChange",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_PlayerDifficulty": "TEXTKEY_CreateCampaign_DifficultyTooltip_PlayerDifficulty",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_ResearchWorkload": "TEXTKEY_CreateCampaign_DifficultyTooltip_ResearchWorkload",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_ResourceSection": "TEXTKEY_CreateCampaign_DifficultyTooltip_ResourceSection",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_RespawnTermLong": "TEXTKEY_CreateCampaign_DifficultyTooltip_RespawnTermLong",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_RespawnTermMedium": "TEXTKEY_CreateCampaign_DifficultyTooltip_RespawnTermMedium",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_RespawnTermShort": "TEXTKEY_CreateCampaign_DifficultyTooltip_RespawnTermShort",
 "TEXTKEY_CreateCampaign_DifficultyTooltip_TreatmentExpectationMood": "TEXTKEY_CreateCampaign_DifficultyTooltip_TreatmentExpectationMood",
 "TEXTKEY_CreateCampaign_EstablishTitle": "TEXTKEY_CreateCampaign_EstablishTitle",
 "TEXTKEY_CreateCampaign_GenderFemale": "TEXTKEY_CreateCampaign_GenderFemale",
 "TEXTKEY_CreateCampaign_GenderMale": "TEXTKEY_CreateCampaign_GenderMale",
 "TEXTKEY_CreateCampaign_IronMode": "TEXTKEY_CreateCampaign_IronMode",
 "TEXTKEY_CreateCampaign_Locked": "TEXTKEY_CreateCampaign_Locked",
 "TEXTKEY_CreateCampaign_SandboxTitle": "TEXTKEY_CreateCampaign_SandboxTitle",
 "TEXTKEY_CreateCampaign_Unlocked": "TEXTKEY_CreateCampaign_Unlocked",
 "TEXTKEY_Credit_Category_AlphaTesters": "TEXTKEY_Credit_Category_AlphaTesters",
 "TEXTKEY_Credit_Category_CommunityEvent": "TEXTKEY_Credit_Category_CommunityEvent",
 "TEXTKEY_Credit_Category_CommunityEvent_DungeonSettlersSharing": "TEXTKEY_Credit_Category_CommunityEvent_DungeonSettlersSharing",
 "TEXTKEY_Credit_Category_CommunityEvent_ExpeditionParty": "TEXTKEY_Credit_Category_CommunityEvent_ExpeditionParty",
 "TEXTKEY_Credit_Category_CommunityEvent_FirstStrategist": "TEXTKEY_Credit_Category_CommunityEvent_FirstStrategist",
 "TEXTKEY_Credit_Category_CommunityEvent_GolemCrusher": "TEXTKEY_Credit_Category_CommunityEvent_GolemCrusher",
 "TEXTKEY_Credit_Category_CommunityEvent_SettlementShowcase": "TEXTKEY_Credit_Category_CommunityEvent_SettlementShowcase",
 "TEXTKEY_Credit_Category_Development": "TEXTKEY_Credit_Category_Development",
 "TEXTKEY_Credit_Category_ExternalPartners": "TEXTKEY_Credit_Category_ExternalPartners",
 "TEXTKEY_Credit_Category_License": "TEXTKEY_Credit_Category_License",
 "TEXTKEY_Credit_Category_SpecialThanks": "TEXTKEY_Credit_Category_SpecialThanks",
 "TEXTKEY_Credit_Category_Supporters": "TEXTKEY_Credit_Category_Supporters",
 "TEXTKEY_Credit_Category_Supporters_1": "TEXTKEY_Credit_Category_Supporters_1",
 "TEXTKEY_Credit_Category_Supporters_2": "TEXTKEY_Credit_Category_Supporters_2",
 "TEXTKEY_Credit_Category_Supporters_3": "TEXTKEY_Credit_Category_Supporters_3",
 "TEXTKEY_Credit_Category_Translation": "TEXTKEY_Credit_Category_Translation",
 "TEXTKEY_Credit_HoldLeftClickSkipGuide": "TEXTKEY_Credit_HoldLeftClickSkipGuide",
 "TEXTKEY_Credit_License_Font": "TEXTKEY_Credit_License_Font",
 "TEXTKEY_Credit_License_Sound": "TEXTKEY_Credit_License_Sound",
 "TEXTKEY_Credit_Message_ThankYouForPlaying": "TEXTKEY_Credit_Message_ThankYouForPlaying",
 "TEXTKEY_Credit_Role_Art": "TEXTKEY_Credit_Role_Art",
 "TEXTKEY_Credit_Role_BusinessDevelopmentManager": "TEXTKEY_Credit_Role_BusinessDevelopmentManager",
 "TEXTKEY_Credit_Role_Directing": "TEXTKEY_Credit_Role_Directing",
 "TEXTKEY_Credit_Role_GameDesign": "TEXTKEY_Credit_Role_GameDesign",
 "TEXTKEY_Credit_Role_GlobalPublisher": "TEXTKEY_Credit_Role_GlobalPublisher",
 "TEXTKEY_Credit_Role_GreaterChinaPublisher": "TEXTKEY_Credit_Role_GreaterChinaPublisher",
 "TEXTKEY_Credit_Role_Music": "TEXTKEY_Credit_Role_Music",
 "TEXTKEY_Credit_Role_Programming": "TEXTKEY_Credit_Role_Programming",
 "TEXTKEY_Credit_Role_QAEngineer": "TEXTKEY_Credit_Role_QAEngineer",
 "TEXTKEY_Credit_Role_QAManager": "TEXTKEY_Credit_Role_QAManager",
 "TEXTKEY_Credit_Role_SFX": "TEXTKEY_Credit_Role_SFX",
 "TEXTKEY_Credit_Role_SeniorQAEngineer": "TEXTKEY_Credit_Role_SeniorQAEngineer",
 "TEXTKEY_Credit_Role_Translation_ChineseSimplified": "TEXTKEY_Credit_Role_Translation_ChineseSimplified",
 "TEXTKEY_Credit_Role_Translation_ChineseTraditional": "TEXTKEY_Credit_Role_Translation_ChineseTraditional",
 "TEXTKEY_Credit_Role_Translation_French": "TEXTKEY_Credit_Role_Translation_French",
 "TEXTKEY_Credit_Role_Translation_German": "TEXTKEY_Credit_Role_Translation_German",
 "TEXTKEY_Credit_Role_Translation_PortugueseBrazil": "TEXTKEY_Credit_Role_Translation_PortugueseBrazil",
 "TEXTKEY_Credit_Role_Translation_Russian": "TEXTKEY_Credit_Role_Translation_Russian",
 "TEXTKEY_DungeonResultUI_SureGoDown": "TEXTKEY_DungeonResultUI_SureGoDown",
 "TEXTKEY_DungeonResultUI_SureGoDown_MissingUnit": "TEXTKEY_DungeonResultUI_SureGoDown_MissingUnit",
 "TEXTKEY_EntityInspection_Skill": "TEXTKEY_EntityInspection_Skill",
 "TEXTKEY_EntitySkillUI_LearnConfirmNotice": "TEXTKEY_EntitySkillUI_LearnConfirmNotice",
 "TEXTKEY_EntitySkillUI_LearnMissingEquipmentNotice": "TEXTKEY_EntitySkillUI_LearnMissingEquipmentNotice",
 "TEXTKEY_EntitySkillUI_Stake": "TEXTKEY_EntitySkillUI_Stake",
 "TEXTKEY_EntityStatusUI_StressRatePerMinuteText": "TEXTKEY_EntityStatusUI_StressRatePerMinuteText",
 "TEXTKEY_EntitySummaryUI_BuildingDescription_BedOwner": "TEXTKEY_EntitySummaryUI_BuildingDescription_BedOwner",
 "TEXTKEY_EntitySummaryUI_BuildingDescription_GraveOwner": "TEXTKEY_EntitySummaryUI_BuildingDescription_GraveOwner",
 "TEXTKEY_EntitySummaryUI_BuildingDescription_MaterialNotReady": "TEXTKEY_EntitySummaryUI_BuildingDescription_MaterialNotReady",
 "TEXTKEY_EntitySummaryUI_BuildingDescription_SpecificStorage": "TEXTKEY_EntitySummaryUI_BuildingDescription_SpecificStorage",
 "TEXTKEY_EntitySummaryUI_ToggleBedOwnerUI": "TEXTKEY_EntitySummaryUI_ToggleBedOwnerUI",
 "TEXTKEY_EntitySummaryUI_UnitTask_StorageToStorage": "TEXTKEY_EntitySummaryUI_UnitTask_StorageToStorage",
 "TEXTKEY_EntitySummary_BuildingPriority": "TEXTKEY_EntitySummary_BuildingPriority",
 "TEXTKEY_EntityWorkPlan_Option_UntilLimit": "TEXTKEY_EntityWorkPlan_Option_UntilLimit",
 "TEXTKEY_EventClearText": "TEXTKEY_EventClearText",
 "TEXTKEY_ForThirdPlaytesterUI_Description": "TEXTKEY_ForThirdPlaytesterUI_Description",
 "TEXTKEY_GAMEGUIDE_AutoSkill_DESC": "TEXTKEY_GAMEGUIDE_AutoSkill_DESC",
 "TEXTKEY_GAMEGUIDE_AutoSkill_NAME": "TEXTKEY_GAMEGUIDE_AutoSkill_NAME",
 "TEXTKEY_GAMEGUIDE_UnitBehaviorOptions_DESC": "TEXTKEY_GAMEGUIDE_UnitBehaviorOptions_DESC",
 "TEXTKEY_GameOption_AmbienceBGMVolume": "TEXTKEY_GameOption_AmbienceBGMVolume",
 "TEXTKEY_GameOption_AutoSaveIntervalContent": "TEXTKEY_GameOption_AutoSaveIntervalContent",
 "TEXTKEY_GameOption_BGMVolume": "TEXTKEY_GameOption_BGMVolume",
 "TEXTKEY_GameOption_LanguageTitle": "TEXTKEY_GameOption_LanguageTitle",
 "TEXTKEY_GameOption_MasterVolume": "TEXTKEY_GameOption_MasterVolume",
 "TEXTKEY_GameOption_MuteInBackground": "TEXTKEY_GameOption_MuteInBackground",
 "TEXTKEY_GameOption_SFXVolume": "TEXTKEY_GameOption_SFXVolume",
 "TEXTKEY_GameOption_ToggleEdgeScreen": "TEXTKEY_GameOption_ToggleEdgeScreen",
 "TEXTKEY_GameOption_ToggleMute": "TEXTKEY_GameOption_ToggleMute",
 "TEXTKEY_GameOption_ToggleRunInBackground": "TEXTKEY_GameOption_ToggleRunInBackground",
 "TEXTKEY_GameOption_UISFXVolume": "TEXTKEY_GameOption_UISFXVolume",
 "TEXTKEY_GameOption_UIScaleOverRecommendedWarning": "TEXTKEY_GameOption_UIScaleOverRecommendedWarning",
 "TEXTKEY_GameOption_Vsync": "TEXTKEY_GameOption_Vsync",
 "TEXTKEY_HelpNotice_BuildingNotEnoughResource": "TEXTKEY_HelpNotice_BuildingNotEnoughResource",
 "TEXTKEY_HelpNotice_CannotPasteStoragePolicy": "TEXTKEY_HelpNotice_CannotPasteStoragePolicy",
 "TEXTKEY_HelpNotice_LearnSkillNotEnoughMainSkillPoint": "TEXTKEY_HelpNotice_LearnSkillNotEnoughMainSkillPoint",
 "TEXTKEY_HelpNotice_LearnSkillNotEnoughSubSkillPoint": "TEXTKEY_HelpNotice_LearnSkillNotEnoughSubSkillPoint",
 "TEXTKEY_HelpNotice_LevelUpNotEnoughExp": "TEXTKEY_HelpNotice_LevelUpNotEnoughExp",
 "TEXTKEY_HelpNotice_LevelUpNotEnoughItem": "TEXTKEY_HelpNotice_LevelUpNotEnoughItem",
 "TEXTKEY_HelpNotice_NoDropArea": "TEXTKEY_HelpNotice_NoDropArea",
 "TEXTKEY_HelpNotice_NotReachableTarget": "TEXTKEY_HelpNotice_NotReachableTarget",
 "TEXTKEY_HelpNotice_RecuitFailOverMaxPopulation": "TEXTKEY_HelpNotice_RecuitFailOverMaxPopulation",
 "TEXTKEY_HelpNotice_RecuitSuccess": "TEXTKEY_HelpNotice_RecuitSuccess",
 "TEXTKEY_HelpNotice_ResearchUnlock": "TEXTKEY_HelpNotice_ResearchUnlock",
 "TEXTKEY_HelpNotice_RetireFailLastMember": "TEXTKEY_HelpNotice_RetireFailLastMember",
 "TEXTKEY_HelpNotice_RetireFailNotIdle": "TEXTKEY_HelpNotice_RetireFailNotIdle",
 "TEXTKEY_HelpNotice_TradeItemDeliveryFailed": "TEXTKEY_HelpNotice_TradeItemDeliveryFailed",
 "TEXTKEY_HelpNotice_TradeTargetInventoryFull": "TEXTKEY_HelpNotice_TradeTargetInventoryFull",
 "TEXTKEY_HelpNotice_TradeTargetWeightLimit": "TEXTKEY_HelpNotice_TradeTargetWeightLimit",
 "TEXTKEY_HelpNotice_TraitAcquired": "TEXTKEY_HelpNotice_TraitAcquired",
 "TEXTKEY_InteractionInvalid_AlreadyCarry": "TEXTKEY_InteractionInvalid_AlreadyCarry",
 "TEXTKEY_InteractionInvalid_DropFail": "TEXTKEY_InteractionInvalid_DropFail",
 "TEXTKEY_InteractionInvalid_IndoorDisabled": "TEXTKEY_InteractionInvalid_IndoorDisabled",
 "TEXTKEY_InteractionInvalid_InteractAreaDisabled": "TEXTKEY_InteractionInvalid_InteractAreaDisabled",
 "TEXTKEY_InteractionInvalid_ItemUnavailable": "TEXTKEY_InteractionInvalid_ItemUnavailable",
 "TEXTKEY_InteractionInvalid_WorkUnavailable": "TEXTKEY_InteractionInvalid_WorkUnavailable",
 "TEXTKEY_InteractionOption_AltRightClick": "TEXTKEY_InteractionOption_AltRightClick",
 "TEXTKEY_InteractionOption_AssignBedOwner": "TEXTKEY_InteractionOption_AssignBedOwner",
 "TEXTKEY_InteractionOption_Attack": "TEXTKEY_InteractionOption_Attack",
 "TEXTKEY_InteractionOption_ClearBedOwner": "TEXTKEY_InteractionOption_ClearBedOwner",
 "TEXTKEY_InteractionOption_Construction": "TEXTKEY_InteractionOption_Construction",
 "TEXTKEY_InteractionOption_Crafting": "TEXTKEY_InteractionOption_Crafting",
 "TEXTKEY_InteractionOption_Demolition_NoTarget": "TEXTKEY_InteractionOption_Demolition_NoTarget",
 "TEXTKEY_InteractionOption_FirstAid": "TEXTKEY_InteractionOption_FirstAid",
 "TEXTKEY_InteractionOption_ForceAttack": "TEXTKEY_InteractionOption_ForceAttack",
 "TEXTKEY_InteractionOption_Heal": "TEXTKEY_InteractionOption_Heal",
 "TEXTKEY_InteractionOption_MacAlt": "TEXTKEY_InteractionOption_MacAlt",
 "TEXTKEY_InteractionOption_RightClick": "TEXTKEY_InteractionOption_RightClick",
 "TEXTKEY_InteractionOption_WinAlt": "TEXTKEY_InteractionOption_WinAlt",
 "TEXTKEY_IntroNotice_Notice": "TEXTKEY_IntroNotice_Notice",
 "TEXTKEY_KeyInputType_CameraZoomIn": "TEXTKEY_KeyInputType_CameraZoomIn",
 "TEXTKEY_KeyInputType_CameraZoomOut": "TEXTKEY_KeyInputType_CameraZoomOut",
 "TEXTKEY_KeyInputType_CommonConfirm": "TEXTKEY_KeyInputType_CommonConfirm",
 "TEXTKEY_KeyInputType_QuickLoad": "TEXTKEY_KeyInputType_QuickLoad",
 "TEXTKEY_LOCKEDBUILDING_ItemReason": "TEXTKEY_LOCKEDBUILDING_ItemReason",
 "TEXTKEY_LOCKEDBUILDING_Reason": "TEXTKEY_LOCKEDBUILDING_Reason",
 "TEXTKEY_Language_PortugueseBrazil": "TEXTKEY_Language_PortugueseBrazil",
 "TEXTKEY_LevelUpUI_WarnBeforeClose": "TEXTKEY_LevelUpUI_WarnBeforeClose",
 "TEXTKEY_NarrativeIntroNotice_1": "TEXTKEY_NarrativeIntroNotice_1",
 "TEXTKEY_NarrativeIntroNotice_2": "TEXTKEY_NarrativeIntroNotice_2",
 "TEXTKEY_NarrativeIntroNotice_3": "TEXTKEY_NarrativeIntroNotice_3",
 "TEXTKEY_NarrativeIntroNotice_4": "TEXTKEY_NarrativeIntroNotice_4",
 "TEXTKEY_NarrativeIntroNotice_5": "TEXTKEY_NarrativeIntroNotice_5",
 "TEXTKEY_NarrativeIntroNotice_6": "TEXTKEY_NarrativeIntroNotice_6",
 "TEXTKEY_NarrativeIntro_HoldSpaceSkipGuide": "TEXTKEY_NarrativeIntro_HoldSpaceSkipGuide",
 "TEXTKEY_NodeD010_CommonMood": "TEXTKEY_NodeD010_CommonMood",
 "TEXTKEY_NodeD010_Rank1RoomType3": "TEXTKEY_NodeD010_Rank1RoomType3",
 "TEXTKEY_NodeD010_Rank3Elite": "TEXTKEY_NodeD010_Rank3Elite",
 "TEXTKEY_NodeD010_Rank3Food": "TEXTKEY_NodeD010_Rank3Food",
 "TEXTKEY_NodeD010_Rank3Level": "TEXTKEY_NodeD010_Rank3Level",
 "TEXTKEY_NodeD010_Rank3Research1": "TEXTKEY_NodeD010_Rank3Research1",
 "TEXTKEY_NodeD010_Rank3Research2": "TEXTKEY_NodeD010_Rank3Research2",
 "TEXTKEY_NodeD010_Rank3Research3": "TEXTKEY_NodeD010_Rank3Research3",
 "TEXTKEY_NodeD010_Rank3Research4": "TEXTKEY_NodeD010_Rank3Research4",
 "TEXTKEY_NodeD010_Rank3Research5": "TEXTKEY_NodeD010_Rank3Research5",
 "TEXTKEY_NodeD010_Rank3Research6": "TEXTKEY_NodeD010_Rank3Research6",
 "TEXTKEY_NodeD010_Rank3Research7": "TEXTKEY_NodeD010_Rank3Research7",
 "TEXTKEY_NodeD010_Rank3Resource1": "TEXTKEY_NodeD010_Rank3Resource1",
 "TEXTKEY_NodeD010_Rank3Resource2": "TEXTKEY_NodeD010_Rank3Resource2",
 "TEXTKEY_NodeD010_Rank3RoomType1": "TEXTKEY_NodeD010_Rank3RoomType1",
 "TEXTKEY_NodeD010_Rank3RoomType2": "TEXTKEY_NodeD010_Rank3RoomType2",
 "TEXTKEY_NodeD010_Rank3RoomType3": "TEXTKEY_NodeD010_Rank3RoomType3",
 "TEXTKEY_NodeD010_Rank3RoomType4": "TEXTKEY_NodeD010_Rank3RoomType4",
 "TEXTKEY_NodeD010_Rank3RoomType5": "TEXTKEY_NodeD010_Rank3RoomType5",
 "TEXTKEY_NodeD010_Rank3RoomType6": "TEXTKEY_NodeD010_Rank3RoomType6",
 "TEXTKEY_NodeD010_Rank3RoomType7": "TEXTKEY_NodeD010_Rank3RoomType7",
 "TEXTKEY_NodeDR000_Rank3Elite": "TEXTKEY_NodeDR000_Rank3Elite",
 "TEXTKEY_NodeDR000_Rank3Food": "TEXTKEY_NodeDR000_Rank3Food",
 "TEXTKEY_NodeDR000_Rank3Level": "TEXTKEY_NodeDR000_Rank3Level",
 "TEXTKEY_NodeDR000_Rank3Research1": "TEXTKEY_NodeDR000_Rank3Research1",
 "TEXTKEY_NodeDR000_Rank3Research2": "TEXTKEY_NodeDR000_Rank3Research2",
 "TEXTKEY_NodeDR000_Rank3Research3": "TEXTKEY_NodeDR000_Rank3Research3",
 "TEXTKEY_NodeDR000_Rank3Research4": "TEXTKEY_NodeDR000_Rank3Research4",
 "TEXTKEY_NodeDR000_Rank3Research5": "TEXTKEY_NodeDR000_Rank3Research5",
 "TEXTKEY_NodeDR000_Rank3Research6": "TEXTKEY_NodeDR000_Rank3Research6",
 "TEXTKEY_NodeDR000_Rank3Research7": "TEXTKEY_NodeDR000_Rank3Research7",
 "TEXTKEY_NodeDR000_Rank3Resource1": "TEXTKEY_NodeDR000_Rank3Resource1",
 "TEXTKEY_NodeDR000_Rank3Resource2": "TEXTKEY_NodeDR000_Rank3Resource2",
 "TEXTKEY_NodeDR000_Rank3RoomType1": "TEXTKEY_NodeDR000_Rank3RoomType1",
 "TEXTKEY_NodeDR000_Rank3RoomType2": "TEXTKEY_NodeDR000_Rank3RoomType2",
 "TEXTKEY_NodeDR000_Rank3RoomType3": "TEXTKEY_NodeDR000_Rank3RoomType3",
 "TEXTKEY_NodeDR000_Rank3RoomType4": "TEXTKEY_NodeDR000_Rank3RoomType4",
 "TEXTKEY_NodeDR000_Rank3RoomType5": "TEXTKEY_NodeDR000_Rank3RoomType5",
 "TEXTKEY_NodeDR000_Rank3RoomType6": "TEXTKEY_NodeDR000_Rank3RoomType6",
 "TEXTKEY_NodeDR000_Rank3RoomType7": "TEXTKEY_NodeDR000_Rank3RoomType7",
 "TEXTKEY_PLAYERNAME_Elf_Male_66": "TEXTKEY_PLAYERNAME_Elf_Male_66",
 "TEXTKEY_PLAYERNAME_Elf_Male_67": "TEXTKEY_PLAYERNAME_Elf_Male_67",
 "TEXTKEY_PLAYERNAME_Elf_Male_68": "TEXTKEY_PLAYERNAME_Elf_Male_68",
 "TEXTKEY_PLAYERNAME_Human_Female_0": "TEXTKEY_PLAYERNAME_Human_Female_0",
 "TEXTKEY_PLAYERNAME_Human_Female_67": "TEXTKEY_PLAYERNAME_Human_Female_67",
 "TEXTKEY_PLAYERNAME_Human_Female_68": "TEXTKEY_PLAYERNAME_Human_Female_68",
 "TEXTKEY_PLAYERNAME_Human_Male_0": "TEXTKEY_PLAYERNAME_Human_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_PLAYERNAME_Human_Male_66": "TEXTKEY_PLAYERNAME_Human_Male_66",
 "TEXTKEY_PLAYERNAME_Human_Male_67": "TEXTKEY_PLAYERNAME_Human_Male_67",
 "TEXTKEY_PLAYERNAME_LizardMan_Male_0": "TEXTKEY_PLAYERNAME_LizardMan_Male_0",
 "TEXTKEY_PLAYERNAME_LizardMan_Male_101": "TEXTKEY_PLAYERNAME_LizardMan_Male_101",
 "TEXTKEY_PLAYERNAME_Lycan_Female_0": "TEXTKEY_PLAYERNAME_Lycan_Female_0",
 "TEXTKEY_PLAYERNAME_Lycan_Female_1": "TEXTKEY_PLAYERNAME_Lycan_Female_1",
 "TEXTKEY_PLAYERNAME_Lycan_Female_10": "TEXTKEY_PLAYERNAME_Lycan_Female_10",
 "TEXTKEY_PLAYERNAME_Lycan_Female_2": "TEXTKEY_PLAYERNAME_Lycan_Female_2",
 "TEXTKEY_PLAYERNAME_Lycan_Female_3": "TEXTKEY_PLAYERNAME_Lycan_Female_3",
 "TEXTKEY_PLAYERNAME_Lycan_Female_4": "TEXTKEY_PLAYERNAME_Lycan_Female_4",
 "TEXTKEY_PLAYERNAME_Lycan_Female_5": "TEXTKEY_PLAYERNAME_Lycan_Female_5",
 "TEXTKEY_PLAYERNAME_Lycan_Female_6": "TEXTKEY_PLAYERNAME_Lycan_Female_6",
 "TEXTKEY_PLAYERNAME_Lycan_Female_7": "TEXTKEY_PLAYERNAME_Lycan_Female_7",
 "TEXTKEY_PLAYERNAME_Lycan_Female_8": "TEXTKEY_PLAYERNAME_Lycan_Female_8",
 "TEXTKEY_PLAYERNAME_Lycan_Female_9": "TEXTKEY_PLAYERNAME_Lycan_Female_9",
 "TEXTKEY_PLAYERNAME_Lycan_Male_0": "TEXTKEY_PLAYERNAME_Lycan_Male_0",
 "TEXTKEY_PLAYERNAME_Lycan_Male_1": "TEXTKEY_PLAYERNAME_Lycan_Male_1",
 "TEXTKEY_PLAYERNAME_Lycan_Male_10": "TEXTKEY_PLAYERNAME_Lycan_Male_10",
 "TEXTKEY_PLAYERNAME_Lycan_Male_2": "TEXTKEY_PLAYERNAME_Lycan_Male_2",
 "TEXTKEY_PLAYERNAME_Lycan_Male_3": "TEXTKEY_PLAYERNAME_Lycan_Male_3",
 "TEXTKEY_PLAYERNAME_Lycan_Male_4": "TEXTKEY_PLAYERNAME_Lycan_Male_4",
 "TEXTKEY_PLAYERNAME_Lycan_Male_5": "TEXTKEY_PLAYERNAME_Lycan_Male_5",
 "TEXTKEY_PLAYERNAME_Lycan_Male_6": "TEXTKEY_PLAYERNAME_Lycan_Male_6",
 "TEXTKEY_PLAYERNAME_Lycan_Male_7": "TEXTKEY_PLAYERNAME_Lycan_Male_7",
 "TEXTKEY_PLAYERNAME_Lycan_Male_8": "TEXTKEY_PLAYERNAME_Lycan_Male_8",
 "TEXTKEY_PLAYERNAME_Lycan_Male_9": "TEXTKEY_PLAYERNAME_Lycan_Male_9",
 "TEXTKEY_QUEST_Gathering": "TEXTKEY_QUEST_Gathering",
 "TEXTKEY_QUEST_HasUnitItem": "TEXTKEY_QUEST_HasUnitItem",
 "TEXTKEY_QUEST_Input_ControlModeGather": "TEXTKEY_QUEST_Input_ControlModeGather",
 "TEXTKEY_QUEST_Input_ControlModePickUp": "TEXTKEY_QUEST_Input_ControlModePickUp",
 "TEXTKEY_QUEST_Input_GameSpeedFast": "TEXTKEY_QUEST_Input_GameSpeedFast",
 "TEXTKEY_QUEST_InspectBuilding": "TEXTKEY_QUEST_InspectBuilding",
 "TEXTKEY_RANDOMTIP_13": "TEXTKEY_RANDOMTIP_13",
 "TEXTKEY_RANDOMTIP_17": "TEXTKEY_RANDOMTIP_17",
 "TEXTKEY_RANDOMTIP_26": "TEXTKEY_RANDOMTIP_26",
 "TEXTKEY_RANDOMTIP_27": "TEXTKEY_RANDOMTIP_27",
 "TEXTKEY_RANDOMTIP_29": "TEXTKEY_RANDOMTIP_29",
 "TEXTKEY_RANDOMTIP_33": "TEXTKEY_RANDOMTIP_33",
 "TEXTKEY_RANDOMTIP_41": "TEXTKEY_RANDOMTIP_41",
 "TEXTKEY_RANDOMTIP_42": "TEXTKEY_RANDOMTIP_42",
 "TEXTKEY_RANDOMTIP_43": "TEXTKEY_RANDOMTIP_43",
 "TEXTKEY_RANDOMTIP_44": "TEXTKEY_RANDOMTIP_44",
 "TEXTKEY_RANDOMTIP_45": "TEXTKEY_RANDOMTIP_45",
 "TEXTKEY_ROOM_RecreationHousingRoomEffect": "TEXTKEY_ROOM_RecreationHousingRoomEffect",
 "TEXTKEY_RecruitUI_RefreshConfirmNotice": "TEXTKEY_RecruitUI_RefreshConfirmNotice",
 "TEXTKEY_RoomType_RecreationRoom": "TEXTKEY_RoomType_RecreationRoom",
 "TEXTKEY_SPEECH_SafeFloor": "TEXTKEY_SPEECH_SafeFloor",
 "TEXTKEY_SPEECH_SafeFloor2": "TEXTKEY_SPEECH_SafeFloor2",
 "TEXTKEY_SPEECH_SafeFloor3": "TEXTKEY_SPEECH_SafeFloor3",
 "TEXTKEY_SPEECH_SafeFloor4": "TEXTKEY_SPEECH_SafeFloor4",
 "TEXTKEY_SPEECH_TestTest": "TEXTKEY_SPEECH_TestTest",
 "TEXTKEY_SaveLoad_CampaignLoadFailed": "TEXTKEY_SaveLoad_CampaignLoadFailed",
 "TEXTKEY_SaveLoad_IronMode": "TEXTKEY_SaveLoad_IronMode",
 "TEXTKEY_SaveLoad_IronModeDungeonLoadNotice": "TEXTKEY_SaveLoad_IronModeDungeonLoadNotice",
 "TEXTKEY_SaveLoad_IronModeSwitchNotice": "TEXTKEY_SaveLoad_IronModeSwitchNotice",
 "TEXTKEY_SaveLoad_IronmanMode": "TEXTKEY_SaveLoad_IronmanMode",
 "TEXTKEY_SaveLoad_NewCampaign": "TEXTKEY_SaveLoad_NewCampaign",
 "TEXTKEY_SaveLoad_OverwriteSaveNotice": "TEXTKEY_SaveLoad_OverwriteSaveNotice",
 "TEXTKEY_SaveLoad_QuickLoad": "TEXTKEY_SaveLoad_QuickLoad",
 "TEXTKEY_SaveLoad_RemoveSaveNotice": "TEXTKEY_SaveLoad_RemoveSaveNotice",
 "TEXTKEY_Shared_SuperHigh": "TEXTKEY_Shared_SuperHigh",
 "TEXTKEY_Shared_SuperLow": "TEXTKEY_Shared_SuperLow",
 "TEXTKEY_Stove_LoadUI": "TEXTKEY_Stove_LoadUI",
 "TEXTKEY_SystemMenu_QuitNotice": "TEXTKEY_SystemMenu_QuitNotice",
 "TEXTKEY_TASK_Recreation": "TEXTKEY_TASK_Recreation",
 "TEXTKEY_TitleMenu_Continue": "TEXTKEY_TitleMenu_Continue",
 "TEXTKEY_Tooltip_CraftingRequiredItems": "TEXTKEY_Tooltip_CraftingRequiredItems",
 "TEXTKEY_Tooltip_Hold": "TEXTKEY_Tooltip_Hold",
 "TEXTKEY_Tooltip_NoExpireDuration": "TEXTKEY_Tooltip_NoExpireDuration",
 "TEXTKEY_Tooltip_RandomStats": "TEXTKEY_Tooltip_RandomStats",
 "TEXTKEY_VFXExecution_Exp": "TEXTKEY_VFXExecution_Exp",
 "TI...": "TI...",
 "TIMED": "TIMED",
 "TIP:": "提示：",
 "TIP: During expedition, units": "提示：在探险期间，单位",
 "TIP: Some ranged attacks consume ammo, such as arrows. Be careful not to run out.": "提示：部分远程攻击会消耗箭矢等弹药。请注意弹药的使用情况，避免耗尽。",
 "TIP: Use ointment to recover health when un...": "提示：在单位生命值较低时使用药膏恢复...",
 "TIP:...": "提示：...",
 "TODO": "TODO",
 "TRADEPOOL_Endrossi": "TRADEPOOL_Endrossi",
 "TRADEPOOL_EndrossiSafe": "TRADEPOOL_EndrossiSafe",
 "TRADEPOOL_FesteringBurrowMerchant": "TRADEPOOL_FesteringBurrowMerchant",
 "TRADEPOOL_GuildMerchant1": "TRADEPOOL_GuildMerchant1",
 "TRADEPOOL_GuildMerchant2": "TRADEPOOL_GuildMerchant2",
 "TRADEPOOL_GuildMerchant3": "TRADEPOOL_GuildMerchant3",
 "TRADEPOOL_GuildMerchantSafe": "TRADEPOOL_GuildMerchantSafe",
 "TRADEPOOL_VeilSilenceMerchant": "TRADEPOOL_VeilSilenceMerchant",
 "TRAITS": "TRAITS",
 "Tab": "Tab",
 "Table cooldown": "表冷却",
 "Tadpole": "蝌蚪",
 "Tadpole Evolve Random": "掠食蛙 随机",
 "Tadpole Random": "森林蝌蚪 随机",
 "TadpoleEvolve": "TadpoleEvolve",
 "Take": "拿取",
 "Take 1": "拿取 1",
 "Take defense ignoring magic damage equal to {0}% of": "受到相当于 {0}% 的无视防御魔法伤害，来自",
 "Take defense ignoring magic damage equal to {0}% of 总最大生命值 per 10 second. This effect cannot stack.": "受到相当于 {0}% 的无视防御魔法伤害，来自 总最大生命值 per 10 second. This effect cannot stack.",
 "Take defense ignoring magic damage equal to {0}% of 总最大生命值 per second. This effect cannot stack.": "每秒承受总最大生命值 {0}% 的无视防御魔法伤害。此效果不可叠加。",
 "Take defense-ignoring magic damage equal to {0}% of 总最大生命值 per second. This effect cannot stack.": "Take 无视防御 等同于 {0}% 的魔法伤害 总最大生命值 每秒。此效果不可叠加。",
 "Take defense-ignoring magic damage of stack * {0} per second.": "Take 无视防御 堆叠 * {0} 的魔法伤害每秒。",
 "Take defense-ignoring typeless damage equal to 1% of": "承受相当于 1% 的无视防御无属性伤害，来自",
 "Take defense-ignoring typeless damage equal to 1% of 总最大生命值 every 10 seconds. This effe...": "每 10 秒承受 总最大生命值 1% 的无视防御无属性伤害。此效...",
 "Take defense-ignoring typeless damage equal to 1% of 总最大生命值 every 10 seconds. This effect cannot stack.": "每 10 秒承受 总最大生命值 1% 的无视防御无属性伤害。此效果不可叠加。",
 "Take defense-ignoring typeless damage equal to {0}% of [STATUS_MaxHealthTotal] every 10 seconds. This effect cannot stack.": "每 10 秒承受 [STATUS_MaxHealthTotal] {0}% 的无视防御无属性伤害。此效果不可叠加。",
 "Take stack * {0}": "受到堆叠 * {0}",
 "Take stack * {0} defense-ignoring physical damage per second.": "受到堆叠 * {0} 无视防御 物理伤害每秒。",
 "Take the cooldown on the skill. Divide it by (1 + {#} / {#}). A 0 result, or a divisor that is not greater than 0, leaves the table cooldown unchanged.": "取技能上的冷却，再除以 (1 + {#} / {#})。结果为 0，或除数不大于 0 时，表冷却不变。",
 "Take {#} {#} from the party": "从探险队拿走 {#} {#}",
 "Taking": "吃下",
 "Taking a bite makes you feel like your whole body is energized.": "咬一口，你会感觉全身充满活力。",
 "TalWeight": "TalWeight",
 "Talent growth": "天赋成长",
 "Talent represents a": "天赋代表",
 "Talent represents a character's growth potential": "天赋代表角色的成长潜力",
 "Talent represents a character's growth potential for a 主属性. The greater the talent, the more their 主属性 can increase when 升级 occurs. - 较差 - 中等 - 优秀 - 卓越 - 天才": "天赋代表角色对主属性的成长潜力。天赋越高，升级时其主属性可提升的幅度越大。 - 较差 - 中等 - 优秀 - 卓越 - 天才",
 "Talent represents a character's growth potential for a 主属性. The greater the talent, the more their 主属性 increases when Leveling Up. - 较差 - 中等 - 优秀 - 卓越 - 天才": "天赋代表角色对主属性的成长潜力。天赋越高，升级时其主属性可提升的幅度越大。 - 较差 - 中等 - 优秀 - 卓越 - 天才",
 "Talent represents a character's growth potential in a 主属性. The higher the talent, the more that 主属性 can increase during 升级. - 较差 - 中等 - 优秀 - 卓越 - 天才": "天赋代表角色的成长潜力 in a 主属性. The higher 天赋越高，越能 that 主属性 can increase during 升级. - 较差 - 中等 - 优秀 - 卓越 - 天才",
 "Talent scaling": "天赋成长",
 "Talent scaling (player units):": "天赋成长（玩家单位）：",
 "Talent sum (save values):": "天赋合计（存档值）：",
 "Talent tendencies": "天赋倾向",
 "Talent tiers": "天赋层级",
 "Talent tiers decide stat growth for a unit's whole career. A fresh candidate only has about 2-5 tiers total across its 6 major stats, so one Exceptional or Genius stat is a genuine find.": "天赋档位决定一个单位整个生涯的属性成长。新候选人在 6 项主属性上合计大约只有 2-5 档，所以一项卓越或天才属性是真正的发现。",
 "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": "天赋",
 "Talents & Stat Growth": "天赋与属性成长",
 "Talents & Stat Growth - Dungeon Settlers Wiki": "天赋与属性成长 - Dungeon Settlers 维基",
 "Talents & stats": "天赋与属性",
 "Talents & stats guide": "天赋与属性指南",
 "Talisman": "护身符",
 "Talk to": "对话",
 "Talk to Endorsi": "与恩多尔西交谈",
 "Taming is flagged as a not-yet-implemented feature. Every monster Soul Stone left in the build grants 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, and in DS_B.0.4.11 each of them is wired to the first kill of its monster - including the Chain Knight Sentinel's stone (its boss room generates on the region's floor 5; see How Regions Unlock). DS_B.0.4.11 removed the 13 inert soul stones that had no effect. The Soul Stones catalog lists every stone, its trait and its source.": "驯化被标记为尚未实现的功能。本版本中留下的每颗怪物灵魂石在使用时会授予一项灵魂特质（一个单位只能持有一项灵魂特质；使用另一颗会覆盖原有特质），而不是设计所暗示的完整「生物技能树」。在 DS_B.0.4.11 中，每颗灵魂石都绑定到首次击杀对应怪物，包括链甲骑士哨兵的灵魂石（其首领房间生成在该区域第 5 层；参见区域如何解锁）。DS_B.0.4.11 移除了 13 颗没有效果的无效灵魂石。灵魂石目录列出了每颗石头、其特质和来源。",
 "TamingCapability": "TamingCapability",
 "Tank": "坦克",
 "Tap tooltips": "点按提示",
 "Tape": "卷尺",
 "Tape Measure": "卷尺",
 "Target Max Health (not the caster's attack power)": "目标最大生命值 (非施法者的攻击力)",
 "Target burning stacks": "目标燃烧层数",
 "Target burning stacks:": "目标燃烧层数：",
 "Target current HP (head + body)": "目标当前 HP（头部 + 身体）",
 "Target is a Boss": "目标是首领",
 "Target max HP (head + body)": "目标最大 HP（头部 + 身体）",
 "Target missing HP (%)": "目标已损失 HP (%)",
 "Target unit condition": "目标单位条件",
 "Target's combined HP fraction": "目标合计 HP 比例",
 "Target's missing HP": "目标已损失 HP",
 "Target's missing HP (every 3rd basic)": "目标已损失 HP（每第 3 次普通攻击）",
 "Targeting range 8; the distance bonus maxes at 16 tiles (far corner of the range).": "瞄准射程 8；距离加成在 16 格时达到上限（范围的最远角）。",
 "Task": "任务",
 "Task - Dungeon Settlers Wiki": "任务 - Dungeon Settlers 维基",
 "Task Dungeon Depth": "任务地下城深度",
 "Task icon": "任务 图标",
 "TaskTalentScores": "TaskTalentScores",
 "Task_": "Task_",
 "Tastes": "尝起来",
 "Tastes stuffy like its name, but is a valuable source of moisture.": "尝起来和它的名字一样沉闷，但却是宝贵的水分来源。",
 "Taunt + Mocking Grin": "嘲讽 + 嘲弄之笑",
 "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).": "嘲讽是一种减益效果，强制敌人攻击嘲讽者。双重请求嘲讽一个目标（并对它造成+50%伤害，来自其他人的伤害-30%）；守护者嘲讽嘲讽一整群敌人。因为嘲讽是敌人的减益效果，施放它也会触发格挡屏障。然后嘲弄之笑（堡垒）将你从被嘲讽的敌人那里受到的每次攻击的20%转化为屏障，持续10秒--所以你受到的攻击越多，你生成的护盾就越多，这恰好颠倒了成为目标的通常缺点。双重请求的-30%伤害减免和护盾堆叠（强化/屏障复苏）使这成为一个真正粘人的坦克。嘲讽者和嘲弄之笑的持有者必须是同一个单位（它基于“你的”嘲讽）。",
 "Taunt tank": "嘲讽坦克",
 "Team & import": "队伍与导入",
 "Team 1": "队伍 1",
 "Team Stats": "队伍数据",
 "Team composition": "队伍构成",
 "Team composition. Click a card to put them on this team. Click again to take them off. Compact+ is the default. It shows race, job, gear, and the skill trees.": "队伍构成。点击卡牌即可加入此队伍。再点一次即可移出。Compact+ 是默认视图。它显示种族、出身、装备和技能树。",
 "Team damage per second": "队伍每秒伤害",
 "Team energy to kill": "队伍击杀能量",
 "Team for DPS and energy": "DPS 与能量队伍",
 "Team link": "队伍链接",
 "Team name for the imported party": "导入队伍的名称",
 "Team name:": "队伍名称：",
 "Team units": "队伍单位",
 "Tears": "泪",
 "Technical": "技术",
 "Technique": "技巧",
 "Temp Tuto Skip": "Temp Tuto Skip",
 "TempTutoSkip": "TempTutoSkip",
 "Template balance fingerprint": "模板平衡指纹",
 "Template game version": "模板游戏版本",
 "Template weight": "模板权重",
 "Templates": "模板",
 "Templates in pool": "池中模板",
 "Temple A place for worshipping the Goddess. The more sacred the place becomes, the more willingly the Goddess will bestow her grace upon the faithful. [ROOM_PoorTemple] [ROOM_MediocreTemple] [ROOM_NormalTemple] [ROOM_DecentTemple]": "神庙 供奉女神的场所。这个地方越神圣，女神就越愿意将她的恩典赐予信徒。[ROOM_PoorTemple] [ROOM_MediocreTemple] [ROOM_NormalTemple] [ROOM_DecentTemple]",
 "Temple of": "……神殿",
 "Temple.": "寺庙。",
 "TemplePray": "TemplePray",
 "Temple_": "Temple_",
 "Temporarily gain": "暂时获得",
 "Temporarily gain shell.": "暂时获得 shell.",
 "Temporary": "临时",
 "Temporary-buff stack caps": "临时增益层数上限",
 "Terms of use": "使用条款",
 "Test": "测试",
 "Test Setting": "测试设置",
 "Test Squad": "测试小队",
 "Test Superman": "Test Superman",
 "Test Superman - Dungeon Settlers Wiki": "Test Superman - Dungeon Settlers 维基",
 "Test Superman icon": "Test Superman 图标",
 "Test Test Test": "测试 测试 测试",
 "Test Test Test - Dungeon Settlers Wiki": "测试 测试 测试 - Dungeon Settlers 维基",
 "Test Test Test icon": "测试 测试 测试 图标",
 "Test Trade": "测试交易",
 "Test Trade - Dungeon Settlers Wiki": "测试交易 - Dungeon Settlers 维基",
 "Test Trade Box": "测试交易箱",
 "Test Trade Box - Dungeon Settlers Wiki": "测试交易箱 - Dungeon Settlers 维基",
 "Test Trade icon": "测试交易 图标",
 "Test presets": "测试模板",
 "Test this build in-game": "在游戏中测试此构筑",
 "Test this team in-game": "在游戏中测试此队伍",
 "Test unit": "测试单位",
 "Test unit: Magic {#}, Physical {#}.": "测试单位：魔法 {#}，物理 {#}。",
 "Text / Localization": "文本 / 本地化",
 "Text and wording": "文本与措辞",
 "Text varies per Expedition Resolution": "文本因探险决议而异",
 "Text varies per Expedition Resolution - see": "文本因探险决议而异 - 见",
 "Th...": "这...",
 "Thank": "谢谢",
 "Thank you for": "感谢您",
 "Thank you for playing the Dungeon Settlers demo.": "感谢您游玩《地城拓荒》试玩版。",
 "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, and some content and systems are limited in the demo version. We will continue improving the balance, quality of-life features, events, and late game content. The feedback you share with us will be a great help as we continue refining the game.": "感谢您游玩《地城拓荒》试玩版。本试玩版旨在让您提前体验《地城拓荒》的核心玩法循环。游戏的许多部分仍在开发中，试玩版中部分内容和系统受到限制。我们将继续改进平衡、便利功能、事件和后期内容。您分享的反馈将极大帮助我们继续完善游戏。",
 "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, and some content and systems are limited in the demo version. We will continue improving the balance, quality-of-life features, events, and late-game content. The feedback you share with us will be a great help as we continue refining the game.": "感谢您游玩《地城拓荒》试玩版。 本试玩版旨在让您提前体验《地城拓荒》的核心玩法循环。 Many parts of the game are still in development, and some content and systems are limited in the demo version. We will continue improving the balance, quality-of-life features, events, and late-game content. The feedback you share with us will be a great help as we continue refining the game.",
 "Thanks! Your report was sent.": "谢谢！你的报告已发送。",
 "That": "那",
 "That file is not a Dungeon Settlers save.": "该文件不是地下城拓荒者存档。",
 "That file is not readable JSON.": "该文件不是可读的 JSON。",
 "That finale is a": "该终局是",
 "That helper is used on the drop path: when the Rich Mana Stone environment effect is active on the region, an already-rolled mana-stone stack is raised by that effect's percentage. So a High Grade drop would be increased if one ever happened.": "该辅助函数用于掉落路径：当区域上的丰饶魔力石环境效果生效时，已经掷出的法力石堆叠会按该效果的百分比提高。因此如果上级法力石曾经掉落，数量会被提高。",
 "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.": "因此安全层是长途推进的天然整备站：一支在第 3 天到达安全层的小队，离开时的状态与刚抵达的小队相同，所以每次都经过安全层的深层探险根本不必支付最差费率。",
 "That table exists in the data, and": "该表存在于数据中，并且",
 "That's": "那是",
 "That...": "那...",
 "The": "该",
 "The +10% hit / +5% crit surround bonus per flanking unit. Note: authored in the data but": "每个侧翼单位提供 +10% 命中 / +5% 暴击的包围加成。注意：数据中已写入，但",
 "The -3 vision at night lets you approach closer, but your own units are just as blind - bring 夜视 if it is available.": "夜间 -3 视野让你可以靠得更近，但己方单位同样盲目 - 若有夜视就带上。",
 "The 20 is the ceiling on Shell stacks, not a cap on how many times the inscription may trigger.": "20 是外壳层数的上限，不是该铭文可触发次数的上限。",
 "The 20 second duration and the 60 tick cooldown both come from the inscription's own values.": "20 秒持续时间和 60 跳冷却都来自铭文自身的数值。",
 "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 额度是推断出来的：减量和剩余额度检测已被读到，但从第二个数值写入额度的那一行尚未定位到。",
 "The 25 is additive inside the damage dealt bracket, which is then multiplied by the critical multiplier.": "这 25 在造成伤害区间内加算，然后该区间再乘以暴击倍率。",
 "The 3": "这 3 条",
 "The 4 second cadence is in neither the tables nor the in-game description: the reset is a constant compiled into the attack routine, so no data change can move it.": "4 秒节奏既不在数据表中，也不在游戏内说明里：重置是编译进攻击流程的常量，因此改数据无法改动它。",
 "The 48 quests the game hands out, in the 5 lines it hands them out in: each line is one chain, and a step opens only when the step before it is reported. The 65 Expedition Resolutions run as quests too, and have a page of their own.": "游戏发放的 48 个任务，分 5 条线发放：每条线是一条链，只有前一步汇报后，下一步才会开启。65 项探险决议也以任务形式运行，并有单独的页面。",
 "The 6 major stats, Max Health, Physical/Magic Attack Power, Attack Speed": "6 项主属性、最大生命值、物理/魔法攻击力、攻击速度",
 "The 6 of them are:": "共 6 种：",
 "The 65 \"Expedition Resolution\" goals also run as quests. They are repeatable settlement targets that push your": "这 65 个“探险决议”目标也会作为任务运行。它们是可重复的据点目标，用来推动你的",
 "The 65 goals cover 7 kinds of work:": "这 65 个目标涵盖 7 类工作：",
 "The Abyss runs": "无限深渊共有",
 "The Bleeding stacks are applied to the target of the attack that completed the cycle.": "出血层数施加到完成该循环的那次攻击的目标上。",
 "The Bleeding stacks land on the target of the critical hit.": "出血层数落在该次暴击的目标上。",
 "The Burning stacks are applied to the target of the attack that completed the cycle.": "燃烧层数施加到完成该循环的那次攻击的目标上。",
 "The Burning stacks land on the target of the critical hit.": "燃烧层数落在该次暴击的目标上。",
 "The Chain Knight Sentinel in its room.": "房间里的链甲骑士哨兵。",
 "The Critical Weakness a hit applies runs out before the next hit arrives 4 seconds later, so a target is exposed in bursts rather than for the whole time the plant stands.": "一次命中施加的致命弱点会在 4 秒后下一次命中到来之前结束，所以目标是间歇暴露，而不是在植物站立的整段时间里都暴露。",
 "The Demolition control is locked": "拆除控制已锁定",
 "The Demolition control is unlocked": "拆除控制已解锁",
 "The Depleted Dungeon effect": "枯竭地下城效果",
 "The EXP required to": "升到下一级所需的经验",
 "The EXP required to level up from the current level. Determines the maximum value of 经验值.": "升到下一级所需的经验 level up from the current 等级。决定最大值的是 经验值.",
 "The EXP required to reach the next level. Determines the maximum value of 经验值.": "升到下一级所需的经验 reach the next 等级。决定最大值的是 经验值.",
 "The Early Access release (DS_B.0.4.11, build 25096615) cut 138 rows from the item table, almost all of them the unobtainable placeholders this page used to describe. Removed in DS_B.0.4.11: the Tin, Bronze and Iron weapon and armour lines (with Iron Ore and Iron Stick), every Dagger and Axe item from Wood to Arcron, the Garnet, Opal and Peridot ores, refined gems, staffs, rings and necklaces, the Gold ring and necklace, 13 of the 20 monster Soul Stones, the four Legendary relic accessories (Baron Blood Tear, Red Dragon Breath, Frosty Handshake, Swirling Tide), the treasure trinkets and a set of unused potions and tonics. Of the Iron line only Iron Armor and Iron Helmet remain: each has a recipe, but the recipe names no workstation and its Iron Ingot ingredient has no source in the tables. An Iron Great Sword and the Iron Ingot itself also remain, with no source at all. Gold Ore and Gold Ingot never existed in any build. The What's New page lists every removed row.": "抢先体验版本（DS_B.0.4.11，build 25096615）从物品表中删去了 138 行，几乎全是本页曾经说明过的无法获得的占位项。在 DS_B.0.4.11 中移除：锡、青铜和铁的武器与护甲系列（以及铁矿石和铁棍），从木到阿克伦的全部匕首和斧物品，石榴石、猫眼石和橄榄石矿石、精炼宝石、法杖、戒指和项链，黄金戒指和黄金项链，20 颗怪物灵魂石中的 13 颗，四件传说遗物饰品（男爵血泪、红龙之息、冰冷之握、漩涡之潮），宝物饰品，以及一套未使用的药水和补剂。铁系列中仅剩铁制护甲和铁制头盔：各有配方，但配方未写出工作台，且材料铁锭在表中没有来源。铁制巨剑和铁锭本身也仍在，完全没有来源。金矿石和金锭在任何版本中都不曾存在。最新内容页面列出了每一行被删除的记录。",
 "The Early Access release removed these from the item data:": "抢先体验版本从物品数据中移除了以下内容：",
 "The Elros Empire": "埃尔罗斯帝国",
 "The Elros Empire (spoiler)": "埃尔罗斯帝国（剧透）",
 "The Elros Empire thread continues in unreleased content (future Elros bosses and regions): see": "埃尔罗斯帝国线索在未发布内容中继续（未来的埃尔罗斯首领和区域）：参见",
 "The Giant Stone Golem in its room.": "房间里的巨石魔像。",
 "The Golem memorial": "魔像纪念物",
 "The Golem-memorial arena; its Endrossi spawn requires the 巨石魔像 kill record, the quest 狩猎阿尔法酸性斯洛格尔 completed": "魔像纪念竞技场；其恩多尔西生成要求已有巨石魔像击杀记录，且任务狩猎阿尔法酸性斯洛格尔已完成",
 "The HP at or below which the enemy is executed.": "敌人会在该 HP 及以下被处决。",
 "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": "无尽深渊是独立的无尽模式，与战役区域分开。其中受侵蚀的怪物不会直接掉落物品 - 通过下方宝箱刷取。参见",
 "The Infinite Abyss is a standalone endless-dungeon mode. It is separate from the empty Forgotten Abyss region on the expedition map, and it is partly impleme...": "无尽深渊是独立的无尽地下城模式。它与探险地图上的空区域遗忘深渊分开，并且只部分实现...",
 "The Infinite Abyss uses one fixed layout on every floor (1-10): an Entry, a Combat room, an": "无尽深渊每一层（1-10）使用同一固定布局：入口、战斗房间、",
 "The Inscription of Gloom tradeoff": "忧郁铭文的取舍",
 "The Inscription of Reflection bounces 100% of every damage type. Monster carapaces (Spike Turtle, Crystal Turtle) reflect a portion of melee / magic damage instead.": "反射铭文反弹所有伤害类型的 100%。怪物甲壳（尖刺龟、水晶龟）则反弹一部分近战 / 魔法伤害。",
 "The Inscription of the Sprouting Shell turns recovered Energy into Shell charges, capped at 20.": "萌芽甲壳铭文把恢复的能量转成外壳层数，上限为 20。",
 "The Inspector's voice flows from the raven's beak.": "观察者的声音从乌鸦的喙中传出。",
 "The Intelligence talent of {#} has changed from {#} to {#}.": "{#} 的智力天赋已从 {#} 改为 {#}。",
 "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.": "韩语文本比英语描述多了一句：对 1 格内目标的命中造成的伤害减少 50%。未折入所示数值。",
 "The Legendary": "传说级",
 "The Lycan expedition members exchange disappointed looks, then...": "狼人队员们遗憾地互望一眼，然后...",
 "The Magic Workshop has taken shape as a proper workspace where magic and materials can be handled safely. \"Good. Now we can finally make proper magic tools.\"": "魔法工坊已成形为一个合适的工坊，可以安全地处理魔法和材料。“很好。现在我们终于可以制作合适的魔法工具了。”",
 "The Perception myth": "感知误区",
 "The Rare": "稀有",
 "The Red Monster Rat": "红色怪鼠",
 "The Retry button rerolls all 5 slots.": "重试按钮会重掷全部 5 个栏位。",
 "The Retry button rerolls all {#} slots.": "重试按钮会重抽全部 {#} 个槽。",
 "The Stat suggested by the goddess during prayer will increase or decrease by a certain percentage based on the chosen type of": "在祈祷时，女神所建议的属性会根据所选的",
 "The Stat suggested by the goddess during prayer will increase or decrease by a certain percentage based on the chosen type of consecretionn.": "在祈祷时，女神所建议的属性会根据所选的 consecretionn.",
 "The Strength talent of {#} has changed from {#} to {#}.": "{#} 的力量天赋已从 {#} 改为 {#}。",
 "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 our prayers to the Goddess, let us devote greater care to it.\"": "The Temple had been built, but it was still in a shabby state. A more fitting space seemed necessary for the 探险队员 to find peace of mind. \"Since this is where we offer our prayers to the Goddess, let us devote greater care to it.\"",
 "The TraitTable defines exactly {#} traits with TypeName Soul, one per working monster Soul Stone; each grants a single settler effect (one Soul trait per character).": "TraitTable 恰好定义了 {#} 条 TypeName 为 Soul 的特质，每颗可用的怪物灵魂石一条；每条只给开拓者一项效果（每名角色一条灵魂特质）。",
 "The Watching One 2": "守望者2",
 "The XP ladder": "经验阶梯",
 "The actual timing of effect application is governed by the item skill sheet data.": "效果施加的实际时间由物品技能表数据决定。",
 "The alternate room appearance used in range previews": "射程预览所用的备用房间外观",
 "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\".": "所需经验量。{1} 指等级 1 时的最大经验量。{0} 是未使用的占位符，值固定为 \"None\"。",
 "The amount of the first item in {#} has changed from {#} to {#}.": "{#} 中第一件物品的数量已从 {#} 改为 {#}。",
 "The amount of the second item in {#} has changed from {#} to {#}.": "{#} 中第二件物品的数量已从 {#} 改为 {#}。",
 "The amount of the third item in {#} has changed from {#} to {#}.": "{#} 中第三件物品的数量已从 {#} 改为 {#}。",
 "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.": "范围是目标周围半宽为 1 的正方形，读取自铭文的第一个数值。它不是正好 8 格的一圈：相邻目标更少则命中更少。",
 "The assembled connected floor map": "拼好的连通层地图",
 "The attack counter starts at 2 rather than at the interval, so the opening hit comes twice as fast as the ones that follow.": "攻击计数从 2 开始而不是从间隔值开始，所以首次命中比之后的命中快一倍。",
 "The attack counter starts at 2 rather than at the interval, so the opening spray comes twice as fast as the ones that follow.": "攻击计数从 2 开始而不是从间隔值开始，所以首次喷雾比之后的喷雾快一倍。",
 "The attack routine runs on a one second tick. Each tick raises the plant's lifetime counter by one and lowers its attack counter by one; when the attack counter runs out the plant attacks and the counter is reset. Solar Bloom resets it from its own sixth value, and the counter starts at 1, so the first attack is the first tick and every tick after it is another attack.": "攻击流程按一秒一跳运行。每跳将植物的存活计数加一，并将攻击计数减一；攻击计数耗尽时植物攻击，然后计数重置。太阳花用自己的第六个数值重置它，计数从 1 开始，因此第一次攻击就是第一跳，之后每一跳都是一次攻击。",
 "The attack routine runs on a one second tick. Each tick raises the plant's lifetime counter by one and lowers its attack counter by one; when the attack counter runs out the plant attacks and the counter is reset. The reset is a constant 4 compiled into the routine, and the counter starts at 2, so the first hit is the second tick and every hit after it is 4 ticks later.": "攻击程序按每秒一步运行。每一步把植物的存活计数加 1，并把攻击计数减 1；攻击计数耗尽时植物攻击，然后计数重置。重置值是写进该程序的常量 4，计数从 2 开始，所以第一次命中发生在第 2 步，之后每次命中间隔 4 步。",
 "The attack routine runs on a one second tick. Each tick raises the plant's lifetime counter by one and lowers its attack counter by one; when the attack counter runs out the plant sprays and the counter is reset. The reset is a constant 4 compiled into the routine, and the counter starts at 2, so the first spray is the second tick and every spray after it is 4 ticks later.": "攻击程序按每秒一步运行。每一步把植物的存活计数加 1，并把攻击计数减 1；攻击计数耗尽时植物喷雾，然后计数重置。重置值是写进该程序的常量 4，计数从 2 开始，所以第一次喷雾发生在第 2 步，之后每次喷雾间隔 4 步。",
 "The attack speed of {#} has changed from {#} to {#}.": "{#} 的攻击速度已从 {#} 改为 {#}。",
 "The availability condition changed for {#} dialogue options.": "{#} 个对话选项的可用条件已更改。",
 "The average Mood has stayed -3 미만 for 180분": "平均心情已保持低于 -3，持续 180 分钟",
 "The average Mood has stayed under -3 for 180 min": "平均心情已保持低于 -3，持续 180 分钟",
 "The average Mood has stayed {#} for {#}": "平均心情已保持 {#}，持续 {#}",
 "The average Mood is under -2": "平均心情低于 -2",
 "The average Mood is under {#}": "平均心情低于 {#}",
 "The backgrounds available to {#} have changed from {#} to {#}.": "{#} 可选用的出身已从 {#} 改为 {#}。",
 "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.": "护盾量以护盾效果的层数携带，持续 20 秒。这就是护盾行自身的数值无法解析它的原因：该数字在运行时绑定。",
 "The base price of {#} has changed from {#} to {#}.": "{#} 的基础价格已从 {#} 改为 {#}。",
 "The base quantity cycles 4 / 24 / 72 across the whole ladder, independent of the grade band.": "基础数量在整条阶梯上按 4 / 24 / 72 循环，与档位段无关。",
 "The base random event": "基地随机事件",
 "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.": "每个等级的开拓者对其待遇（住房/食物标准）所期望的基准心情。管理难度越高，该基准越低 - 在毁灭难度下，5 级开拓者的心情期望从 -9 开始，而简单难度下为 -2。",
 "The beat is the game's global one second refresh, not a timer the effect starts, so a four second application covers three or four heals depending on where it lands in the beat. Three beats give back 1 - 0.75^3 = 57.8% of what was missing, four give back 1 - 0.75^4 = 68.4%.": "该节拍是游戏全局的一秒刷新，不是效果自己启动的计时器，因此四秒施加会覆盖三次或四次治疗，取决于落在节拍的哪个位置。三次节拍返还已损失的 1 - 0.75^3 = 57.8%，四次返还 1 - 0.75^4 = 68.4%。",
 "The blocking conditions changed for {#} NPC spawns.": "{#} 个非玩家角色生成的阻挡条件已更改。",
 "The board refreshes on its own every refresh interval (an in-game-minute constant); the counter starts full, so the first board is rolled as soon as the campaign starts.": "招募板每隔一个刷新间隔（一个游戏内分钟常量）自动刷新；计数器开始时为满，因此战役一开始就会抽出第一批招募板。",
 "The board rolls a new set of candidates on its own every": "招募板每隔",
 "The board rolls a new set of candidates on its own every {#} in-game minutes, which is {#} in-game hours.": "招募板每 {#} 游戏内分钟自动抽出一批新候选人，即 {#} 游戏内小时。",
 "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 portal to interact with it and remove the body. ## A feature for building graves and laying units to rest will be added in the full release.": "The bodies of units who die 在据点中会留在原地 they are. In the demo version, bodies can be temporarily removed through the portal. While carrying a unit's body, right-click the portal to interact with it and remove the body. ## A feature for building graves and laying units to rest will be added in the full release.",
 "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 ...": "在定居点中死亡的探险队员，其遗体会留在原地。在妥善埋葬遗体之前，该探险队员仍会...",
 "The body used by {#} has changed from {#} to {#}.": "{#} 使用的身体已从 {#} 改为 {#}。",
 "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.": "该加成与同一区间内其他所有造成伤害加成为加算关系，因此每多一个来源，其价值都低于第一个。",
 "The bonus is scoped to one hit and is additive with the other damage dealt bonuses, so it does not multiply them.": "该加成只作用于一次命中，并与其他造成伤害加成加算，因此不会与它们相乘。",
 "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.": "该加成写入那一次命中的造成伤害加成。一次命中为 (固定值 + 自身系数 + 目标系数) x (1 + 倍率 + 造成伤害加成 / 100 + 类型造成伤害加成 / 100 + 目标受到伤害 / 100) x 命中结果 x 100 / (100 + 抗性) x 最终倍率。沉重战锤落在加算加成区间内，该整个区间随后再乘以暴击倍率，然后才结算防御。",
 "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.": "该加成进入那一次命中的加算造成伤害区间，然后该区间再乘以暴击倍率。它在防御之前结算。",
 "The bonus speeds up research work.": "该加成会加快研究工作。",
 "The bonuses granted by equipping {#} have changed from {#} to {#}.": "装备 {#} 所赋予的加成已从 {#} 改为 {#}。",
 "The boost ends when the report event is completed or dismissed.": "报告事件完成或关闭时，加成结束。",
 "The boss is removed from that room and your monsters take its place.": "该房间的首领会被移除，由你的怪物占据其位置。",
 "The bottom of the Perception modifier range on {#} has changed from {#} to {#}.": "{#} 的感知修正范围下限已从 {#} 改为 {#}。",
 "The build menu category of {#} has changed from {#} to {#}.": "{#} 的建造菜单分类已从 {#} 改为 {#}。",
 "The building record shape has no status component.": "建筑记录形状没有状态组件。",
 "The building subtype of {#} has changed from {#} to {#}.": "{#} 的建筑子类型已从 {#} 改为 {#}。",
 "The calculator covers the two confident stacking DoTs,": "计算器覆盖两个已确认的可叠加持续伤害，",
 "The calendar still turns at midnight, not at dawn.": "日历仍在午夜翻过，而不是黎明。",
 "The camera moves": "镜头移动",
 "The camera moves to": "镜头移至",
 "The camera moves to {#}": "镜头移至 {#}",
 "The camp holds:": "营地中有：",
 "The camp is assembled from": "营地由",
 "The camp is assembled from {#} pre-made area templates. Areas hidden under the creep are discovered when a blast exposes them or a unit walks in, and their buildings and item piles appear then.": "营地由 {#} 个预先制作的区域模板组成。隐藏在蔓延下的区域会在爆炸露出它们或单位走入时被发现，其建筑和物品堆随后出现。",
 "The campaign is split into": "战役分为",
 "The campaign runs on a single global clock shared by the settlement and any active expedition. There is no separate dungeon calendar.": "战役使用一个全局时钟，由据点与任何进行中的探险共享。没有单独的地下城日历。",
 "The carapace traits that grant these reflects carry FloatValue": "赋予这些反弹的甲壳特质带有 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%.": "施法者的命中几率。在「我的单位」模式下，这是你单位的真实命中几率（来自角色构筑器）；否则以玩家为目标的法术为 100%。",
 "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.": "施法者的暴击几率（暴击倍率已计入技能伤害）。在「我的单位」模式下，这是你所选施法者的真实暴击 - 魔法技能用魔法施法者的，物理技能用物理施法者的。",
 "The categories on {#} have changed from {#} to {#}.": "{#} 的分类已从 {#} 改为 {#}。",
 "The chain closes on two quests. 主线任务 7 wants the Goddess Statue built and 2 units at level 2+, and 主线任务 8 is the kill itself (": "主线在两个任务上收尾。主线任务 7 需要建好女神像以及 2 个 2 级及以上单位，主线任务 8 就是击杀本身（",
 "The chain, traced in the DS_B.0.4.11 binary (2026-09-04):": "该链路在 DS_B.0.4.11 二进制中追踪如下（2026-09-04）：",
 "The chance of drawing the first item from {#} has changed from {#} to {#}.": "从 {#} 抽到第一件物品的几率已从 {#} 变为 {#}。",
 "The chance of drawing the second item from {#} has changed from {#} to {#}.": "从 {#} 抽到第二件物品的几率已从 {#} 变为 {#}。",
 "The chance of drawing the third item from {#} has changed from {#} to {#}.": "从 {#} 抽到第三件物品的几率已从 {#} 变为 {#}。",
 "The chance of each item appearing at {#} has changed from {#} to {#}.": "{#} 处各物品出现的几率已从 {#} 改为 {#}。",
 "The chance per floor is this site's room odds: the template's weight against the other templates of its type eligible on that floor, times how many room slots of that type the floor lays out.": "每层几率就是本站的房间几率：该模板的权重，相对该层符合条件的同类型其他模板，再乘以该层布置的该类型房间槽数量。",
 "The check is": "判定依据是",
 "The check is combined head+body HP, not either bar alone. Any damaging hit that leaves a non-boss enemy at": "判定使用头部 + 身体的合计 HP，不是单独某一条。任何伤害命中若把非首领敌人打到",
 "The choices offered at {#} have changed from {#} to {#}.": "{#} 提供的选项已从 {#} 变为 {#}。",
 "The chosen arena room is not in this template.": "所选竞技场房间不在此模板中。",
 "The chosen member has more than 10 energy": "所选成员的能量多于 10",
 "The chosen member has more than {#} energy": "所选成员的能量多于 {#}",
 "The chosen member's head health is": "所选成员的头部生命值",
 "The chosen member's head health is 80 or higher": "所选成员的头部生命值达到 80 或更高",
 "The chosen member's head health is more than 50": "所选成员的头部生命值多于 50",
 "The chosen member's head health is more than {#}": "所选成员的头部生命值多于 {#}",
 "The chosen member's head health is {#} or higher": "所选成员的头部 HP 为 {#} 或更高",
 "The clan rank from which {#} start appearing among recruits has changed from {#} to {#}.": "{#} 开始出现在招募名单中的探险等级已从 {#} 改为 {#}。",
 "The clan you begin a scenario with - the tutorial and basic starting settlers.": "开始场景时的团队 - 教程和基础初始开拓者。",
 "The clear forest air aids growth. All units": "清新的森林空气有助于生长。所有单位",
 "The clear forest air aids growth. All units gain": "清新的森林空气有助于生长。所有单位获得",
 "The clear forest air aids growth. All units gain experience gain bonuses.": "清新的森林空气有助于生长。所有单位获得经验值加成。",
 "The client's": "客户端的",
 "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.": "系数属性被硬编码为物理攻击力。魔法普通攻击仍按物理攻击力触发风暴铭文，只有伤害类型被继承，因此目标使用的抗性跟随攻击，缩放则不跟随。",
 "The compiled game names this stone in exactly one place: a helper that answers whether an item key is a mana stone. That helper only decides whether a mana-stone bonus applies to a stack that has already dropped, and it creates nothing.": "编译后的游戏只在一处提到这块石头：一个判断物品键是否为法力石的辅助函数。该辅助函数只决定法力石加成是否作用于已经掉落的堆叠，它不会生成任何东西。",
 "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 完整数据库：物品、怪物、技能、技能树、建筑、事件、任务、掉落表和角色构筑器，来自游戏自身数据。",
 "The complete in-game handbook (the Game Guide panel), 57 topics as shipped in this build. Keyword links work like the game's own hover references.": "完整的游戏内手册（游戏指南面板），此版本包含57个主题。关键词链接功能与游戏中的悬停参考相同。",
 "The completion requirement changed for {#} quests.": "{#} 个任务的完成条件已更改。",
 "The composited in-game unit icon, with its equipped gear": "游戏内合成的单位图标，含已装备的装备",
 "The conditions and the rewards for each goal are on the ": "每个目标的条件和奖励见 ",
 "The constant is written": "该常量写为",
 "The cooldown of {#} has changed from {#} to {#}.": "{#} 的冷却已从 {#} 改为 {#}。",
 "The cooldown on {#} has changed from {#} to {#} in-game minutes.": "{#} 的冷却已从 {#} 改为 {#} 游戏内分钟。",
 "The counter effect's max stack of 4 is the 1, 2, 3, 4 then reset pattern, not a 4-attack cadence.": "该计数效果的最大层数 4 是 1、2、3、4 然后重置的模式，而不是每 4 次攻击一次的节奏。",
 "The counter is hidden. The effect is not exposed to the player, so there is no way to see how charged it is.": "该计数是隐藏的。效果不对玩家显示，因此无法看到充能到了哪一步。",
 "The counter is invisible in game.": "该计数在游戏中不可见。",
 "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.": "计数按 1、2、3、4 运行，然后减 3 回到 1，因此第一次触发发生在第 4 次符合条件的普通攻击，之后每第 3 次再触发。",
 "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. \"Magic can become dangerous with even the slightest mistake. We need a better magic workshop.\"": "魔法工具的制作逐渐成形，但过程仍难以称得上稳定。有了改进的魔法工坊，工作效率将大大提高。“魔法即使是最小的失误也可能变得危险。我们需要一个更好的魔法工坊。”",
 "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.": "结束时赋予的暴击几率读取的是铭文的第一个数值，不是第三个。第三个数值只用来填充提示框的占位符，因此修改它只会改变文本，没有其他效果。两者碰巧都是 10，这正是该错误被掩盖的原因。",
 "The crow looks down at you, tilts its beak,": "乌鸦俯视着你，喙歪了歪，",
 "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 trouble.\" After a brief silence, the inspector's voice continues. \"If you fall apart again, I will not say another word.\" The crow shakes one wing and flies back into the mist. You press your lips together and begin preparing once more.": "乌鸦俯视着你，喙歪了歪， 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 trouble.\" After a brief silence, the inspector's voice continues. \"If you fall apart again, I will not say another word.\" The crow shakes one wing and flies back into the mist. You press your lips together and begin preparing once more.",
 "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.\" After a brief silence, the inspector's voice cuts back in. \"If you collapse again, I won't say another word.\" The crow gives a shake of one wing, then flies back into the mist. You set your jaw and begin preparing once more.": "乌鸦俯视着你，喙歪了歪， 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.\" After a brief silence, the inspector's voice cuts back in. \"If you collapse again, I won't say another word.\" The crow gives a shake of one wing, then flies back into the mist. You set your jaw and begin preparing once more.",
 "The currency of leveling. Grades are Lesser (Low), Intermediate (Mid), Greater (High) and Supreme; higher-level units need higher-grade stones to level up.": "升级所用的货币。等级为低级（Low）、中级（Mid）、上级（High）和超级；更高等级的单位需要更高等级的石头才能升级。",
 "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 to build our knowledge, we must first put the research environment in order.\"": "目前的实验室似乎无法独自处理日益增长的研究和记录。是时候需要一个更好的研究环境了。“如果我们要积累知识，就必须首先整理研究环境。”",
 "The custom AI is built on Behavior Designer trees whose distance/vision checks (": "自定义 AI 建立在 Behavior Designer 树上，其距离/视野检查（",
 "The damage dealt bonus changes by current 心情 × {0}%. The lower 心情 is, the more damage is dealt.": "造成的伤害加成随当前心情 × {0}% 变化。心情越低，造成的伤害越高。",
 "The damage is figured from the summoner's Magic Attack: the plant is a building and carries no stat block of its own.": "伤害由召唤者的魔法攻击计算：该植物是建筑，自身没有属性数据。",
 "The damage pipeline, per-point stat coefficients, crit and resist math, DoT scaling, encirclement and summon scaling - every number cited to its table.": "伤害计算流程、逐点属性系数、暴击与抗性计算、DoT 缩放、包围与召唤缩放 - 每个数字都引用来源表。",
 "The data ships a": "数据中带有一个",
 "The decoration style of {#} has changed from {#} to {#}.": "{#} 的装饰风格已从 {#} 改为 {#}。",
 "The deeper you go into a dungeon, the richer and rarer the Resources you can obtain.": "The deeper you go into a dungeon, the 更丰富也更稀有 the Resources you can obtain.",
 "The default conversation for {#} has changed from {#} to {#}.": "{#} 的默认对话已从 {#} 改为 {#}。",
 "The default, most common recruit (the highest recruit weight at every clan rank; see the chips above). The only race with an experience bonus. Has the largest procedural name pool.": "默认且最常见的招募对象（每个探险等级的招募权重都最高；见上方标签）。唯一带有经验加成的种族。程序化名字池最大。",
 "The depletion recovery interval:": "枯竭恢复间隔：",
 "The detection model": "检测模型",
 "The dev comment on the constant is explicit. A NULL slot means the region has no boss and never unlocks the next one.": "该常量上的开发者注释写得很明确。NULL 槽表示该区域没有首领，且永远不会解锁下一个区域。",
 "The device pays 24": "该装置发放 24",
 "The dining hall has become a welcoming place where expedition members can share meals and relax.": "The dining hall has become a welcoming place where 探险队员 can share meals and relax.",
 "The dining hall has become a welcoming place where expedition members can share meals and relax. \"At least during mealtimes, everyone can rest easy.\"": "The dining hall has become a welcoming place where 探险队员 can share meals and relax. \"At least during mealtimes, everyone can rest easy.\"",
 "The draw weight of the first item in {#} has changed from {#} to {#}.": "{#} 中第一件物品的抽取权重已从 {#} 改为 {#}。",
 "The draw weight of the second item in {#} has changed from {#} to {#}.": "{#} 中第二件物品的抽取权重已从 {#} 改为 {#}。",
 "The draw weight of the third item in {#} has changed from {#} to {#}.": "{#} 中第三件物品的抽取权重已从 {#} 改为 {#}。",
 "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": "转储确认了常量和近战/远程划分（开发者注释：[0] melee, [1] ranged），但方法体被剥掉了，因此倍率如何运算是推断的，不是逐行读出来的。代码里没有发现拴绳或返回刷新点计时器 - 怪物达到",
 "The dungeon runs on a day/night clock. Daytime is": "地下城按昼夜时钟运行。白天是",
 "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.": "耐久计算本身尚未反汇编。已确定的是，额外损耗由技能的耐久消耗驱动，并落在该技能对应的装备上。",
 "The durability of {#} has changed from {#} to {#}.": "{#} 的耐久度已从 {#} 改为 {#}。",
 "The duration of {#} has changed from {#} to {#}.": "{#} 的持续时间已从 {#} 改为 {#}。",
 "The effects carried by {#} have changed from {#} to {#}.": "{#} 携带的效果已从 {#} 改为 {#}。",
 "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": "包围常数已写入游戏数据，但没有战斗代码读取它，因此该加成目前无效。面板显示它",
 "The enemy is assumed to always hit (100%) - no dodge/guard model exists for monsters in the data.": "假定敌人必定命中 (100%) - 数据中怪物没有闪避/格挡模型。",
 "The energy cost of {#} has changed from {#} to {#}.": "{#} 的能量消耗已从 {#} 改为 {#}。",
 "The equipment required to use {#} has changed from {#} to {#}.": "使用 {#} 所需的装备已从 {#} 改为 {#}。",
 "The events linked to {#} have changed from {#} to {#}.": "与 {#} 关联的事件已从 {#} 改为 {#}。",
 "The exact gain is rolled randomly inside the tier's range at each level-up. The roll is then multiplied by your": "每次升级时，精确收益在该层级范围内随机掷出。掷出结果再乘以你的",
 "The exact skill it grants is not defined in stock {#} yet (gated / unreleased content).": "它授予的具体技能尚未写入现有 {#}（未开放内容）。",
 "The exact value is the Played effect listed on each building's page.": "精确数值是各建筑页面上列出的已玩效果。",
 "The exchange": "对拼",
 "The expedition does not hold": "探险未持有",
 "The expedition does not hold {#}": "探险未持有 {#}",
 "The expedition has 3 members or more": "探险队有 3 名或以上成员",
 "The expedition has been wiped out": "探险队已被全灭",
 "The expedition has made no progress for 3 days": "探险已 3 天没有进展",
 "The expedition has made no progress for {#} days": "探险已 {#} 天没有进展",
 "The expedition has no deputy commander": "探险队没有副指挥官",
 "The expedition has {#} members or more": "探险队有 {#} 名或以上成员",
 "The expedition holds": "探险队持有",
 "The expedition holds fewer than": "探险队持有少于",
 "The expedition holds fewer than 15": "探险队持有少于 15",
 "The expedition holds fewer than 20": "探险队持有少于 20",
 "The expedition holds fewer than 30": "探险队持有少于 30",
 "The expedition holds fewer than 8": "探险队持有少于 8",
 "The expedition holds fewer than {#} {#}": "探险队持有少于 {#} {#}",
 "The expedition holds {#}": "探险队持有 {#}",
 "The expedition is not in combat": "探险队未在战斗中",
 "The expedition members gather to celebrate the success of this expedition. You look around at everyone before slowly beginning to speak. \"We did it! We conquered the Veil of Silence, that dark and dangerous forest. This victory was made possible by the courage and resolve of everyone here.\" When you finish speaking, the expedition members break into applause and cheers. \"Commander, now that we've eliminated the threats, the guild should be able to secure the deepest reaches of the Veil of Silence as a forward base for further development.\" You nod at the member's words. \"Good. Then we can advance to the next region.\"": "探险队员聚集起来，庆祝这次探险的成功。你环顾众人，然后缓缓开口。“我们做到了！我们征服了寂静帷幕，那片黑暗危险的森林。这场胜利，靠的是在场每一个人的勇气与决心。”你说完后，队员们爆发出掌声与欢呼。“指挥官，现在威胁已经清除，公会应该能把寂静帷幕的最深处建成继续开拓的前线基地。”你对那名队员点了点头。“很好。那我们就可以推进到下一个区域了。”",
 "The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "队员们领到了比平时更充足的食物，神情明显满意了许多，于是愉快地享用起来。",
 "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 wor...": "探险队的最终目标，是摧毁拥有自我意识的地下城“阿克提恩”的核心，并结束这场降临到世...",
 "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.": "探险队的最终目标，是摧毁拥有自我意识的地下城“阿克提恩”的核心，并结束这场降临到世界上的可怕末日。由于最近的探险没能取得明显成果，探险队员们似乎都有些按捺不住了。“队长，下次探险要不要试着下到更深的地方？”所有队员聚集的场合，有人高声提出了这个建议。“如果我们在这里止步不前，所有人都会觉得我们是一群胆小鬼。”经过深思熟虑，你觉得现在队员们士气高涨的状况，或许正是推进到探险下一阶段的绝佳机会。",
 "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.": "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 探险队员 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.",
 "The experience required to reach the next level climbs on a roughly quadratic curve. The full ladder, one level per line, is in At a glance above. The table holds one more value, 9'457, for level 12 itself, where there is no further level to reach.": "升到下一级所需的经验大致按二次曲线上升。完整阶梯（每行一级）见上方一览。表中还有一个值 9'457，对应等级 12 本身，此后没有更高等级。",
 "The extra effects on gear come in two kinds. An": "装备上的额外效果有两种。每项属性上的",
 "The extra hit before the target's magic resistance and its own critical roll.": "目标魔法抗性及其自身暴击判定之前的额外命中。",
 "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.": "这次额外命中是独立的一次结算。由于是固定值，它不含攻击力项，但仍走完整的伤害计算流程：攻击者的造成伤害加成和造成魔法伤害加成会放大它，它独立判定暴击和格挡，目标的魔法抗性会减免它。",
 "The eyes used by {#} have changed from {#} to {#}.": "{#} 使用的眼睛已从 {#} 改为 {#}。",
 "The face portrait": "面部头像",
 "The facial decoration used by {#} has changed from {#} to {#}.": "{#} 使用的面部装饰已从 {#} 改为 {#}。",
 "The fifth group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第五组物体已从 {#} 改为 {#}。",
 "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.": "读取的是该命中的总伤害，即护盾结算前的数值，不是你实际损失的生命值。护盾吃掉这次命中，也不会缩小反射量。",
 "The first group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第一组物体已从 {#} 改为 {#}。",
 "The first item in {#} has changed from {#} to {#}.": "{#} 中的第一件物品已从 {#} 改为 {#}。",
 "The first playable region and the home base area, 117 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 Endrossi (a recruitable quest-giver) and the scholar Xenon. Loot tables are prefixed DROP_R1* (note that the loot pools are numbered from one while this region's id is 0).": "第一个可游玩区域，也是据点所在区域，5 层共 117 个房间模板。怪物包括灰老鼠、红老鼠、精英红色怪鼠、酸液虫、酸性斯洛格尔、阿尔法酸性斯洛格尔、莫默克/白色莫默克、石魔像（红石魔像/蓝石魔像/黄石魔像）和史莱姆。地下城内商人阿里克、猎人恩多尔西（可招募的任务发布者）和学者科赛农所在地。掉落表前缀为 DROP_R1*（注意掉落池从 1 编号，而此区域的 id 为 0）。",
 "The first two studies are offered in Veil of Silence, the last two in Festering Burrow.": "前两项研究在寂静帷幕发放，后两项在溃烂地穴发放。",
 "The floor has:": "该层有：",
 "The following content is planned for Early Access.": "以下内容计划在抢先体验中推出。",
 "The following content is planned for the full release.": "以下内容计划在正式版中推出。",
 "The following features are currently not implemented.": "以下功能目前尚未实装。",
 "The following features are currently not implemented. They are planned for future development. - 捕捉并驯服格洛斯 - 更多特质 - 酒精饮料": "以下功能目前尚未实装。 计划在后续开发中加入。 - 捕捉并驯服格洛斯 - 更多特质 - 酒精饮料",
 "The following features are currently not implemented. They are planned for future development. - 捕捉并驯服格洛斯 - 更多特质 - 酒精饮料 - 允许/禁用存储": "以下功能目前尚未实装。 计划在后续开发中加入。 - 捕捉并驯服格洛斯 - 更多特质 - 酒精饮料 - 允许/禁用存储",
 "The formula is not one-for-one. The first points of cooldown reduction cut more wait than the same amount added later.": "公式不是一对一。冷却缩减的前几点，比后面再加同样多削掉的等待更多。",
 "The fourth group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第四组物体已从 {#} 改为 {#}。",
 "The full dataset is machine-readable:": "完整数据集可供机器读取：",
 "The full dataset is machine-readable: {#} (site map for LLMs), {#} (agent instructions), and {#} - every table as JSON plus a manifest.": "完整数据集可供机器读取：{#}（面向 LLMs 的网站地图），{#}（智能体说明），以及 {#} - 每张表均为 JSON，另附清单。",
 "The full ladder to level 12 gives 11 rolls, and that raises the chance to 15.2%.": "升到等级 12 的完整阶梯有 11 次抽取，几率提高到 15.2%。",
 "The full ladder to level {#} gives {#} rolls, and that raises the chance to {#}.": "完整升到 {#} 级会给予 {#} 次抽取，并将几率提升至 {#}。",
 "The game": "游戏",
 "The game auto saves to a single slot on exit. Recommended for intended gameplay experience.": "The game auto saves 退出时保存到独立栏位。 是游戏的预设体验。",
 "The game auto-saves to a single slot on exit. Recommended for intended gameplay experience.": "The game auto-saves 退出时保存到独立栏位。 是游戏的预设体验。",
 "The game calls Burning defense-ignoring in English and barrier-ignoring in Korean; raw numbers shown ignore the difference.": "游戏在英语中称燃烧为无视防御，在韩语中称无视屏障；所示原始数值忽略该差异。",
 "The game calls it the": "游戏称之为",
 "The game calls it the {#}: your Expedition holds one rank at a time. It rises when you collect enough Contribution Points, and every rank unlocks more of the settlement: members, recruit candidates, races, room quality and research. The data table behind it is named ClanRankTable, so older links say Clan Rank.": "游戏称之为{#}：你的探险队同时只持有一个等级。收集足够的贡献点后会提升，每一级都会解锁更多据点内容：成员、招募候选、种族、房间品质和研究。其背后的数据表名为 ClanRankTable，所以旧链接会写 Clan Rank。",
 "The game currently has": "游戏目前有",
 "The game data also defines an": "游戏数据还定义了一个",
 "The game leaves out inscriptions the unit already owns, so the odds of the rest rise as it collects them.": "游戏会排除该单位已拥有的铭文，因此其余铭文的几率会随收集而上升。",
 "The game only builds the creep out to": "游戏只会把蔓延铺到已清理地面以外",
 "The game only builds the creep out to {#} tiles beyond your cleared ground and pushes that ring outward as you clear.": "游戏只把蔓延生成到已清除地面以外 {#} 格，并随着你的清除把这个环向外推。",
 "The game reads the": "游戏读取",
 "The game shows you the odds on 2 of the 10 buttons that roll, and on no loot roll at all. 128 of its 308 buttons really cost or give something, 44 of them with no preview on the button, and 10 of those effects fire inside a step that runs with no dialog at all. Every one of them is drawn inside the row that opens above.": "游戏在 10 个会抽取的按钮中的 2 个上显示几率，掉落抽取则完全不显示。其 308 个按钮中有 128 个真正消耗或给予某物，其中 44 个按钮上没有预览，而这其中 10 个效果在完全无对话的步骤中触发。每一项都显示在上方展开的那一行里。",
 "The game shows you the odds on {#} of the {#} buttons that roll, and on no loot roll at all. {#} of its {#} buttons really cost or give something, {#} of them with no preview on the button, and {#} of those effects fire inside a step that runs with no dialog at all. Every one of them is drawn inside the row that opens above.": "游戏在 {#} 个（共 {#} 个）会掷骰的按钮上显示几率，掉落抽取则完全不显示。其 {#} 个（共 {#} 个）按钮真正会消耗或给予某物，其中 {#} 个按钮上没有预览，而这些效果中有 {#} 个发生在完全没有对话的步骤里。以上每一项都画在上方展开的那一行里。",
 "The game speed is set": "游戏速度已设定",
 "The game starts an autosave after every successful clearing.": "每次成功清除后，游戏会开始自动保存。",
 "The game tracks 4 quest lines. Each line is a different kind of work. Every quest below links to its row on the ": "游戏追踪 4 条任务线。每条线是不同种类的工作。下方每项任务都链接到 ",
 "The game tracks 4 quest lines. Each line is a different kind of work. Every quest below links to its row on the quests index.": "游戏追踪 4 条任务线。每条线是不同种类的工作。下方每项任务都链接到任务索引中的对应行。",
 "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.": "游戏内部对单位身上任何已施加效果的用语：增益、减益、铭文、种族特质、光环和状态效果都是「效果施加者」。游戏里你多半以具名增益/减益（护盾、燃烧、眩晕）和铭文的形式遇到它们。",
 "The game's own encyclopedia entries for the campaign backstory, quoted verbatim from the localization table.": "游戏自己关于战役背景故事的百科条目，从本地化表原文引用。",
 "The game's own encyclopedia text for each expedition rank, quoted verbatim, including the member cap each rank advertises.": "游戏内手册中每个探险等级的原文，逐字引用，包括每一级标明的成员上限。",
 "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.": "判定条件是技能行的命中类型和伤害类型，而不是普通攻击这几个字。表中 252 个技能里有 96 个是近战物理，每一个都获得该加成。远程物理（9 个技能）、远程魔法（35）和近战魔法（3）什么都得不到。",
 "The gold button writes a save and downloads it. Don't press it just to finish the tutorial. Close Dungeon Settlers first if you actually want the file.": "金色按钮会生成存档并下载。别只为结束教程就去按。若真要这个文件，先关闭 Dungeon Settlers。",
 "The gold is a money change, and a visible counter effect is stacked on the wearer alongside it so the running total is readable.": "金币是一次金钱变动，同时会在穿戴者身上叠加可见的计数效果，以便读取累计总数。",
 "The gold is taken first. With less gold than the price nothing happens and the game shows a notice. A manual reroll also restarts the automatic timer.": "金币会先被扣除。金币不足时不会发生任何事，游戏会显示通知。手动刷新也会重置自动计时器。",
 "The goods sold at {#} have changed from {#} to {#}.": "{#} 处出售的商品已从 {#} 改为 {#}。",
 "The graph is leftover wait, as a share of the table cooldown. With none, you wait the full time. At {#} cooldown reduction you wait half.": "图是相对表冷却剩下的等待。没有缩减时等满。冷却缩减到 {#} 时等一半。",
 "The greater the talent, the more their": "天赋越高，其",
 "The greatsword excels in powerful": "巨剑擅长强力",
 "The greatsword excels in powerful strikes but is slower in speed.": "巨剑擅长强力 strikes but is slower in speed.",
 "The green square is the baseline - a recruit with all-Moderate talents has no bonus and no malus.": "绿色方块是基准 - 全部天赋为中等的新兵没有加成也没有减益。",
 "The hair used by {#} has changed from {#} to {#}.": "{#} 使用的发型已从 {#} 改为 {#}。",
 "The heal is published as its own execution on the wearer.": "治疗作为穿戴者身上的独立结算发出。",
 "The health of {#} has changed from {#} to {#}.": "{#} 的生命值已从 {#} 改为 {#}。",
 "The illustration shown at {#} has changed from {#} to {#}.": "{#} 处显示的插图已从 {#} 改为 {#}。",
 "The in-game handbook, every topic": "游戏内手册，全部主题",
 "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.": "游戏内文本为相当于物理攻击力 10% 的额外魔法伤害；代码中为普通攻击刚刚造成的伤害的 10%。该流程中任何地方都不会读取物理攻击力。",
 "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.": "游戏内文本为每第 3 次普通攻击；代码中为第一次触发发生在第 4 次符合条件的攻击上，之后每第 3 次再触发。",
 "The in-game text says the effect restores a share of health spread over a number of seconds; in the code, it returns a quarter of the health that is still MISSING on every one second beat, and neither number exists in the game's tables": "游戏内文本为该效果在若干秒内分摊恢复一部分生命值；代码中为每一秒节拍返还仍缺失生命值的四分之一，且这两个数值都不存在于游戏的表中",
 "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.": "游戏内文本为伤害类型取决于普通攻击的类型；代码中为只有伤害类型被继承。数值本身始终按物理攻击力缩放。",
 "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.": "游戏内文本为然后暴击几率按第三个数值提高；代码中为该流程改为读取第一个数值。加成为 +10 暴击几率，是因为第一个数值是 10，而不是因为第三个是。",
 "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.": "游戏内文本为最多 5 名敌人；代码中为循环的计数器允许 7 次已发出的命中。设计者本意是两者中的哪一个尚未确定，因此将 5 视为意图数值，将 7 视为代码上限。",
 "The in-game text says {#}; in the code, {#}": "游戏内文本为 {#}；代码中为 {#}",
 "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)": "将法力石用作发电机燃料时，消耗一块法力石所需的游戏内时间（原型之后，燃料消耗速率需要通过建筑表按建筑单独调整）",
 "The infamous Red Monster Rat that lives in the forest. It": "臭名昭著的红色怪鼠居住在森林之中。它",
 "The infamous Red Monster Rat that lives in the forest. It has Incredible power.": "臭名昭著的红色怪鼠居住在森林之中，拥有惊人的力量。",
 "The ingredient amounts for {#} have changed from {#} to {#}.": "{#} 的材料数量已从 {#} 变为 {#}。",
 "The inscription deals no lethal damage of its own. It applies a status, and that status does the killing.": "该铭文本身不造成致命伤害。它施加一个状态，由该状态完成击杀。",
 "The inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 out of 1000).": "候选人出生时自带的铭文使用与升级抽取相同的稀有度权重（1000 中 807 / 170 / 20 / 3）。",
 "The internal keyword changed for {#} events.": "{#} 个事件的内部关键字已更改。",
 "The item rewards of the NPC chains are paid by the follow-up dialogue, and every reward shown here is read from that event data.": "非玩家角色任务链的物品奖励由后续对话发放，此处显示的每项奖励都来自该事件数据。",
 "The items gathered from {#} have changed from {#} to {#}.": "从 {#} 采集的物品已从 {#} 改为 {#}。",
 "The ladder": "阶梯",
 "The ladder stops at 地下城停留 (D4): the game holds 3 intervals for 4 stages, so once the last one is reached it stays there for as long as the squad remains inside.": "阶梯止于地下城停留 (D4)：游戏为 4 个阶段只保留 3 个间隔，因此一旦到达最后阶段，只要小队仍在里面就会一直停在该阶段。",
 "The largest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#} 处每种物品的最大库存数量已从 {#} 改为 {#}。",
 "The last row,": "最后一行，",
 "The last two steps": "最后两个步骤",
 "The layout engine ran out of time on this seed, so only {#} of the {#} rooms are arranged below, exactly as the engine had them. The game itself allows 10 seconds for a floor.": "布局引擎在这个种子上超时了，因此下方只排了 {#} / {#} 个房间，与引擎当时的结果一致。游戏本身给一层 10 秒。",
 "The lessons cover:": "教学内容包括：",
 "The level-up offer": "升级祭品",
 "The level-up prayer": "升级祈祷",
 "The longer a unit stays in a dungeon, the more": "单位在地下城中停留的时间越长，其",
 "The longer a unit stays in a dungeon, the more its Mood decreases due to the dungeon's Magic.": "单位在地下城中停留的时间越长，其心情就会因地下城的魔法而下降越多。",
 "The longer a unit stays in a dungeon, the more the dungeon's": "单位在地下城中停留的时间越长，地下城的",
 "The longer a unit stays in a dungeon, the more the dungeon's magic gradually lowers its Mood.": "单位在地下城中停留的时间越长，地下城的魔法就会逐渐降低其情绪。",
 "The lower end of the price adjustment at {#} has changed from {#} to {#}.": "{#} 处价格调整的下限已从 {#} 改为 {#}。",
 "The magic attack granted by {#} has changed from {#} to {#}.": "{#} 赋予的魔法攻击力已从 {#} 改为 {#}。",
 "The magic attack of {#} has changed from {#} to {#}.": "{#} 的魔法攻击力已从 {#} 改为 {#}。",
 "The main chain advances automatically as you play rather than being handed out by an NPC. Its last step is killing the Red Monster Rat, the scenario's finale boss.": "主线会随你游玩自动推进，而不是由非玩家角色发放。最后一步是击杀红色怪鼠，即该场景的终局首领。",
 "The main chain advances automatically as you play rather than being handed out by an NPC. The story scenes that start each step live on the ": "主线会随你游玩自动推进，而不是由非玩家角色发放。启动每一步的剧情场景位于 ",
 "The main chain's finale (主线任务 8) is killing the": "主线链的终局（主线任务 8）是击杀",
 "The mana-stone type required climbs with level. The grade and the amount for every level are in At a glance above.": "所需法力石类型随等级提高。每个等级的档位和数量见上方一览。",
 "The management difficulty of {#} has changed from {#} to {#}.": "{#} 的管理难度已从 {#} 改为 {#}。",
 "The master clock (day / hour / min / tick)": "主时钟（天 / 时 / 分 / 刻）",
 "The materials needed to build {#} have changed from {#} to {#}.": "{#} 的建造所需材料已从 {#} 改为 {#}。",
 "The materials needed to repair {#} have changed from {#} to {#}.": "{#} 的修理材料已从 {#} 改为 {#}。",
 "The materials returned for dismantling {#} have changed from {#} to {#}.": "{#} 拆解时返还的材料已从 {#} 改为 {#}。",
 "The max stack of 4 on the table row is that counter, not a 4-attack cycle.": "表行上的最大层数 4 就是该计数，不是 4 次攻击一个周期。",
 "The member cap is the campaign's default cap plus the member bonus of every rank up to the current one; a rank-up adds the new rank's bonus.": "成员上限为战役默认上限，加上直到当前等级为止每一级的成员加成；提升等级时会加上新一级的加成。",
 "The member interacting with": "与之交互的成员",
 "The member interacting with {#}": "与 {#} 交互的成员",
 "The member who uses this insignia is appointed Deputy Commander, and the following effects apply based on their race. All Deputy Commanders grant 遵从指令 to nearby allies. Deputy Commander effects by race are as follows. - 人类副指挥官效果 - 蜥蜴人副指挥官效果 - 狼人副指挥官效果 - 精灵副指挥官效果": "使用此徽章的成员被任命为副指挥官，并根据其种族获得以下效果。所有副指挥官都会为附近的盟友提供遵从指令。副指挥官的种族效果如下： - 人类副指挥官效果 - 蜥蜴人副指挥官效果 - 狼人副指挥官效果 - 精灵副指挥官效果",
 "The member with the most energy": "能量最多的成员",
 "The mode has a roster of": "该模式共有",
 "The mode is built from": "该模式由",
 "The model": "模型",
 "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 doesn't die that easily. Don't go making things up just to show off.\" But before long, she finds herself at a loss for words. \"......Hah.\" She rubs a hand across her face and lets out a bitter laugh. \"Damn it... You lot really are strong enough. Hate to admit it, but that's the truth. Tch...\" A moment later, she turns her gaze elsewhere, suddenly looking oddly flustered.": "The moment you present 狩猎的证据后，她的脸色顿时严肃起来。 \"...What is this.\" She immediately shakes her head and snaps back sharply. \"That thing doesn't die that easily. Don't go making things up just to show off.\" But before long, she finds herself at a loss for words. \"......Hah.\" She rubs a hand across her face and lets out a bitter laugh. \"Damn it... You lot really are strong enough. Hate to admit it, but that's the truth. Tch...\" A moment later, she turns her gaze elsewhere, suddenly looking oddly flustered.",
 "The monster's Magic Attack Power at the selected difficulty (drives its magic hits).": "该怪物在所选难度下的魔法攻击力（驱动其魔法命中）。",
 "The monster's Physical Attack Power at the selected difficulty (drives its physical hits).": "该怪物在所选难度下的物理攻击力（驱动其物理命中）。",
 "The monster's total max health at the selected difficulty (HP scales Very Hard x1.25, Devastation x1.5).": "该怪物在所选难度下的总最大生命值（HP 缩放：极难 x1.25，毁灭 x1.5）。",
 "The monster's total max health at the selected difficulty (HP scales {#}).": "该怪物在所选难度下的总最大生命值（HP 缩放：{#}）。",
 "The monster's total max health at the selected difficulty.": "所选难度下该怪物的生命上限合计。",
 "The monsters in {#} have changed from {#} to {#}.": "{#} 中的怪物已从 {#} 改为 {#}。",
 "The monsters placed in {#} have changed from {#} to {#}.": "{#} 中放置的怪物已从 {#} 改为 {#}。",
 "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from": "心情区间（非常不开心到非常开心）和压力区间直接来自",
 "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.": "心情区间（非常不开心到非常开心）和压力区间直接来自 {#}；详见 {#} 页面，可查看全部心情来源和常驻修正。",
 "The mood increases starting from dungeon floor {0}.": "心情从地下城第 {0} 层开始增加。",
 "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.": "小队在地下城内攀升的心情阶梯：各阶段何时生效，在每种管理难度下的代价，以及安全层如何重置它。",
 "The movement speed of {#} has changed from {#} to {#}.": "{#} 的移动速度已从 {#} 改为 {#}。",
 "The multiplier is exactly the GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier constant, floored at 1 when it is loaded. The boosted weight is max(weight, 1) times the multiplier, rounded half away from zero, never below 1.": "该倍率正好是常量 GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier，载入时下限为 1。提升后的权重为 max(weight, 1) 乘以该倍率，按半数远离零舍入，从不低于 1。",
 "The neutral units present at the start of {#} have changed from {#} to {#}.": "{#} 开始时存在的中立单位已从 {#} 改为 {#}。",
 "The newly appointed Deputy Commander, {0}, respectfully receives the insignia you present with both hands. Then, turning around, they look proudly upon the members and strike the ground sharply with their tail. \"Rak'tor! The chief chose me. Now I am the greatest warrior.\" The nearby members answer the declaration with cheers. \"The greatest warrior fights at the front. I will tear apart anyone who blocks the chief's path.\" {0} bares their fangs in a broad grin. \"Behold my strength. All will know that the chief's choice was right.\"": "The newly appointed Deputy Commander, {0}, respectfully receives 你用双手递出的徽章。 Then, turning around, they look proudly upon the members and strike the ground sharply with their tail. \"Rak'tor! The chief chose me. Now I am the greatest warrior.\" The nearby members answer the declaration with cheers. \"The greatest warrior fights at the front. I will tear apart anyone who blocks the chief's path.\" {0} bares their fangs in a broad grin. \"Behold my strength. All will know that the chief's choice was right.\"",
 "The newly appointed Vice Captain {0} calmly surveys the members.": "新任副指挥官 {0} 平静地环视队员们。",
 "The newly appointed Vice Captain {0} humbly receives the badge you bestow with both hands.": "新任副指挥官 {0} 双手恭敬地接过你授予的徽章。",
 "The newly appointed deputy": "新任副",
 "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.": "新任副 captain, {0}平静地环视探险队员们。 “地下城正在侵蚀大地。若无法阻止这场灾难， 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 探险队员 steel themselves, their expressions firm with resolve.",
 "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 members. \"Monsters always strike when you look weakest. But that is precisely when the real fight begins.\" {0} bares sharp fangs in a faint smile. \"Remember this: the more blood you lose and the harsher your breathing becomes, the sharper your senses will grow.\" The expedition members' eyes naturally turn toward {0}. \"Think you're about to fall? Nonsense. Survive to the very end-and tear out their throats.\"": "新任副指挥官{0}静静接过你递出的徽章。他们闭上眼睛片刻，如同嗅闻般深吸一口气，然后缓缓环视探险队员。\"怪物总会盯上你看起来最虚弱的时刻。但正是这种时刻，才是真正战斗的开端。\"{0}露出锋利的獠牙，微微一笑。\"记住：你流的血越多、呼吸越急促，感官就会越敏锐。\"队员们的目光自然转向{0}。\"觉得自己要倒下了吗？不对。坚持活到最后，把那些家伙的喉咙撕开。\"",
 "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 swallow us whole.\" After a brief silence, {0} slowly looks over the assembled members. \"But what will fear alone accomplish? If this apocalypse is to end, someone must take the first step. Come with me, all of you, into the deepest darkness.\" The expedition members erupt in cheers at {0}'s speech, firm resolve swelling in every heart.": "新任副指挥官{0}将队员们召集到篝火前。\"地下城不会善待我们，只会无休无止设下考验，最终还会试图将我们全部吞噬。\"沉默片刻后，{0}缓缓看向聚集的队员们。\"但一味恐惧又能解决什么问题？为了终结这场末日，总得有人迈出第一步。诸位，和我一起面对最幽深的黑暗吧。\"探险队员们为{0}的演说欢呼呐喊，所有人的心中都充满了坚定的决意。",
 "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.": "新任副 commander, {0}平静地环视探险队员们。 “地下城正在侵蚀大地。若无法阻止这场灾难， 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 探险队员 steel themselves, their expressions firm with resolve.",
 "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 members. \"Monsters always strike when you look weakest. But that is precisely when the real fight begins.\" {0} bares sharp fangs in a faint smile. \"Remember this: the more blood you lose and the harsher your breathing becomes, the sharper your senses will grow.\" The expedition members' eyes naturally turn toward {0}. \"Think you're about to fall? Nonsense. Survive to the very end-and tear out their throats.\"": "新任副 commander, {0}静静接过你递出的徽章。他们闭上眼睛片刻，如同嗅闻般深吸一口气 scent, then slowly survey the 探险队员. \"Monsters always strike when you look weakest. But that is precisely when the real fight begins.\" {0} bares sharp fangs in a faint smile. \"Remember this: the more blood you lose and the harsher your breathing becomes, the sharper your senses will grow.\" The 探险队员' eyes naturally turn toward {0}. \"Think you're about to fall? Nonsense. Survive to the very end-and tear out their throats.\"",
 "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 swallow us whole.\" After a brief silence, {0} slowly looks over the assembled members. \"But what will fear alone accomplish? If this apocalypse is to end, someone must take the first step. Come with me, all of you, into the deepest darkness.\" The expedition members erupt in cheers at {0}'s speech, firm resolve swelling in every heart.": "新任副 commander, {0}将探险队员召集到篝火前。 \"地下城不会善待我们。它会无休无止地考验我们，而且， in the end, try to swallow us whole.\" After a brief silence, {0} slowly looks over the assembled members. \"But what will fear alone accomplish? If this apocalypse is to end, someone must take the first step. Come with me, all of you, into the deepest darkness.\" The 探险队员 erupt in cheers at {0}'s speech, firm resolve swelling in every heart.",
 "The odds you actually want:": "真正需要的几率：",
 "The offer condition changed for {#} decisions.": "{#} 个选项的提供条件已更改。",
 "The offering tier does": "祭品档位",
 "The old demo and playtest builds used other folders:": "旧演示版和试玩版用的是别的文件夹：",
 "The one routine that mints a mana stone out of nothing is the Mana Stone Burrow bonus on mining stone, and it mints a single Intermediate Mana Stone, never this one.": "唯一会凭空生成法力石的流程是采矿时的法力石洞窟加成，它只生成一块中级法力石，从不生成这块。",
 "The only exclusion is the boss tag. Elite monsters are executable, which the tooltip does not say.": "唯一排除的是首领标签。精英怪物可以被处决，工具提示没有写这一点。",
 "The orderly temple now carries a naturally reverent and tranquil atmosphere. \"At last, this is a place worthy of properly honoring the Goddess.\"": "整洁的寺庙现在散发着自然而庄重的宁静氛围。“终于，这里是一个能恰当地荣耀女神的地方了。”",
 "The original room appearance used in range previews": "射程预览所用的原始房间外观",
 "The other boss under Which fight. This one is Chain Knight Sentinel, in its own room.": "哪场战斗下的另一位首领。这一场是链甲骑士哨兵，在它自己的房间里。",
 "The other switches on the new-campaign screen, with their official descriptions.": "新战役界面上的其他开关，以及官方说明。",
 "The outcome changed for {#} dialogue options.": "{#} 个对话选项的结果已更改。",
 "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)": "计算地下城外观如何随所跨层数按阶段变化的部分 基于 GAMESYSTEM_Dungeon_Floor_Phase_Division，但为了可扩展，这是 Forest_Dark 的阶段划分（3 阶段划分）",
 "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": "计算地下城外观如何随所跨层数按阶段变化的部分 基于 GAMESYSTEM_Dungeon_Floor_Phase_Division，但为了可扩展，这是 Forest_Dark 的阶段划分（3 阶段划分）名称已改",
 "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)": "计算地下城外观如何随所跨层数按阶段变化的部分 基于 GAMESYSTEM_Dungeon_Floor_Phase_Division，但为了可扩展，这是 Forest_Standard 的阶段划分（4 阶段划分）",
 "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.": "计算地下城外观如何随所跨层数按阶段变化的部分 基于 GAMESYSTEM_Dungeon_Floor_Phase_Division，但为了可扩展，这是 Forest_Standard 的阶段划分（4 阶段划分）名称已改 HY: 按层划分阶段。例如 第 1 层 - 阶段 1 / 第 4 层 - 阶段 3，诸如此类。",
 "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)": "计算地下城外观如何随所跨层数按阶段变化的部分 默认: 2, 4（阶段 1 的最后一层是第 2 层，阶段 2 的最后一层是第 4 层。由于最后一个值是 4，第 4 层视为该区域的最终层）",
 "The per-stack stat changes applied by {#} have been adjusted from {#} to {#}.": "{#} 每层施加的属性变化已从 {#} 调整为 {#}。",
 "The per-stage mood penalty scales with management difficulty:": "每阶段的心情惩罚随管理难度缩放：",
 "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).": "用于判断睡眠是否足够的百分比阈值。入睡后，单位在体力恢复到该值之前不会醒来。注意：即使期间出现其他共享任务也不会醒来（仍可通过强制切换到控制模式唤醒）。",
 "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.": "因饥饿等原因进入「昏迷」状态时，恢复意识前饥饿需要恢复的百分比。",
 "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.": "因濒死或最终体力惩罚等体力相关原因进入「昏迷」状态时，恢复意识前体力需要恢复到的百分比。",
 "The percentage value that determines how long a unit sleeps for when in Sleep Priority mode.": "优先睡眠模式下，决定单位睡眠时长的百分比。",
 "The personal traits available to {#} have changed from {#} to {#}.": "{#} 可选用的个人特质已从 {#} 改为 {#}。",
 "The personal traits of {#} have changed from {#} to {#}.": "{#} 的个人特质已从 {#} 改为 {#}。",
 "The phases {#} can appear in have changed from {#} to {#}.": "{#} 可出现的阶段已从 {#} 改为 {#}。",
 "The physical attack granted by {#} has changed from {#} to {#}.": "{#} 赋予的物理攻击力已从 {#} 改为 {#}。",
 "The physical attack of {#} has changed from {#} to {#}.": "{#} 的物理攻击力已从 {#} 改为 {#}。",
 "The pile of": "一堆",
 "The pile of game beside her still": "她身边的猎物仍然",
 "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. \"So take my advice. Build skill, not bravado.\"": "她身旁堆积如山的猎物仍然散发着浓烈的鲜血气息。“它们有敏锐的嗅觉。它们会先撕碎弱者和胆怯者。”她轻蔑地哼了一声。“所以听我的劝告。磨砺技能，而不是虚张声势。”",
 "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.\" She lets out a brief scoff. \"So take my counsel-better to sharpen your skill than your pride.\"": "她身旁堆积如山的猎物仍然散发着浓烈的鲜血气息。“它们对弱点有着敏锐的嗅觉。胆怯和虚弱的总是第一个被撕碎。”她轻蔑地哼了一声。“所以听我的劝告--磨砺你的技能胜过你的骄傲。”",
 "The pool read is the combined head and body health, not one of the two.": "读取的池是头部和躯干生命值的合计，不是两者之一。",
 "The position of {#} on the research board has changed from {#} to {#}.": "{#} 在研究板上的位置已从 {#} 改为 {#}。",
 "The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. So...": "鼓声震天、笛声欢快，还有未知语言的呢喃交织在一起，逐渐靠近过来。所...",
 "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.": "升级时选择的祈祷层级（较少、普通、丰盛）。它用法力石消耗换取属性提升幅度；它不会影响铭文稀有度。",
 "The preview changed for {#} dialogue options.": "{#} 个对话选项的预览已更改。",
 "The primary target is explicitly skipped, so it is never hit twice.": "主目标被明确跳过，因此不会被打中两次。",
 "The quality rating of {#} has changed from {#} to {#}.": "{#} 的品质评级已从 {#} 改为 {#}。",
 "The quarter is a share of the MISSING health, not of maximum health. On a unit at full health it heals nothing at all.": "这四分之一是已损失生命值的份额，不是最大生命值。满生命值的单位完全不会被治疗。",
 "The quest table also defines": "任务表还定义了",
 "The random expedition-name generator combines one entry from each pool (": "随机探险名称生成器会从每个池中各取一条进行组合 (",
 "The range of {#} has changed from {#} to {#} tiles.": "{#} 的射程已从 {#} 改为 {#} 地块。",
 "The raven perched on your forearm glows blue in the eyes.": "落在你前臂上的乌鸦双眼泛着蓝光。",
 "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. \"": "落在你前臂上的乌鸦双眼泛着蓝光。 喙中传出了略显沙哑的男性嗓音。 “我收到报告，说副 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. \"",
 "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. \"": "落在你前臂上的乌鸦双眼泛着蓝光。 喙中传出了略显沙哑的男性嗓音。 “我收到报告，说副 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. \"",
 "The recruit weighting for Lycans at {#} has changed from {#} to {#}.": "狼人在 {#} 的招募权重已从 {#} 改为 {#}。",
 "The recruitment board rolls a number of candidates drawn uniformly between the current rank's minimum and maximum candidate count (both included).": "招募板抽出的候选人数在当前等级的最小与最大候选人数之间均匀抽取（含两端）。",
 "The recurring": "周期性的",
 "The red grain enhances its sharpness and agility.": "红色纹理增强了它的锋利度和敏捷性。",
 "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": "反弹量是防御后的伤害，在你自己的护盾或格挡吸收之前读取。吃掉整次命中的护盾仍会反弹全部",
 "The refresh button rolls a new board at once. It costs clan gold, and the price is set per rank:": "刷新按钮会立即刷新招募板。这会消耗团队金币，费用按等级设定：",
 "The region chain": "区域链",
 "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.": "掉落池所属的区域层级：DROP_R1* 池对应寂静帷幕，DROP_R2* 池对应溃烂地穴。宝箱掉落和怪物掉落都接到这些按区域分层的池上。",
 "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.": "寂静帷幕的区域通关首领（当前版本中唯一配置了通关首领的区域）。使用 StoneStomp、StoneThrow、StoneRaise 和 EarthCrash 的多阶段战斗。其被击败后的尸体作为据点摆件保留。末日临近战役的脚本终局是另一场对抗红色怪鼠的精英战。",
 "The regions open in this order:": "区域按此顺序开放：",
 "The research facility now has enough equipment and reference materials to support reliable research.": "研究设施现在拥有足够的设备和参考资料来支持可靠的研究。",
 "The research facility now has enough equipment and reference materials to support reliable research. \"Now we can carry out most research here without difficulty.\"": "研究设施现在拥有足够的设备和参考资料来支持可靠的研究。“现在我们可以在这里轻松进行大部分研究。”",
 "The research tree progresses": "研究树从",
 "The reset value is the plant's own sixth number, which is why its in-game text already states the cadence. That match is what proves one counter step is one second for all three nature plants.": "重置值就是该植物自己的第六个数值，所以游戏内文本已经写明了节奏。这一对应关系证明：对全部三种自然植物来说，计数器每走一步就是 1 秒。",
 "The reward changed for {#} decisions.": "{#} 个选项的奖励已更改。",
 "The reward for the first kill of {#} has changed from {#} to {#}.": "{#} 的首次击杀奖励已从 {#} 改为 {#}。",
 "The right column is their stats right now. Hover a row if you want the breakdown.": "右栏是他们当前的属性。想看明细就把指针悬停在一行上。",
 "The room itself is rolled on {#} in about {#} of visits.": "该房间本身在 {#} 中约 {#} 的访问会被抽出。",
 "The room type of {#} has changed from {#} to {#}.": "{#} 的房间类型已从 {#} 改为 {#}。",
 "The routine counts whole one second ticks, so an attack only ever lands on a whole second after the plant is summoned.": "该程序按整秒计时，所以攻击只会在植物被召唤后的整秒时刻命中。",
 "The row also carries a non-zero MaxStack field, and the game's shipped English tooltip calls the damage magic damage per second; the code contradicts both, and this page counts Poison only as a non-stacking (capped-at-one) effect.": "该行还有一个非零的 MaxStack 字段，游戏随附的英文提示将伤害称为每秒魔法伤害；代码与这两点都矛盾，本页只把中毒计为不可叠加（上限为 1 层）的效果。",
 "The rules, read from the game code": "规则，读自游戏代码",
 "The run ends": "本次探险结束",
 "The running Expedition Resolution may be given up": "正在进行的探险决议可以放弃",
 "The same boss room with the boss taken out and the monsters you choose put in instead.": "同一间首领房间，首领已移除，改为放入你选择的怪物。",
 "The same numbers, with the tick timer they were read from, are on": "这些相同的数字，连同读取它们时的跳数计时器，见",
 "The same numbers, with the tick timer they were read from, are on {#}": "相同数值及读取时的跳数计时器见 {#}",
 "The save generator could not be downloaded.": "存档生成器无法下载。",
 "The save generator did not load.": "存档生成器未能加载。",
 "The save generator was initialised without the difficulty labels.": "保存生成器在没有难度标签的情况下初始化。",
 "The save generator was initialised without the team-name slugifier.": "保存生成器在没有团队名称简化器的情况下初始化。",
 "The scarecrow": "稻草人",
 "The scarecrow draw pays out": "稻草人抽取发放奖励",
 "The scene hands the controls back": "场景将控制权交还",
 "The scene takes over the controls": "场景接管控制权",
 "The scripted opening area (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.": "教程任务链使用的脚本开场区域（10 个房间模板）。在此学习摄像机控制、采集，以及对抗弱小灰老鼠和弱小酸液虫的基础战斗，然后返回据点。不是可重复游玩的探险区域。",
 "The second group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第二组物体已从 {#} 改为 {#}。",
 "The second item in {#} has changed from {#} to {#}.": "{#} 中第二件物品已从 {#} 改为 {#}。",
 "The second part is a": "第二部分是",
 "The second region (internally named Shadow_Forest, presented as Festering Burrow). Fully built with 103 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*.": "第二个区域（内部名称 Shadow_Forest，对外为溃烂地穴）。已完整建成，5 层共 103 个房间模板，通关寂静帷幕后解锁。怪物表为哥布林战团（哥布林工人、哥布林斗士、哥布林投掷者、哥布林骑手、哥布林萨满、哥布林首席萨满）、格洛斯野猪家族（格洛斯幼崽、雄性格洛斯、雌性格洛斯、格洛斯挑战者、格洛斯长老）、泥浆史莱姆/泥浆斯洛格尔、水晶龟和白色莫默克。商人塞德里克和学者佩里昂所在地。掉落表前缀为 DROP_R2*。",
 "The selection weight of {#} has changed from {#} to {#}.": "{#} 的选择权重已从 {#} 改为 {#}。",
 "The settlement expands": "据点会扩张",
 "The settlement expands by the amount of land cleansed of corruption.": "据点会扩张 by the amount of land cleansed of corruption.",
 "The settlement starts as the base-area rooms rolled from the base-area table; every other tile of the map is creep, covered by dark thorn vines that the generator scatters over it.": "据点一开始是据点区域表掷出的据点区域房间；地图上其余地块都是蔓延，生成器会在上面散布黑荆棘藤蔓。",
 "The settlement weather is": "据点天气为",
 "The settlement weather is {#}": "据点天气为 {#}",
 "The settlement's own decisions: a situation offered at base, with a reward for taking it on and three days to meet its condition.": "据点自己的决定：在据点给出的情况，接下后有奖励，并有三天时间满足条件。",
 "The severity of {#} has changed from {#} to {#}.": "{#} 的严重程度已从 {#} 改为 {#}。",
 "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.": "快捷栏会随角色保存，但尚不会随分享的队伍链接传递 - 打开链接的人会得到默认快捷栏。",
 "The simulator rolls base template weights only; the quest-report boost (x10 on an NPC's room while a report is pending) is not simulated.": "模拟器只按基础模板权重抽取；任务报告加成（报告待处理时，该非玩家角色的房间权重 x10）不在模拟范围内。",
 "The simulator rolls base template weights only; the quest-report boost (x{#} on an NPC's room while a report is pending) is not simulated. {#}": "模拟器只掷基础模板权重；任务报告加成（报告未交时 NPC 房间 x{#}）不在模拟里。 {#}",
 "The sixth group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第六组物体已从 {#} 改为 {#}。",
 "The skill's effect animation, extracted from the game sprites. Frame timing is approximate.": "该技能的效果动画，从游戏精灵图提取。帧时间为近似值。",
 "The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.": "技能效果击中训练用稻草人（游戏中的练习假人），受击时会后仰。帧时间均为近似值。",
 "The skill's raw damage coefficient (% of attack power per cast), before crit, weapon or resist.": "技能的原始伤害系数（每次施放为攻击力的 %），尚未计入暴击、武器或抗性。",
 "The skills granted by equipping {#} have changed from {#} to {#}.": "{#} 装备时所赋予的技能已从 {#} 改为 {#}。",
 "The slots include:": "槽位包括：",
 "The smallest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#} 处各物品的最小库存数量已从 {#} 改为 {#}。",
 "The sound of": "声音",
 "The sound of drums,": "鼓声，",
 "The spawn room for {#} has changed from {#} to {#}.": "{#} 的生成房间已从 {#} 改为 {#}。",
 "The specimen (": "该样本（",
 "The splash is always physical, whatever the damage type of the basic attack that triggered it.": "无论触发它的普通攻击是何种伤害类型，溅射始终为物理。",
 "The stack limit on 6 ammo items has changed from 100 to 200.": "6 件弹药物品的叠加上限已从 100 改为 200。",
 "The stack limit on {#} has changed from {#} to {#}.": "{#} 的叠加上限已从 {#} 改为 {#}。",
 "The staging floor": "准备层",
 "The start delay on {#} has changed from {#} to {#}.": "{#} 的起始延迟已从 {#} 改为 {#}。",
 "The starting equipment for {#} has changed from {#} to {#}.": "{#} 的初始装备已从 {#} 改为 {#}。",
 "The starting items for {#} have changed from {#} to {#}.": "{#} 的起始物品已从 {#} 改为 {#}。",
 "The starting positions of the buildings in {#} have changed from {#} to {#}.": "{#} 中建筑的起始位置已从 {#} 改为 {#}。",
 "The starting skills of {#} have changed from {#} to {#}.": "{#} 的初始技能已从 {#} 改为 {#}。",
 "The starting traits of {#} have changed from {#} to {#}.": "{#} 的初始特质已从 {#} 改为 {#}。",
 "The stat changes applied by {#} have been adjusted from {#} to {#}.": "{#} 施加的数值变化已从 {#} 调整为 {#}。",
 "The stat changes granted by {#} have been adjusted from {#} to {#}.": "{#} 赋予的数值变化已从 {#} 调整为 {#}。",
 "The stat inscriptions scale by grade 低 / Mid / 高, usually 1x / 2x / 3x, across 17 stats:": "属性铭文按档位 低 / 中 / 高缩放，通常为 1x / 2x / 3x，覆盖 17 项属性：",
 "The stat pipeline": "属性计算链",
 "The step type of {#} has changed from {#} to {#}.": "{#} 的步骤类型已从 {#} 改为 {#}。",
 "The storage capacity of {#} has changed from {#} to {#}.": "{#} 的仓库容量已从 {#} 改为 {#}。",
 "The stored list behind {#} changed.": "{#} 背后的存储列表已更改。",
 "The stored list changed for {#} game constants.": "{#} 个游戏常量的存储列表已更改。",
 "The sub-faction of {#} has changed from {#} to {#}.": "{#} 的子阵营已从 {#} 改为 {#}。",
 "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.": "召唤物自身技能中引用魔法攻击力百分比的部分，使用召唤者的实时属性，而不是召唤物减半后的数值。",
 "The summoner's LIVE Magic Attack Power": "召唤者当前的魔法攻击力",
 "The supervisor's voice flows through the raven's beak.": "监督者的声音从乌鸦的喙中传出。",
 "The table defines {#} ranks; this build lets you reach rank {#}.": "该表定义了 {#} 个等级；本版本可达到等级 {#}。",
 "The table opens on the {#} actual events. Quest scenes and Expedition Resolution shells start hidden; turn those chips on to see them. {#} of all {#} scenes put a real decision or a dice roll in front of you and {#} of those can send you round the same step again; open a row to see the whole tree without leaving this page.": "表格默认打开 {#} 个实际事件。任务场景和探险决议外壳默认隐藏；打开那些芯片即可看到。{#} 个（共 {#} 个）场景会把真正的决策或掷骰摆在你面前，其中 {#} 个会把你再次送回同一步骤；打开一行即可不离开本页查看整棵树。",
 "The target cannot dodge and every remaining hit against it is a guaranteed critical.": "目标无法闪避，对其剩余的每次命中均为必定暴击。",
 "The targeting condition changed for {#} events.": "{#} 个事件的目标条件已更改。",
 "The third group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第三组物体已从 {#} 改为 {#}。",
 "The third item in {#} has changed from {#} to {#}.": "{#} 中第三件物品已从 {#} 改为 {#}。",
 "The threat radius a monster engages within (": "怪物在此威胁半径内交战 (",
 "The throw": "投掷",
 "The timer starts full, so a new campaign rolls its first board right away.": "计时器开始时为满，因此新战役会立即抽出第一批招募板。",
 "The tooltip shows +6% Physical Attack per stack (so +36% at 6 stacks). The mechanical per-stack stat template (": "提示显示每层 +6% 物理攻击力（6 层时即为 +36%）。机制上的每层属性模板（",
 "The top of the Perception modifier range on {#} has changed from {#} to {#}.": "{#} 的感知修正范围上限已从 {#} 改为 {#}。",
 "The training scarecrow": "训练用稻草人",
 "The treasure chests use temporary copy-pasted loot rather than final rewards.": "宝箱用的是临时复制粘贴的掉落，不是最终奖励。",
 "The trigger condition changed for {#} alerts.": "{#} 个警报的触发条件已更改。",
 "The trigger condition changed for {#} events.": "{#} 个事件的触发条件已更改。",
 "The trigger is the resolved result on the hit's log, which means a critical that was actually processed, not merely a critical roll.": "触发条件是命中记录上的已结算结果，也就是实际处理过的暴击，而不仅仅是一次暴击判定。",
 "The tutorial is running": "教程正在进行",
 "The tutorial party has been wiped out": "教程队伍已被全灭",
 "The tutorial's deadly state is set": "教程的濒死状态已设置",
 "The two": "这两个",
 "The two objects pay out on their own, through their event, on top of the quest rewards below.": "这两件物体还会通过自身事件单独发放奖励，叠在下方的任务奖励之上。",
 "The unit died during the expedition.": "The unit 在探险中死亡。",
 "The unit went missing during the expedition. TIP: Units outside the portal's room are considered missing.": "The unit 在探险过程中失踪了。 TIP: Units outside the portal's 房间将被视为失踪。",
 "The unlock list changed for {#} research options.": "{#} 项研究选项的解锁列表已更改。",
 "The upper end of the price adjustment at {#} has changed from {#} to {#}.": "{#} 处价格调整的上限已从 {#} 改为 {#}。",
 "The value for what % of max Head Health is set when entering the Deadly state due to damage": "因伤害进入濒死状态时，头部生命值被设为最大头部生命值的百分比",
 "The value for what % of max Stamina is set when entering the Deadly state due to damage": "因伤害进入濒死状态时，体力被设为最大体力的百分之多少的值",
 "The values behind": "以下对象的数值",
 "The values behind {#} have changed from {#} to {#}.": "{#} 背后的数值已从 {#} 变为 {#}。",
 "The values behind {#} were adjusted.": "{#} 背后的数值已调整。",
 "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.": "目标上限无法从二进制确定。循环自身的判定最多发出 7 次命中，而表值和设计注释都写 5。维基报告该判定，并标记该读数为游戏内未确认。",
 "The vines": "藤蔓",
 "The vines are indestructible buildings: the only way to remove them is the Goddess's Tears blast.": "藤蔓是不可摧毁的建筑：移除它们的唯一方法是女神之泪的爆炸。",
 "The vision range of {#} has changed from {#} to {#} tiles.": "{#} 的视野范围已从 {#} 改为 {#} 格。",
 "The wake-up is": "唤醒",
 "The wall is real. 上级法力石 first appears when reaching level 6, and no table in this build - drop, recipe, merchant, event or quest - hands it to you. Expect progress to stall there.": "这堵墙是真的。上级法力石首次出现于达到 6 级时，且此版本中没有任何表（掉落、配方、商人、事件或任务）会把它给你。预计进度会卡在那里。",
 "The warmth fades": "温暖消逝",
 "The warmth fades swiftly-only silent ruin remains.": "温暖消逝 swiftly-only silent ruin remains.",
 "The weapon or magic tree this skill belongs to.": "此技能所属的武器或魔法技能树。",
 "The weapon-and-level recruit pool the game draws from as your clan rank rises.": "随着探险等级上升，游戏从中抽取的武器与等级招募池。",
 "The weight of": "重量：",
 "The weight of 2 common items has changed from 10 to 3.": "2 件普通物品的重量已从 10 改为 3。",
 "The weight of 2 equipment items has changed from 2 to 3.": "2 件装备物品的重量已从 2 改为 3。",
 "The weight of 2 resource items has changed from 3 to 2.": "2 件资源物品的重量已从 3 改为 2。",
 "The weight of 3 common items has changed from 15 to 5.": "3 件普通物品的重量已从 15 改为 5。",
 "The weight of 4 equipment items has changed from 8 to 5.": "4 件装备物品的重量已从 8 改为 5。",
 "The weight of 5 items has changed from 5 to 3.": "5 件物品的重量已从 5 改为 3。",
 "The weight of {#} has changed from {#} to {#}.": "{#} 的重量已从 {#} 改为 {#}。",
 "The weighting of each background for {#} has changed from {#} to {#}.": "{#} 的各出身权重已从 {#} 改为 {#}。",
 "The weighting of each personal trait for {#} has changed from {#} to {#}.": "{#} 各项个人特质的权重已从 {#} 改为 {#}。",
 "The wood grain remains visible and offers excellent cutting power.": "纹理依然可见，并具有出色的切削力。",
 "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.": "描述提到「敌方单位」和「杀气」，但技能数据只锁定单个敌人（默认范围，半径 0，单个敌对）：伤害和减益只作用于一个目标。",
 "The work needed for {#} has changed from {#} to {#}.": "{#} 所需的工作量已从 {#} 改为 {#}。",
 "The workshop is now well equipped with everything needed for crafting, allowing it to handle a variety of tasks reliably. \"With equipment like this, we should be able to handle almost any task with ease.\"": "工坊现在配备了制作所需的一切，使其能够可靠地处理各种任务。“有了这样的设备，我们应该能够轻松处理几乎任何任务。”",
 "The {#} control is locked": "{#} 控制已锁定",
 "The {#} control is unlocked": "{#} 控制已解锁",
 "The {#} quests the game hands out, in the {#} lines it hands them out in: each line is one chain, and a step opens only when the step before it is reported. The {#} Expedition Resolutions run as quests too, and have a page of their own.": "游戏发放的 {#} 个任务，分 {#} 条线发放：每条线是一条链，只有前一步汇报后，下一步才会开启。{#} 项探险决议也以任务形式运行，并有单独的页面。",
 "The...": "……",
 "Their": "他们的",
 "Their conditions and rewards are on the": "它们的条件和奖励在",
 "Theme1_": "Theme1_",
 "Theme2_": "Theme2_",
 "Then": "然后",
 "Then a": "就在此时",
 "Then,": "然后，",
 "There": "有",
 "There are 95 inscriptions in total: 普通 17, 优秀 31, 稀有 44, 传说 3.": "铭文共 95 条：普通 17，优秀 31，稀有 44，传说 3。",
 "There are {#} inscriptions in total: {#}.": "铭文共 {#} 条：{#}。",
 "There is": "有",
 "There is a file with the same name. If you save, that file will be deleted. Are you sure you want to continue?": "There is a 同名文件 name. If you save, that file will be deleted. Are you sure you want to continue?",
 "There is no Dungeon Break alert, debuff or event to fire.": "没有地下城崩坏的警报、减益或事件会触发。",
 "There is no inscription or trait in DS_B.0.4.19 that directly reduces durability loss. Wear is managed through play instead:": "在 DS_B.0.4.19 中，没有铭文或特质能直接减少耐久度损失。磨损要靠玩法来控制：",
 "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.": "没有任何表常量给生命吸取属性本身设上限，暴击几率、闪避或格挡几率也没有全局封顶。如果引擎会钳制这些（例如暴击到 100%），该钳制在代码里，不在游戏表中，此处无法确认。",
 "There is room for another member": "还可以再加入一名成员",
 "There's no time for that now.": "现在没时间做那个了。",
 "These": "这些",
 "These are": "这些是",
 "These are effects that bring negative changes to a player's stats. - 虚弱 - 脆弱 - 减速 (Slow) - 跛行 - 致命弱点 - 减速 (Deceleration) - 干扰 - 硬直 - 破坏 - 裂缝": "These are effects that bring negative changes to 玩家的属性。 - 虚弱 - 脆弱 - 减速 (Slow) - 跛行 - 致命弱点 - 减速 (Deceleration) - 干扰 - 硬直 - 破坏 - 裂缝",
 "These are effects that bring positive changes to a player's stats. - 进攻 - 铁墙 - 加固 (Fortification) - 加速 (Haste) - 猛攻 - 魔法增幅 - 锋利度 - 加速 (Acceleration) - 精准度 - 冷却时间减少 - 反射闪避 - 吸血 - 加固 (Reinforced) - 结界": "These are effects that bring positive changes to 玩家的属性。 - 进攻 - 铁墙 - 加固 (Fortification) - 加速 (Haste) - 猛攻 - 魔法增幅 - 锋利度 - 加速 (Acceleration) - 精准度 - 冷却时间减少 - 反射闪避 - 吸血 - 加固 (Reinforced) - 结界",
 "These are guesses at how hard they hit and how much they can take. Avg basic hit is a normal swing. Top hit is their best damage skill. Effective HP includes resistance.": "这些是他们打得多疼、能扛多少的估算。平均普通命中是普通一击。最高伤害是他们最强的伤害技能。有效 HP 含抗性。",
 "These are in-game events that occurred during gameplay, providing explanations for various situations that arose.": "These are in-game 在游玩过程中发生的事件，提供各类情况的说明。",
 "These are settlement goals, not story quests. One resolution runs at a time. From the moment you accept it you have 3 days to meet its condition; after that the game offers to drop it ([Event_Fixed30]). A new one is offered every 1 day to 2 days. Giving up costs ": "这些是据点目标，不是剧情任务。同一时间只进行一项决议。从你接受起，你有 3 天来达成其条件；之后游戏会提议放弃它（[Event_Fixed30]）。每隔 1 天至 2 天会提供一项新的。放弃需花费 ",
 "These are settlement goals, not story quests. One resolution runs at a time. From the moment you accept it you have 3 天 to meet its condition; after that the game offers to drop it ([Event_Fixed30]). A new one is offered every 1 天 to 2 天. Giving up costs": "这些是据点目标，不是剧情任务。同一时间只进行一项决议。从你接受起，你有 3 天来达成其条件；之后游戏会提议放弃它（[Event_Fixed30]）。每隔 1 天至 2 天会提供一项新的。放弃需花费",
 "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.": "这些不会产生第一层护盾；它们会放大护盾、把护盾转成治疗，或把护盾转化为冷却时间降低。把它们接到格挡屏障或火焰披风引擎上。",
 "These people go into the fight. Click to send them, again to leave them out. Four max.": "这些人会进入战斗。点击派出，再点一次则排除。最多四人。",
 "They": "他们",
 "They are identical on every difficulty.": "它们在每种难度下都相同。",
 "They are planned for future development.": "计划在后续开发中加入。",
 "They are repeatable. The pool you see depends on your ": "它们可重复。你看到的池取决于你的 ",
 "They hold one soul stone. Click one to learn that monster's skill. A new pick replaces it.": "他们可持有一颗灵魂石。点击一颗即可学习该怪物的技能。新的选择会替换它。",
 "They say they can hear the song of the forest. It's something beyond my understanding, though.": "他们说他们能听到森林的歌声。但这超出了我的理解范围。",
 "They scale with your": "它们会随你的",
 "They then turn to face the expedition members with a": "随后转向探险队员，带着",
 "They walk this floor and hit a scarecrow in the boss room, so you can read the damage.": "他们走过这一层，在首领房间打稻草人，这样你就能看到伤害。",
 "They wear what you put on. Try Spear, then Fortified Bone. That gives them a spear and the Fortified Bone helmet and armour.": "他们穿戴你放上的装备。先试矛，再试强化骨制。会给他们一把矛，以及强化骨制头盔和护甲。",
 "They're a Human right now. Pick another race if you want, then a face.": "他们现在是人类。想换种族就选一个，然后再选面部。",
 "They're a {#} right now. Pick another race if you want, then a face.": "他们现在是{#}。想换种族就选一个，然后再选面部。",
 "Thi...": "这...",
 "Things": "事物",
 "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. \"Everyone should at least be able to relax during mealtimes.\"": "条件已经改善了，但探险队员们仍希望能在更好的环境中用餐。提供一间普通的餐厅也会对探险队的士气产生积极影响。“至少在吃饭的时候，应该让大家安心放松吧。”",
 "Things have improved since before, but the expedition members want to dine in a better environment. Improving the dining room environment will also have a positive effect on the expedition's morale. \"Everyone should at least be able to relax during mealtimes.\"": "Things have improved since before, 但探险队员们 want 能在更好的环境中用餐。 Improving the dining room environment will also have a positive effect on the expedition's morale. \"Everyone should at least be able to relax during mealtimes.\"",
 "Things the tooltip does not tell you": "工具提示不会告诉你的内容",
 "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.": "该种族永远无法拥有的内容（不在其招募池中的出身、其他种族的场景起始角色、种族锁定的后天特质）仍会显示但呈灰色且无法选取。打开此项可照样构筑不可能的假设组合。",
 "This": "此",
 "This attack lands with reduced hit chance (its own penalty); the numbers are pre-hit-chance like every skill.": "此攻击命中几率降低（自身惩罚）；数值与所有技能一样，均为命中几率结算前的值。",
 "This build has no practice target to put in the room.": "此构筑没有可放置在房间中的练习目标。",
 "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.": "该建筑会放入下方的房间模板中。“每层几率”= 该房间（因而该建筑）在该层出现的可能性：该模板相对于同类型竞争模板的权重，乘以该层该类型的槽数（来自游戏编写的层布局）。“每个房间”= 该模板放置此建筑的数量。",
 "This catalog moved to {#}.": "本目录已移至 {#}。",
 "This character has learned no damaging active skills yet - only the basic attack is shown. Learn skills in the Skill Trees section.": "此角色尚未学会造成伤害的主动技能 - 仅显示普通攻击。请在技能树部分学习技能。",
 "This character has no damaging skill, summon or weapon basic attack yet.": "此角色还没有造成伤害的技能、召唤或武器普通攻击。",
 "This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers.": "本试玩版旨在让您提前体验《地城拓荒》的核心玩法循环。",
 "This effect is documented on the {#} page.": "此效果记载于 {#} 页面。",
 "This file is not a JSON object.": "此文件不是 JSON 对象。",
 "This file is not valid JSON.": "此文件不是有效的 JSON。",
 "This floor has no authored layout, so a game seed cannot be replayed for it.": "这一层没有编写布局，因此无法用游戏种子回放。",
 "This floor hit a snag - try another seed.": "这一层出了问题 - 换一个种子试试。",
 "This is": "这是",
 "This is a": "这是一个",
 "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.": "这是在结算内部对魔法攻击力点数的绝对加成，在读取技能系数之前施加。因为它进入的是攻击力项而不是加算加成区间，技能系数会乘上它。",
 "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.": "这是在结算内部对物理攻击力点数的绝对加成，在读取技能系数之前施加。因为它进入的是攻击力项而不是加算加成区间，技能系数会乘上它。",
 "This is an inscription.": "这是铭文。",
 "This is an inscription: offered at level-up and on recruitment (see": "这是铭文：在升级和招募时提供（见",
 "This is an inscription: offered at level-up and on recruitment (see {#}).": "这是铭文：升级和招募时会出现（见 {#}）。",
 "This is an inscription: offered at level-up and on recruitment (see {#}). Level-up odds: {#} per offered slot, {#} per roll of {#} slots; shared evenly by the {#} {#} inscriptions.": "这是铭文：在升级和招募时提供（见 {#}）。升级几率：每个提供的槽 {#}，{#} / 每次抽取 {#} 个槽；由 {#} {#} 铭文均分。",
 "This is not the demo build": "这不是演示版",
 "This is the best I can do.": "这已经是我能做到的极限了。",
 "This is the demo build": "这是演示版",
 "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.": "这是稻草人的实时动画：练习假人自身的后仰片段，每当技能击中它时播放。在下方的技能卡片中，它出现在每个合成画面里（假人站在技能射程的目标格中，被效果击中，在命中后一拍后仰）；此处单独播放，与从游戏 ScareCrow AnimatorController 提取的内容完全一致。",
 "This is the percent-modifier channel of": "这是以下项的百分比修正通道：",
 "This is the percent-modifier channel of {#}; effects adjust this channel, and the main stat page lists them all.": "这是 {#} 的百分比修正通道；效果会调整此通道，主属性页会列出全部。",
 "This is the region's safe floor: the room is always there, nothing is rolled.": "这是该区域的安全层：房间始终存在，不会抽取。",
 "This is the time": "现在是",
 "This is the time of day when": "现在是",
 "This is the time of day when members tend to feel drowsy.": "现在是队员容易感到困倦的时间段。",
 "This is the time period when the expedition member becomes active.": "现在是该探险成员变得活跃的时间段。",
 "This link carried a simulator seed, which no longer exists. The number is read as a game floor seed, so this is a different floor.": "这个链接带的是模拟器种子，已经不存在了。这个数字会按游戏层种子读取，所以这是另一层。",
 "This looks disgusting.": "这看起来真恶心。",
 "This page collects content that exists in the game's data but is": "本页收集游戏数据中存在但",
 "This page does not exist - it may have been renamed in a game-data update, or the link is stale.": "此页面不存在 - 可能在游戏数据更新中被重命名，或链接已失效。",
 "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.": "本页仍在编写，目前故意不从菜单或搜索链入。机制已对照游戏数据核实，但正文和名单仍在审阅。",
 "This page wandered off. One of the dungeon's residents turned up instead.": "此页面走丢了。地下城的一名住民出现在这里。",
 "This porridge has none of the crisp crunch you'd expect-it's just mushy.": "这粥一点也不脆，只是糊状的。",
 "This resource node is documented on the {#} page.": "此资源节点记载于 {#} 页面。",
 "This room is boosted while a quest report for this NPC is pending": "当该 NPC 的任务报告待提交时，此房间会获得加成",
 "This salad is made with fresh turnips.": "一道用新鲜大头菜制成的色拉。",
 "This save has no clan units, so there is nothing to copy the record shape from.": "此存档没有氏族单位，因此无法复制记录形状。",
 "This save has no existing clan unit to copy the record shape from.": "此存档没有可复制记录结构的现有团队单位。",
 "This save is from": "此存档来自",
 "This save is from game build": "此存档来自游戏版本",
 "This save is missing \"": "此存档缺少“",
 "This section contains spoiler-gated content": "此部分含有剧透锁定内容",
 "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.": "该技能会消耗一只已召唤的泡泡灵（每只 5 能量），因此真实能量消耗以及有效 DPE 低于表面的 1 能量。",
 "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.": "此技能施放于施法者自身。没有目标地块，也没有范围，因此无需瞄准：始终作用于使用该技能的单位。",
 "This skill is planned for a future update.": "此技能计划在未来的更新中推出。",
 "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).": "此法术的实际输出主要来自其召唤物自身的攻击，按召唤物的派生属性计算，并与施法分开显示（在召唤物存活期间结算，而非施法时）。",
 "This team's characters (click to switch, x to delete):": "本队角色 (点击切换，x 删除)：",
 "This template has no building to copy the record shape from.": "此模板没有可复制记录形状的建筑。",
 "This template has no dungeon building list.": "此模板没有地下城建筑列表。",
 "This template has no monster to copy the record shape from.": "此模板没有怪物可供复制记录形状。",
 "This template was not present when the site was built - it cannot be checked against the site data.": "此模板在网站构建时不存在 - 无法与网站数据进行核对。",
 "This value shows how full a unit is. When": "此数值代表了单位的饱食程度。当",
 "This value shows how full a unit is. When 饥饿 drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively affects 心情. ## When 饥饿 reaches 0, the unit enters 极度饥饿 and 濒死, becoming unconscious and impossible to control. At that point, another unit must feed them until 饥饿 is restored above a certain level for them to recover. ## If the unit does not regain consciousness before 濒死 expires, they will die permanently. ## TIP: Bad tasting food can reduce an expedition member's 心情, so be careful.": "此数值代表了单位的饱食程度。当 饥饿 drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively affects 心情. ## When 饥饿 reaches 0, the unit enters 极度饥饿 and 濒死, becoming unconscious and impossible to control. At that point, another unit must feed them until 饥饿 is restored above a certain level for them to recover. ## If the unit does not regain consciousness before 濒死 expires, they will die permanently. ## TIP: Bad tasting food can reduce an expedition member's 心情, so be careful.",
 "This value shows how full a unit is. When 饥饿 drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively affects 心情. ## When 饥饿 reaches 0, the unit enters 极度饥饿 and 濒死, becoming unconscious and impossible to control. At that point, another unit must feed them until 饥饿 is restored above a certain level for them to recover. ## If the unit does not regain consciousness before 濒死 expires, they will die permanently. ## TIP: Bad-tasting food can reduce an expedition member's 心情, so be careful.": "此数值代表了单位的饱食程度。当 饥饿 drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively affects 心情. ## When 饥饿 reaches 0, the unit enters 极度饥饿 and 濒死, becoming unconscious and impossible to control. At that point, another unit must feed them until 饥饿 is restored above a certain level for them to recover. ## If the unit does not regain consciousness before 濒死 expires, they will die permanently. ## TIP: Bad-tasting food can reduce an expedition member's 心情, so be careful.",
 "Thorned": "荆棘",
 "Those folders are not read by the released game.": "正式版不会读取这些文件夹。",
 "Though": "尽管",
 "Threat (aggro) range": "威胁（仇恨）范围",
 "Threat range": "威胁范围",
 "Three disciplines exist only as aptitude stats with no skill trees and no acquire path.": "三种学科仅作为资质属性存在，没有技能树，也没有获取途径。",
 "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": "三种效果随 HP 下降呈线性增长，各有自己的上限。三者在满 HP 时均为 0，在 0 HP 时达到上限；任意一点的值为",
 "Three kills in quick succession stack 3 × 10% =": "连续三次击杀叠加 3 × 10% =",
 "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.": "三个互不相关的效果会随 HP 下降而增强。输入已损失 HP 的比例（0% = 满血，100% = 即将死亡），即可对照各自上限读取当前值。",
 "Three weapon classes exist only as weapon-mastery aptitude stats (Dagger Skill Aptitude, Axe Skill Aptitude, Crossbow Skill Aptitude) with no items and no skill-tree rows; DS_B.0.4.11 removed the last Dagger and Axe item rows. Crossbow additionally has a named 'Crossbow Skill Tree' description ('quick, precise ranged attacks') but no weapon items and no bolts. Spear is no longer on this list: it has a craftable spear line, a Spear main tree and the Stake sub-tree, both granted by backgrounds (see the Skills page). Two sub-trees remain stubbed: Berserker has 2 nodes (Savage Barrier, Maelstrom) but no background grants it, and Unbreakable exists only as a sub-tree enum value with no tree rows.": "三种武器类别仅作为武器专精资质属性存在（匕首技能资质、斧技能资质、弩技能资质），没有物品，也没有技能树行；DS_B.0.4.11 移除了最后的匕首和斧物品行。弩另外有名为「弩技能树」的说明（「快速且精确的远程攻击」），但没有武器物品，也没有弩箭。矛已不在此列：它有可制作的矛系列、矛主要技能树和阵列辅助技能树，两者都由出身授予（参见技能页面）。还有两棵辅助技能树仍是空壳：狂战有 2 个节点（野性屏障、乱中取胜），但没有任何出身授予它；不屈仅作为辅助技能树枚举值存在，没有技能树行。",
 "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.": "三方协同战斗：以前通常先杀掉蝌蚪更有利，但这次是先杀掉斗士还是先杀掉蝌蚪的两难。",
 "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 Wiki": "三方协同战斗：以前通常先杀掉蝌蚪更有利，但这次是先杀掉斗士还是先杀掉蝌蚪的两难。 - Dungeon Settlers 维基",
 "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. map": "三方协同战斗：以前通常先杀掉蝌蚪更有利，但这次是先杀掉斗士还是先杀掉蝌蚪的两难。地图",
 "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a...": "三方协同作战，以前通常是先杀死蝌蚪更有利，但在这场战斗中，存在一个...",
 "Through": "通过",
 "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 solitude slowly closed in. They believed they would one day find an answer of their own, even while knowing how difficult the path would be.": "Through 无尽的问题，{0} explored the world, questioning 他人视为理所当然的事物，并 searching for 答案。然而世人 failed to understand those ideas, and solitude slowly closed in. They believed they would one day find an answer of their own, even while knowing how difficult the path would be.",
 "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion.": "通过研究，你可以开发新技术，完成后解锁新的配方和建筑。",
 "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion. ## Access the research window by selecting a research building and clicking 'Research', or by pressing the 'Research' button in the top right corner of the screen. Left click a node to set it as your research target.": "通过研究，你可以开发新技术，完成后解锁新的配方和建筑。 ## Access the research window by selecting a research building and clicking 'Research', or by pressing the 'Research' button in the top right 屏幕的角落。 Left click a node to set it as your research target.",
 "Through research, you can develop new technologies, unlocking new recipes and buildings upon completion. ## Access the research window by selecting a research building and clicking 'Research', or by pressing the 'Research' button in the top-right corner of the screen. Left-click a node to set it as your research target.": "通过研究，你可以开发新技术，完成后解锁新的配方和建筑。 ## Access the research window by selecting a research building and clicking 'Research', or by pressing the 'Research' button in the top-right 屏幕的角落。 Left-click a node to set it as your research target.",
 "Through the": "通过",
 "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 tribe, and the toil of that life became routine.": "穿梭于沼泽之中，{0}捕猎着蛇类，滑入狭窄的缝隙，用舌头感受空气，用指尖捕捉动静。毒液和蛇皮被部落取走，这种辛劳的生活也成了日常。",
 "Through the mist-shrouded vines, a crow flies low before settling on your forearm.": "一只乌鸦穿过雾气缭绕的藤蔓，降低后停在你的前臂上。",
 "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 its destruction.\" You report on the recent status of the expedition teams. When you mention that you don't have enough members to take down Red Monster Rat, the inspector cuts you off. \"Why didn't you say so sooner? Hunting the monster is urgent! I'll provide the funds-recruit your own member.\"": "一只乌鸦穿过雾气缭绕的藤蔓，降低后停在你的前臂上。 \"Damn! That bastard 已经又消灭了另外两支 expeditions in the meantime. We must hasten its destruction.\" You report on the recent status of the 探险队. When you mention that you don't have enough members to take down Red Monster Rat, the inspector cuts you off. \"Why didn't you say so sooner? Hunting the monster is urgent! I'll provide the funds-recruit your own member.\"",
 "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 hurry and take it down.\" You report the recent situation of the expedition teams. When you mention that you do not have enough members to take down the Red Monster Rat, the inspector cuts you off. \"Why didn't you say so sooner? Taking down that monster is urgent! I will provide the funds, so recruit the members yourself.\"": "一只乌鸦穿过雾气缭绕的藤蔓，降低后停在你的前臂上。 \"Damn! That thing 已经又消灭了另外两支 探险队 while we waited. We need to hurry and take it down.\" You report the recent situation of the 探险队. When you mention that you do not have enough members to take down the Red Monster Rat, the inspector cuts you off. \"Why didn't you say so sooner? Taking down that monster is urgent! I will provide the funds, so recruit the members yourself.\"",
 "Throw": "投掷",
 "Throw 1": "投掷 1",
 "Throw 2": "投掷 2",
 "Throw in a torch": "投掷火把",
 "Throw range": "投掷射程",
 "Thrower": "投掷者",
 "Thrower 2 + Mud Slime 2": "投掷者 2 + 泥浆史莱姆 2",
 "Thrower.": "投掷者。",
 "Thrust": "突刺",
 "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain 加速 (Acceleration) for {1} seconds.": "Thrust spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and gain 加速 (Acceleration) 持续 {1} 秒。",
 "Thrusts": "突刺",
 "Thrusts the spear toward the target, dealing physical damage equal to {0}% of physical attack power to all enemy units, and grants the user 加速 (Acceleration) for {1} seconds.": "Thrusts the spear toward the target, dealing physical damage equal to {0}% of physical attack power to all enemy units, and grants the user 加速 (Acceleration) 持续 {1} 秒。",
 "Thud, thud, thud": "咚，咚，咚",
 "Thump, thump, thump.": "咚，咚，咚。",
 "Tick": "Tick",
 "Tick a kit and every backpack gets those items. Basic Supply is ticked. Hover a kit to see what's in it.": "勾选一个套件，每个背包都会拿到这些物品。基础补给已勾选。将指针悬停在套件上可查看内容。",
 "Tick at least one character for the squad.": "请至少为小队勾选一名角色。",
 "Tick at least one unit": "请至少勾选一个单位",
 "Tick duration for one segment of 'Construction' execution": "「建造」执行每一段的跳数时长",
 "Tick duration for one segment of 'Research' execution": "「研究」执行每一段的跳数时长",
 "Tick interval": "跳间隔",
 "Tick interval for Guild Contact.": "公会联络的跳间隔。",
 "TickAmountPerHour": "TickAmountPerHour",
 "TickInterval": "TickInterval",
 "TickPerMin": "TickPerMin",
 "Ticks and real time": "刻与真实时间",
 "Ticks per minute / hour / day": "每分钟 / 小时 / 天的刻数",
 "Tide sub-tree (Ebb and Flow, Extra Bubble)": "潮汐副系（潮起潮落，额外泡泡）",
 "Tide sub-tree (Wave Cicle, optional)": "潮汐子技能树（波浪循环，可选）",
 "Tied to the day / night cycle (not yet active in this build).": "绑定到昼夜循环（此版本尚未生效）。",
 "Tier": "档位",
 "Tier 1, column 1": "第 1 层，第 1 列",
 "Tier 1, column 2": "第 1 档，第 2 列",
 "Tier 1, column 3": "第 1 阶，第 3 列",
 "Tier 2, column 1": "第 2 档，第 1 列",
 "Tier 2, column 2": "第 2 阶，第 2 列",
 "Tier 2, column 3": "第 2 层，第 3 列",
 "Tier 3, column 2": "第 3 阶，第 2 列",
 "Tier 4, column 1": "第 4 阶，第 1 列",
 "Tier 4, column 2": "第 4 阶，第 2 列",
 "Tier 4, column 3": "第 4 阶，第 3 列",
 "Tiers sum to about 2-5 across the 6 stats": "各档合计约 2-5，分布在 6 项属性上",
 "TikiTaka_": "TikiTaka_",
 "Time & The Day/Night Clock": "时间与昼夜时钟",
 "Time & The Day/Night Clock - Dungeon Settlers Wiki": "时间与昼夜时钟 - Dungeon Settlers 维基",
 "Time & the Day/Night Clock": "时间与昼夜时钟",
 "Time System": "时间系统",
 "Time horizon": "时间范围",
 "Time in view to trigger": "进入视野后触发所需时间",
 "Time inside": "停留时间",
 "Time interval range at which time-based autosave runs at the base": "据点按时间自动保存的时间间隔范围",
 "Time is measured in": "时间单位为",
 "Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop:": "探险期间时间持续流动，时钟也在静默管理据点循环的很大一部分：",
 "Time of day": "时段",
 "Time passes: 1 min": "时间流逝：1 分钟",
 "Time passes: 1& UnblockGrid min": "时间流逝：1& UnblockGrid 分钟",
 "Time passes: 5 min": "时间流逝：5 分钟",
 "Time passes: {#} min": "时间流逝：{#} 分钟",
 "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.": "上方说明中的时间（增益持续时间、燃烧持续时间）取自技能的原始数值，可能与此持续时间字段不同，后者是该技能自己的独立持续时间计时器。",
 "Time to kill": "击杀时间",
 "Time, in minutes, indicating how long a unit must stay in a room before that room type's effects are applied to it": "单位必须在房间中停留多久（分钟）后，该房间类型的效果才会对其生效",
 "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]": "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]",
 "TimeCycle_": "TimeCycle_",
 "Timed": "限时",
 "Tin Dagger": "锡制匕首",
 "Tin Great Sword": "锡制巨剑",
 "Tin Sword": "锡剑",
 "Tiny": "微小",
 "Tip": "提示",
 "Tip: press": "提示：按",
 "Tips": "提示",
 "Tips & Lore": "提示与设定",
 "Tips (39)": "提示 (39)",
 "Tips and Lore": "提示与设定",
 "Tips and Lore - Dungeon Settlers Wiki": "提示与设定 - Dungeon Settlers 维基",
 "Title Menu Continue": "标题菜单：继续",
 "Title Screen": "标题界面",
 "To": "到",
 "To ...": "要...",
 "To avoid evolution, it is tactically advantageous to cut down tadpoles first.": "为了避免进化，战术上最好先消灭蝌蚪。",
 "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 夜行性 - 夜晚 at night. Gain the 夜行性 - 白天 penalty during the day.": "为了躲避陆地上的酷热，狼人形成了一种身体节律，使他们主要在夜间活动。光线消失、黑暗笼罩世界的战场是他们的舞台。在夜晚获得夜行性 - 夜晚。在白天获得夜行性 - 白天惩罚。",
 "To learn \"{0}\", you need {1}.": "学习“{0}”，需要{1}。",
 "To learn \"{0}\", you need {1}. It is not in the unit's equipment or inventory. Continue to check?": "学习“{0}”，需要{1}。 在当前单位的装备或背包中并未找到。 Continue to check?",
 "To mend back to full": "修复至全满",
 "To pray for a level up, {0} must first reach the maximum exp.": "要祈祷升级，{0}必须首先达到最大经验值。",
 "To qualify as an indoor space, the area must be fully enclosed by walls and...": "要成为室内空间，该区域必须被墙壁和...",
 "To stop the catastrophic disaster,": "为了阻止毁灭性的灾厄，",
 "To stop the catastrophic disaster, the Guild dispatched expedition teams to dungeons across the world.": "为了阻止毁灭性的灾厄， the Guild dispatched expedition teams to dungeons across the world.",
 "Toad": "蟾蜍",
 "Toad,": "蟾蜍，",
 "Toggle Bed Owner": "切换床位主人",
 "Toggle Entity Inspect": "切换实体检查",
 "Toggle Entity Work Plan": "切换实体工作计划",
 "Toggle Head Equipment Visibility": "切换头部装备可见性",
 "Toggle your units": "切换你的单位",
 "Toggles whether the expedition party's Decision is active/inactive.": "切换探险队伍的决议是否启用/停用。",
 "Too large.": "文件过大。",
 "Tools": "工具",
 "Tooltip Crafting Required Items": "工具提示制作所需物品",
 "Tooltip Hold": "提示：按住",
 "Tooltip No Expire Duration": "工具提示无过期持续时间",
 "Tooltip Random Stats": "工具提示 随机属性",
 "TooltipHold": "按住",
 "Tooltip_AttackRandomTags": "Tooltip_AttackRandomTags",
 "Tooltip_DefenseRandomTags": "Tooltip_DefenseRandomTags",
 "Tooltip_DeputyCaptainElf": "Tooltip_DeputyCaptainElf",
 "Tooltip_DeputyCaptainHuman": "Tooltip_DeputyCaptainHuman",
 "Tooltip_DeputyCaptainLizardMan": "Tooltip_DeputyCaptainLizardMan",
 "Tooltip_DeputyCaptainLycan": "Tooltip_DeputyCaptainLycan",
 "Tooltip_UtilityRandomTags": "Tooltip_UtilityRandomTags",
 "Tooltips appear when you hover the mouse over items, skills, traits, stats, and other elements you want to check.": "将鼠标悬停在物品、技能、特质、属性以及其他想查看的元素上方，便会显示工具提示。",
 "Tooltips appear when you hover the mouse over items, skills, traits, stats, and other elements you want to check. ## When a tooltip is displayed, pressing CapsLock (Default) will 'Hold' it. While held, you can view tooltips for connected elements. ## For example,鼠标悬停.": "将鼠标悬停在物品、技能、特质、属性以及其他想查看的元素上方，便会显示工具提示。 ## 显示工具提示时，按下 CapsLock（默认）会“锁定”它。锁定后，你可以查看关联元素的工具提示。 ## 例如，鼠标悬停。",
 "Tooltips appear when you hover the mouse over items, skills, traits, stats, and other elements you want to check. ## When a tooltip is displayed, pressing CapsLock (default) will 'Pin' it. While pinned, you can view additional tooltips for linked elements. ## For example, 鼠标悬停": "将鼠标悬停在物品、技能、特质、属性以及其他想查看的元素上方，便会显示工具提示。 ## 显示工具提示时，按下 CapsLock（默认）会“锁定”它。锁定后，你可以查看关联元素的额外工具提示。 ## 例如，鼠标悬停",
 "Top active heal": "最高主动治疗",
 "Top hit": "最高伤害",
 "Top passive heal": "最高被动治疗",
 "Top shield": "最高护盾",
 "Top-level keys": "顶层键",
 "TopicRecordChance": "TopicRecordChance",
 "Total": "总计",
 "Total Talent value": "天赋总值",
 "Total changes": "总更改",
 "Total from a new campaign": "新战役累计",
 "Total inscriptions": "铭文总数",
 "Total over": "期间合计",
 "TotalTalent": "TotalTalent",
 "Touch": "触摸",
 "ToughnessFortify": "ToughnessFortify",
 "ToughnessWeaken": "ToughnessWeaken",
 "Trade (1)": "交易 (1)",
 "Trade Trade Refresh Interval": "交易刷新间隔",
 "Trade and prices": "交易与价格",
 "Trade pools, chances and discounts": "交易池、概率与折扣",
 "Trade stock:": "交易库存：",
 "Trade stock: {#}.": "交易库存：{#}。",
 "Trade/Join": "交易/加入",
 "TradeRefreshInterval": "TradeRefreshInterval",
 "Trade_": "Trade_",
 "Trader gold": "商人金币",
 "Trading": "贸易站。”",
 "Trading with strangers, {0}": "与陌生人做买卖，{0}",
 "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 were not merely selling goods, but carrying hope and dreams to others.": "与陌生人做买卖，{0} braved danger, selling precious treasures on some days and losing everything to swindlers on others. Even so, pride held firm. They believed they were not merely selling goods, but carrying hope and dreams to others.",
 "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 being sold, but hope and dreams being delivered.": "与陌生人做买卖，{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 being sold, but hope and dreams being delivered.",
 "Training a tree is separate from the gear a unit can physically hold at once. An inscription can't let a unit hold a two-handed staff and a shield simultaneously.": "训练技能树与单位同一时间能实际持有的装备是分开的。铭文不能让单位同时持有双手法杖和盾。",
 "Trait foods": "特性食物",
 "Trait page:": "特质页面：",
 "Traits": "特质",
 "Traits & Inscriptions": "特质与铭文",
 "Traits & skills": "特质与技能",
 "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 on their nature. [Race Trait] Traits that represent the characteristics of a unit's race. [Personal Trait] Traits that represent unique characteristics of a person, such as origin, personality, habits, and features. ## [Inscription Trait] Traits obtained by choosing one of the randomly presented inscriptions during leveling up. [Health Trait] Traits that represent the health of a unit. ## [Experience Trait] Traits that represent a unit's experiences upon meeting certain conditions. [Soul Trait] Traits that can be obtained through the use of soul stones.": "Traits are elements that represent the characteristics of a unit and can be seen 在角色 window. They can be acquired or lost in various ways and have different functional impacts depending on their nature. [Race Trait] Traits that represent the characteristics of a unit's race. [Personal Trait] Traits that represent unique characteristics of a person, such as origin, personality, habits, and features. ## [Inscription Trait] Traits obtained by choosing one of the randomly presented inscriptions during leveling up. [Health Trait] Traits that represent the health of a unit. ## [Experience Trait] Traits that represent a unit's experiences upon meeting certain conditions. [Soul Trait] Traits that can be obtained through the use of soul stones.",
 "Traits granted by using an item, not a recruit roll, are listed on {#}.": "通过使用物品获得、而非招募抽取的特性列在 {#}。",
 "Traits represent a": "特质代表着一种",
 "Traits represent a unit's": "特质表示单位的",
 "Traits represent a unit's background, disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character window. Traits can be gained or lost in various ways, and each trait affects stats, behavior, status, combat performance, and more in different ways depending on its content. <Race Trait> Traits that represent the inherent characteristics of a unit's race. They are granted by default according to race and reflect that race's nature or physical differences. <Background Trait> Traits that represent a unit's background. Past environment, occupation, and experiences are reflected in these traits and affect the unit's abilities or disposition. <Individual Trait> Traits that represent an individual unit's personality, habits, talents, weaknesses, and similar qualities. Even units of the same race or background can have different individuality depending on their individual traits. <Inscription Trait> Traits gained by choosing one of the inscriptions randomly offered when leveling up. They determine the unit's growth direction, and the chosen inscription can change combat or daily-life capabilities. <Soul Trait> Traits obtained by using soul stones. A unit can have only one soul trait and cannot possess multiple soul traits at the same time.": "特质表示单位的 background, 性格倾向、身体特征、成长经历及其他决定性要素，可在角色 window. Traits can be gained or lost in various ways, and each trait affects stats, behavior, status, combat performance, and more in different ways depending on its content. <Race Trait> Traits that represent the inherent characteristics of a unit's race. They are granted by default according to race and reflect that race's nature or physical differences. <Background Trait> Traits that represent a unit's background. Past environment, occupation, and experiences are reflected in these traits and affect the unit's abilities or disposition. <Individual Trait> Traits that represent an individual unit's personality, habits, talents, weaknesses, and similar qualities. Even units of the same race or background can have different individuality depending on their individual traits. <Inscription Trait> Traits gained by choosing one of the inscriptions randomly offered when leveling up. They determine the unit's growth direction, and the chosen inscription can change combat or daily-life capabilities. <Soul Trait> Traits obtained by using soul stones. A unit can have only one soul trait and cannot possess multiple soul traits at the same time.",
 "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 various ways, and each trait affects stats, behavior, status, combat performance, and more in different ways depending on its content. <Racial Trait> Traits that represent the inherent characteristics of a unit's race. They are granted by default according to race and reflect that race's nature or physical differences. <Origin Trait> Traits that represent the background a unit has lived through. Past environment, occupation, and experiences are reflected in these traits and affect the unit's abilities or disposition. <Personal Trait> Traits that represent an individual unit's personality, habits, talents, weaknesses, and similar qualities. Even units of the same race or origin can have different individuality depending on their personal traits. <Inscription Trait> Traits gained by choosing one of the inscriptions randomly offered when leveling up. They determine the unit's growth direction, and the chosen inscription can change combat or daily-life capabilities. <Soul Trait> Traits obtained by using soul stones. A unit can have only one soul trait and cannot possess multiple soul traits at the same time.": "特质是表示单位出身、性格倾向、身体特征、成长经历等内容的要素，可在角色窗口中查看。特质可以通过多种方式获得或失去，并会根据各自内容，对能力值、行为、状态、战斗表现等产生不同影响。 <种族特质> 表示单位所属种族固有特征的特质。会根据种族默认赋予，反映该种族的性格或身体差异。 <出身特质> 表示单位曾在何种背景中生活过的特质。过去的环境、职业、经历会反映其中，并影响单位的能力或性格倾向。 <个人特质> 表示单位个体所拥有的性格、习惯、才能、弱点等内容的特质。即使是相同种族或出身的单位，也会因个人特质而拥有不同个性。 <铭刻特质> 升级时从随机出现的铭文中选择一个后获得的特质。它决定单位的成长方向，所选铭文可能会改变战斗或生活能力。 <灵魂特质> 通过使用灵魂石获得的特质。一个单位只能拥有一个灵魂特质，无法同时持有多个灵魂特质。",
 "Traits that lock the sub skill tree count at 3.": "将辅助技能树数量锁定为 3 的特质。",
 "Tranquil Silence GAMESYSTEM_Environment_{affecterName}": "静谧安宁 GAMESYSTEM_Environment_{affecterName}",
 "Transaction": "交易",
 "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.": "技能构筑在战斗中开启的临时提升。每一项计入与装备相同的属性计算（不重复计算），并更新下方每个数字。",
 "Treasure": "宝藏",
 "Treasure Chest": "宝箱",
 "Treasure chests, dungeon cores and other containers found on the floor. Full pools are on the": "该层发现的宝箱、地下城核心和其他容器。完整的池在",
 "Treatment": "待遇",
 "Treatment (Lv{#}, {#})": "待遇期望（Lv{#}，{#}）",
 "Treatment depends on the settler's level and the campaign's management difficulty.": "待遇取决于拓荒者等级和战役管理难度。",
 "Treatment expectation": "待遇期望",
 "Treatment expectation (mood) by unit level": "待遇期望（心情）按单位等级",
 "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.": "待遇期望会根据单位等级和管理难度自动应用。添加该开拓者当前拥有的任何心情来源（食物、睡眠、房间品质、需求、战斗等）；每一项都会计入净心情。",
 "Treatment expectations rise with level. At Normal management difficulty the baseline mood a unit contributes at levels 1 to 5 is 7 / 4 / 0 / -4 / -7, and veterans expect better rooms, food and pay.": "待遇期望随等级上升。在普通管理难度下，单位在 1 到 5 级贡献的基础心情为 7 / 4 / 0 / -4 / -7，老兵期望更好的房间、食物和薪酬。",
 "TreatmentExpectationMoodDownfallDifficulty": "TreatmentExpectationMoodDownfallDifficulty",
 "TreatmentExpectationMoodEasyDifficulty": "TreatmentExpectationMoodEasyDifficulty",
 "TreatmentExpectationMoodHardDifficulty": "TreatmentExpectationMoodHardDifficulty",
 "TreatmentExpectationMoodNormalDifficulty": "TreatmentExpectationMoodNormalDifficulty",
 "TreatmentExpectationMoodVeryHardDifficulty": "TreatmentExpectationMoodVeryHardDifficulty",
 "Tree": "树",
 "Tree Of Life Fixed": "生命之树 固定",
 "Tree Of Life Remnant": "生命之树遗迹",
 "Tree Of Life Remnant - Dungeon Settlers Wiki": "生命之树遗迹 - Dungeon Settlers 维基",
 "Tree position": "技能树位置",
 "Tree that thrives in dungeon": "地下城中繁茂的树木",
 "Trees": "技能树",
 "Trigger": "触发",
 "Trigger condition": "触发条件",
 "Trigger key": "触发键",
 "TriggerChance": "TriggerChance",
 "Triggered by a combat or unit event": "由战斗或单位事件触发",
 "Triggered directly by its start condition.": "由其开始条件直接触发。",
 "Trio": "三人组",
 "True": "True",
 "Truth": "真相",
 "Try interacting with various objects like portals and treasure chests.": "请尝试与各种对象交互吧，传送门和宝箱就是不错的目标。",
 "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.": "把召唤者的魔法攻击力换成召唤物的 HP、魔法攻击力和普通攻击伤害，适用于泡泡灵、泡泡蟾蜍或任意自定义基础属性。",
 "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.": "打开后可输入你的游戏内真实数值。每个已填字段会覆盖计算值 (该字段不再使用装备/特质公式)，角色在对敌伤害标签页中仍可作为有效攻击者。",
 "Turnip Random": "大头菜 随机",
 "Turnip Remnant": "大头菜遗迹",
 "Turnip Remnant - Dungeon Settlers Wiki": "大头菜遗迹 - Dungeon Settlers 维基",
 "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.": "将上方角色变成可放入游戏的真实存档文件：一座可四处走动的建成基地、一场用来试验队伍的首领战斗，或把这些单位加入你自己的战役。全部在浏览器内完成。",
 "Turtle": "乌龟",
 "Turtle.": "乌龟。",
 "Tutorial (3)": "教程 (3)",
 "Tutorial 1": "教程 1",
 "Tutorial 1 - Dungeon Settlers Wiki": "教程 1 - Dungeon Settlers 维基",
 "Tutorial 1 map": "教程 1 地图",
 "Tutorial 2": "教程 2",
 "Tutorial 2 - Dungeon Settlers Wiki": "教程 2 - Dungeon Settlers 维基",
 "Tutorial 2 map": "教程 2 地图",
 "Tutorial 3": "教程 3",
 "Tutorial 3 - Dungeon Settlers Wiki": "教程 3 - Dungeon Settlers 维基",
 "Tutorial 3 map": "教程 3 地图",
 "Tutorial Auto Skill": "教程自动技能",
 "Tutorial Chest Aid Kit Fixed": "教程宝箱 急救箱 固定",
 "Tutorial Chest Ointment Fixed": "教程宝箱 药膏 固定",
 "Tutorial Common Horizontal Corridor 1": "教程 普通横向走廊 1",
 "Tutorial Common Horizontal Corridor 2": "教程 普通横向走廊 2",
 "Tutorial Common Horizontal Corridor 3": "教程 普通横向走廊 3",
 "Tutorial Common Vertical Corridor 1": "教程 普通纵向走廊 1",
 "Tutorial Common Vertical Corridor 2": "教程 普通纵向走廊 2",
 "Tutorial F1-F2": "教程 F1-F2",
 "Tutorial F1-F4": "教程 F1-F4",
 "Tutorial Game Over": "教程游戏结束",
 "Tutorial Game Over - Dungeon Settlers Wiki": "教程游戏结束 - Dungeon Settlers 维基",
 "Tutorial Game Over icon": "教程游戏结束 图标",
 "Tutorial Region": "教程区域",
 "Tutorial Unit Behavior Options": "教程单位行为选项",
 "Tutorial Wood Club Fixed": "教程木制棍棒（固定）",
 "Tutorial state": "教程状态",
 "Tutorial, template & developer": "教程、模板与开发者",
 "Tutorial1": "Tutorial1",
 "Tutorial1 Chest Remnant": "Tutorial1 宝箱遗迹",
 "Tutorial1 Chest Remnant - Dungeon Settlers Wiki": "Tutorial1 宝箱遗迹 - Dungeon Settlers 维基",
 "Tutorial2": "Tutorial2",
 "Tutorial3": "Tutorial3",
 "TutorialGameOver": "TutorialGameOver",
 "TutorialSeed": "TutorialSeed",
 "Twisted Bush Fixed": "扭曲灌木 固定",
 "Twisted Forest 1": "扭曲森林 1",
 "Twisted Forest 2": "扭曲森林 2",
 "Twisted Forest 3": "扭曲森林 3",
 "Two damage parts (physical and magic) are each mitigated by the matching resistance.": "两段伤害（物理和魔法）分别被对应抗性减免。",
 "Two more combat-difficulty levers pile on top of that flat scaling:": "在该固定缩放之上，还有另外两个战斗难度杠杆：",
 "Two separate axes over the same 5 tiers, Easy to Devastation. Combat difficulty scales monster health and damage, up to x1.5 on Devastation, and shortens respawns from 1200 to 600 minutes. Management difficulty scales economy costs x0.34 to x1.66, and settler mood.": "同一 5 个档位上的两条独立轴，从简单到毁灭。战斗难度会缩放怪物生命值和伤害，在毁灭上最高达 x1.5，并将重生时间从 1200 分钟缩短到 600 分钟。管理难度会将经济成本从 x0.34 缩放到 x1.66，并影响开拓者心情。",
 "Two separate axes over the same {#} tiers, {#} to {#}. Combat difficulty scales monster health and damage, up to x{#} on {#}, and shortens respawns from {#} to {#} minutes. Management difficulty scales economy costs x{#} to x{#}, and settler mood.": "同一{#}个档位上的两条独立轴，从{#}到{#}。战斗难度会缩放怪物生命值和伤害，最高达 x{#}（{#}），并将重生时间从 {#} 分钟缩短到 {#} 分钟。管理难度会将经济成本从 x{#} 缩放到 x{#}，并影响开拓者心情。",
 "Two separate constants govern the fight once you are seen:": "一旦被发现，两套独立常量支配这场战斗：",
 "Two-Hand Grip is active (two-handed weapon, empty off-hand): its bonus is already in your equipped stats.": "双手握持已生效（双手武器，副手空置）：其加成已计入你的已装备属性。",
 "Two-handed fighter": "双手战士",
 "Two-handed weapons": "双手武器",
 "Two-handed weapons occupy both hands and block the shield/off-hand slot.": "双手武器占用双手，并封锁盾/副手槽。",
 "Type": "类型",
 "Type the mood number straight from the unit status panel": "直接输入单位状态面板上的心情数值",
 "Type:": "类型：",
 "Typeless, ignores defense": "无属性，无视防御",
 "UI": "UI",
 "UI reference data": "UI 参考数据",
 "UI_": "UI_",
 "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_12": "UNITVISUAL_ElfStandardFemale_12",
 "UNITVISUAL_ElfStandardFemale_13": "UNITVISUAL_ElfStandardFemale_13",
 "UNITVISUAL_ElfStandardFemale_14": "UNITVISUAL_ElfStandardFemale_14",
 "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_13": "UNITVISUAL_ElfStandardMale_13",
 "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_ElfStandardMale_999": "UNITVISUAL_ElfStandardMale_999",
 "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_22": "UNITVISUAL_HumanStandardFemale_22",
 "UNITVISUAL_HumanStandardFemale_23": "UNITVISUAL_HumanStandardFemale_23",
 "UNITVISUAL_HumanStandardFemale_24": "UNITVISUAL_HumanStandardFemale_24",
 "UNITVISUAL_HumanStandardFemale_25": "UNITVISUAL_HumanStandardFemale_25",
 "UNITVISUAL_HumanStandardFemale_26": "UNITVISUAL_HumanStandardFemale_26",
 "UNITVISUAL_HumanStandardFemale_27": "UNITVISUAL_HumanStandardFemale_27",
 "UNITVISUAL_HumanStandardFemale_28": "UNITVISUAL_HumanStandardFemale_28",
 "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_999": "UNITVISUAL_HumanStandardFemale_999",
 "UNITVISUAL_HumanStandardFemale_Preset": "UNITVISUAL_HumanStandardFemale_Preset",
 "UNITVISUAL_HumanStandardMale_0": "UNITVISUAL_HumanStandardMale_0",
 "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_999, UNITVISUAL_HumanStandardFemale_999": "UNITVISUAL_HumanStandardMale_0, UNITVISUAL_HumanStandardFemale_0, UNITVISUAL_LizardMan_0, UNITVISUAL_ElfStandardMale_999, UNITVISUAL_HumanStandardFemale_999",
 "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_23": "UNITVISUAL_HumanStandardMale_23",
 "UNITVISUAL_HumanStandardMale_24": "UNITVISUAL_HumanStandardMale_24",
 "UNITVISUAL_HumanStandardMale_25": "UNITVISUAL_HumanStandardMale_25",
 "UNITVISUAL_HumanStandardMale_26": "UNITVISUAL_HumanStandardMale_26",
 "UNITVISUAL_HumanStandardMale_27": "UNITVISUAL_HumanStandardMale_27",
 "UNITVISUAL_HumanStandardMale_28": "UNITVISUAL_HumanStandardMale_28",
 "UNITVISUAL_HumanStandardMale_29": "UNITVISUAL_HumanStandardMale_29",
 "UNITVISUAL_HumanStandardMale_3": "UNITVISUAL_HumanStandardMale_3",
 "UNITVISUAL_HumanStandardMale_30": "UNITVISUAL_HumanStandardMale_30",
 "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_19": "UNITVISUAL_LizardMan_19",
 "UNITVISUAL_LizardMan_2": "UNITVISUAL_LizardMan_2",
 "UNITVISUAL_LizardMan_20": "UNITVISUAL_LizardMan_20",
 "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_AbyssWildDog": "UNIT_AbyssWildDog",
 "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_ChainKnightSentinelNPC": "UNIT_ChainKnightSentinelNPC",
 "UNIT_ChainKnightSentinelNPC -": "UNIT_ChainKnightSentinelNPC -",
 "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": "未确定",
 "UnDetermin": "未确定",
 "Unattackable": "无法被攻击",
 "Unavailable To Interact": "无法交互",
 "Unavailable:": "不可用：",
 "Unavailable: Indoor conditions not met": "不可用：未满足室内条件",
 "Unawared": "未察觉",
 "Unbreakable sub-tree (enum value only)": "不屈辅助技能树（仅枚举值）",
 "Uncheck a unit to hide it from the top units bar. It stays in the team (Team Stats + share link).": "取消勾选单位可将其从顶部单位栏隐藏。它仍留在队伍中（队伍数据 + 分享链接）。",
 "Unclassified": "未分类",
 "Unconscious": "昏迷",
 "UnconsciousSleep": "UnconsciousSleep",
 "UnconsciousTick": "UnconsciousTick",
 "Uncovering new knowledge is sure to be a great help in future expeditions.": "如果能发现新的知识，必定会对今后的探险有所助益。",
 "Uncovering new knowledge is sure to be a great help in future expeditions. \"I think we should spend enough time researching this.\"": "如果能发现新的知识，必定会对今后的探险有所助益。\"我们应该花足够的时间来对其进行研究。\"",
 "Under CrossOver/Wine on a Mac the Windows path resolves to": "在 Mac 上用 CrossOver/Wine 时，Windows 路径对应到",
 "Under the hood": "幕后",
 "Undergoing": "正在进行",
 "Undergoing surgery (Warning, prints once)": "正在手术（警告，仅显示一次）",
 "Underground": "地下",
 "Underground Explorer GAMESYSTEM_Environment_{affecterName}": "地下探险家 GAMESYSTEM_Environment_{affecterName}",
 "UndergroundExplorer": "UndergroundExplorer",
 "Undetectable": "无法被发现",
 "Unfinished": "未完成",
 "Unfortunately, the settlement does not yet even have a proper temple.": "据点里甚至还没有像样的神殿，真是太遗憾了。",
 "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. \"Even here in these barren lands, the Goddess's mercy should be able to reach us.\"": "据点里甚至还没有像样的神殿，真是太遗憾了。 For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of. \"Even here in these barren lands, the Goddess's mercy should be able to reach us.\"",
 "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. \"Even here in these forsaken lands, the Goddess's mercy should be able to reach us.\"": "据点里甚至还没有像样的神殿，真是太遗憾了。 For people of the continent, having no proper place to pray to the Goddess is something to be ashamed of. \"Even here in these forsaken lands, the Goddess's mercy should be able to reach us.\"",
 "Unique": "独特",
 "Unique monsters": "独特怪物",
 "Unique names do not appear in Recruitment.": "独特名字不会出现在招募中。",
 "Unique profiles (portraits) do not appear in Recruitment.": "独特形象（肖像）不会出现在招募中。",
 "UniqueExistingNames": "UniqueExistingNames",
 "UniqueExistingProfiles": "UniqueExistingProfiles",
 "Unit": "单位",
 "Unit AI behaviour": "单位 AI 行为",
 "Unit Appearance": "单位外观",
 "Unit Death and Bodies": "Unit 死亡与遗体",
 "Unit Selection": "单位选择",
 "Unit Structure": "单位结构",
 "Unit animation sheets, frame by frame": "单位动画表，逐帧",
 "Unit doesn't have enough main skill points.": "Unit 主技能点不足。",
 "Unit doesn't have enough sub skill points.": "Unit 辅技能点不足。",
 "Unit icon style": "单位图标样式",
 "Unit icons": "单位图标",
 "Unit level": "单位等级",
 "Unit level cap in this build": "此版本的单位等级上限",
 "Unit template taken from the": "单位模板取自",
 "Unit visual profiles (portraits/bodies).": "单位外观配置（头像/身体）。",
 "Unit with Nothing to Do": "无事可做的单位",
 "Unit's hunger consumption rate": "单位的饥饿消耗速率",
 "UnitForClearRegion": "UnitForClearRegion",
 "UnitPatrolTerm": "UnitPatrolTerm",
 "UnitProfileTable - appearance presets used by recruit candidates and NPCs. AppearWeight 0 = fixed preset (scenario characters), >0 = random-generation weight.": "UnitProfileTable - 招募候选人和非玩家角色使用的外观预设。AppearWeight 0 = 固定预设（场景角色），>0 = 随机生成权重。",
 "UnitRespawnTermByDifficulty": "UnitRespawnTermByDifficulty",
 "UnitSpeedModifier": "UnitSpeedModifier",
 "UnitVisualType for": "的UnitVisualType",
 "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 使单位每 {0} 分钟恢复 {1}。（目前提供一定扩展性。）",
 "Units & Monsters": "单位与怪物",
 "Units & Monsters - Dungeon Settlers Wiki": "单位与怪物 - Dungeon Settlers 维基",
 "Units & monsters": "单位与怪物",
 "Units (": "单位 (",
 "Units (default trait):": "单位（默认特质）：",
 "Units and Survival": "单位与生存",
 "Units can": "单位可以",
 "Units gain experience from expeditions and combat and level up on a fixed ladder. The ladder is defined up to level": "单位从探险和战斗中获得经验，并按固定阶梯升级。阶梯定义到",
 "Units gain experience from expeditions and combat and level up on a fixed ladder. The ladder is defined up to level 12. In this build a unit stops at level 5...": "单位从探险和战斗中获得经验，并按固定阶梯升级。阶梯定义到等级 12。此版本中单位停在等级 5...",
 "Units that have reached maximum": "已达到最大值的单位",
 "Units that have reached maximum EXP can perform 奉献 at the Goddess Statue to level up. During 奉献, increases to each 主属性 are presented at random based on the unit's 天赋. Leveling up also grants 主技能点 and 辅技能点.": "已达到最大值的单位 EXP can perform 奉献 在女神像处升级。 During 奉献, increases to each 主属性 are presented at random based on the unit's 天赋. Leveling up also grants 主技能点 and 辅技能点.",
 "Units that have reached maximum experience can perform 奉献 at the Goddess Statue to level up. During 奉献, the increase in each 主属性 is randomly determined based on the unit's 天赋. Leveling up also grants 主技能点 and 辅技能点.": "已达到最大值的单位 experience can perform 奉献 在女神像处升级。 During 奉献, the increase in each 主属性 is randomly determined based on the unit's 天赋. Leveling up also grants 主技能点 and 辅技能点.",
 "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.": "这棵树能放到场上的单位，含派生属性（按库存施法者、等级上限）以及打击力度。召唤物的输出与放置它的那次施法是分开的。",
 "Units:": "单位：",
 "Unknown difficulty tier.": "未知难度等级。",
 "Unknown generator mode.": "未知生成器模式。",
 "Unleashes an intense killing aura, dealing {0}% of": "释放强烈的杀气，造成 {0}% 的",
 "Unleashes an intense killing aura, dealing {0}% of 物理攻击力 as damage to enemy units and granting {2} 暴露的弱点 and 减速 (Slow) for {1} seconds.": "释放强烈的杀气，造成 {0}% 的 物理攻击力 as damage to enemy units 并施加 {2} 暴露的弱点 and 减速 (Slow) 持续 {1} 秒。",
 "Unleashes an intense killing aura, dealing {0}% of 物理攻击力 as damage to the enemy unit and granting {2} 暴露的弱点 and 减速 (Slow) for {1} seconds.": "释放强烈的杀气，造成 {0}% 的 物理攻击力 as damage to the enemy unit 并施加 {2} 暴露的弱点 and 减速 (Slow) 持续 {1} 秒。",
 "Unleashes three sword waves forward, dealing": "向前释放三道剑波，造成",
 "Unleashes three sword waves forward, dealing physical damage equal to {0}% of 物理攻击力 to all targets in a straight path. This skill is planned for a future update.": "Unleashes three sword waves forward, dealing physical damage equal to {0}% of 物理攻击力 对直线路径上的所有目标。 This skill is planned for a future update.",
 "Unleashes three sword waves forward, dealing {0}% of": "向前释放三道剑波，造成相当于{0}%的",
 "Unleashes three sword waves forward, dealing {0}% of 物理攻击力 as physical damage to all targets in a straight path.": "Unleashes three sword waves forward, dealing {0}% of 物理攻击力 as physical damage 对直线路径上的所有目标。",
 "Unlike": "不同于",
 "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.": "与屠戮（给自己施加“暴露弱点”）不同，致命恐惧给敌人施加“暴露弱点”和“减速”。你对该目标进行的后续近战攻击将保证暴击，从而为刀刃之魂的能量返还和格挡屏障的护盾提供支持。这是一种设置，而不是引擎--15秒的冷却时间，所以你用它来标记优先目标而不是滥用它--这就是它强大而不是失衡的原因。对于没有战士技能树的巨剑单位来说，致命恐惧仅凭其保证暴击的窗口就值得拥有。",
 "Unlike reg...": "与常规不同...",
 "Unlock": "解锁",
 "Unlock all skills.": "解锁所有技能。",
 "Unlock requires:": "解锁需要：",
 "Unlock rule": "解锁规则",
 "Unlocked by research": "由研究解锁",
 "Unlocked by the research {#}.": "由研究 {#} 解锁。",
 "Unlocked first by the research": "最先由研究",
 "Unlocked first by the research {#}.": "最先由研究 {#} 解锁。",
 "Unlocks": "解锁",
 "Unlocks:": "解锁：",
 "Unlocks: {#} +{#} more.": "解锁：{#} +{#} 更多。",
 "Unlocks: {#}.": "解锁：{#}。",
 "Unpin this bar": "取消固定此栏",
 "Unreleased": "未发布",
 "Unreleased & future content (spoilers)": "未发布与未来内容（剧透）",
 "Unreleased / empty trees": "未发布 / 空白技能树",
 "Unreleased Magic Schools": "未发布魔法流派",
 "Unreleased Magic Schools (Holy / Dark / Survival)": "未发布魔法流派（神圣 / 黑暗 / 生存）",
 "Unreleased Races": "未发布种族",
 "Unreleased Races (Dwarf / White Demon / Tal)": "未发布种族（矮人 / 白魔 / 塔尔）",
 "Unreleased and test template entries (10)": "未发布和测试模板条目 (10)",
 "Unreleased races:": "未发布种族：",
 "Until": "直到",
 "Up": "上",
 "Up close, parts of the image have": "近看时，图像的部分已经",
 "Up to 5 enemies": "最多 5 个敌人",
 "Up....": "升级....",
 "Upcoming": "即将推出",
 "Upcoming regions": "即将推出的区域",
 "Updates": "更新",
 "Upkeep": "维持费",
 "Upon duration expiry, dies (post-alpha: replaced with Mental Breakdown)": "持续时间结束时死亡（alpha 之后：替换为精神崩溃）",
 "Upon spotting you, Endrossi shows a hint of joy before turning away.": "恩德罗茜看到你时，脸上闪过一丝喜悦，随后便转过身去。",
 "Upper": "上层",
 "Usable": "可使用",
 "Usage": "用法",
 "Use 'Behavior Options' in the entity summary panel to control unit behavior.": "在单位概览面板中使用“行为选项”来控制单位行为。",
 "Use 'Behavior Options' in the entity summary panel to control unit behavior. ## <Hotkeys> - Auto Skill (F): Automatically uses skills on enemies when 能量 is above a certain amount. - Wait for Orders (G): Holds position during combat and waits for orders. Outside combat, waits in place if there is nothing to do. - Prioritize Sleep (H): Prioritizes sleep when acting. ## TIP: Use 'Wait for Orders' when you need to maintain formation during combat.": "在单位概览面板中使用“行为选项”来控制单位行为。 ## <Hotkeys> - Auto Skill (F): 当高于一定阈值时自动对敌人使用技能，在 能量 is above a certain amount. - Wait for Orders (G): Holds position during combat and waits for orders. Outside combat, waits in place if there is nothing to do. - Prioritize Sleep (H): Prioritizes sleep when acting. ## TIP: Use 'Wait for Orders' when you need to maintain formation during combat.",
 "Use 'Behavior Options' in the entity summary panel to control unit behavior. There are three Behavior Options : 'Auto Skill', 'Wait for O...": "在单位概览面板中使用“行为选项”来控制单位行为。共有三种行为选项：“自动技能”、“等待命...",
 "Use 'Behavior Options' in the entity summary panel to control unit behavior. There are three Behavior Options : 'Auto Skill', 'Wait for Orders', and 'Prioritize Sleep'. ## <Hotkeys> - Auto Skill (F): Automatically uses skills on enemies when 能量 is above a certain amount. - Wait for Orders (G): Holds position during combat and waits for orders. Outside combat, waits in place if there is nothing to do. - Prioritize Sleep (H): Prioritizes sleep when acting. ## TIP: Use 'Wait for Orders' when you need to maintain formation during combat.": "在单位概览面板中使用“行为选项”来控制单位行为。 There are three Behavior Options : 'Auto Skill', 'Wait for Orders', and 'Prioritize Sleep'. ## <Hotkeys> - Auto Skill (F): 当高于一定阈值时自动对敌人使用技能，在 能量 is above a certain amount. - Wait for Orders (G): Holds position during combat and waits for orders. Outside combat, waits in place if there is nothing to do. - Prioritize Sleep (H): Prioritizes sleep when acting. ## TIP: Use 'Wait for Orders' when you need to maintain formation during combat.",
 "Use an Ointment": "使用药膏",
 "Use this item to construct a": "可以利用此物品建造一座",
 "Use this item to construct a [ROOM_MerchantRoom] in your settlement. Once the [ROOM_MerchantRoom] is built, a Guild Merchant will be dispatched.": "可以利用此物品建造一座 [ROOM_MerchantRoom] in your settlement. Once the [ROOM_MerchantRoom] 建成后，公会商人将会被派来。",
 "Use this item to construct a [ROOM_MerchantRoom] in your settlement.Once the [ROOM_MerchantRoom] is built, a Guild Merchant will be dispatched.": "可以利用此物品建造一座 [ROOM_MerchantRoom] in your settlement.Once the [ROOM_MerchantRoom] 建成后，公会商人将会被派来。",
 "Use to permanently teach a character the": "使用后永久让角色学会",
 "UseItemQuickSlot_1": "UseItemQuickSlot_1",
 "UseSkill_0": "UseSkill_0",
 "UseSkill_1": "UseSkill_1",
 "UseSkill_2": "UseSkill_2",
 "UseSkill_3": "UseSkill_3",
 "UseSkill_4": "UseSkill_4",
 "Used": "用于",
 "Used by": "使用者",
 "Used in": "用于",
 "Used to learn active skills. Earned through 升级.": "用于学习主动技能。通过升级获得。",
 "Used to learn passive skills. Earned through 升级.": "用于学习被动技能。通过升级获得。",
 "Useful": "有用",
 "Useful Magic Scrap Pile Random1": "有用的魔法废料堆 随机1",
 "Useful Magic Scrap Pile Random2": "有用的魔法废料堆 随机2",
 "Useful for treating injuries during battle.": "在战斗中可用于治疗伤势。",
 "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.": "与法术伤害排名及上方各技能表使用同一 RD.skills 配方引擎 - 数字相同，不另行叠加 DamageDealt%/FDM。",
 "Uses/summons": "使用/召唤",
 "Using a skill starts a {#} global cooldown on that unit. Other skills wait for it. The amount is the combat table value, copied onto the unit. Cooldown reduction is not applied.": "使用技能会在该单位上启动 {#} 的公共冷却。其他技能要等它。数量是战斗表数值，复制到单位上。不应用冷却缩减。",
 "Using it consumes it. A settler can hold one soul skill at a time.": "使用后即消耗。一名开拓者同时只能持有一个灵魂技能。",
 "Using {#} as a {#} also grants": "将 {#} 作为 {#} 使用时，还会赋予",
 "Using {#} as a {#} also grants all allies": "将 {#} 作为 {#} 使用时，还会赋予所有盟友",
 "Using {#} as an {#} also grants all allies": "将 {#} 作为 {#} 使用时，还会赋予所有盟友",
 "Using 副指挥官徽章 as a Human also grants all allies": "将副指挥官徽章作为人类使用时，还会赋予所有盟友",
 "Using 副指挥官徽章 as a Lizardman also grants": "将副指挥官徽章作为蜥蜴人使用时，还会赋予",
 "Using 副指挥官徽章 as a Lycan also grants all allies": "将副指挥官徽章作为狼人使用时，还会赋予所有盟友",
 "Using 副指挥官徽章 as an Elf also grants all allies": "将副指挥官徽章作为精灵使用时，还会赋予所有盟友",
 "VARIANT 1": "变体 1",
 "VARIANT 2": "变体 2",
 "VARIANT 3": "变体 3",
 "VARIANT {#}": "变体 {#}",
 "VFXExecution Exp": "VFX执行经验",
 "Valid save.": "有效存档。",
 "Value": "值",
 "Value = your max HP x 10 x 0.01, added as flat Magic Attack Power for that one execution.": "数值 = 你的最大 HP x 10 x 0.01，作为该次结算的固定魔法攻击力加入。",
 "Value = your max HP x 10 x 0.01, added as flat Physical Attack Power for that one execution.": "数值 = 你的最大 HP x 10 x 0.01，作为该次结算的固定物理攻击力加入。",
 "Value for how many aptitudes are revealed when using Inspect": "使用检查时揭示多少项资质的数值",
 "Values are the authored per-unit numbers in": "数值是下列表中为每个单位填写的",
 "Values before any percent modifier (inscriptions, difficulty, gear). Majors start at 10; enter a unit's major stats to see its final combat stats.": "百分比修正（铭文、难度、装备）之前的数值。主属性从 10 起；输入单位的主属性即可查看最终战斗属性。",
 "Variants": "变体",
 "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.": "按此比例变动初始主属性（= 起始属性）。目前统一应用，但之后可能需要按出身等加以区分。",
 "Vegetarian": "素食",
 "Vegetarian by conscience.": "出于良心吃素。",
 "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.": "出于良心吃素。[Carnal Guilt] 是精灵吃肉时受到的心情惩罚，但纯素饮食可忽略通常的心情惩罚。",
 "Veil Silence": "寂静帷幕",
 "Veil Silence Boss Giant Stone Golem": "寂静帷幕首领巨石魔像",
 "Veil Silence Common Boss Portal": "寂静之幕普通首领传送门",
 "Veil Silence Common Combat Middle1": "寂静帷幕 普通战斗 中型1",
 "Veil Silence Common Combat Middle10": "寂静帷幕 普通战斗 中型10",
 "Veil Silence Common Combat Middle11": "寂静帷幕 普通战斗 中型11",
 "Veil Silence Common Combat Middle12": "寂静帷幕 普通战斗 中型12",
 "Veil Silence Common Combat Middle13": "寂静帷幕 普通战斗 中型13",
 "Veil Silence Common Combat Middle14": "寂静帷幕 普通战斗 中型14",
 "Veil Silence Common Combat Middle15": "寂静帷幕 普通战斗 中型15",
 "Veil Silence Common Combat Middle16": "寂静帷幕 普通战斗 中型16",
 "Veil Silence Common Combat Middle2": "寂静帷幕 普通战斗 中型2",
 "Veil Silence Common Combat Middle3": "寂静帷幕 普通战斗 中型3",
 "Veil Silence Common Combat Middle3 3f": "寂静帷幕 普通战斗 中型3 3层",
 "Veil Silence Common Combat Middle4": "寂静帷幕 普通战斗 中型4",
 "Veil Silence Common Combat Middle5": "寂静帷幕 普通战斗 中型5",
 "Veil Silence Common Combat Middle5 3f": "寂静帷幕 普通战斗 中型5 3层",
 "Veil Silence Common Combat Middle6": "寂静帷幕 普通战斗 中型6",
 "Veil Silence Common Combat Middle7": "寂静帷幕 普通战斗 中型7",
 "Veil Silence Common Combat Middle8": "寂静帷幕 普通战斗 中型8",
 "Veil Silence Common Combat Middle9": "寂静帷幕 普通战斗 中型9",
 "Veil Silence Common Combat Non Tree Small1": "寂静帷幕 普通战斗 无树 小型1",
 "Veil Silence Common Combat Non Tree Small2": "寂静帷幕 普通战斗 无树 小型2",
 "Veil Silence Common Combat Non Tree Small3": "寂静帷幕 普通战斗 无树 小型3",
 "Veil Silence Common Combat Non Tree Small4": "寂静帷幕 普通战斗 无树 小型4",
 "Veil Silence Common Combat Non Tree Small5": "寂静帷幕 普通战斗 无树 小型5",
 "Veil Silence Common Combat Non Tree Small6": "寂静帷幕 普通战斗 无树 小型6",
 "Veil Silence Common Combat Non Tree1": "寂静帷幕 普通战斗 无树1",
 "Veil Silence Common Combat Non Tree2": "寂静帷幕 普通战斗 无树2",
 "Veil Silence Common Combat Non Tree3": "寂静帷幕 普通战斗 无树3",
 "Veil Silence Common Combat Non Tree4": "寂静帷幕 普通战斗 无树4",
 "Veil Silence Common Combat Small1": "寂静帷幕 普通战斗 小型1",
 "Veil Silence Common Combat Small1 3f": "寂静帷幕 普通战斗 小型1 3层",
 "Veil Silence Common Combat Small2": "寂静帷幕 普通战斗 小型2",
 "Veil Silence Common Combat Small2 3f": "寂静帷幕 普通战斗 小型2 3层",
 "Veil Silence Common Combat Small3": "寂静帷幕 普通战斗 小型3",
 "Veil Silence Common Combat Small3 3f": "寂静帷幕 普通战斗 小型3 3层",
 "Veil Silence Common Core1": "寂静帷幕 普通核心1",
 "Veil Silence Common Core2": "寂静帷幕 普通核心2",
 "Veil Silence Common Elite Alpha Acid Slogel1": "寂静帷幕 普通精英 阿尔法酸性斯洛格尔1",
 "Veil Silence Common Elite Red Monster Rat1": "寂静帷幕 普通精英 红色怪鼠1",
 "Veil Silence Common Elite Red Monster Rat2": "寂静帷幕 普通精英 红色怪鼠2",
 "Veil Silence Common Elite Red Monster Rat3": "寂静帷幕 普通精英 红色怪鼠3",
 "Veil Silence Common Elite Red Monster Rat4": "寂静帷幕 普通精英 红色怪鼠4",
 "Veil Silence Common Elite Treasure Luxurious1": "寂静帷幕 Common 精英宝箱 Luxurious1",
 "Veil Silence Common Elite Treasure Luxurious2": "寂静帷幕 Common 精英宝箱 Luxurious2",
 "Veil Silence Common Elite Treasure Modest1": "寂静帷幕 Common 精英宝箱 Modest1",
 "Veil Silence Common Elite Treasure Sturdy1": "寂静帷幕 Common 精英宝箱 Sturdy1",
 "Veil Silence Common Elite Treasure Sturdy2": "寂静帷幕 Common 精英宝箱 Sturdy2",
 "Veil Silence Common Event": "寂静帷幕 普通事件",
 "Veil Silence Common Event Abandoned Campsite": "寂静帷幕 普通事件 废弃营地",
 "Veil Silence Common Event Abandoned Room1": "寂静帷幕 普通事件 废弃房间1",
 "Veil Silence Common Event Abandoned Room2": "寂静帷幕 普通事件 废弃房间2",
 "Veil Silence Common Event Ancient Library1": "寂静帷幕 普通事件 古代图书馆1",
 "Veil Silence Common Event Ancient Library2": "寂静帷幕 普通事件 古代图书馆2",
 "Veil Silence Common Event Ancient Library3": "寂静帷幕 普通事件 古代图书馆3",
 "Veil Silence Common Event Bee Hive Tree": "寂静帷幕 普通事件 蜜蜂蜂巢树",
 "Veil Silence Common Event Blood Tree": "寂静帷幕 普通事件 血树",
 "Veil Silence Common Event Codex Level1": "寂静帷幕 普通事件 宝典等级1",
 "Veil Silence Common Event Echo Flower": "寂静帷幕 普通事件 回声花",
 "Veil Silence Common Event Endrossi": "寂静帷幕 普通事件 恩多尔西",
 "Veil Silence Common Event Flower": "寂静帷幕 普通事件 花",
 "Veil Silence Common Event Herb": "寂静帷幕 普通事件 草药",
 "Veil Silence Common Event Hidden Mandrake": "寂静帷幕 普通事件 隐藏曼德拉草",
 "Veil Silence Common Event Lab Rat Breeding Center": "寂静帷幕 普通事件 实验鼠繁殖中心",
 "Veil Silence Common Event Mandrake": "寂静帷幕 普通事件 曼德拉草",
 "Veil Silence Common Event Merchant": "寂静帷幕 普通事件 商人",
 "Veil Silence Common Event Scare Crow": "寂静帷幕 普通事件 Scare Crow",
 "Veil Silence Common Event Temporal Rest": "寂静帷幕 普通事件 时间休憩",
 "Veil Silence Common Event Tree Of Life": "寂静帷幕 普通事件 Tree Of Life",
 "Veil Silence Common Event Xenon": "寂静帷幕 普通事件 科赛农",
 "Veil Silence Common Goddess": "寂静帷幕 普通女神",
 "Veil Silence Common Hard Combat Middle1": "寂静帷幕 普通困难战斗 中型1",
 "Veil Silence Common Hard Combat Middle2": "寂静帷幕 普通困难战斗 中型2",
 "Veil Silence Common Hard Combat Middle2 3f": "寂静帷幕 普通困难战斗 中型2 3层",
 "Veil Silence Common Hard Combat Middle3": "寂静帷幕 普通困难战斗 中型3",
 "Veil Silence Common Hard Combat Middle3 3f": "寂静帷幕 普通困难战斗 中型3 3层",
 "Veil Silence Common Hard Combat Middle4": "寂静帷幕 普通困难战斗 中型4",
 "Veil Silence Common Hard Combat Middle4 3f": "寂静帷幕 普通困难战斗 中型4 3层",
 "Veil Silence Common Hard Combat Middle5": "寂静帷幕 普通困难战斗 中型5",
 "Veil Silence Common Hard Combat Middle6": "寂静帷幕 普通困难战斗 中型6",
 "Veil Silence Common Hard Combat Middle6 3f": "寂静帷幕 普通困难战斗 中型6 3层",
 "Veil Silence Common Horizontal Corridor 1": "寂静帷幕 普通横向走廊 1",
 "Veil Silence Common Horizontal Corridor 1 3f": "寂静帷幕 普通横向走廊 1 3层",
 "Veil Silence Common Horizontal Corridor 2": "寂静帷幕 普通横向走廊 2",
 "Veil Silence Common Horizontal Corridor 2 3f": "寂静帷幕 普通横向走廊 2 3层",
 "Veil Silence Common Horizontal Corridor 3": "寂静帷幕 普通横向走廊 3",
 "Veil Silence Common Horizontal Corridor 3 3f": "寂静帷幕 普通横向走廊 3 3层",
 "Veil Silence Common Resource Blue Berry1": "寂静帷幕 普通资源 蓝莓1",
 "Veil Silence Common Resource Blue Berry2": "寂静帷幕 普通资源 蓝莓2",
 "Veil Silence Common Resource Blue Crystal Fake1": "寂静帷幕 普通资源 蓝水晶 假1",
 "Veil Silence Common Resource Blue Crystal Fake2": "寂静帷幕 普通资源 蓝水晶 假2",
 "Veil Silence Common Resource Blue Crystal Small1": "寂静帷幕 普通资源 蓝水晶 小型1",
 "Veil Silence Common Resource Green Crystal Fake1": "寂静帷幕 普通资源 绿水晶 假1",
 "Veil Silence Common Resource Green Crystal Fake2": "寂静帷幕 普通资源 绿水晶 假2",
 "Veil Silence Common Resource Green Crystal Small1": "寂静帷幕 普通资源 绿水晶 小型1",
 "Veil Silence Common Resource Herb1": "寂静帷幕 普通资源 草药1",
 "Veil Silence Common Resource Herb2": "寂静帷幕 普通资源 草药2",
 "Veil Silence Common Resource Oat": "寂静帷幕 普通资源 燕麦",
 "Veil Silence Common Resource Red Crystal Fake1": "寂静帷幕 普通资源 红水晶 假1",
 "Veil Silence Common Resource Red Crystal Fake2": "寂静帷幕 普通资源 红水晶 假2",
 "Veil Silence Common Resource Red Crystal Small1": "寂静帷幕 普通资源 红水晶 小型1",
 "Veil Silence Common Resource Silver Small1": "寂静帷幕 普通资源 银 小型1",
 "Veil Silence Common Resource Tree Middle1": "寂静帷幕 普通资源 树 中型1",
 "Veil Silence Common Resource Tree Small1": "寂静帷幕 普通资源 树 小型1",
 "Veil Silence Common Resource Turnip1": "寂静帷幕 普通资源 大头菜1",
 "Veil Silence Common Resource Turnip2": "寂静帷幕 普通资源 大头菜2",
 "Veil Silence Common Treasure Luxurious1": "寂静帷幕 Common Treasure Luxurious1",
 "Veil Silence Common Treasure Modest1": "寂静帷幕 Common Treasure Modest1",
 "Veil Silence Common Treasure Sturdy1": "寂静帷幕 Common Treasure Sturdy1",
 "Veil Silence Common Treasure Sturdy2": "寂静帷幕 Common Treasure Sturdy2",
 "Veil Silence Common Vertical Corridor 1": "寂静帷幕 普通纵向走廊 1",
 "Veil Silence Common Vertical Corridor 1 3f": "寂静帷幕 普通纵向走廊 1 3层",
 "Veil Silence Common Vertical Corridor 2": "寂静帷幕 普通纵向走廊 2",
 "Veil Silence Common Vertical Corridor 2 3f": "寂静帷幕 普通纵向走廊 2 3层",
 "Veil Silence F1-F2": "寂静帷幕 1-2 层",
 "Veil Silence F1-F3": "寂静帷幕 1-3 层",
 "Veil Silence F1-F4": "寂静帷幕 1-4 层",
 "Veil Silence F2-F3": "寂静帷幕 F2-F3",
 "Veil Silence F2-F4": "寂静帷幕 2-4 层",
 "Veil Silence F3-F4": "寂静帷幕 F3-F4",
 "Veil Silence F4": "寂静帷幕 F4",
 "Veil Silence F5": "寂静帷幕 F5",
 "Veil Silence Merchant": "寂静帷幕商人",
 "Veil Silence Merchant - Dungeon Settlers Wiki": "寂静帷幕商人 - Dungeon Settlers 维基",
 "Veil Silence Merchant Fixed": "寂静帷幕商人 固定",
 "Veil Silence Merchant icon": "寂静帷幕商人 图标",
 "Veil Silence Phase2 Patrol Anomaly1": "Veil Silence 阶段2 巡逻异形1",
 "Veil Silence Phase3 Core": "面纱静默阶段3核心",
 "Veil Silence Phase3 Patrol Anomaly1": "Veil Silence 阶段3 巡逻异形1",
 "Veil Silence Phase3 Patrol Beast1": "Veil Silence 阶段3 巡逻野兽1",
 "Veil Silence Phase3 Patrol Insect1": "Veil Silence 阶段3 巡逻昆虫1",
 "Veil Silence Phase4 Combat3": "寂静之幕阶段4战斗3",
 "Veil Silence Phase4 Hard Combat1": "Veil Silence 阶段4 困难战斗1",
 "Veil Silence Phase4 Patrol Anomaly1": "寂静帷幕 阶段4 巡逻异形1",
 "Veil Silence Phase4 Patrol Beast1": "Veil Silence 阶段4 巡逻野兽1",
 "Veil Silence Phase4 Patrol Insect1": "Veil Silence 阶段4 巡逻昆虫1",
 "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.": "寂静帷幕，仅野兽派系怪物：+20% 最大 HP（它们还提供 +50% 经验，这是代码侧奖励，界面不显示）。与格洛斯获胜叠加。对溃烂地穴或非野兽怪物无效。",
 "Veil of Silence": "寂静帷幕",
 "Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse": "寂静帷幕 -> 溃烂地穴 -> 废弃矿井 -> 遗忘深渊 -> 死亡沼泽 -> 末日之塔",
 "Veil of Silence and the Tutorial never generate a safe floor (GetProperFloor)": "寂静帷幕和教程从不生成安全层（GetProperFloor）",
 "Veil of Silence and the Tutorial never get a safe floor at all. Both regions are hard-excluded in code, so expeditions there always start on floor 1 regardless of the toggle.": "寂静帷幕和教程完全没有安全层。这两个区域在代码中被硬排除，因此无论开关如何，那里的探险总是从第 1 层开始。",
 "Veil of Silence. A demo-only resolver marked the region cleared from floor 5's result screen, boss kill or not.": "寂静帷幕。一个仅用于演示的解析器会从第 5 层的结果界面将该区域标记为已通关，无论是否击杀首领。",
 "VeilSilence": "VeilSilence",
 "Veil_": "Veil_",
 "Venom": "毒液",
 "Verbatim in-game texts for the talent tiers (": "天赋层级的游戏原文（",
 "Verbatim texts from the new-campaign screen (": "新战役界面的原文（",
 "Verbs (53)": "动词 (53)",
 "Verified from game code": "已从游戏代码验证",
 "Version": "版本",
 "Version index": "版本索引",
 "Versus benchmark": "对照基准",
 "Versus median": "对比中位数",
 "Versus monster": "对阵怪物",
 "Vertical Corridor 1": "纵向走廊 1",
 "Vertical Corridor 1 - Dungeon Settlers Wiki": "纵向走廊 1 - Dungeon Settlers 维基",
 "Vertical Corridor 1 map": "纵向走廊 1 地图",
 "Very": "非常",
 "Very Exhausted (Caution, displays once)": "非常疲惫（注意，仅显示一次）",
 "Very Hard": "极难",
 "Very Hard Combat Difficulty": "非常困难的战斗难度",
 "Very Hard Management Difficulty": "Very 困难管理难度",
 "Very Hard Support Wagon Berry Fixed": "极难 补给马车 蓝莓 固定",
 "Very Hard Support Wagon Grass Fixed": "极难 补给马车 草 固定",
 "Very Hard Support Wagon Hardtack Fixed": "极难 补给马车 硬饼 固定",
 "Very Hard Support Wagon Ointment Fixed": "极难 补给马车 药膏 固定",
 "Very Hard Support Wagon Tech Book Fixed": "极难 补给马车 科技手册 固定",
 "Very Hard Support Wagon Wood Fixed": "极难 补给马车 木材 固定",
 "Very Hungry (Caution, displays once)": "非常饥饿（注意，仅显示一次）",
 "Very dissatisfied unit": "心情非常低落的单位",
 "VeryHeavyWeightApplyCondition": "VeryHeavyWeightApplyCondition",
 "Vice": "副",
 "View": "视图",
 "View Roadmap": "查看路线图",
 "View on Steam": "在 Steam 上查看",
 "View on Steam ›": "在 Steam 上查看 ›",
 "View the full {#} tree page": "查看完整 {#} 树页面",
 "View the full 剑技能树 tree page →": "查看完整 剑技能树 树页面 →",
 "View the full 卫士技能树 tree page →": "查看完整 卫士技能树 树页面 →",
 "View the full 和谐技能树 tree page →": "查看完整 和谐技能树 树页面 →",
 "View the full 壁垒技能树 tree page →": "查看完整 壁垒技能树 树页面 →",
 "View the full 处决技能树 tree page →": "查看完整 处决技能树 树页面 →",
 "View the full 巨剑技能树 tree page →": "查看完整 巨剑技能树 树页面 →",
 "View the full 弓技能树 tree page →": "查看完整 弓技能树 树页面 →",
 "View the full 战士技能树 tree page →": "查看完整 战士技能树 树页面 →",
 "View the full 水魔法技能树 tree page →": "查看完整 水魔法技能树 树页面 →",
 "View the full 潮汐技能树 tree page →": "查看完整 潮汐技能树 树页面 →",
 "View the full 火魔法技能树 tree page →": "查看完整 火魔法技能树 树页面 →",
 "View the full 爆发技能树 tree page →": "查看完整 爆发技能树 树页面 →",
 "View the full 狂战技能树 tree page →": "查看完整 狂战技能树 树页面 →",
 "View the full 盾技能树 tree page →": "查看完整 盾技能树 树页面 →",
 "View the full 矛技能树 tree page →": "查看完整 矛技能树 树页面 →",
 "View the full 自然魔法技能树 tree page →": "查看完整 自然魔法技能树 树页面 →",
 "View the full 钝器技能树 tree page →": "查看完整 钝器技能树 树页面 →",
 "View the full 闪击技能树 tree page →": "查看完整 闪击技能树 树页面 →",
 "View the full 阵列技能树 tree page →": "查看完整 阵列技能树 树页面 →",
 "Vines cannot be attacked or demolished; only the blast removes them. Every creep tile is inside the reach of at least one vine, so any patch can be cleared.": "藤蔓无法被攻击或拆除；只有爆炸能移除它们。每一格蔓延地块都至少在一根藤蔓的覆盖范围内，因此任何一片都可以清除。",
 "Visible in game": "游戏内可见",
 "Vision": "视野",
 "Vision Range (": "视野范围 (",
 "Vision Range coefficient is": "视野范围系数是",
 "Vision Range, precisely undoing the night penalty for whoever carries it.": "视野范围，正好抵消携带者的夜间惩罚。",
 "Vision range": "视野范围",
 "Vision range = how far it spots and chases you": "视野范围 = 发现并追击你的距离",
 "Vision range = spot/chase distance": "视野范围 = 发现/追击距离",
 "VisionRange": "VisionRange",
 "Visual": "外观",
 "Visual profiles": "外观预设",
 "Vitality Boost: Positive GAMESYSTEM_Environment_{affecterName}": "体质强化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Vitality Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "体质削弱：负面 GAMESYSTEM_Environment_{affecterName}",
 "Voice lines": "语音台词",
 "Voice lines & hints": "语音台词与提示",
 "WIP": "施工中",
 "WIP Notice": "施工中提示",
 "WORK IN PROGRESS.": "仍在制作。",
 "Wagon Cog Wheel": "马车齿轮",
 "Wagon Fixed": "马车 固定",
 "Wagon Scraps1": "马车残片1",
 "Wagon Scraps1 - Dungeon Settlers Wiki": "马车残片1 - Dungeon Settlers 维基",
 "Wagon Scraps2": "马车残片2",
 "Wagon Scraps2 - Dungeon Settlers Wiki": "马车残片2 - Dungeon Settlers 维基",
 "Wait": "等待",
 "Wait For Appear FX": "等待出现 FX",
 "Wait For Appear FX - Dungeon Settlers Wiki": "等待出现 FX - Dungeon Settlers 维基",
 "Wait For Appear FX icon": "等待出现 FX 图标",
 "Wait on a {#} s skill": "{#} 秒技能的等待",
 "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.": "处于闲置状态时的等待 tick 时长。在 {0} 与 {1} 之间取随机值后行动。PS：换言之，这是「重复」Idle 时应用的 tick 间隔。",
 "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.": "进入闲置状态时的等待 tick。在 {0} 与 {1} 之间取随机值后行动。PS：从其他行为进入 Idle BT 时，会先等待这么多 tick 再开始。先前的任务未知。",
 "Wait,": "等等，",
 "Wait-": "等等-",
 "WakeUp": "WakeUp",
 "WakeUpControlSleep": "WakeUpControlSleep",
 "WakeUpSevereExhausted": "WakeUpSevereExhausted",
 "Walk ×3, Hit ×2, Death ×1, Stomp ×1": "行走 ×3，打击 ×2，死亡 ×1，践踏 ×1",
 "Wall/Floor Q": "墙/地板品质",
 "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": "墙/地板品质是房间内部地板块以及包围房间的墙（含墙角）的平均品质；可建造档次为稻草 Q0 / 原木 Q5 / 木材（木板）Q10 / 石头 Q15，因此墙和地板全部用达到该门槛的档次建造即通过。装饰合计是房间内每座建筑的品质之和，墙、门和地板块除外 - 所需家具本身也计入。N 因房间而异：精确阈值是下表中的",
 "Wanted": "通缉",
 "Warms": "温暖",
 "Warning": "警告",
 "Warning lines spoken before the sentinel engages.": "哨兵开战前说出的警告台词。",
 "Warrior sub-tree (Blade Spirit)": "战士子技能树（刀刃之魂）",
 "Warrior sub-tree (Flow Seeker + Blade Spirit)": "战士子树（战潮寻者 + 刀魂）",
 "Warrior sub-tree (Flow Seeker)": "战士子树（战潮寻者）",
 "Warrior tree": "战士技能树",
 "Warrior-tree skill": "战士技能树技能",
 "Wasteless": "不浪费",
 "Wasteless Mining": "无损耗采矿",
 "Watch gear durability and pack food and arrows. Broken weapons and hungry settlers end runs early.": "留意装备耐久度，带上食物和箭矢。武器损坏和开拓者挨饿会让探险提前结束。",
 "Watch out": "注意",
 "Watching": "看着",
 "Watching one of them move, he murmurs to himself.": "看着其中一个移动，他自言自语道。",
 "Watchman": "守望者",
 "Watchmen": "守望者",
 "Water Magic tree for Bubbletoad": "水系魔法树（泡泡蟾蜍）",
 "Water Magic units can summon creatures (Bubblelings and Bubbletoads). A summon's power scales off the": "水魔法单位可以召唤生物（泡泡灵和泡泡蟾蜍）。召唤物的强度随",
 "Water Magic units can summon creatures (Bubblelings and Bubbletoads). A summon's power scales off the summoner's Magic Attack Power rather than being a fixed...": "水魔法单位可以召唤生物（泡泡灵和泡泡蟾蜍）。召唤物的强度随召唤者的魔法攻击力缩放，而不是固定...",
 "Water Staff": "水法杖",
 "Water Wave": "水波",
 "Water mage": "水法师",
 "Water magic excels in": "水魔法擅长",
 "Water magic excels in healing and defense.": "水魔法擅长治疗和防御。",
 "Water staff (Summon Bubbling is a free weapon skill)": "水之法杖（召唤泡泡是免费的武器技能）",
 "Water staff (Summon Bubbling)": "水之法杖（召唤泡泡）",
 "WaterMagic": "WaterMagic",
 "WaterSummoned": "WaterSummoned",
 "We": "我们",
 "We can now provide tastier meals for our expedition members! \"Nothing restores the spirits of weary members like a delicious meal.\"": "We can now provide tastier meals for our 探险队员! \"Nothing restores the spirits of weary members like a delicious meal.\"",
 "We have taken another step forward!": "我们又向前迈进了一步！",
 "We need a new Vice Captain.": "我们需要一位新的副队长。",
 "We need a new deputy": "我们需要一位新的副",
 "We need a new deputy captain.": "我们需要一位新的副 captain.",
 "We need to push on deeper.": "我们需要深入推进。",
 "We need to research": "需要研究",
 "We need to research Advanced Cooking.": "需要研究高级烹饪。",
 "We need to research Basic": "需要研究基础",
 "We need to research Basic Crafts.": "需要研究基础制作。",
 "We need to research Bone Processing 2.": "需要研究 Bone Processing 2.",
 "We need to research Burrow Monster Cooking.": "需要研究地下怪物烹饪。",
 "We need to research Carapace Processing": "需要研究甲壳加工",
 "We need to research Carapace Processing 2.": "需要研究甲壳加工 2.",
 "We need to research Carapace Processing III.": "需要研究甲壳加工 III。",
 "We need to research Carapace Processing.": "需要研究甲壳加工.",
 "We need to research Leather": "需要研究皮革",
 "We need to research Leather Processing 1.": "需要研究皮革加工 1。",
 "We need to research Wood Processing 2.": "需要研究 Wood Processing 2.",
 "Weapon": "武器",
 "Weapon - attacking": "武器 - 攻击",
 "Weapon and magic trees with every skill's values": "武器与魔法技能树，含每个技能的数值",
 "Weapon comparison": "武器对比",
 "Weapon skill": "武器技能",
 "Weapon skill tree": "武器技能树",
 "Weapon skill trees": "武器技能树",
 "Weapon wear": "武器磨损",
 "Weapon wear: attacking": "武器磨损：攻击",
 "Weapon/magic skill-tree layouts (3 columns per row).": "武器/魔法技能树布局（每行 3 列）。",
 "Weapons": "武器",
 "Weapons - Dungeon Settlers Wiki": "武器 - Dungeon Settlers 维基",
 "Wear source": "磨损来源",
 "Weather": "天气",
 "Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss": "天气 [0]：据点 [1~6]：区域 1~6 [7]：深渊",
 "Weather: applied by the current dungeon weather": "天气：由当前地下城天气施加",
 "WeatherHourMinMax": "WeatherHourMinMax",
 "WeatherWeightHeavyRain": "WeatherWeightHeavyRain",
 "WeatherWeightRain": "WeatherWeightRain",
 "WeatherWeightSunny": "WeatherWeightSunny",
 "Weaving": "纺织",
 "Weight": "权重",
 "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.": "负重是单位携带的所有物品的表负重合计，包括已装备的装备。一个未穿装备、背包为空的单位负重为 0，该铭文没有任何效果。",
 "Weight share": "权重占比",
 "Weight: Heavy": "负重：超载",
 "Weight: Very Heavy": "负重：严重超载",
 "Weights are rolled among the random events whose conditions currently hold, so the effective chance depends on context.": "权重在当前满足条件的随机事件之间抽取，因此实际几率取决于情境。",
 "Welcome to Dungeon Settlers!": "欢迎来到《地城拓荒》！",
 "Welcome to Dungeon Settlers! By clicking 'Confirm', you agree to the Terms of Service and Privacy Policy, and can proceed with the game. If a critical bug occurs, please 'completely exit' the game and restart it. Game data is collected anonymously and used solely for improving the game. You can also disable this at any time in the settings.": "欢迎来到《地城拓荒》！ 点击“确认”，表明您同意服务条款和隐私政策后，便可继续游戏。 如果发生严重错误 occurs, please 'completely exit' the game and restart it. Game data is collected anonymously and used solely for improving the game. You can also disable this at any time in the settings.",
 "Welcome to Dungeon Settlers! By clicking 'Confirm', you agree to the Terms of Service and Privacy Policy, and can proceed with the game. This game is still in the beta development stage, so there are many bugs. If a critical bug occurs, please 'completely exit' the game and restart it. Game data is collected anonymously and used solely for improving the game. You can also disable this at any time in the settings.": "欢迎来到《地城拓荒》！ 点击“确认”，表明您同意服务条款和隐私政策后，便可继续游戏。 This game is still in the beta development stage, so there are many bugs. 如果发生严重错误 occurs, please 'completely exit' the game and restart it. Game data is collected anonymously and used solely for improving the game. You can also disable this at any time in the settings.",
 "Well,": "嗯，",
 "Well, I'm not sure about that.": "嗯，我不太确定。",
 "Well-balanced": "平衡良好",
 "Well-balanced and easy to handle.": "平衡良好，易于操作。",
 "Well-fired ceramics are highly versatile. They will be a great help in making the settlement more prosperous.": "烧制精良的陶瓷用途广泛。它们将极大地帮助定居点变得更加繁荣。",
 "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.\"": "烧制精良的陶瓷用途广泛。它们将极大地帮助定居点变得更加繁荣。“我们应该多制作一些陶瓷并储备起来。”",
 "Well-roasted": "烤得很好",
 "What": "什么",
 "What Dungeon Stay is": "地下城停留是什么",
 "What a breakdown actually does: stress resets to 0 and the unit enters a": "崩溃实际效果：压力重置为 0，单位进入",
 "What a level-up roll looks like": "升级抽取的样子",
 "What an NPC or the story asks you to do, with the condition that completes it.": "NPC 或剧情要求你做的事，以及完成它的条件。",
 "What changes it": "什么会改变它",
 "What difficulty does": "难度",
 "What do you want": "你想要什么",
 "What does it taste like?": "问这是什么味道？",
 "What does it taste like? As long as it fills me up, who cares?": "问这是什么味道？ As long as it fills me up, who cares?",
 "What durability is": "耐久度是什么",
 "What each game build changed, read from the tables": "每个游戏版本改了什么，从表中读取",
 "What each rank gives": "每一级提供什么",
 "What each stage costs is": "每个阶段消耗的是",
 "What happened / what would you like?": "发生了什么 / 你想要什么？",
 "What happens": "会发生什么",
 "What is a Base Area?": "什么是据点区域？",
 "What it applies to:": "作用对象：",
 "What it costs": "代价",
 "What it is": "是什么",
 "What it is / how you get it": "是什么 / 如何获得",
 "What lowers it": "什么在降低它",
 "What one throw does": "一次投掷会做什么",
 "What raises or lowers detection": "什么会提高或降低检测",
 "What scales": "缩放对象",
 "What scales it": "缩放依据",
 "What the data shows": "数据所示",
 "What the game itself previews on a button": "游戏本身在按钮上预览的内容",
 "What the seed decides": "种子决定的内容",
 "What they can use in a fight. Click a skill to put it on the bar.": "他们在战斗中能用的技能。点击技能即可放到栏上。",
 "What this enemy does to you": "该敌人对你造成的伤害",
 "What you can farm here": "此处可采集的内容",
 "What you need": "所需",
 "What you uncover": "你会揭开什么",
 "What's New": "最新内容",
 "What's New (patch history)": "最新内容（补丁历史）",
 "What's New - Dungeon Settlers Wiki": "最新内容 - Dungeon Settlers 维基",
 "Whatever number appears over your head, the attacker takes the same number.": "你头顶出现的数字是多少，攻击者就受到相同的数字。",
 "When": "当",
 "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 forever.": "当洛厄尔担任守卫时，他经常在酒馆里赊账。他来到贫瘠之地前留下的最后一笔账很可能长期--也许永远--无法偿还。",
 "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 forever.": "当洛厄尔担任守卫时，他经常在酒馆里赊账。他来到贫瘠之地前留下的最后一笔账很可能长期--也许永远--无法偿还。",
 "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...": "洛威尔还是一名守卫时，经常在酒馆里赊账。来荒芜之地前留下的最后一笔账，很可能许久都不会结清...",
 "When a floor's counter reaches 0, the region gains the": "当一层的计数器到达 0 时，该区域获得",
 "When a tooltip is displayed, pressing CapsL...": "显示工具提示时，按下 CapsL...",
 "When an entity is selected, the entity summary panel appears at the bottom left, where you can check vario...": "选中目标后，左下角会出现目标概览面板，可以在此查看各...",
 "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 suddenly fell quiet. But after chasing threats for so long, they kept the habit of judging where danger might come from first, even among people.": "面对巨兽时，{0}并不急躁。他们通过拼凑猎物留下的踪迹、风中带来的气味以及森林突然寂静的那一刻来缩短距离。但在追逐威胁如此之久后，他们养成了首先判断危险可能来自何处的习惯，即使在人群中也是如此。",
 "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...": "面对巨兽时，{0}并不急躁。他们通过拼凑猎物留下的踪迹、风中带来的气味以及森林突然寂静的那一刻来缩短距离...",
 "When final damage is applied, gain a Wound value equal to {0}% of the final damage.": "施加最终伤害时，获得相当于最终伤害 {0}% 的伤口值。",
 "When guarding, recover {0}% of lost Health and gain": "格挡时，恢复已损失生命值的 {0}%，并获得",
 "When guarding, recover {0}% of lost Health and gain 加固 (Fortification) for {1} seconds.": "格挡时，恢复已损失生命值的 {0}%，并获得 加固 (Fortification) 持续 {1} 秒。",
 "When guarding, recover {0}% of lost Health and gain 铁墙 for {1} seconds.": "格挡时，恢复已损失生命值的 {0}%，并获得 铁墙 持续 {1} 秒。",
 "When he notices you, his mouth twists into a sly grin.": "当他注意到你时，他的嘴角露出了狡黠的笑容。",
 "When health falls to {0}% or below, gain a shield equal to {1}% of the health lost, for {2} seconds.": "When health falls to {0}% or below, gain a shield 等同于 {1}% 的 the health lost, for {2} seconds.",
 "When in deep sleep from severe exhaustion, wakes up once this percentage or higher is reached": "因严重疲劳而深度睡眠时，达到该百分比或更高则醒来",
 "When it runs:": "生效时机：",
 "When members threw torches, the sticky vines began to burn fiercely, belching black smoke.": "当成员们投掷火把时，黏稠的藤蔓开始猛烈燃烧，冒出滚滚黑烟。",
 "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen,": "未选择任何目标时，可以在屏幕左下打开“建造菜单”，",
 "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 click on a ...": "未选择任何目标时，可以在屏幕左下打开“建造菜单”，左键点击要建造的建筑，然后左键点击...",
 "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 click on a placement area to build it. Construction consumes resources. ## You can demolish buildings through the 'Demolition Mode (V)' at the bottom right of the screen. When demolishing, a portion of the resources used will be refunded.": "未选择任何目标时，可以在屏幕左下打开“建造菜单”， left click 要建造的建筑，然后 left click on a placement area to build it. Construction consumes resources. ## You can demolish buildings through the 'Demolition Mode (V)' at the bottom right of the screen. When demolishing, a portion of the resources used will be refunded.",
 "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 click on a placement area to build it. Construction consumes resources. ## You can demolish buildings through the 'Demolition Mode' at the bottom right of the screen. When demolishing, a portion of the resources used will be refunded.": "未选择任何目标时，可以在屏幕左下打开“建造菜单”，左键点击要建造的建筑，然后在想要放置的区域左键点击以进行建造。建造会消耗资源。 ## 可以通过屏幕右下的“拆除模式”来拆除建筑。拆除时，会返还部分使用的资源。",
 "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-click on a placement area to build it. Construction consumes resources. ## You can demolish buildings through the 'Demolition Mode' at the bottom right of the screen. When demolishing, a portion of the resources used will be refunded.": "未选择任何目标时，可以在屏幕左下打开“建造菜单”， left-click 要建造的建筑，然后 left-click on a placement area to build it. Construction consumes resources. ## You can demolish buildings through the 'Demolition Mode' at the bottom right of the screen. When demolishing, a portion of the resources used will be refunded.",
 "When offered": "何时提供",
 "When returning from the dungeon to the settlement, units will place the items they collected during": "从地下城返回据点时，单位会把他们在",
 "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground.": "当单位从地下城返回据点时，会将探险期间收集的物品放到地上。",
 "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 types of items, and units will automatically transport items left on the ground into storage. ## TIP: There is no function to manually place items carried by a unit into storage. If you want items to be stored, simply drop them on the ground.": "当单位从地下城返回据点时，会将探险期间收集的物品放到地上。仓库建筑会被用于存放特定类型的物品，单位会自动将留在地上的物品搬运到仓库处。 ## 提示：目前无法手动将单位携带的物品放入仓库。如果想将物品存入仓库，只需将它们丢在地上即可。",
 "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 types of items, and units will automatically transport items left on the ground into storage. ## TIP: There is no function to manually place items carried by a unit into storage. If you want items to be stored, simply drop them on the ground.": "当单位从地下城返回据点时，会将探险期间收集的物品放到地上。仓库建筑会被用于存放特定类型的物品，单位会自动将留在地上的物品搬运到仓库处。 ## 提示：目前无法手动将单位携带的物品放入仓库。如果想将物品存入仓库，只需将它们丢在地上即可。",
 "When the flames subsided, on...": "当火焰熄灭后，在……",
 "When the unit's": "当单位的",
 "When the unit's 能量 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 能量 is low. Use the 'Rest Priority' action option if needed.": "当单位的能量降至 0 时，会陷入沉睡并失去意识，无法进行控制。提示：在探险期间，即便能量较低的单位也不会自动入睡。如果需要，请使用“睡眠优先”行动选项。",
 "When they": "当他们",
 "When you": "当你",
 "When you accept the note, he nods with satisfaction.": "When you accept 笔记后，他点了点头 with satisfaction.",
 "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. \"How can such tiny spores weaken a living creature so severely...?\" Already seeming to have forgotten your presence, he immerses himself in observation once more.": "你接过笔记后，他满意地点了点头。“很好。有这些就足以验证假设了。”他再次望向孢子虫，自言自语般喃喃道：“那么小的孢子，究竟是如何让生物变得如此脆弱的……？”他仿佛早已忘记了你的存在，再次沉浸在了观察之中。",
 "When you accept the request, he gives a weary nod.": "你接受任务后，他疲惫地点了点头。",
 "When you accept the request, he gives a weary nod. \"Don't push yourself. A brief investigation will be enough. That Magic Device is usually found somewhat deep within the Festering Burrow.\"": "你接受任务后，他疲惫地点了点头。 “不必勉强。稍作调查就足够 enough. That Magic Device is usually found somewhat deep within the Festering Burrow.\"",
 "When you accept the request, he gives a weary nod. \"Don't push yourself. A brief investigation will be enough.\"": "你接受任务后，他疲惫地点了点头。“不必勉强。稍作调查就足够了。”",
 "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 the finest hunter could lose their life to it in an instant.\" The arm holding her bow begins to tremble. \"I won't know a moment's peace until I've killed that beast and avenged my sister.\" You hear tightly restrained grief and fury in her voice.": "当你邀请恩德罗西加入探险队时，她将目光转向森林之外。“这些树林之外住着一只巨大的怪物--普通的箭矢甚至无法伤它分毫。即使是最优秀的猎人也可能瞬间丧命于它。”她握着弓的手开始颤抖。“除非我杀了那只野兽，为我妹妹报仇，否则我将片刻不得安宁。”你听到她声音中压抑的悲伤和愤怒。",
 "When you begin an expedition into a region, the game can first drop you onto a": "当你开始进入某个区域的探险时，游戏可能先把你放到一个",
 "When you begin an expedition into a region, the game can first drop you onto a safe floor. It is a small staging area with no enemies, where you regroup befo...": "当你开始进入某个区域的探险时，游戏可能先把你放到安全层。那是没有敌人的小型准备区，供你在出发前重整...",
 "When you clear away the branches and leaves, you": "拨开枝叶后，你",
 "When you deal melee physical critical damage to an": "当你对一名造成近战物理暴击伤害",
 "When you deal melee physical critical damage to an enemy with a skill, you restore {0} 能量.": "当你对一名造成近战物理暴击伤害 enemy with a skill, you restore {0} 能量.",
 "When you deal melee physical critical damage to an enemy, you restore {0} 能量.": "当你对一名造成近战物理暴击伤害 enemy, you restore {0} 能量.",
 "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.": "当你把地狱水蛭递给泽农时，他毫不犹豫地把它塞进了长袍里。很快，他的嘴角勾起一抹微笑。",
 "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!\" He removes the leech again, sways in a brief daze, then pulls out his notebook. \"They were forcibly awakening their spiritual senses through intense pain... and hallucinations.\" As though he has already forgotten you are standing beside him, he mutters to himself. \"I'll need to develop several more hypotheses about the mechanism behind these hallucinations. First...\"": "当你把地狱水蛭递给泽农时，他毫不犹豫地把它塞进了长袍里。很快，他的嘴角勾起一抹微笑。“啊……是的。原来是这样！”他再次取出水蛭，短暂地眩晕了一下，然后拿出笔记本。“他们通过剧烈的疼痛……和幻觉，强行唤醒了他们的精神感官。”他仿佛已经忘记你站在他身边，自言自语道：“我需要就这些幻觉背后的机制提出更多假设。首先……”",
 "When you hand him": "你递给他",
 "When you hand him the investigation results, he silently opens his notebook and reads through them.": "你递给他 the investigation results, 他默默翻开笔记本浏览其中的内容。",
 "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... Fascinating.\" He studies the Acid Insect for a long moment, then slowly nods. \"Its bodily fluids are highly acidic, yet its outer shell shows no corrosion whatsoever. This goes beyond simple resistance to acid. There must be some other mechanism at work... Magnificent!\" Utterly oblivious to your presence, he gazes at the Acid Insect and sighs in admiration.": "你递上调查结果后，他默默翻开笔记本浏览其中的内容。短暂的沉默后，他的笔尖飞快地动了起来。“哦……真有趣。”他久久注视着酸液虫，然后缓缓点头。“体液具有强酸性，外壳却完全不会被腐蚀。这可不只是耐酸而已，似乎有别的机制……太有趣了！”他完全没把你放在眼里，只顾望着酸液虫发出赞叹。",
 "When you hand him your observation records, he silently opens his notebook and reads through them. After a brief silence, his pen begins racing across the page. \"Oh... Fascinating.\" He studies the Acid Insect for a long while, then slowly nods. \"Its bodily fluids are highly acidic, yet its outer shell does not corrode at all. This is more than simple resistance to acid. There must be another mechanism at work... Magnificent!\" As though you are no longer there, he stares at the Acid Insect and sighs in admiration.": "你递给他 your observation records, 他默默翻开笔记本浏览其中的内容。 短暂的沉默后，他的笔尖开始在 page. \"Oh... Fascinating.\" He studies the Acid Insect for a long while, then slowly nods. \"Its bodily fluids are highly acidic, yet its outer shell does not corrode at all. This is more than simple resistance to acid. There must be another mechanism at work... Magnificent!\" As though you are no longer there, he stares at the Acid Insect and sighs in admiration.",
 "When you hand over": "你递上",
 "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes.": "你递上 the investigation report on the arcane device, Perion slowly reads through it with tired eyes.",
 "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. And just as the records suggest, it seems extremely dangerous.\" After adding several notes to the report, he thanks you. \"The Dungeon draws vitality from the outside, processes it, and converts it into powerful magical energy. We may never understand the process completely, but...\" He sighs as though the thought alone is giving him a headache.": "你递上 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. And just as the records suggest, it seems extremely dangerous.\" After adding several notes to the report, he thanks you. \"The Dungeon draws vitality from the outside, processes it, and converts it into powerful magical energy. We may never understand the process completely, but...\" He sighs as though the thought alone is giving him a headache.",
 "When you hand over the investigation results, Xenon silently opens his notebook and reads through them.": "你递上 the investigation results, 科赛农默默翻开笔记本，开始浏览其中的内容。",
 "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, clutches his mask with both hands, and stares at the Spore Insect as he mutters. \"These spores were gradually breaking down living tissue. It isn't poison or acid, but an entirely new process... Incredible!\" He frantically fills several more lines in his notebook, then nods in satisfaction. \"I hope you'll assist with my research again.\"": "你递上调查结果后，科赛农默默翻开了笔记本，开始浏览其中的内容。“哦……真是惊人的发现。”他仰起头，双手捧住面具，望着孢子虫喃喃道：“这些孢子正在一点点分解生物组织。不是毒，也不是酸，而是全新的形式……精彩！”他忘我地又写了几行，随后满意地点头。“希望你下次也能协助我的研究。”",
 "When you hand over your observation records, Xenon scans them quickly. After a brief silence, he clutches his head with both hands. \"Ah... Yes! That is it! Why did it take me so long to realize?\" He opens his notebook and begins writing furiously, barely able to contain his excitement. \"It was not a creature that hunted for food at all. It was parasitizing the flesh of the colossal organism that makes up this entire layer, drawing nourishment directly from it.\" He twists with delight, unable to contain himself. \"Ha... What a brilliant survival strategy! This is marvelous!\"": "你递上 your observation records, Xenon scans them quickly. 短暂沉默过后，他用双手抱住脑袋。 \"Ah... Yes! That is it! Why did it take me so long to realize?\" He opens his notebook and begins writing furiously, barely able to contain his excitement. \"It was not a creature that hunted for food at all. It was parasitizing the flesh of the colossal organism that makes up this entire layer, drawing nourishment directly from it.\" He twists with delight, unable to contain himself. \"Ha... What a brilliant survival strategy! This is marvelous!\"",
 "When you hand over your observation records, Xenon silently opens his notebook and reads through them. \"Oh... What an extraordinary discovery.\" He tips his head back, clutches his mask with both hands, and gazes at the Spore Insect as he mutters. \"These spores were slowly breaking down living tissue. It is neither poison nor acid, but something entirely new... Incredible!\" He frantically fills several more lines in his notebook, then nods in satisfaction. \"I hope you will assist with my research again.\"": "你递上 your observation records, 科赛农默默翻开笔记本，开始浏览其中的内容。 \"哦……真是惊人的发现。\" He tips his head back, clutches his mask with both hands, and gazes at 孢子虫 as he mutters. \"These spores were slowly breaking down living tissue. It is neither poison nor acid, but something entirely new... Incredible!\" He frantically fills several more lines in his notebook, then nods in satisfaction. \"I hope you will assist with my research again.\"",
 "When you hold the meat before the fissure, thin strands of flesh reach out and coil around the meat alone. After it vanishes into the darkness, the entire room ...": "当你把肉举到裂隙前，细细的血肉丝伸出，只缠住那块肉。肉没入黑暗后，整个房间 ...",
 "When you hold the meat before the fissure, thin strands of flesh reach out and coil around the meat alone. After it vanishes into the darkness, the entire room contracts once with tremendous force. 'Ra... Gust Stism...' There is no sound of chewing. Perhaps it is simply beyond your hearing. Instead, a warm vibration travels through the floor beneath the expedition members' feet. After a moment, the fissure opens again. It appears to be waiting for the next offering.": "当你把肉举到裂隙前，细细的血肉丝伸出，只缠住那块肉。肉没入黑暗后，整个房间猛地收缩了一下。“Ra... Gust Stism...”没有咀嚼声。也许只是你听不见。取而代之的是一阵温热的震动，从队员脚下的地面传来。过了一会儿，裂隙再次张开。它似乎在等待下一次供奉。",
 "When you nod, Perion quietly nods in return.": "你点了点头，佩里昂也静静点头回应。",
 "When you nod, Perion quietly nods in return. \"Understood. I've heard the Specimen is found in the deepest part of the Festering Burrow.\" He straightens the mission papers and resumes his notes. \"Be careful... There is no telling what may happen.\"": "你点了点头，佩里昂也静静点头回应。 \"Understood. I've heard the Specimen is found in the deepest part of the Festering Burrow.\" He straightens the mission papers and resumes his notes. \"Be careful... There is no telling what may happen.\"",
 "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.\"": "你点了点头，佩里昂也静静点头回应。 \"Understood.\" He reorganizes the mission documents and resumes his notes. \"Come back when you find the specimen.\"",
 "When you nod, he": "你点头后，他",
 "When you nod, he becomes lost in thought once more. \"What process could produce acid inside its body...?\" He begins scribbling in his notebook and appears to lose all interest in you.": "你点头后，他又陷入沉思。“体内究竟是什么过程能产生酸液...？”他开始在笔记本上涂写，像是对你完全失去了兴趣。",
 "When you nod, he turns back to the Acid Insects without any visible excitement.": "你点头后，他 turns back to the Acid Insects without any visible excitement.",
 "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...?\" He resumes taking notes and appears to lose all interest in you.": "你点头后，他像是内心毫无波澜般再次望向酸液虫。看着它们活动的样子，他像自言自语般喃喃道：“那些酸液究竟是怎么产生的……？”他继续记录，似乎不再关心你的存在。",
 "When you offer the fourth piece, something inside takes only the meat without touching your fingers. Its movement is more careful and practiced than before.": "你献上第四块时，里面的东西只取走肉，没有碰到你的手指。动作比之前更小心，也更熟练。",
 "When you pray you also choose an": "祈祷时你还会选择一个",
 "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, she can find nothing more to say. \"...Hah.\" She rubs a hand over her face and gives a bitter smile. \"Damn it. You're strong enough-more than strong enough. I hate to admit it, but it's true. Tch...\" Then, suddenly self-conscious, she turns away with a haughty air to hide her embarrassment.": "When you show her 狩猎的证据后，她的脸色顿时严肃起来。 \"That monster couldn't have died so easily. Don't lie just to make yourself look impressive.\" But eventually, she can find nothing more to say. \"...Hah.\" She rubs a hand over her face and gives a bitter smile. \"Damn it. You're strong enough-more than strong enough. I hate to admit it, but it's true. Tch...\" Then, suddenly self-conscious, she turns away with a haughty air to hide her embarrassment.",
 "When you start an expedition the game assembles your": "当你开始一次探险时，游戏会组装你的",
 "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath.": "当你告诉她狩猎的结果时，她慢慢闭上眼睛，轻轻地呼出一口气。",
 "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 faintly. \"My sister can finally rest in peace.\" She slings her bow over her shoulder and looks at you. \"I'll keep my promise. I'll head to the settlement first, so meet me there later.\"": "当你告诉她狩猎的结果时，她慢慢闭上眼睛，轻轻地呼出一口气。“……结束了。”她抬头望了望天空，然后微微一笑。“我的姐姐终于可以安息了。”她把弓挎在肩上，看着你。“我会遵守我的诺言。我先去定居点，你稍后在那里与我汇合。”",
 "When your health drops to {0}% or less, you gain 护盾 equal to {1}% of your lost health for {2} seconds.": "When your health drops to {0}% or less, you gain 护盾 等同于 {1}% 的 your lost health for {2} seconds.",
 "Whenever the wearer's Energy goes up, then again when the hidden counter is applied.": "每当佩戴者的能量上升时触发，隐藏计数器结算时再触发一次。",
 "Where": "位置",
 "Where does the mood come from?": "心情从何而来？",
 "Where each NPC appears in the dungeon, the chance per floor, and the quest-report boost": "各 NPC 在地下城中的出现位置、每层几率，以及任务报告加成",
 "Where each resource can be gathered, per region": "每种资源可采集的地点，按区域",
 "Where is my save file?": "我的存档文件在哪里？",
 "Where it appears": "出现位置",
 "Where it appears:": "出现位置：",
 "Where it lands:": "作用位置：",
 "Where saves live": "存档位置",
 "Where the file goes": "文件放在哪里",
 "Where to find": "入手途径",
 "Where to find her:": "在哪里找到她：",
 "Where to find it": "入手途径",
 "Where to get this gear": "如何获得此装备",
 "Whether a reflected hit can itself trigger a second reflection on the attacker was not verified.": "反射命中能否在攻击者身上再次触发第二次反射，这一点未经核实。",
 "Whether the bonus carries a percent sign tells you which kind it is.": "加成是否带百分号，就能看出它属于哪一种。",
 "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": "夜间惩罚是作用于怪物、玩家还是双方，元数据转储并不能完全确定 - 每个单位的",
 "Whether the primary target itself eats a Storm hit was not proven from the binary. The design note says it does.": "主目标本身是否吃到风暴铭文的命中，无法从二进制证明。设计注释说会。",
 "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.": "使用该攻击时，怪物是否自身移位（自身）、推/拉你（目标）、两者都有、或都没有。冲锋和抓取会移动；大多数攻击原地不动。",
 "Whether {#} can happen more than once has changed from {#} to {#}.": "{#} 是否可重复发生已从 {#} 改为 {#}。",
 "Which backgrounds give which trees": "哪些出身对应哪些技能树",
 "Which fight": "哪场战斗",
 "Which fight is which boss. This one is the Giant Stone Golem.": "哪场战斗对应哪位首领。这一场是巨石魔像。",
 "Which room": "哪个房间",
 "While": "当",
 "While a quest given by": "当",
 "While a quest given by {#} is completed but not yet reported, the game multiplies this template's weight by {#} - the \"report pending\" column. {#}": "当 {#} 给予的任务已完成但尚未报告时，游戏将此模板的权重乘以 {#} - 「待报告」列。{#}",
 "While a report is pending": "当报告待提交时",
 "While active:": "生效中：",
 "While carrying loads, {0} spoke with countless": "在搬运货物的过程中，{0}曾与无数",
 "While carrying loads, {0} spoke with countless travelers-some legendary adventurers, others bearing dangerous secrets. Their tales stirred a yearning for new worlds, planting the dream of one day leaving behind the porter's life to embark on adventures on one's own feet.": "在搬运货物的过程中，{0}曾与无数 travelers-some 传奇冒险者，有些则是 bearing 危险的秘密。他们的 tales stirred a yearning for new worlds, planting the dream of one day leaving behind the porter's life to embark on adventures on one's own feet.",
 "While carrying loads, {0} spoke with countless travelers: some legendary adventurers, others carrying dangerous secrets. Their stories stirred a longing for new worlds and planted the dream of one day leaving the porter's life behind to set out on an adventure of their own.": "在搬运货物的过程中，{0}曾与无数 travelers: some 传奇冒险者，有些则是 carrying 危险的秘密。他们的 stories stirred a longing for new worlds and planted the dream of one day leaving the porter's life behind to set out on an adventure of their own.",
 "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.": "在继续探险时，{0}告诉你他们在一个附近的悬崖边发现了一个奇怪的裂缝。“看起来要是被这个戳到会很疼。”当你检查那个长满荆棘的裂缝时，你注意到深处有什么东西在闪闪发光。",
 "While discussing the expedition's operation with you, {0} cautiously speaks up.": "正与你讨论探险队运营时，{0}小心翼翼地开口。",
 "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, they may be willing to help.\" When you nod, {0} gives a short, off-beat signal whistle. Before long, a raven flies down and lands before you, opening a line of communication. You explain the expedition's situation and ask the Guild for support, but the Inspector sounds reluctant. \"Guild support must be prioritized. To send aid to you, I would have to divert resources meant for another expedition...\" The raven lightly ruffles its wings before continuing. \"It won't do your reputation any favors. Still, considering your achievements thus far, it may not be impossible.\"": "正与你讨论探险队运营的{0}小心翼翼地开口道：“队长，要不要向公会申请探险支援？以现在的情况，或许能得到一些帮助。”你点头后，{0}吹出了一声节奏错乱的口哨信号。不久，一只乌鸦飞过来落在你面前，开始进行联络。你说明探险队当前的处境并请求公会支援，观察者的声音中却带着迟疑。“公会的支援也有优先顺序。要给你们提供支援，就必须动用其他探险队应得的份额...”乌鸦轻轻抖动翅膀，继续说道：“这对声誉可没什么好处。不过考虑到你们至今所取得的成果，也并非完全不可能。”",
 "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, they may be willing to help.\" When you nod, {0} gives a short, off-beat signal whistle. Before long, a raven flies down and lands before you, opening a line of communication. You explain the expedition's situation and ask the Guild for support, but the Inspector sounds reluctant. \"Guild support must be prioritized. To send aid to you, I would have to divert resources meant for another expedition...\" The raven lightly ruffles its wings before continuing. \"It won't do your reputation any favors. Still, considering your achievements thus far, it may not be impossible.\"": "正与你讨论探险队运营的{0}小心翼翼地开口道：“指挥官，要不要向公会申请探险支援？以现在的情况，或许能得到一些帮助。”你点头后，{0}吹出了一声节奏错乱的口哨信号。不久，一只乌鸦飞过来落在你面前，开始进行联络。你说明探险队当前的处境并请求公会支援，观察者的声音中却带着迟疑。“公会的支援也有优先顺序。要给你们提供支援，就必须动用其他探险队应得的份额……”乌鸦轻轻抖动翅膀，继续说道：“这对声誉可没什么好处。不过考虑到你们至今所取得的成果，也并非完全不可能。”",
 "While dressing her kill, she senses your presence and spins around. \"You had better not come any closer.\" Her hand is poised to draw the bowstring at any moment. You slowly raise both hands and step back. \"We mean you no harm.\" \"...Guild expedition folk cannot be trusted. Every last one of you is weak.\" She points to the carcass of an enormous beast sprawled at her feet and sneers. \"You will probably end up as Mawmurk food before long.\" Several expedition members stiffen at her open provocation and start forward, but you raise a hand to restrain them.": "While dressing 猎物时，她察觉到你的存在并转身. \"You had better 别再靠近了。” Her hand is poised to draw the bowstring at any moment. You slowly raise both hands and step back. \"We mean you no harm.\" \"...Guild expedition folk cannot be trusted. Every last one of you is weak.\" She points to the carcass of an enormous beast sprawled at her feet and sneers. \"You will probably end up as Mawmurk food before long.\" Several 探险队员 stiffen at her open provocation and start forward, but you raise a hand to restrain them.",
 "While equipped": "装备中",
 "While examining the nearby undergrowth, {0} motions for you to come closer. \"Commander, there's a burrow here.\" When you push aside the branches, a narrow burrow appears beneath the stump of a fallen tree. A few short hairs and a half-chewed root cling to the entrance. The smell of earth and animals drifts from within. Its owner is nowhere to be seen.": "While examining 附近的灌木丛，{0} motions for you to come closer. “指挥官，这里有个 burrow here.\" When you push aside the branches, a narrow burrow appears beneath the stump of a fallen tree. A few short hairs and a half-chewed root cling to the entrance. The smell of earth and animals drifts from within. Its owner is nowhere to be seen.",
 "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 lives on the line. Must we skimp even on food every single time?\" Before you can answer, several nearby expedition members nod in agreement. \"Exactly. We could die today or tomorrow.\" As more voices join in, the expedition members speak with growing conviction. \"We are not asking for more luxurious food. Just let us eat our fill, even if only for a while.\"": "While food rations are being distributed, dissatisfied voices begin to rise among the 探险队员 receiving their shares. \"Commander, exploring the Dungeon means putting our lives on the line. Must we skimp even on food every single time?\" Before you can answer, several nearby 探险队员 nod in agreement. \"Exactly. We could die today or tomorrow.\" As more voices join in, the 探险队员 speak with growing conviction. \"We are not asking for more luxurious food. Just let us eat our fill, even if only for a while.\"",
 "While in Gather Mode (Z), drag with": "在采集模式（Z）下，用",
 "While in Gather Mode (Z), drag with left click to assign multiple structures for collection at once.": "在采集模式（Z）下，用 left click 即可一次指定多个建筑进行采集。",
 "While in Gather Mode (Z), drag with left-click to assign multiple structures for collection at once.": "在采集模式（Z）下，用 left-click 即可一次指定多个建筑进行采集。",
 "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.": "游戏运行时会不断把自动存档写入该文件夹，你的新文件可能在你看到之前就被挤掉。",
 "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...": "在翻阅古籍和被抹去的记录时，{0} 被那些世人避而不谈的名字所吸引。在烛光摇曳的夜晚，他们抄录下禁忌的段落，并...",
 "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 passages and added their own interpretations beside symbols they could not understand. But after looking into too many secrets, they began searching for meaning even in ordinary silence.": "在翻阅古籍和被抹去的记录时，{0}被那些世人避而不谈的名字所吸引。在烛光摇曳的夜晚，他们抄录下禁忌的篇章，并在那些他们无法理解的符号旁加上自己的解读。然而，在探寻了太多秘密之后，他们甚至开始在寻常的寂静中寻找意义。",
 "While sleeping or resting, Wound value on all body parts additionally decreases by {0}% every second.": "睡觉或休息时，所有身体部位的伤口值每秒额外减少 {0}%。",
 "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone.": "你巡视据点周围时，发现污染区深处有某个东西正缓缓漂动。",
 "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.": "你巡视据点周围时，发现污染区深处有某个东西正缓缓漂动。 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.": "你巡视据点周围时，发现污染区深处有某个东西正缓缓漂动。 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.",
 "While surveying the area, {0} discovers something and calls you over.": "正在侦查周边的{0}发现了什么，出声呼唤你。",
 "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.": "正在侦查周边的{0}发现了什么，出声呼唤你。 \"Captain, 这里有些奇怪的痕迹。” 近看时，图像的部分已经 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.",
 "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.": "正在侦查周边的{0}发现了什么，出声呼唤你。 \"Commander, 这里有些奇怪的痕迹。” 近看时，图像的部分已经 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.",
 "While tending to the beast she had slain, she catches wind of your approach and swiftly turns to face you.": "她处理自己刚猎杀的野兽时，察觉到了你的接近，便立刻转身面对你。",
 "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, one hand already poised near the bowstring, ready to loose an arrow at a moment's notice. You slowly raise both hands and take a careful step back. \"We seek no quarrel.\" \"...Guild expedition folk are hardly worth trusting. Weak, every last one of them.\" With a mocking sneer, she gestures toward the carcass of a massive beast lying at her feet. \"Wouldn't surprise me if the Mawmurk ends up feeding on you soon enough.\" Several expedition members stiffen at the open provocation and begin to step forward. But with a raised hand, you bid them stand down.": "她处理自己刚猎杀的野兽时，察觉到了你的接近，便立刻转身面对你。“最好别再靠近了。”她锐利的目光落在你身上，一只手已搭在弓弦旁，蓄势待发。你缓缓举起双手，小心地后退了一步。“我们无意争斗。”“……公会的探险队根本不值得信任。个个都弱得很。”她轻蔑地冷笑一声，朝脚边那头巨兽的尸体扬了扬下巴。“要是你们很快就成为那只莫默克的口粮，我也不会意外。”几名探险队员被这种公然挑衅激得神情一紧，凑了上来。但你抬手示意，让他们退下。",
 "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, one hand already poised near the bowstring, ready to loose an arrow at a moment's notice. You slowly raise both hands and take a careful step back. \"We seek no quarrel.\" \"...Guild expedition folk are hardly worth trusting. Weak, every last one of them.\" With a mocking sneer, she gestures toward the carcass of a massive beast lying at her feet. \"Wouldn't surprise me if the Murmoc ends up feeding on you soon enough.\" Several expedition members stiffen at the open provocation and begin to step forward. But with a raised hand, you bid them stand down.": "她处理自己刚猎杀的野兽时，察觉到了你的接近，便立刻转身面对你。 “最好别再靠近了。” Her sharp gaze settles upon you, one hand already poised near the bowstring, ready to loose an arrow at a moment's notice. You slowly raise both hands and take a careful step back. \"We seek no quarrel.\" \"...Guild expedition folk are hardly worth trusting. Weak, every last one of them.\" With a mocking sneer, she gestures toward the carcass of a massive beast lying at her feet. \"Wouldn't surprise me if the Murmoc ends up feeding on you soon enough.\" Several 探险队员 stiffen at the open provocation and begin to step forward. But with a raised hand, you bid them stand down.",
 "Whisper": "低语",
 "Whispers of Darkness GAMESYSTEM_Environment_{affecterName}": "黑暗低语 GAMESYSTEM_Environment_{affecterName}",
 "White": "白色",
 "White Mawmurk Random": "白色莫默克 随机",
 "WhiteDemon": "白魔",
 "WhiteDemonWeight": "WhiteDemonWeight",
 "WhiteMawmurk": "WhiteMawmurk",
 "Who": "谁",
 "Who goes in": "谁上场",
 "Why": "为什么",
 "Why mood matters": "心情为何重要",
 "Why the chance rises after a quest": "任务完成后几率为何上升",
 "Why...": "为什么……",
 "Wiki updates": "维基更新",
 "Wild": "野生",
 "Wild Herb Random": "野生草药 随机",
 "Wild Herb Remnant": "野生草药遗迹",
 "Wild Herb Remnant - Dungeon Settlers Wiki": "野生草药遗迹 - Dungeon Settlers 维基",
 "Wild Oats Random": "野生燕麦 随机",
 "Wild Oats Remnant": "野生燕麦遗迹",
 "Wild Oats Remnant - Dungeon Settlers Wiki": "野生燕麦遗迹 - Dungeon Settlers 维基",
 "Will": "意志",
 "Will Power": "意志",
 "Will Power alone, on a {#} s skill. That is the most common table cooldown.": "只算意志力，以 {#} 秒技能为例。这是最常见的表冷却。",
 "Will Power is slow on this curve: each point is {#}. Inscriptions jump {#} in one go.": "在这条曲线上意志力很慢：每点 {#}。铭文一次跳 {#}。",
 "Will be changed to a more complex effect later.": "之后将改为更复杂的效果。",
 "WillPower_": "WillPower_",
 "Willing to risk it all for new adventures.": "愿意为新的冒险不顾一切。",
 "Willing to risk it all for new adventures. Gains 冒险的乐趣 in dungeons and 无聊 in settlements.": "愿意为新的冒险不顾一切。 Gains 冒险的乐趣 in dungeons and 无聊 in settlements.",
 "Willingness to fight in melee range; Fire Battle Mage helps": "愿意在近战距离作战；火焰战斗法师有帮助",
 "Willpower Boost: Positive GAMESYSTEM_Environment_{affecterName}": "意志强化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Willpower Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "意志削弱：负面 GAMESYSTEM_Environment_{affecterName}",
 "WillpowerFortify": "WillpowerFortify",
 "WillpowerWeaken": "WillpowerWeaken",
 "Will×0.05": "意志×0.05",
 "Will×0.3": "意志×0.3",
 "Will×0.4": "意志×0.4",
 "Will×2": "意志×2",
 "Windows": "Windows",
 "Windows path": "Windows 路径",
 "With": "以",
 "With a loud stretch, {0} appears in front of the portal!": "随着一声响亮的伸展，{0}出现在传送门前！",
 "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.": "随着新技术的研究完成，如今已经比以前更高效、更多样地利用资源。",
 "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.\"": "随着新技术的研究完成，如今已经比以前更高效、更多样地利用资源。\"我们又向前迈进了一步。干得漂亮。\"",
 "With a unit selected,": "选中单位后，",
 "With a unit selected, right click a location to move the unit.": "选中单位后， right click 一个位置来移动该单位。",
 "With a unit selected, right click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows. Be careful not to run out.": "选中单位后， right click 一名敌人来执行普通攻击。 ## 提示：部分远程攻击会消耗箭矢等弹药。请注意弹药的使用情况，避免耗尽。",
 "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and treasure chests.": "选中单位后， right click 可交互对象以开始交互。 ## 请尝试与各种对象交互吧，传送门和宝箱就是不错的目标。",
 "With a unit selected, right-click a location to move the unit.": "选中单位后， right-click 一个位置来移动该单位。",
 "With a unit selected, right-click an enemy to perform a basic attack. ## TIP: Some ranged attacks consume ammo, such as arrows. Be careful not to run out.": "选中单位后， right-click 一名敌人来执行普通攻击。 ## 提示：部分远程攻击会消耗箭矢等弹药。请注意弹药的使用情况，避免耗尽。",
 "With a unit selected, right-click an interactable object to initiate interaction. ## Try interacting with various objects like portals and treasure chests.": "选中单位后， right-click 可交互对象以开始交互。 ## 请尝试与各种对象交互吧，传送门和宝箱就是不错的目标。",
 "With enough Ceramics secured, we can now afford to craft a wider variety of things. \"Let's put it to good use and make this place better.\"": "在获得足够的陶瓷后，我们现在可以制作更多种类的物品。“让我们好好利用它，让这个地方变得更好。”",
 "With enough Stone secured, we now have the foundation needed to build better facilities. \"Let's put it to good use and make this place better.\"": "在获得足够的石头后，我们现在拥有了建造更好设施所需的基础。“让我们好好利用它，让这个地方变得更好。”",
 "With help, she barely manages to": "在搀扶下，她勉强",
 "With help, she barely manages to lift herself up and catches her breath with difficulty.": "她在搀扶下艰难起身，重重地喘着粗气。",
 "With nobody else engaged there would be no bonus.": "若没有其他单位交战，则没有加成。",
 "With plenty of private rooms available, most expedition members can now rest comfortably in spaces of their own. \"Now we won't have to worry about where the members sleep.\"": "With plenty of private rooms available, most 探险队员 can now rest comfortably in spaces of their own. \"Now we won't have to worry about where the members sleep.\"",
 "With stone, we can build better facilities than we could with wood. \"We should secure a sufficient supply of stone.\"": "有了石头，我们可以建造比木头更好的设施。“我们应该确保有足够的石头供应。”",
 "With the inscription": "有该铭文时",
 "Within 5 tiles: +5 Health Percentage Regeneration (continuous regen stat, no fixed tick).": "5 格内：+5 生命恢复（持续恢复属性，无固定跳秒）。",
 "Witnessed another's death (Caution, prints once)": "目睹他人死亡（注意，仅显示一次）",
 "Wolf": "狼",
 "Wood": "木材",
 "Wood (M.Atk {#})": "木材 (魔攻 {#})",
 "Wood (P.Atk {#})": "木材 (物攻 {#})",
 "Wood Carrier": "木材搬运",
 "Wood Floor": "木地板",
 "Wood Processing 1": "木材加工 1",
 "Wood Processing 2": "木材加工 2",
 "Wood Spear": "木矛",
 "Wood, Bloodwood, Bone, Carapace, Copper, Silver (jewelry), Arcron (+ crystal jewelry)": "木材、血木、骨、甲壳、铜、银（饰品）、阿克伦（+ 水晶饰品）",
 "Wooden": "木制",
 "Wooden Cage Acid Bug Remnant": "木笼酸液虫遗迹",
 "Wooden Cage Acid Bug Remnant - Dungeon Settlers Wiki": "木笼酸液虫遗迹 - Dungeon Settlers 维基",
 "Wooden Cage Broken": "破损木笼",
 "Wooden Cage Broken - Dungeon Settlers Wiki": "破损木笼 - Dungeon Settlers 维基",
 "Wooden Cage Dead Grey Rat": "死灰老鼠木笼",
 "Wooden Cage Dead Grey Rat - Dungeon Settlers Wiki": "死灰老鼠木笼 - Dungeon Settlers 维基",
 "Wooden Cage Empty": "空木笼",
 "Wooden Cage Empty - Dungeon Settlers Wiki": "空木笼 - Dungeon Settlers 维基",
 "Wooden Cage Gloth Hatchling Remnant": "木笼格洛斯幼崽遗迹",
 "Wooden Cage Gloth Hatchling Remnant - Dungeon Settlers Wiki": "木笼格洛斯幼崽遗迹 - Dungeon Settlers 维基",
 "Wooden Cage Grey Monster Rat Remnant": "木笼灰色怪鼠遗迹",
 "Wooden Cage Grey Monster Rat Remnant - Dungeon Settlers Wiki": "木笼灰色怪鼠遗迹 - Dungeon Settlers 维基",
 "Wooden Cage Grey Rat Remnant": "木笼灰老鼠遗迹",
 "Wooden Cage Grey Rat Remnant - Dungeon Settlers Wiki": "木笼灰老鼠遗迹 - Dungeon Settlers 维基",
 "Wooden Cage Ironcarapace Bug Remnant": "木笼铁甲壳虫遗迹",
 "Wooden Cage Ironcarapace Bug Remnant - Dungeon Settlers Wiki": "木笼铁甲壳虫遗迹 - Dungeon Settlers 维基",
 "Wooden Cage Male Gloth Remnant": "木笼雄性格洛斯遗迹",
 "Wooden Cage Male Gloth Remnant - Dungeon Settlers Wiki": "木笼雄性格洛斯遗迹 - Dungeon Settlers 维基",
 "Wooden Cage Murmok Remnant": "木笼莫默克遗迹",
 "Wooden Cage Murmok Remnant - Dungeon Settlers Wiki": "木笼莫默克遗迹 - Dungeon Settlers 维基",
 "Wooden Crate Remnant": "木箱遗迹",
 "Wooden Crate Remnant - Dungeon Settlers Wiki": "木箱遗迹 - Dungeon Settlers 维基",
 "Wooden Dining Chair": "木制餐椅",
 "Wording changes per Expedition Resolution": "措辞因探险决议而异",
 "Work Capabilities": "工作能力",
 "Work Progress increases every {0} ticks. Common to Gathering and Crafting types": "工作进度每 {0} 跳增加一次。采集与制作类型共用",
 "Work Progress increases every {0} ticks. Research only": "工作进度每 {0} 跳增加一次。仅研究",
 "Work type": "工作类型",
 "Workbench": "工作台",
 "Worked example": "计算示例",
 "Worked example.": "计算示例。",
 "Worked numbers": "演算数值",
 "Worker": "工人",
 "Worker 2 + Mud Slime 2": "工人 2 + 泥浆史莱姆 2",
 "Worker 3 +": "工人 3 +",
 "Worker.": "工人。",
 "Workload": "需求量",
 "Workload required for the feeding task": "喂食任务的需求量",
 "Workload required for the rescue/surgery task": "治疗/手术任务的需求量",
 "Workload {#}.": "需求量 {#}。",
 "WorkloadDefaultTick": "WorkloadDefaultTick",
 "WorkloadScale": "WorkloadScale",
 "Workshop A space prepared for work. Increases work speed. [ROOM_PoorWorkshop] [ROOM_MediocreWorkshop] [ROOM_NormalWorkshop] [ROOM_DecentWorkshop] Magic Workshop A space prepared for magical work. Increases work speed. [ROOM_PoorMagicWorkshop] [ROOM_MediocreMagicWorkshop] [ROOM_NormalMagicWorkshop] [ROOM_DecentMagicWorkshop]": "作坊 一个为工作准备的空间。提高工作速度。[ROOM_PoorWorkshop] [ROOM_MediocreWorkshop] [ROOM_NormalWorkshop] [ROOM_DecentWorkshop] 魔法作坊 一个为魔法工作准备的空间。提高工作速度。[ROOM_PoorMagicWorkshop] [ROOM_MediocreMagicWorkshop] [ROOM_NormalMagicWorkshop] [ROOM_DecentMagicWorkshop]",
 "Workshop.": "工坊。",
 "World": "世界",
 "World Tree": "世界之树",
 "World lore": "世界设定",
 "World object": "世界物件",
 "Worst-case env debuffs": "最差环境减益",
 "Wrapped in dark violet pollut...": "被浓重的紫色污染...",
 "Wraps": "包裹",
 "XP bonus": "经验加成",
 "XP to reach each next level": "升到下一级所需经验",
 "XP total to reach this level": "升至该等级所需的总经验",
 "XP, talents, time, depletion, summons - curated guides": "经验、天赋、时间、枯竭、召唤 - 精选指南",
 "Xenon Cat": "科赛农的猫",
 "Xenon Cat - Dungeon Settlers Wiki": "科赛农的猫 - Dungeon Settlers 维基",
 "Xenon Cat icon": "科赛农的猫 图标",
 "Xenon Room": "科赛农的房间",
 "Xenon Room - Dungeon Settlers Wiki": "科赛农的房间 - Dungeon Settlers 维基",
 "Xenon Room map": "科赛农的房间地图",
 "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect.": "泽农翻阅了几页笔记本，然后翻到一幅深红色昆虫的画。",
 "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 and cherish for some reason.\" He props up his chin, lost in thought, and continues. \"Those creatures have nothing in common with intellectual inquiry. They're stupid and filthy! Hmm... What was I talking about again?\" He scratches his head, then turns toward you. \"This time, I need to see a living specimen with my own eyes.\"": "泽农翻阅了几页笔记本，然后翻到一幅深红色昆虫的画。“有一种吸血昆虫，哥布林萨满不知为何会随身携带并珍爱。”他托着下巴，陷入沉思，然后继续说道：“那些生物与智力探索毫无共同之处。它们愚蠢又肮脏！嗯……我刚才在说什么来着？”他挠了挠头，然后转向你。“这次，我需要亲眼看到一个活生生的标本。”",
 "Xenon looks away from the Acid": "科赛农将视线从酸液",
 "Xenon looks away from the Acid Insect and toward a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward. \"At first, I thought it was merely a relative of the Acid Insect.\" When he prods the Spore Insect with a stick, it releases a cloud of spores. \"Creatures covered in those spores are wounded far more easily than usual. Yet it is neither poison nor acid.\" He frantically scribbles several lines in his notebook. \"The same kind of insect, yet it hunts in a completely different way... Beautiful.\" After a moment, he tears out a note and hands it to you. \"Observe a few Spore Insects as they burst. I want to know exactly what those spores are.\"": "科赛农把目光从酸液虫转向附近的一只孢子昆虫。他看着它，嘴角慢慢上扬。“起初，我以为它不过是酸液虫的近亲。”他用棍子戳那只孢子昆虫，它放出一团孢子。“被那些孢子覆盖的生物，比平时更容易受伤。可那既不是毒，也不是酸。”他急忙在笔记本上写下几行。“同一种昆虫，猎食方式却完全不同...真美。”过了一会儿，他撕下一张纸条递给你。“观察几只孢子昆虫爆开。我想确切知道那些孢子是什么。”",
 "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.": "科赛农将视线从酸液 Insects and turns his attention to 附近的孢子虫。看了一会儿，他的嘴角渐渐扬起。",
 "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 might be related to the Acid Insect.\" When he prods the Spore Insect with a stick, it releases a cloud of spores. \"Creatures coated in those spores are injured far more easily than normal. Yet they aren't poison or acid.\" He hurriedly scribbles several lines in his notebook. \"The same type of insect, yet it hunts by an entirely different method... Beautiful.\" A moment later, he tears out a note and hands it to you. \"Investigate the Spore Insects further. I want to know exactly what those spores are.\"": "科赛农将视线从酸液虫处移开，转而望向附近的孢子虫。看了一会儿，他的嘴角渐渐扬起。“起初我还以为它只是酸液虫的近亲。”他用木棍戳了戳孢子虫的身体，它随即喷出了一些孢子。“沾上那些孢子的生物，比平时更容易受伤。但这东西既不是毒素，也不是酸液。”他飞快地在笔记本上写下了几行字。“明明同为昆虫，狩猎方式却截然不同……真是美丽。”片刻后，他撕下了一页笔记，递给你。“再调查一些孢子虫。我想知道它们散播的那些孢子究竟是什么。”",
 "Xenon quickly scans the research material you hand him. After a brief silence, he clutches his head with both hands.": "Xenon quickly scans the research material you hand him. 短暂沉默过后，他用双手抱住脑袋。",
 "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 realize?\" Thrilled, he opens his notebook and begins writing at a frantic pace. \"The creature wasn't searching for food at all. It was parasitizing the flesh of the colossal organism that forms this entire layer and absorbing nutrients directly from it.\" He writhes with delight, barely able to contain himself. \"Ha... What a brilliant survival strategy! It's perfect!\"": "科赛农迅速浏览你递上的调查资料。短暂沉默过后，他用双手抱住脑袋。“啊……对！就是这个！我怎么现在才明白？”他兴奋地翻开笔记本，开始奋笔疾书。“这种生物并不需要寻找食物，而只是寄生在构成这一层本身的巨大生命体的血肉上，吸收其中的养分。”他高兴得扭动着，几乎按捺不住。“哈……多么聪明的生存策略！简直太棒了！”",
 "Xenon quickly skims through them. After a moment of silence, he grabs his head": "科赛农迅速浏览了一遍。短暂沉默过后，他抱住脑袋",
 "Xenon shows little reaction when you approach, continuing to flip through his notebook. After a moment, he finally speaks.": "Xenon shows little reaction when you approach, continuing to flip through his notebook. 过了一会儿，他 finally speaks.",
 "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. It is packed with a sketch of an enormous insect and detailed observation notes. \"I simply cannot understand this creature. The adult grows to an enormous size, yet it cannot even move on its own. How does a creature like that sustain such a massive body?\" He tears out a note and hands it to you. \"Investigate the Meat Grub for me. I want to uncover its secret.\"": "即使你走近了，科赛农也只是翻着笔记本，没有什么特别的反应。过了一阵子，他才开口道：“来了啊。”他用手指敲了敲摊开的纸张。上面密密麻麻地记满了巨大虫子的草图与观察笔记。“我实在无法理解这种生物。成年后体型巨大，却连自己移动都做不到。这样的生物究竟如何维持如此庞大的身躯？”他撕下一张笔记递给你。“去调查肉蛆。我想揭开它的秘密。”",
 "Xenon silently opens his notebook and reads through them.": "科赛农默默翻开笔记本，开始浏览其中的内容。",
 "Xenon silently opens his notebook and skims through the contents.": "科赛农默默翻开笔记本，浏览其中的内容。",
 "Yellow": "黄色",
 "Yellow Flowerbed": "黄色花坛",
 "YellowStoneGolem": "YellowStoneGolem",
 "Yes!": "是的！",
 "Yes,": "是，",
 "Yes. Global cooldown is {#}. Cooldown reduction shortens it.": "会。公共冷却是 {#}。冷却缩减会缩短它。",
 "Yet": "然而",
 "Yet each expedition member describes a different ...": "然而每位探险队员描述的都不...",
 "Yet,": "不过，",
 "Yields": "产出",
 "Yo...": "哟...",
 "Yoshiteru": "吉照",
 "You": "你",
 "You already have settlers. Open one, or make a new one.": "你已经有开拓者了。打开一个，或新建一个。",
 "You are in Stealth": "你处于潜行",
 "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.": "你正在预览他人分享的队伍。它并未保存到你的账户 - 查看下方单位，全部添加，或用卡片上的按钮单独添加某一个。",
 "You burned everything and recovered the bones.": "你烧毁了一切，并找回了骸骨。",
 "You can activate Pick Up Mode by clicking the 'Pick Up' button at the bottom right of the screen or pressing the C key. Picked-up items are added to the unit's 'Inventory'. ## TIP: Gathering and picking up items are actions you'll perform repeatedly. Remember that you can use 'Drag' to make these actions easier. TIP2: While Pick Up Mode is active, you can configure Auto Pick Up using the UI at the bottom right.": "您可以通过点击屏幕右下角的“拾取”按钮或按下C键来激活拾取模式。拾取的物品会添加到单位的“物品栏”中。## 提示：收集和拾取物品是您会重复执行的操作。请记住，您可以使用“拖动”来使这些操作更容易。提示2：当拾取模式激活时，您可以使用右下角的UI配置自动拾取。",
 "You can adjust": "你可以调整",
 "You can adjust in-game settings like language and sound settings in this window.": "You can adjust in-game 此窗口中的语言和声音等设置。",
 "You can als...": "你也可以...",
 "You can check": "你可以查看",
 "You can click and drag with the left mouse button to select multiple units at once. Or press the": "可以用鼠标左键点击和拖动来一次选择多个单位。或者按下",
 "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.": "可以用鼠标左键点击和拖动来一次选择多个单位。或者按下 Tab 键来选择所有单位。",
 "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. ## Even in this state, you can use the unit summary panel's 'Inventory', 'Skills', and 'Status' tabs to quickly check relevant information. ## For certain structures or items, double clicking will select all identical objects visible on screen.": "可以用鼠标左键点击和拖动来一次选择多个单位。或者按下 Tab 键来选择所有单位。 ## Even in this state, you can use the unit summary panel's 'Inventory', 'Skills', and 'Status' tabs to quickly check relevant information. ## For certain structures or items, double clicking will select all identical objects visible on screen.",
 "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. ## Even in this state, you can use the unit summary panel's 'Inventory', 'Skills', and 'Status' tabs to quickly check relevant information. ## For certain structures or items, double-clicking will select all identical objects visible on screen.": "可以用鼠标左键点击和拖动来一次选择多个单位。或者按下 Tab 键来选择所有单位。 ## 即便在选中状态下，你仍可在单位概览面板使用“物品栏”、“技能”和“状态”标签，以快速查看相关信息。 ## 对于某些建筑或物品，双击会选中屏幕中所有同类目标。",
 "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 select all units. ## Even in this state, you can use the unit summary panel's 'Inventory', 'Skills', and 'Status' tabs to quickly check relevant information. ## For certain structures or items, double-clicking will select all identical objects visible on screen.": "可以用鼠标左键点击和拖动来一次选择多个单位。或者按下 ~ 键（数字键左侧）来选择所有单位。 ## 即便在此状态下，你仍可使用单位概览面板的“物品栏”、“技能”和“状态”标签，以快速查看相关信息。 ## 对于某些建筑或物品，双击会选中屏幕中所有同类目标。",
 "You can construct a Goddess Statue through the construction menu. Units with max experience can": "在建造菜单中，可以建造女神像。经验已满的单位可以",
 "You can construct a Goddess Statue through the construction menu. Units with max experience can 升级 by interacting with the statue. ## To 升级, you may choose one of three offerings for 奉献. The greater the offering, the greater the bonus to your stat increase. ## The resulting stats and inscription are not applied immediately. You must choose one inscription and press Confirm to finalize the 升级. If you're not satisfied, you can retry. ## However, previous offerings are not returned, and each 升级 can only be done once, so make your decision carefully. ## TIP: High level units expect better 心情 fulfillment. If you're not ready to meet their needs, consider delaying the 升级.": "在建造菜单中，可以建造女神像。经验已满的单位可以 升级 通过与雕像交互。 ## To 升级, you may choose one of three offerings for 奉献. The greater the offering, the greater the bonus to your stat increase. ## The resulting stats and inscription are not applied immediately. You must choose one inscription and press Confirm to finalize the 升级. If you're not satisfied, you can retry. ## However, previous offerings are not returned, and each 升级 can only be done once, so make your decision carefully. ## TIP: High level units expect better 心情 fulfillment. If you're not ready to meet their needs, consider delaying the 升级.",
 "You can construct a Goddess Statue through the construction menu. Units with max experience can 升级 by interacting with the statue. ## To 升级, you may choose one of three offerings for 奉献. The greater the offering, the greater the bonus to your stat increase. ## The resulting stats and inscription are not applied immediately. You must choose one inscription and press Confirm to finalize the 升级. If you're not satisfied, you can retry. ## However, previous offerings are not returned, and each 升级 can only be done once, so make your decision carefully. ## TIP: High-level units expect better 心情 fulfillment. If you're not ready to meet their needs, consider delaying the 升级.": "在建造菜单中，可以建造女神像。经验已满的单位可以 升级 通过与雕像交互。 ## To 升级, you may choose one of three offerings for 奉献. The greater the offering, the greater the bonus to your stat increase. ## The resulting stats and inscription are not applied immediately. You must choose one inscription and press Confirm to finalize the 升级. If you're not satisfied, you can retry. ## However, previous offerings are not returned, and each 升级 can only be done once, so make your decision carefully. ## TIP: High-level units expect better 心情 fulfillment. If you're not ready to meet their needs, consider delaying the 升级.",
 "You can flip each separately later in Settings.": "之后可在设置中分别开关每一项。",
 "You can get": "可获得",
 "You can no longer carry weight once current weight / max weight reaches {0}% or higher.": "一旦当前负重 / 最大负重达到 {0}% 或更高，便无法再负重。",
 "You can raise": "你可以提升",
 "You can recruit new units through 'Recruit' in the": "通过屏幕的“招募”便可招募新的单位，在",
 "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 recruitment list is refreshed periodically as time passes. ## Pay close attention to a unit's 主属性 and 天赋. The higher the 天赋, the more that stat will grow upon 升级. ## TIP: It is common for units to die during expeditions or for you to recruit new members. Don't hesitate too much to recruit in the early stages of the game.": "通过屏幕的“招募”便可招募新的单位，在 top right 屏幕的角落。 ## Each unit has traits, stats, and skill trees, and the recruitment list is refreshed periodically as time passes. ## Pay close attention to a unit's 主属性 and 天赋. The higher the 天赋, the more that stat will grow upon 升级. ## TIP: It is common for units to die during expeditions or for you to recruit new members. Don't hesitate too much to recruit in the early stages of the game.",
 "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 recruitment list is refreshed periodically as time passes. ## Pay close attention to a unit's 主属性 and 天赋. The higher the 天赋, the more that stat will grow upon 升级. ## TIP: It is common for units to die during expeditions or for you to recruit new members. Don't hesitate too much to recruit in the early stages of the game.": "通过屏幕的“招募”便可招募新的单位，在 top-right 屏幕的角落。 ## Each unit has traits, stats, and skill trees, and the recruitment list is refreshed periodically as time passes. ## Pay close attention to a unit's 主属性 and 天赋. The higher the 天赋, the more that stat will grow upon 升级. ## TIP: It is common for units to die during expeditions or for you to recruit new members. Don't hesitate too much to recruit in the early stages of the game.",
 "You can select entities by": "你可以通过",
 "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 check various effects currently applied to the unit. ## You can also access 'Inventory', 'Skills', and 'Status' through the entity summary panel. ## <Hotkeys> - Inventory (I) - Skills (K) - Status (U) ## Allied units can be quickly selected with hotkeys. Holding Shift while selecting adds to the current selection. ## <Hotkeys> - Select all units (Tab) - Select individual units (1~9) ## You can use tabs such as 'Inventory' even while multiple units are selected. Use the 'Tab' key to select all units and compare their information. ## Left clicking empty space clears the current selection. TIP: While an entity is selected, the 'Construction Menu' is hidden. Clear the selection first to begin construction.": "你可以通过 left clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can check various effects currently applied to the unit. ## You can also access 'Inventory', 'Skills', and 'Status' through the entity summary panel. ## <Hotkeys> - Inventory (I) - Skills (K) - Status (U) ## Allied units can be quickly selected with hotkeys. Holding Shift while selecting adds to the current selection. ## <Hotkeys> - Select all units (Tab) - Select individual units (1~9) ## You can use tabs such as 'Inventory' even while multiple units are selected. Use the 'Tab' key to select all units and compare their information. ## Left clicking empty space clears the current selection. TIP: While an entity is selected, the 'Construction Menu' is hidden. Clear the selection first to begin construction.",
 "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 check various effects currently applied to the unit. ## You can also access 'Inventory', 'Skills', and 'Status' through the entity summary panel. ## <Hotkeys> - Inventory (I) - Skills (K) - Status (U) ## Allied units can be quickly selected with hotkeys. Holding Shift while selecting adds to the current selection. ## <Hotkeys> - Select all units (Tab) - Select individual units (1~9) ## You can use tabs such as 'Inventory' even while multiple units are selected. Use the 'Tab' key to select all units and compare their information. ## Left-clicking empty space clears the current selection. TIP: While an entity is selected, the 'Construction Menu' is hidden. Clear the selection first to begin construction.": "你可以通过 left-clicking or dragging. When an entity is selected, the entity summary panel appears at the bottom left, where you can check various effects currently applied to the unit. ## You can also access 'Inventory', 'Skills', and 'Status' through the entity summary panel. ## <Hotkeys> - Inventory (I) - Skills (K) - Status (U) ## Allied units can be quickly selected with hotkeys. Holding Shift while selecting adds to the current selection. ## <Hotkeys> - Select all units (Tab) - Select individual units (1~9) ## You can use tabs such as 'Inventory' even while multiple units are selected. Use the 'Tab' key to select all units and compare their information. ## Left-clicking empty space clears the current selection. TIP: While an entity is selected, the 'Construction Menu' is hidden. Clear the selection first to begin construction.",
 "You can still hand a unit a weapon or magic school its background doesn't grant by using a skill-tree": "你仍可让单位拿上其出身未授予的武器或魔法流派，方法是使用技能树",
 "You can't recruit": "无法招募",
 "You can't recruit over max population.": "无法招募 over max population.",
 "You change the flow with the speed control, per": "你用速度控制改变流速，依据",
 "You discover a fissure split across the floor. From within the darkness, you feel something watching you.": "你发现地面裂开一道缝。黑暗之中，你感觉有什么东西在注视着你。",
 "You discover a fissure split across the floor. From within the darkness, you feel something watching you. Thump, thump, thump. A pulse echoes from beneath the fleshy floor. It waits for your response.": "你发现地面裂开一道缝。黑暗之中，你感觉有什么东西在注视着你。咚，咚，咚。血肉地面下传来一阵搏动。它在等待你的回应。",
 "You don't have enough": "你没有足够的",
 "You don't have enough items {0} to construct a building.": "你没有足够的物品{0}来建造建筑。",
 "You don't have enough {0} to construct": "你没有足够的{0}来建造",
 "You examined the situation from several angles, but found nothing immediately suspicious.": "你从几个角度审视了情况，但没有发现任何立即引起怀疑的地方。",
 "You find a crack open in the floor. You feel something's gaze on you from the darkness.": "你发现地板上有一个裂缝。你感觉到黑暗中有什么东西在盯着你。",
 "You furrow your brow and speak firmly.": "你皱起眉头，语气坚定地说道。",
 "You have": "你有",
 "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?": "You have just spent resources to pray. If you leave now, those resources and the pray 结果将无法保存。确定要退出吗？",
 "You have no saved characters yet.": "您还没有保存的角色。",
 "You have not completely set aside your doubts, but you should welcom...": "你还没有完全打消疑虑，但你应该欢迎...",
 "You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions.": "你听到附近传来了一声尖叫，而后立即认出那是你的一位同伴丽安娜的声音。",
 "You hear {0} scream and coldly turn your head away.": "你听到{0}尖叫，冷冷地转过头去。",
 "You hold out the fourth piece of meat, and something inside takes only the meat, precise enough not to touch your finger...": "你递出第四块肉，里面的东西只取走了肉，精准到没有碰到你的手指……",
 "You hold the meat out in front of the crevice, and thin strands of flesh stretch out and wrap around just the meat. Afte...": "你把肉伸到裂缝前，细长的肉丝伸出来，只缠住了肉。之后...",
 "You order the members to seize {0}.": "你命令成员抓住{0}。",
 "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 last long on empty stomachs. We need to hurry and secure more food.\"": "You realize that the food reserves are running out faster than expected. For 探险队员 who risk their lives in the field, proper meals matter more than anything. \"We won't last long on empty stomachs. We need to hurry and secure more food.\"",
 "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 throw back their heads toward the moon as though they have been waiting all night. Awoooooo!! Awoooooooo!! Thunderous howls echo throughout the settlement until the dead of night. The next morning, the Lycan members begin their day looking strangely refreshed. The other expedition members, kept awake all night, can only glare at the Lycan members with hollow eyes between one yawn and the next.": "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 探险队员 throw back their heads toward the moon as though they have been waiting all night. Awoooooo!! Awoooooooo!! Thunderous howls echo throughout the settlement until the dead of night. The next morning, the Lycan members begin their day looking strangely refreshed. The other 探险队员, kept awake all night, can only glare at the Lycan members with hollow eyes between one yawn and the next.",
 "You slowly look over the expedition members gathered nearby. Their slumped shoulders and hollow, weary eyes are steeped in fatigue and discontent.": "你缓缓看向聚坐在附近的探险成员。他们低低垂下的肩膀和空洞疲惫的眼神中，透着浓重的疲惫与不满。",
 "You slowly look over the expedition members gathered nearby. Their slumped shoulders and hollow, weary eyes are steeped in fatigue and discontent. \"We need to create a place where everyone can catch their breath, even a little.\"": "你缓缓看向聚坐在附近的探险成员。他们低低垂下的肩膀和空洞疲惫的眼神中，透着浓重的疲惫与不满。 \"We need to create a place where everyone can catch their breath, even a little.\"",
 "You slowly look over the expedition members gathered nearby. Their slumped shoulders and hollow, weary eyes are steeped in fatigue and discontent. \"We won't be able to explore properly in this state. We need to help everyone regain their spirits.\"": "你缓缓看向聚坐在附近的探险成员。他们低低垂下的肩膀和空洞疲惫的眼神中，透着浓重的疲惫与不满。 \"We won't be able to explore properly in this state. We need to help everyone regain their spirits.\"",
 "You still lose 200 HP (minus any barrier / guard). The reflect is a bonus, not a shield.": "你仍会失去 200 HP（减去护盾 / 格挡）。反弹是额外效果，不是护盾。",
 "You still take": "你仍会承受",
 "You win the exchange - you kill": "你赢了对拼 - 你击杀",
 "You'd better take care of it": "你最好处理一下。",
 "Young": "幼年",
 "Your": "你的",
 "Your DPS": "你的 DPS",
 "Your attacker debuffed by:": "你的攻击者受到的减益：",
 "Your base is the cleared ground around the camp; everything else is corrupted creep held by dark thorn vines. Throwing": "你的据点是营地周围已清除的地面；其余是由黑荆棘藤蔓占据的腐化蔓延。投掷",
 "Your base is the cleared ground around the camp; everything else is corrupted creep held by dark thorn vines. Throwing {#} removes vines and the creep under them, and the settlement grows by that ground.": "你的据点是营地周围已清除的地面；其余是由黑荆棘藤蔓占据的腐化蔓延。投掷 {#} 会移除藤蔓及其下方的蔓延，据点随该地面扩大。",
 "Your build keeps whatever you equipped - press \"equip defaults\" to load this starting kit.": "你的构筑会保留当前已装备的物品 - 按“装备默认”可载入这套初始装备。",
 "Your clan's overall progression level (7 defined, capped at 3 in the current build). Higher ranks raise population cap, improve recruitment, and unlock rooms and research.": "探险队的整体进度等级（已定义 7 级，当前版本上限为 3）。更高等级会提高人口上限、改善招募，并解锁房间和研究。",
 "Your damage on the hit": "你该次命中造成的伤害",
 "Your dmg/hit": "你的伤害/次命中",
 "Your first day": "你的第一天",
 "Your inscriptions": "你的铭文",
 "Your max HP": "你的最大 HP",
 "Your missing HP": "你已损失的 HP",
 "Your missing HP (%)": "你已损失的 HP (%)",
 "Your missing HP at combat start": "战斗开始时你已损失的 HP",
 "Your own campaign save with these characters added to the clan. Your file is never changed.": "你自己的战役存档，这些角色已加入团队。你的文件绝不会被改动。",
 "Your persuasion": "你的劝说",
 "Your persuasion seems to quiet them for a moment, but the expedition members' discontent does not subside so easily. {0} raises their voice once more. \"Do not try to placate us with honeyed words! We have already endured more than enough, and the time for calming down and listening to the Commander is long past!\" Their complaints grow louder, and the tension in the room continues to rise. Unfortunately, your attempt has failed. They still glare at you, furious and exhausted. With nothing resolved, a heavy silence hangs in the air.": "你的劝说似乎让他们安静了一会儿，但探险队员的不满并未轻易平息。{0}再次提高了声音。“别再用花言巧语安抚我们了！我们已经忍得够多了，冷静下来听指挥官讲话的时候早就过去了！”抱怨声越来越大，房间里的紧张气氛持续上升。不幸的是，你的尝试失败了。他们仍怒视着你，又愤又累。什么也没有解决，沉重的沉默悬在空中。",
 "Your report was": "你的报告已",
 "Your rotation: cast every learned damaging skill again as soon as its cooldown allows, filling every other moment with your basic attack.": "你的循环：冷却一好就再次施放每个已学的伤害技能，其余时间用普通攻击填满。",
 "Your save file": "你的存档文件",
 "Your settlement recruits from a board of candidates. The board shows": "你的据点从候选人招募板招募。招募板显示",
 "Your settlement recruits from a board of candidates. The board shows {#} to {#} candidates at the first rank and {#} to {#} at rank {#}, the highest rank this build allows.": "你的据点从候选人招募板招募。招募板在第一级显示 {#} 至 {#} 名候选人，以及 {#} 至 {#} 名（第 {#} 级，本版本允许的最高等级）。",
 "Your squad standing at a boss door, boss alive and never beaten.": "你的小队站在首领门前，首领存活且从未被击败。",
 "Your unit": "你的单位",
 "Your units": "你的单位",
 "Your units get a bonus too": "你的单位也会获得加成",
 "Zenon": "泽农",
 "Zenon Quest End 1": "科赛农任务结束 1",
 "Zenon Quest End 1 - Dungeon Settlers Wiki": "科赛农任务结束 1 - Dungeon Settlers 维基",
 "Zenon Quest End 1 icon": "科赛农任务结束 1 图标",
 "Zenon Quest End 2": "科赛农任务结束 2",
 "Zenon Quest End 2 - Dungeon Settlers Wiki": "科赛农任务结束 2 - Dungeon Settlers 维基",
 "Zenon Quest End 2 icon": "科赛农任务结束 2 图标",
 "Zenon Quest End 3": "科赛农任务结束 3",
 "Zenon Quest End 3 - Dungeon Settlers Wiki": "科赛农任务结束 3 - Dungeon Settlers 维基",
 "Zenon Quest End 3 icon": "科赛农任务结束 3 图标",
 "Zenon Quest End 4": "科赛农任务结束 4",
 "Zenon Quest End 4 - Dungeon Settlers Wiki": "科赛农任务结束 4 - Dungeon Settlers 维基",
 "Zenon Quest End 4 icon": "科赛农任务结束 4 图标",
 "Zenon: Insect Research": "科赛农：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",
 "Zoom in": "放大",
 "Zoom out": "缩小",
 "[\"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_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...",
 "[\"AttackSpeedPerModifier_-30\",": "[\"AttackSpeedPerModifier_-30\",",
 "[\"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_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", ...": "[\"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_AncientForestBookshelf\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", \"BUILDING_BrokenAncientForestBookshelf1\", ...",
 "[\"Blitz\",": "[\"Blitz\",",
 "[\"Blitz\", \"Burst\",": "[\"闪击\", \"爆发\",",
 "[\"Blitz\", \"Harmony\",": "[\"Blitz\", \"Harmony\",",
 "[\"Blitz\", \"Warrior\",": "[\"Blitz\", \"Warrior\",",
 "[\"Blunt\",": "[\"Blunt\",",
 "[\"Blunt\", \"Shield\",": "[\"钝器\", \"盾\",",
 "[\"BluntSkillAptitude_1\",": "[\"BluntSkillAptitude_1\",",
 "[\"Bow\",": "[\"Bow\",",
 "[\"Bow\", \"FireMagic\",": "[\"弓\", \"火魔法\",",
 "[\"Bow\", \"NatureMagic\",": "[\"Bow\", \"NatureMagic\",",
 "[\"Bow\", \"Sword\",": "[\"Bow\", \"Sword\",",
 "[\"BowSkillAptitude_1\",": "[\"BowSkillAptitude_1\",",
 "[\"Burst\",": "[\"Burst\",",
 "[\"Burst\", \"Harmony\", \"Blitz\"]": "[\"Burst\", \"Harmony\", \"Blitz\"]",
 "[\"ChoiceE0000\",": "[\"选择E0000\",",
 "[\"ChoiceE0000\"]": "[\"选择E0000\"]",
 "[\"ChoiceE0200\",": "[\"选择E0200\",",
 "[\"ChoiceE0200\"]": "[\"ChoiceE0200\"]",
 "[\"ChoiceF27000\",": "[\"ChoiceF27000\",",
 "[\"ChoiceF27000\"]": "[\"ChoiceF27000\"]",
 "[\"ChoiceF30000\",": "[\"ChoiceF30000\",",
 "[\"ChoiceF30000\"]": "[\"ChoiceF30000\"]",
 "[\"ChoiceF34000\",": "[\"ChoiceF34000\",",
 "[\"ChoiceF34000\"]": "[\"ChoiceF34000\"]",
 "[\"ChoiceF49110\",": "[\"ChoiceF49110\",",
 "[\"ChoiceF49110\"]": "[\"ChoiceF49110\"]",
 "[\"ChoiceF9110\",": "[\"选择F9110\",",
 "[\"ChoiceF9110\"]": "[\"选择F9110\"]",
 "[\"ChoiceN12000\",": "[\"ChoiceN12000\",",
 "[\"ChoiceN14110\",": "[\"ChoiceN14110\",",
 "[\"ChoiceN16000\",": "[\"ChoiceN16000\",",
 "[\"ChoiceN2000\",": "[\"ChoiceN2000\",",
 "[\"ChoiceR5000\",": "[\"ChoiceR5000\",",
 "[\"ChoiceR6000\",": "[\"ChoiceR6000\",",
 "[\"ChoiceR7000\",": "[\"ChoiceR7000\",",
 "[\"ChoiceR8000\",": "[\"ChoiceR8000\",",
 "[\"CriticalChance_10\",": "[\"CriticalChance_10\",",
 "[\"CriticalChance_5\",": "[\"CriticalChance_5\",",
 "[\"CriticalDamageBonus_10\",": "[\"CriticalDamageBonus_10\",",
 "[\"CriticalDamageBonus_20\",": "[\"CriticalDamageBonus_20\",",
 "[\"DamageDealtBonus_30\"]": "[\"造成伤害加成_30\"]",
 "[\"DamageDealtBonus_{1}\",": "[\"DamageDealtBonus_{1}\",",
 "[\"Debuff\"]": "减益",
 "[\"DodgeChance_-5\"]": "[\"DodgeChance_-5\"]",
 "[\"DodgeChance_10\",": "[\"DodgeChance_10\",",
 "[\"DodgeChance_2\"]": "闪避几率",
 "[\"DodgeChance_3\"]": "[\"DodgeChance_3\"]",
 "[\"DodgeChance_5\",": "[\"DodgeChance_5\",",
 "[\"DodgeChance_5\"]": "闪避几率",
 "[\"Event_Npc11\", \"Event_Npc12\",": "[\"Event_Npc11\", \"Event_Npc12\",",
 "[\"Execution\",": "[\"处决\",",
 "[\"FireMagic\",": "[\"FireMagic\",",
 "[\"FireMagic\", \"NatureMagic\", \"Bow\"]": "[\"FireMagic\", \"NatureMagic\", \"Bow\"]",
 "[\"FireMagic\", \"WaterMagic\",": "[\"FireMagic\", \"WaterMagic\",",
 "[\"Fortress\",": "[\"Fortress\",",
 "[\"Fortress\", \"Guardian\",": "[\"壁垒\", \"卫士\",",
 "[\"GreatSwordSkillAptitude_1\",": "[\"GreatSwordSkillAptitude_1\",",
 "[\"Greatsword\",": "[\"巨剑\",",
 "[\"Guardian\",": "[\"Guardian\",",
 "[\"Guardian\", \"Warrior\",": "[\"Guardian\", \"Warrior\",",
 "[\"HitChance_-20\",": "[\"HitChance_-20\",",
 "[\"HitChance_10\",": "[\"HitChance_10\",",
 "[\"HungerRegeneration_-0.01\"]": "[\"饥饿恢复_-0.01\"]",
 "[\"HungerRegeneration_0.02\"]": "[\"饥饿恢复_0.02\"]",
 "[\"InDependent\"]": "[\"InDependent\"]",
 "[\"LoggingCapabilityPerModifier_10\",": "[\"LoggingCapabilityPerModifier_10\",",
 "[\"Lycan\"]": "[\"Lycan\"]",
 "[\"MagicAttackPowerPerModifier_{1}\"]": "魔法攻击力修正值：{1}",
 "[\"MagicAttackPower_{1}\"]": "魔法攻击力：{1}",
 "[\"MagicResistance_-10\",": "[\"MagicResistance_-10\",",
 "[\"MagicResistance_-15\",": "[\"MagicResistance_-15\",",
 "[\"MagicResistance_-8\",": "[\"MagicResistance_-8\",",
 "[\"MaxHealthTotalPerModifier_-15\", \"FireMagicSkillAptitude_2\",": "[\"MaxHealthTotalPerModifier_-15\", \"FireMagicSkillAptitude_2\",",
 "[\"MaxHealthTotalPerModifier_-15\", \"FireMagicSkillAptitude_2\", \"NatureMagicSkillAptitude_2\"]": "[\"MaxHealthTotalPerModifier_-15\", \"FireMagicSkillAptitude_2\", \"NatureMagicSkillAptitude_2\"]",
 "[\"MaxHealthTotalPerModifier_10\",": "[\"MaxHealthTotalPerModifier_10\",",
 "[\"MaxHealthTotalPerModifier_100\",": "[\"MaxHealthTotalPerModifier_100\",",
 "[\"MaxHealthTotalPerModifier_30\",": "最大生命值修正值：30，",
 "[\"MaxHealthTotalPerModifier_50\",": "[\"MaxHealthTotalPerModifier_50\",",
 "[\"Mood_-2\"]": "[\"Mood_-2\"]",
 "[\"Mood_-20\"]": "[\"Mood_-20\"]",
 "[\"Mood_1\"]": "[\"Mood_1\"]",
 "[\"Mood_2\"]": "心情：2",
 "[\"Mood_3\"]": "[\"Mood_3\"]",
 "[\"Mood_4\",": "[\"心情_4\",",
 "[\"Mood_5\",": "[\"心情_5\",",
 "[\"Mood_5\"]": "[\"心情_5\"]",
 "[\"Mood_6\"]": "[\"心情_6\"]",
 "[\"MovementSpeedPerModifier_-10\",": "[\"MovementSpeedPerModifier_-10\",",
 "[\"MovementSpeedPerModifier_-30\",": "[\"MovementSpeedPerModifier_-30\",",
 "[\"MovementSpeedPerModifier_10\",": "[\"MovementSpeedPerModifier_10\",",
 "[\"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\",": "[\"移动速度每修正值_15\",",
 "[\"MovementSpeedPerModifier_15\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_15\", \"CriticalDamageBonus_50\", \"MaxHealthTotalPerModifier_50\", \"PhysicalAttackPowerPerModifier_50\", \"MagicAttackPowerPerModifier_50\"]": "[\"移动速度每修正值_15\", \"攻击速度每修正值_20\", \"暴击几率_10\", \"闪避几率_15\", \"暴击伤害加成_50\", \"总生命值每修正值_50\", \"物理攻击力每修正值_50\", \"魔法攻击力每修正值_50\"]",
 "[\"NULL\"]": "[\"NULL\"]",
 "[\"NatureMagicSkillAptitude_1\",": "[\"NatureMagicSkillAptitude_1\",",
 "[\"PhysicalAttackPowerPerModifier_10\",": "[\"PhysicalAttackPowerPerModifier_10\",",
 "[\"PhysicalAttackPowerPerModifier_{1}\"]": "[\"每修正值物理攻击力_{1}\"]",
 "[\"PhysicalAttackPower_4\"]": "物理攻击力",
 "[\"PhysicalAttackPower_8\"]": "物理攻击力",
 "[\"PhysicalAttackPower_{1}\"]": "[\"物理攻击力_{1}\"]",
 "[\"PhysicalResistance_10\",": "[\"PhysicalResistance_10\",",
 "[\"PhysicalResistance_8\",": "[\"PhysicalResistance_8\",",
 "[\"Prefer\"]": "[\"Prefer\"]",
 "[\"Shield\",": "[\"Shield\",",
 "[\"Shield\", \"Sword\",": "[\"Shield\", \"Sword\",",
 "[\"ShieldSkillAptitude_1\",": "[\"ShieldSkillAptitude_1\",",
 "[\"Spear\",": "[\"Spear\",",
 "[\"Stake\",": "[\"Stake\",",
 "[\"Sword\",": "[\"Sword\",",
 "[\"Sword\", \"Shield\",": "[\"Sword\", \"Shield\",",
 "[\"SwordSkillAptitude_1\",": "[\"SwordSkillAptitude_1\",",
 "[\"TamingCapabilityPerModifier_30\", \"CookingCapabilityPerModifier_20\", \"CraftingCapabilityPerModifier_20\",": "[\"TamingCapabilityPerModifier_30\", \"CookingCapabilityPerModifier_20\", \"CraftingCapabilityPerModifier_20\",",
 "[\"TamingCapabilityPerModifier_30\", \"CookingCapabilityPerModifier_20\", \"CraftingCapabilityPerModifier_20\", \"BowSkillAptitude_1\", \"NatureMagicSkillAptitude_1\", \"WaterMagicSkillAptitude_1\", \"GreatSwordSkillAptitude_-1\"]": "[\"TamingCapabilityPerModifier_30\", \"CookingCapabilityPerModifier_20\", \"CraftingCapabilityPerModifier_20\", \"BowSkillAptitude_1\", \"NatureMagicSkillAptitude_1\", \"WaterMagicSkillAptitude_1\", \"GreatSwordSkillAptitude_-1\"]",
 "[\"TamingCapabilityPerModifier_30\", \"CookingCapabilityPerModifier_20\", \"CraftingCapabilityPerModifier_20\", \"SpearSkillAptitude_2\", \"BowSkillAptitude_1\", \"NatureMagicSkillAptitude_1\", \"WaterMagicSkillAptitude_1\", \"GreatSwordSkillAptitude_-1\"]": "[\"TamingCapabilityPerModifier_30\", \"CookingCapabilityPerModifier_20\", \"CraftingCapabilityPerModifier_20\", \"SpearSkillAptitude_2\", \"BowSkillAptitude_1\", \"NatureMagicSkillAptitude_1\", \"WaterMagicSkillAptitude_1\", \"GreatSwordSkillAptitude_-1\"]",
 "[\"Tide\",": "[\"潮汐\",",
 "[\"Warrior\",": "[\"战士\",",
 "[\"Warrior\", \"Guardian\",": "[\"Warrior\", \"Guardian\",",
 "[\"WaterMagic\",": "[\"水系魔法\",",
 "[0] : Speed when zooming in/out with the keyboard": "[0] : 用键盘放大/缩小时的速度",
 "[0] x [0]: Alpha version camera restriction zone size": "[0] x [0]: Alpha 版摄像机限制区域大小",
 "[0] ~ [1]: The time range (start to end) that morning occupies within a day.": "[0] ~ [1]: 一天中早晨所占的时间范围 (起至止)。",
 "[0]: BGM transition time": "[0]: BGM 切换时间",
 "[0]: Camera maximum zoom-out value": "[0]: 摄像机最大缩小值",
 "[0]: Camera minimum zoom-in value": "[0]: 摄像机最小放大值",
 "[0]: Camera movement speed via arrow keys": "[0]: 用方向键移动摄像机的速度",
 "[0]: Dazed duration (in seconds)": "[0]: 惊讶持续时间（秒）",
 "[0]: Difference in vision range between day and night": "[0]: 白天与夜晚的视野范围差",
 "[0]: Duration of the \"Had a Chat\" effect (minutes)": "[0]: 「聊过天」效果的持续时间（分钟）",
 "[0]: Equipment Durability deduction multiplier": "[0]: 装备耐久度扣除倍率",
 "[0]: Global cooldown when changing equipment during combat": "[0]: 战斗中更换装备时的全局冷却",
 "[0]: Grace period before small talk starts after entering the map (seconds)": "[0]: 进入地图后闲聊开始前的宽限期（秒）",
 "[0]: Head damage chance, [1]: Body damage chance": "[0]: 头部伤害几率，[1]: 身体伤害几率",
 "[0]: Hours per day": "[0]: 每天小时数",
 "[0]: If the start time is 8:00, the campaign begins at 8:00.": "[0]: 若开始时间为 8:00，战役于 8:00 开始。",
 "[0]: Limping duration (in seconds)": "[0]: 跛行持续时间（秒）",
 "[0]: Max Mood value shown in the UI": "[0]: UI 中显示的最大心情值",
 "[0]: Max equipment size": "[0]: 装备栏最大容量",
 "[0]: Max inventory size": "[0]: 背包最大容量",
 "[0]: Max map X size [1]: Max map Y size": "[0]: 地图最大 X 尺寸 [1]: 地图最大 Y 尺寸",
 "[0]: Max number of recent small-talk topics a unit stores": "[0]: 单位保存的最近闲聊话题的最大数量",
 "[0]: Max number of small-talk conversations per logic refresh": "[0]: 每次逻辑刷新的闲聊对话最大次数",
 "[0]: Max player unit party size": "[0]: 玩家单位队伍最大人数",
 "[0]: Max radius of the settlement area with no initial creep": "[0]: 无初始蔓延时定居区域的最大半径",
 "[0]: Max room size": "[0]: 最大房间尺寸",
 "[0]: Minimum update tick (e.g. bleed) - 60/60": "[0]: 最小更新跳 (例如出血) - 60/60",
 "[0]: Minutes per hour - 2700/60": "[0]: 每小时分钟数 - 2700/60",
 "[0]: Near-Death aftereffect duration": "[0]: 濒死后遗症持续时间",
 "[0]: Near-Death duration": "[0]: 濒死持续时间",
 "[0]: Number of previous small-talk partners blocked": "[0]: 被屏蔽的先前闲聊对象数量",
 "[0]: Number of previously used small-talk topics blocked": "[0]: 被屏蔽的先前已用闲聊话题数量",
 "[0]: Percentage of head HP recovered upon Near-Death": "[0]: 濒死时恢复的头部 HP 百分比",
 "[0]: Skill global cooldown": "[0]: 技能全局冷却",
 "[0]: Small-talk topic record chance (%)": "[0]: 闲聊话题记录几率（%）",
 "[0]: Speed correction value": "[0]: 速度修正值",
 "[0]: Speed multiplier at maximum zoom-in": "[0]: 最大放大时的速度倍率",
 "[0]: Speed multiplier at minimum zoom-in": "[0]: 最小放大时的速度倍率",
 "[0]: Tick unit - 1/60": "[0]: 跳单位 - 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]: 每分钟跳数 - 45/60 注：该值为 45 时，一天等于 64,800 跳 -> 真实时间 1,082 秒，因此 1 倍速下游戏内一天约为现实 18 分钟。",
 "[0]: Time to ignore initial-equip small-talk topic records after entering the map (seconds)": "[0]: 进入地图后忽略初始装备闲聊话题记录的时间（秒）",
 "[0]: Tutorial seed": "[0]: 教程种子",
 "[0]: UI fade in/out duration": "[0]: UI 淡入/淡出持续时间",
 "[0]: UI zoom in/out speed": "[0]: UI 放大/缩小速度",
 "[0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value)": "[0]: 单位战斗范围（批次）<- 离开后清除（按设计应跟随视野值）",
 "[0]: Unit small-talk check interval (seconds)": "[0]: 单位闲聊检查间隔（秒）",
 "[0]: Unit small-talk occurrence chance (%)": "[0]: 单位闲聊发生几率（%）",
 "[0]: Unit small-talk search radius (tiles)": "[0]: 单位闲聊搜索半径（格）",
 "[ROOM_PoorPrivateRoom], [ROOM_MediocrePrivateRoom] [ROOM_NormalPrivateRoom] [ROOM_DecentPrivateRoom] [ROOM_PoorSharedRoom] [ROOM_MediocreSharedRoom] [ROOM_NormalSharedRoom] [ROOM_DecentSharedRoom] [ROOM_PoorTemple], [ROOM_MediocreTemple], [ROOM_NormalTemple], [ROOM_DecentTemple], [ROOM_PoorWorkshop], [ROOM_MediocreWorkshop], [ROOM_NormalWorkshop], [ROOM_DecentWorkshop], [ROOM_PoorDiningRoom], [ROOM_MediocreDiningRoom], [ROOM_NormalDiningRoom], [ROOM_DecentDiningRoom], [ROOM_PoorMagicWorkshop], [ROOM_MediocreMagicWorkshop], [ROOM_NormalMagicWorkshop], [ROOM_DecentMagicWorkshop], [ROOM_PoorResearchLab], [ROOM_MediocreResearchLab], [ROOM_NormalResearchLab], [ROOM_DecentResearchLab], [ROOM_PoorRecreationRoom], [ROOM_MediocreRecreationRoom], [ROOM_NormalRecreationRoom], [ROOM_DecentRecreationRoom], [ROOM_MerchantRoom]": "[ROOM_PoorPrivateRoom]、[ROOM_MediocrePrivateRoom]、[ROOM_NormalPrivateRoom]、[ROOM_DecentPrivateRoom]、[ROOM_PoorSharedRoom]、[ROOM_MediocreSharedRoom]、[ROOM_NormalSharedRoom]、[ROOM_DecentSharedRoom]、[ROOM_PoorTemple]、[ROOM_MediocreTemple]、[ROOM_NormalTemple]、[ROOM_DecentTemple]、[ROOM_PoorWorkshop]、[ROOM_MediocreWorkshop]、[ROOM_NormalWorkshop]、[ROOM_DecentWorkshop]、[ROOM_PoorDiningRoom]、[ROOM_MediocreDiningRoom]、[ROOM_NormalDiningRoom]、[ROOM_DecentDiningRoom]、[ROOM_PoorMagicWorkshop]、[ROOM_MediocreMagicWorkshop]、[ROOM_NormalMagicWorkshop]、[ROOM_DecentMagicWorkshop]、[ROOM_PoorResearchLab]、[ROOM_MediocreResearchLab]、[ROOM_NormalResearchLab]、[ROOM_DecentResearchLab]、[ROOM_PoorRecreationRoom]、[ROOM_MediocreRecreationRoom]、[ROOM_NormalRecreationRoom]、[ROOM_DecentRecreationRoom]、[ROOM_MerchantRoom]",
 "[ROOM_PoorPrivateRoom], [ROOM_MediocrePrivateRoom], [ROOM_NormalPrivateRoom], [ROOM_DecentPrivateRoom], [ROOM_PoorSharedRoom], [ROOM_MediocreSharedRoom], [ROOM_NormalSharedRoom], [ROOM_DecentSharedRoom], [ROOM_PoorTemple], [ROOM_MediocreTemple], [ROOM_NormalTemple], [ROOM_DecentTemple], [ROOM_PoorWorkshop], [ROOM_MediocreWorkshop], [ROOM_NormalWorkshop], [ROOM_DecentWorkshop], [ROOM_PoorDiningRoom], [ROOM_MediocreDiningRoom], [ROOM_NormalDiningRoom], [ROOM_DecentDiningRoom], [ROOM_PoorMagicWorkshop], [ROOM_MediocreMagicWorkshop], [ROOM_NormalMagicWorkshop], [ROOM_DecentMagicWorkshop], [ROOM_PoorResearchLab], [ROOM_MediocreResearchLab], [ROOM_NormalResearchLab], [ROOM_DecentResearchLab], [ROOM_MerchantRoom]": "[ROOM_PoorPrivateRoom]、[ROOM_MediocrePrivateRoom]、[ROOM_NormalPrivateRoom]、[ROOM_DecentPrivateRoom]、[ROOM_PoorSharedRoom]、[ROOM_MediocreSharedRoom]、[ROOM_NormalSharedRoom]、[ROOM_DecentSharedRoom]、[ROOM_PoorTemple]、[ROOM_MediocreTemple]、[ROOM_NormalTemple]、[ROOM_DecentTemple]、[ROOM_PoorWorkshop]、[ROOM_MediocreWorkshop]、[ROOM_NormalWorkshop]、[ROOM_DecentWorkshop]、[ROOM_PoorDiningRoom]、[ROOM_MediocreDiningRoom]、[ROOM_NormalDiningRoom]、[ROOM_DecentDiningRoom]、[ROOM_PoorMagicWorkshop]、[ROOM_MediocreMagicWorkshop]、[ROOM_NormalMagicWorkshop]、[ROOM_DecentMagicWorkshop]、[ROOM_PoorResearchLab]、[ROOM_MediocreResearchLab]、[ROOM_NormalResearchLab]、[ROOM_DecentResearchLab]、[ROOM_MerchantRoom]",
 "[Strength]": "[Strength]",
 "a bite": "一口",
 "a boss portal joins the pool on floors 10, 20": "首领传送门在第 10、20 层加入池",
 "a building to construct, and then": "要建造的建筑，然后",
 "a clear": "清澈的",
 "a corridor": "一条走廊",
 "a deceased": "一名逝者",
 "a detonation": "一次引爆",
 "a first fight": "第一场战斗",
 "a flame projectile that deals magic damage equal to {0}% of": "发射火焰投射物，造成相当于 {0}% 的魔法伤害，数值基于",
 "a flat ×1.5 multiplier - fixed values, not caps you build toward.": "为固定 ×1.5 倍率 - 固定值，不是你去堆到的上限。",
 "a full squad carrying the levels the chain itself asks for (2 units at level 2+) and crafted gear (Bone or Carapace tier is comfortable)": "一支满编小队，达到主线本身要求的等级（2 个 2 级及以上单位），并带上制作的装备（骨制或甲壳档位就够用）",
 "a hit cuts its damage by 50%, which cuts the armor wear by the same amount.": "一次命中会使其伤害降低 50%，护甲磨损也按同样比例降低。",
 "a large": "一个大",
 "a location to move the unit.": "一个位置来移动该单位。",
 "a massive body and": "庞大的身躯和",
 "a massive body and fearsome destructive": "庞大的身躯和可怕的破坏力",
 "a memorial stone": "一块纪念石",
 "a merchant": "一名商人",
 "a moment, but the expedition": "一会儿，但探险队",
 "a mood": "情绪",
 "a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward.": "附近的孢子虫。看了一会儿，他的嘴角渐渐扬起。",
 "a new {#} weapon tree": "一棵新的 {#} 武器树",
 "a player's stats.": "玩家的属性。",
 "a portal into the dungeon proper": "通往地下城本体的传送门",
 "a scripted tutorial": "一段脚本教程",
 "a shield-user to guard": "一个能格挡的持盾者",
 "a skill in the 'Command Panel' quick slot to choose individ...": "“指令面板”快捷栏中的技能，以便分别选择...",
 "a summon": "一个召唤",
 "a summon never spawns with its flat base HP alone - the summoner's Magic Attack Power is added on top every time.": "召唤物从不会只带着固定基础 HP 生成 - 每次都会额外加上召唤者的魔法攻击力。",
 "abandoned": "遗弃",
 "abandoned,": "被遗弃，",
 "abilities read the summoner's live Magic Attack Power": "能力读取召唤者当前的魔法攻击力",
 "ability": "能力",
 "ability.": "能力。",
 "about": "大约",
 "about!": "关于！",
 "absorb": "吸收",
 "absorbs": "吸收",
 "absorbs up to 30% of damage dealt (scaled by your own missing HP), which is the ceiling on that particular heal-on-hit.": "吸收最多所造成伤害的 30%（按你自己已损失的 HP 缩放），这就是该次命中回复的上限。",
 "abundant": "丰富的",
 "abyss variant": "深渊变体",
 "ac...": "交流...",
 "accept": "接过",
 "accepts": "接受",
 "access": "访问",
 "accessory": "饰品",
 "accomplished": "完成了",
 "according": "根据",
 "accumulating": "累积中",
 "achieve": "实现",
 "achievement!": "成就！",
 "achieving": "达成",
 "acid": "酸",
 "acidic": "酸性",
 "acquire": "获得",
 "acquired": "获得",
 "acquiring": "获得",
 "across": "对面",
 "acted": "行动",
 "action (choice": "动作 (选项",
 "activate": "激活",
 "activated": "已激活",
 "activates": "激活",
 "active": "主动",
 "active -": "主动 -",
 "active skills": "主动技能",
 "active skills.": "主动技能。",
 "active,": "主动，",
 "actually": "实际上",
 "adapted": "适应",
 "add": "添加",
 "add a weapon to compare...": "添加要对比的武器...",
 "added": "已添加",
 "added - click to remove": "已添加 - 点击移除",
 "adding": "添加",
 "additional": "额外",
 "additional increase)": "额外增加）",
 "additional magic damage equal to 10 percent of physical attack power": "相当于物理攻击力 10% 的额外魔法伤害",
 "additional status effects": "额外状态效果",
 "adjacent enemy": "相邻敌人",
 "admit": "承认",
 "adorned": "点缀着",
 "advance:": "提前：",
 "advanced": "高级",
 "advantage": "优势",
 "afar": "远方",
 "affect inscription rarity.": "影响铭文稀有度。",
 "affects the caster,": "影响施法者，",
 "affiliat...": "附属...",
 "afflicted": "受折磨",
 "afford": "负担得起",
 "after": "之后",
 "after resistance. With the Inscription of Reflection:": "点（抗性结算后）。若有反射铭文：",
 "after,": "之后，",
 "again": "再次",
 "again simply drops its target.": "后就直接丢掉目标。",
 "against the taunted target increases by {1}%, and": "对被嘲讽目标提高 {1}%，并且",
 "agility.": "敏捷性。",
 "ago...": "以前...",
 "ah...": "啊……",
 "ah...ah....": "啊...啊....",
 "ahead.": "前瞻。",
 "aid kit": "急救箱",
 "air": "空气",
 "air,": "空气，",
 "alchemy.": "炼金。",
 "alert fires when any equipped item drops to": "警报会在任意已装备物品降至",
 "alerts": "警报",
 "alive": "活着",
 "alive?\"": "活着？\"",
 "all": "全部",
 "all Bubblings to immediately charge to the designated tile, dealing magic damage equal": "所有泡泡立即冲向指定方块，造成等同于魔法伤害的伤害",
 "all Bubblings to immediately charge to the designated tile, dealing magic damage equal ...": "所有泡泡立即冲向指定图块，造成等同于魔法伤害的伤害...",
 "all Bubblings to immediately dash to the designated tile, dealing {0}% of the caster's": "所有泡泡灵立即冲向指定地格，造成施法者 {0}% 的",
 "all effects": "所有效果",
 "all game constants": "全部游戏常量",
 "all of it.": "全部。",
 "all of your worn armor at once": "你穿戴的全部护甲",
 "all regions overview": "全部区域概览",
 "all your Bubbling on the field": "场上你的全部泡泡灵",
 "all.": "全部。",
 "allies": "盟友",
 "allow": "允许",
 "allowing": "允许",
 "allows": "允许",
 "almost": "几乎",
 "alone": "独自",
 "along": "沿着",
 "alr...": "好...",
 "already": "已经",
 "already has": "早已有了",
 "already has an excellent": "已经有出色的",
 "also": "也",
 "also have a": "也会有",
 "alternate hit-receive recoil": "另一套受击后仰",
 "always": "总是",
 "am": "是",
 "amazing": "惊人的",
 "amid": "在",
 "amiss,": "异常，",
 "ammo": "弹药",
 "ammo items": "弹药物品",
 "ammunition": "弹药",
 "ammunition at all - packed": "弹药 - 已打包",
 "among": "之中",
 "amount": "数量",
 "amount and are": "数值，并且",
 "an": "一个",
 "an Endrossi spawn gated on the the 巨石魔像 kill record, the quest 狩猎阿尔法酸性斯洛格尔 completed records": "一个恩多尔西生成，门控条件为巨石魔像击杀记录以及任务狩猎阿尔法酸性斯洛格尔已完成记录",
 "an Iron Great Sword": "一把铁制巨剑",
 "an active": "生效的",
 "an auto-advancing main story": "一条自动推进的主线剧情",
 "an enemy to perform a basic attack.": "一名敌人来执行普通攻击。",
 "an entrance": "一个入口",
 "an interactable object to initiate interaction.": "可交互对象以开始交互。",
 "an item in the 'Inventory' to open the interaction menu.": "在‘背包’中的一件物品以打开交互菜单。",
 "an...": "一...",
 "and": "与",
 "and ...": "以及 ...",
 "and 15 more": "以及另外 15 个",
 "and 2 more": "以及另外 2 个",
 "and 3 more": "以及另外 3 个",
 "and 5 more": "以及另外 5 个",
 "and 9 more": "以及另外 9 个",
 "and Stress resets to 0.": "，并且压力重置为 0。",
 "and a hard-hitting": "以及高伤害的",
 "and a resolution's dialog shell is also a row on": "，决议的对话框架也是一行，见",
 "and a separate": "以及单独的",
 "and any unit left without a team?": "以及任何没有队伍的单位？",
 "and blue crystal.": "和蓝色水晶。",
 "and can be": "并且可以",
 "and cannot stack, so its cap is a single running instance rather than a stack ceiling.": "且不可叠加，因此其上限是单个持续实例，而不是层数封顶。",
 "and coveted by many.": "备受追捧。",
 "and crawls into the narrow": "爬进狭窄的",
 "and damage taken increases by {2}%.": "并且受到的伤害提高{2}%。",
 "and evasion": "和闪避",
 "and evasion are reduced": "和闪避降低",
 "and granting {2}": "并施加 {2}",
 "and grants": "并获得",
 "and green crystal.": "和绿色水晶。",
 "and grotesque lump of meat.": "且形状怪异的肉块。",
 "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": "制成，最多各放 8 件物品；工人会随时间修理放入其中的装备。游戏数据表没有定义每次修理的材料消耗 - 这是工时成本，不是物品价格。一条",
 "and keeps one. Rarity weights:": "并留下一条。稀有度权重：",
 "and lets you pick an": "并让你选择一个",
 "and looks at a nearby spore": "并看向附近的孢子",
 "and more; the Abyss and Tutorial are off by default.": "以及更多；无尽深渊和教程默认关闭。",
 "and night otherwise. Night costs 3 vision range.": "，其余为夜晚。夜晚降低 3 点视野范围。",
 "and ornaments shaped": "与塑成的饰品",
 "and pick one. A": "并选择其中一个。一个",
 "and planning": "和规划",
 "and pour points into stats.": "并将点数投入属性。",
 "and red crystal.": "和红色水晶。",
 "and search a monster in": "，并在",
 "and take all the": "并拿走全部",
 "and the": "以及",
 "and the Goddess' Blessing +5% for an expedition - these simply add to the stat.": "，以及探险中的女神祝福 +5%，这些都是直接加到该属性上。",
 "and the campaign's": "和战役的",
 "and the hope of finding a t...": "以及寻找一条真...",
 "and the in-game tooltip lists no sight effect. So": "且游戏内提示没有列出视野效果。因此",
 "and the site knows": "，而本网站已知版本为",
 "and traced with line-of-sight, so a wall between you and a monster blocks it (": "计量，并按视线追踪，因此你和怪物之间的墙会挡住它（",
 "and {#} more": "以及另外 {#} 个",
 "and,": "和，",
 "and-almost": "而且几乎",
 "anger": "愤怒",
 "animal": "动物",
 "animation": "动画",
 "annihilated": "消灭了",
 "another": "另一个",
 "answer.": "回答。",
 "answers. Yet the world": "答案。然而世人",
 "any": "任意",
 "any region": "任意地区",
 "any...": "再...",
 "anymore.": "不再。",
 "anyway?": "无论如何？",
 "apar...": "分开...",
 "apart": "分开",
 "apart,": "分开，",
 "apart?": "分开？",
 "apocalypse": "末日",
 "apparent": "明显的",
 "appear": "出现",
 "appears": "出现",
 "appears on the map": "出现在地图上",
 "appetizing": "开胃",
 "applied": "已应用",
 "applied)": "施加）",
 "applied.)": "施加。）",
 "applies": "施加",
 "applies after dark and moves every one of the 6 major stats by +15%.": "在天黑后生效，使全部 6 项主要属性变化 +15%。",
 "applies during the day and moves the same stats by -10%. Every stat therefore swings from one to the other with the clock, so a Lycan team is built around fighting at night.": "在白天生效，使相同属性变化 -10%。因此每项属性都会随昼夜在两者之间摆动，狼人队伍应围绕夜间作战来组建。",
 "apply": "施加",
 "appointed": "任命",
 "approach": "接近",
 "approach,": "靠近，",
 "approaching": "临近",
 "archer": "射手",
 "archery": "箭术",
 "are": "是",
 "are empty-slot markers, not data.": "是空槽标记，不是数据。",
 "are in the game for": "在游戏中适用于",
 "are reduced": "降低",
 "are shown - that boost has no effect on the visible rows.": "的怪物 - 该提升对可见行没有效果。",
 "are the 17 high-grade stat inscriptions plus the 9 sub-class skill-tree grants and 18 powerful specials.": "是 17 条高级属性铭文，外加 9 项辅职业技能树授予和 18 个强力特殊效果。",
 "are the 17 low-grade stat inscriptions.": "是 17 条低级属性铭文。",
 "are the 17 mid-grade stat inscriptions plus the 9 weapon and magic skill-tree grants and 5 special effects.": "是 17 条中级属性铭文，外加 9 项武器与魔法技能树授予和 5 个特殊效果。",
 "are the 3 headliners below.": "是下方的 3 条主打铭文。",
 "are the secondary sub-class trees offered alongside a main tree.": "是与主要技能树一并提供的辅助技能树。",
 "are the weapon and magic specializations a recruited unit can pick as its main tree.": "是招募单位可作为主要技能树选择的武器与魔法专精。",
 "are.": "是。",
 "are...": "是……",
 "area hit (ConeExceptMe, radius 1). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (ConeExceptMe, 半径 1)。所示射程距离为近似值；范围形状是精确的。",
 "area hit (Manhattan, radius 1). The range distance metric shown is approximate; the area shape is exact.": "范围命中（曼哈顿，半径 1）。所示射程距离为近似值；范围形状是精确的。",
 "area hit (Manhattan, radius 2). The range distance metric shown is approximate; the area shape is exact.": "范围命中（曼哈顿，半径 2）。所示射程距离为近似值；范围形状是精确的。",
 "area hit (Manhattan, radius 3). The range distance metric shown is approximate; the area shape is exact.": "范围命中（曼哈顿，半径 3）。所示射程距离为近似值；范围形状是精确的。",
 "area hit (Manhattan, radius 5). The range distance metric shown is approximate; the area shape is exact.": "范围命中（曼哈顿，半径 5）。所示射程距离为近似值；范围形状是精确的。",
 "area hit (single target). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (单体目标)。所示射程距离为近似值；范围形状是精确的。",
 "area hit (圆形, radius 3). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (圆形, 半径 3)。所示射程距离为近似值；范围形状是精确的。",
 "area hit (圆形, radius 5). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (圆形, 半径 5)。所示射程距离为近似值；范围形状是精确的。",
 "area hit (指向, radius 2). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (指向, 半径 2)。所示射程距离为近似值；范围形状是精确的。",
 "area hit (指向, radius 3). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (指向, 半径 3)。所示射程距离为近似值；范围形状是精确的。",
 "area hit (指向, radius 7). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (指向, 半径 7)。所示射程距离为近似值；范围形状是精确的。",
 "area hit (方形, radius 1). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (方形, 半径 1)。所示射程距离为近似值；范围形状是精确的。",
 "area hit (方形, radius 2). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (方形, 半径 2)。所示射程距离为近似值；范围形状是精确的。",
 "area hit (方形, radius 7). The range distance metric shown is approximate; the area shape is exact.": "范围命中 (方形, 半径 7)。所示射程距离为近似值；范围形状是精确的。",
 "aren't": "不是",
 "armor": "护甲",
 "armor made of Arcron.": "以阿克伦为材料制成的护甲。",
 "armor made of leather.": "由皮革制成的护甲。",
 "arms.": "手臂。",
 "aroma.": "香气。",
 "around": "周围",
 "around,": "来，",
 "around.": "周围。",
 "arrives": "到来",
 "arrow": "箭",
 "arrow made": "制成的箭矢",
 "arrow made of Arcron.": "以阿克伦为材料制成的箭矢。",
 "arrow made of bronze.": "青铜制箭矢。",
 "arrow.": "箭。",
 "arrows": "箭矢",
 "arrows, but none can be obtained in this build - packed": "箭，但在此构建中无法获得 - 已打包",
 "arrows...": "箭…",
 "article.": "条目。",
 "arts,": "艺术，",
 "as": "作为",
 "as a new team": "作为新队伍",
 "as damage to": "作为对...的伤害",
 "as damage to enemy": "作为对敌人的伤害",
 "as damage to enemy ...": "作为伤害对敌方...",
 "as he examines the remains of a destroyed golem, he slowly turns": "检查被摧毁的魔像残骸时，他缓缓转过身",
 "as magic": "作为魔法",
 "as physical damage to the target.": "作为对目标的物理伤害。",
 "aside": "到一边",
 "aside,": "一边，",
 "ask": "询问",
 "ask the": "向",
 "asking": "询问",
 "asks": "要求",
 "asleep,": "熟睡,",
 "assembled": "集结",
 "at": "在",
 "at 2 targets (5 energy)": "2 个目标时（5 能量）",
 "at 2 targets (from the 12 s cooldown)": "2 个目标时（来自 12 秒冷却）",
 "at 3 targets (1 energy)": "3 个目标时（1 能量）",
 "at 3 targets (1 energy).": "3 个目标时（1 能量）。",
 "at 3 targets (10 energy)": "3 个目标时（10 能量）",
 "at 3 targets (2 energy)": "于 3 个目标（2 能量）",
 "at 3 targets (4 energy)": "于 3 个目标（4 能量）",
 "at 3 targets (5 energy)": "于 3 个目标（5 能量）",
 "at 3 targets (6 energy)": "3 个目标时（6 能量）",
 "at 3 targets (7 energy)": "3 个目标时（7 能量）",
 "at 3 targets (from the 12 s cooldown)": "3 个目标时（来自 12 秒冷却）",
 "at 3 targets (from the 15 s cooldown)": "3 个目标时（来自 15 秒冷却）",
 "at 3 targets (from the 20 s cooldown)": "3 个目标时（来自 20 秒冷却）",
 "at 3 targets (from the 30 s cooldown)": "于 3 个目标（来自 30 秒冷却）",
 "at 3 targets (from the 40 s cooldown)": "3 个目标时（来自 40 秒冷却）",
 "at 3 targets (from the 8 s cooldown)": "于 3 个目标（来自 8 秒冷却）",
 "at attack speed": "按攻击速度",
 "at cast time, on top of the creature's own base stats (reverse-engineered / community-verified - not a single table field):": "在施放时缩放，并叠在该生物自身基础属性之上（逆向还原 / 社区验证 - 不是单个表字段）：",
 "at cast time.": "在施放时。",
 "at every level-up from level 2 through 12": "从等级 2 到 12 的每次升级",
 "at max stacks). The stack count and how long it lasts are both set by the skill that applies it.": "）。层数和持续时间都由施加它的技能决定。",
 "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The 夜视 affecter adds": "夜间的视野 - 但同样的惩罚也会裁掉你自己单位的视野，所以夜袭是双刃的。夜视效果施加者会增加",
 "at night.": "在夜间。",
 "at rank": "在等级",
 "at rank 3, the highest rank this build allows. Four things decide how many units you can recruit: your": "在第 3 级，本版本允许的最高等级。能招募多少单位由四件事决定：你的",
 "at the Goddess Statue to level up.": "在女神像处升级。",
 "at the designated location. Bubblings attack nearby enemies, and": "在指定位置。泡泡灵会攻击附近的敌人，并",
 "at your": "对你的",
 "at your base as a settler of your own.": "在你的基地成为你自己的拓荒者。",
 "at {#} targets ({#} energy)": "对 {#} 个目标 ({#} 能量)",
 "at {#} targets ({#})": "对 {#} 个目标 ({#})",
 "at {#} tile": "在 {#} 格",
 "at {#} tiles": "在 {#} 格",
 "at...": "在……",
 "atmosphere.": "氛围。",
 "atta...": "攻击...",
 "attack": "攻击",
 "attack costs no durability at all": "攻击完全不消耗耐久度",
 "attack power to the target.": "对目标的攻击力。",
 "attack speed": "攻击速度",
 "attack speed {#}": "攻击速度 {#}",
 "attack, crit, hit location, guard": "攻击、暴击、命中部位、格挡",
 "attack.": "攻击。",
 "attacki...": "攻击...",
 "attacking": "攻击",
 "attacks": "攻击",
 "attacks & patterns": "攻击与模式",
 "attacks on enemies.": "攻击敌人。",
 "attacks with": "攻击时使用",
 "attacks,": "攻击，",
 "attacks.": "攻击。",
 "attention": "注意",
 "attribute": "属性",
 "authored, not active": "已写入，未生效",
 "auto": "自动",
 "auto-attacks + this skill on cooldown": "自动攻击 + 此技能冷却中",
 "auto-completed": "自动完成",
 "auto-saves": "自动保存",
 "av...": "可用...",
 "available": "可用",
 "available,": "可用，",
 "available, not learned": "可用，未学习",
 "average": "平均",
 "avg 1.2 on floor 1": "第 1 层平均 1.2",
 "avg 1.2 on floor 2": "第 2 层平均 1.2",
 "avg 1.3 on floor 2": "第 2 层平均 1.3",
 "avg 1.3 on floor 3": "第 3 层平均 1.3",
 "avg 1.3 on floor 4": "第 4 层平均 1.3",
 "avg 1.5 on floor 3": "第 3 层平均 1.5",
 "avg 1.5 on floor 4": "第 4 层平均 1.5",
 "avg 1.7 on floor 2": "第 2 层平均 1.7",
 "avg 1.8 on floor 2": "第 2 层平均 1.8",
 "avg 4.0 on floor 1": "第 1 层平均 4.0",
 "avg 5.8 on floor 4": "第 4 层平均 5.8",
 "avg 6.0 on floor 2": "第 2 层平均 6.0",
 "avg 6.0 on floor 3": "第 3 层平均 6.0",
 "avg 6.2 on floor 4": "第 4 层平均 6.2",
 "avg 6.3 on floor 3": "第 3 层平均 6.3",
 "avg 6.7 on floor 2": "第 2 层平均 6.7",
 "awakened": "觉醒的",
 "awarded": "授予",
 "away": "走",
 "away,": "撕裂，",
 "away.": "掉。",
 "awkwardly": "笨拙地",
 "axe made of Arcron.": "以阿克伦为材料制成的斧。",
 "axe made of bronze.": "青铜制成的斧头。",
 "axe made of copper.": "铜制斧头。",
 "axe made of wood.": "木制斧头。",
 "axe?": "斧头？",
 "back": "返回",
 "back to Step 1": "返回步骤 1",
 "back to Step 2": "返回步骤 2",
 "back to Step 3": "返回步骤 3",
 "back to the attacker.": "反弹给攻击者。",
 "back to {#}": "返回 {#}",
 "back {1} tiles. The target": "{1} 格。目标",
 "back.": "返回。",
 "backbone": "骨干",
 "background": "出身",
 "background rank filter:": "出身等级筛选器：",
 "background rank filter: the chosen rank survives a reload": "出身等级筛选器：所选等级在重新加载后仍然有效",
 "background,": "背景，",
 "backgrounds": "背景",
 "backgrounds shown": "显示的出身",
 "backpack": "背包",
 "badge": "徽章",
 "badge b-spoiler dsb-navtag": "badge b-spoiler dsb-navtag",
 "ball": "舞会",
 "ball,": "舞会，",
 "barely": "勉强",
 "barrier": "护盾",
 "barriers": "屏障",
 "base": "基础",
 "base +": "基础 +",
 "base camp": "据点营地",
 "base price adjusted by the discount roll": "基础价格按折扣抽取调整",
 "base x your attack bonuses)": "基础 x 你的攻击加成)",
 "base x your magic bonuses)": "基础 x 你的魔法加成)",
 "base {#} {#}": "基础 {#} {#}",
 "based": "基于",
 "baseline": "基准",
 "basic": "基础",
 "basic weapon attack (mandatory root) -": "基础武器攻击（必须根节点） -",
 "basics": "基础知识",
 "bastard": "杂种",
 "battle.": "战斗。",
 "battlefield,": "战场上，",
 "battlefield.": "战场。",
 "battles": "战斗",
 "battles.": "战斗。",
 "be": "是",
 "be...": "是...",
 "bead": "珠子",
 "beak.": "喙。",
 "bearing": "带着",
 "beast": "野兽",
 "beast.": "野兽。",
 "beasts.": "野兽。",
 "beating": "敲击",
 "beautiful": "美丽",
 "beautiful,": "美丽，",
 "beautiful.": "美丽。",
 "became": "变得",
 "because": "因为",
 "become": "成为",
 "becomes": "变成",
 "becomes active.": "变得活跃的时间段。",
 "becomes,": "变得，",
 "becoming": "成为",
 "bedroom": "卧室",
 "bee.": "蜜蜂。",
 "bee...": "蜜蜂……",
 "been": "已经",
 "been discussing expedition": "一直在讨论探险队",
 "befor...": "之前...",
 "before": "之前",
 "before any % modifier. With": "（在任何百分比修正之前）。若",
 "before resistance.": "（抗性结算前）。",
 "before,": "之前，",
 "before...": "之前...",
 "began": "开始",
 "begin": "开始",
 "beginners.": "初学者。",
 "beginning": "开始",
 "beginning.": "好。",
 "begins": "开始",
 "begins.": "开始了。",
 "begun": "开始",
 "behaviour & phase triggers": "行为与阶段触发",
 "behind": "在后面",
 "behind.": "在身后。",
 "being": "存在",
 "being.": "生物。",
 "belching": "冒出",
 "belief": "信念",
 "believed": "被认为是",
 "belonging": "所属",
 "below": "下方",
 "below). Looking for one specific skill? The": "下方）。在找某个特定技能？该",
 "below,": "以下，",
 "beside": "旁边",
 "best.": "最好。",
 "bestow": "赋予",
 "beta": "测试",
 "better": "更好",
 "better.\"": "更好。\"",
 "between": "之间",
 "beyond": "之外",
 "bid": "出价",
 "binary: everything is either Physical or Magic": "二元的：一切不是物理就是魔法",
 "binds to room": "绑定到房间",
 "biological": "生物",
 "bit": "一点",
 "bite": "咬",
 "bites": "撕咬",
 "bitten": "啃咬",
 "bitter": "苦涩的",
 "black": "黑色",
 "bleed": "流血",
 "block": "块",
 "blocked": "已阻挡",
 "blocked after quest \"": "任务完成后封锁 \"",
 "blocked by 2-handed": "被双手武器阻挡",
 "blocked once": "一旦封锁",
 "blocked once the event \"": "一旦发生事件 \"",
 "blood": "血液",
 "blood-infused": "注血的",
 "blood-soaked": "血染",
 "blood-sucking": "吸血",
 "blood?": "血？",
 "bloodstone that absorbs the blood of enemies.": "能够吸收敌人鲜血的血石。",
 "bloodwood": "血木",
 "bloodwood.": "血木。",
 "blow": "吹",
 "blows.": "打击。",
 "blue": "蓝色",
 "blue crystal.": "蓝色水晶。",
 "blue,": "蓝色,",
 "blue, and": "蓝色，并且",
 "blue, and the": "蓝色，并且",
 "blue-glowing": "发着蓝光的",
 "blue.": "蓝色。",
 "boasts...": "拥有...",
 "bodies": "遗体",
 "body": "身体",
 "body armor": "身体护甲",
 "body...\"": "身体……”",
 "body...?\"": "身体...？\"",
 "boiling": "沸腾的",
 "bone": "骨头",
 "bone.": "骨头。",
 "bones": "骨头",
 "bones.": "骨头。",
 "bonus": "加成",
 "bonus damage": "额外伤害",
 "bonus level": "加成等级",
 "bonus.": "加成。",
 "bonuses.": "加成。",
 "born": "出生",
 "boss": "首领",
 "boss_11": "boss_11",
 "both": "两者",
 "both pinned: row 2 stacks at topbar + row 1 height": "两者都固定：第 2 行堆叠在顶部栏 + 第 1 行高度",
 "both sides": "双方",
 "bottom": "底部",
 "bottom-right)": "右下）",
 "bounces": "会把你吃下的各",
 "boundless": "无边无际",
 "bow": "弓",
 "bow reinforced with": "用...强化的弓",
 "bow.": "弓。",
 "bowstring": "弓弦",
 "branch": "树枝",
 "branch...": "树枝……",
 "branches": "枝条",
 "branches,": "树枝，",
 "braved": "勇敢面对",
 "break.": "折断。",
 "breakdown at {#}, then a second max-out {#} into the Mental Collapse - that is lethal. About {#} of play at 1x speed.": "{#} 时崩溃，然后在精神崩溃中再过 {#} 第二次达到上限 - 这会致命。1 倍速下游玩约 {#}。",
 "breaking": "突破",
 "breath": "呼吸",
 "breath.": "呼吸。",
 "breathing.": "呼吸。",
 "brief": "短暂",
 "briefly": "短暂",
 "bright": "明亮的",
 "brightens": "眼睛一亮",
 "brighter": "更亮",
 "brilliant": "璀璨",
 "brimming": "充满",
 "bring": "带来",
 "broader": "更广",
 "bronze": "青铜",
 "bronze.": "青铜。",
 "brought": "带来",
 "brow": "眉头",
 "brush,": "灌木丛，",
 "bu...": "但...",
 "buff": "增益",
 "buffed": "已增益",
 "buffs, not detection modifiers. Treat any \"Perception widens vision\" claim as unconfirmed.": "增益，不是检测修正。把任何\"感知会扩大视野\"的说法当作未确认。",
 "bug": "漏洞",
 "bug,": "虫子，",
 "bug.": "虫子。",
 "bugs": "错误",
 "build": "建造",
 "build resistances": "堆叠抗性",
 "build rooms of a given quality": "建造指定品质的房间",
 "build's": "构建的",
 "build, method, machine-readable data": "构建、方法、机器可读数据",
 "build.": "构建。",
 "buildable": "可建造",
 "builder header: one frame holds both rows, one pin each": "构筑器标题：一个框架包含两行，每行一个图钉",
 "builder header: the two pins round-trip and stack": "构筑器标题：两个图钉往返并堆叠",
 "building": "建筑",
 "building.": "建筑。",
 "buildings": "建筑",
 "buildings that restore mood": "恢复心情的建筑",
 "builds": "增加",
 "built,": "建成，",
 "bumps": "颠簸",
 "bumps every talent up one tier, capped at Genius, which is why it compounds so well over a full 12-level career.": "会将每项天赋提升一级，上限为天才，因此在完整的 12 级生涯中复利效果很好。",
 "bur...": "洞穴……",
 "buried,": "埋葬，",
 "burn": "燃烧",
 "burned": "烧毁",
 "burning": "燃烧",
 "burrow": "地穴",
 "burrow,": "洞穴，",
 "burrow.": "洞穴。",
 "bursting": "爆裂",
 "bushes": "灌木丛",
 "bushes,": "灌木丛，",
 "bushes.": "灌木丛。",
 "busily": "忙碌地",
 "busted": "过强",
 "busy": "忙碌",
 "but": "但",
 "but is": "但是",
 "but the expedition": "但探险队",
 "but the expedition members": "但探险队员们",
 "button rerolls all 5. Inscriptions you already own are excluded, so you never see duplicates.": "按钮会重掷全部 5 个。你已拥有的铭文会被排除，因此不会看到重复。",
 "buy: {#}": "购买：{#}",
 "by": "由",
 "by a flat per-point amount, shown in-game as \"Per Stat +X\". Each point of": "提供每点固定数值，游戏内显示为\"每项属性 +X\"。每点",
 "by clicking the 'Pick Up' button at the bottom right": "通过点击右下角的“拾取”按钮",
 "by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "通过点击右下角的“拾取”按钮或按下C键。",
 "by defeating monsters. Once": "通过击败怪物。一旦",
 "by interacting with the statue.": "通过与雕像交互。",
 "by management difficulty": "按管理难度",
 "by roasting": "通过烘烤",
 "by roasting over fire.": "用火烤制。",
 "by stay stage x management difficulty": "按停留阶段 x 管理难度",
 "by the guild into the dungeon.": "由公会派进地下城。",
 "by unit level x management difficulty": "按单位等级 x 管理难度",
 "by {0}% of": "相当于 {0}% 的",
 "by {0}%. When equipped with a shield,": "提高 {0}%。装备盾牌时，",
 "by {1} for {0}": "{1}，持续 {0}",
 "by {2}%.": "{2}%。",
 "by {2}%. This effect resets": "{2}%。此效果会重置",
 "by.": "通过。",
 "byte-exact table parsers": "字节精确的表解析器",
 "cage": "笼子",
 "call": "呼唤",
 "called": "被称为",
 "calls": "称为",
 "calmed": "平静",
 "campfire.": "篝火。",
 "can": "可以",
 "can grant a": "可给予",
 "can increase": "可以提升",
 "can perform": "可以进行",
 "can't": "无法",
 "can't...": "不能……",
 "candidates": "候选人",
 "candidates at the first rank and": "名候选人（第一级），以及",
 "cannot": "无法",
 "cannot stack": "不可叠加",
 "cap": "上限",
 "cap. Durability drops as the item is used and, when it hits": "上限。耐久度随物品使用而下降，降到",
 "cap...": "队长...",
 "cap: points stop here": "上限：点数到此为止",
 "capacity 1–1, workload 3000": "容量 1–1，需求量 3000",
 "capacity 1–2, workload 4000": "容量 1–2，需求量 4000",
 "capacity 1–4, workload 5000": "容量 1–4，需求量 5000",
 "capped": "有上限的",
 "captain,": "队长,",
 "captain.": "队长。",
 "captured": "捕获的",
 "carapace.": "甲壳。",
 "card wide": "card wide",
 "card wide dsb-guestcard": "card wide dsb-guestcard",
 "card wide dsb-savegen": "card wide dsb-savegen",
 "card wide dsb-sticky": "card wide dsb-sticky",
 "card wide dsb-teamtools": "card wide dsb-teamtools",
 "care.": "关心。",
 "careful": "小心",
 "carefully": "小心地",
 "cares?": "在乎？",
 "carnivore": "肉食",
 "carpet": "地毯",
 "carpet.": "地毯。",
 "carried - click to remove": "已携带 - 点击移除",
 "carries": "携带",
 "carry...": "携带……",
 "carrying": "拿着",
 "carved": "雕成",
 "carved from": "雕自",
 "cases)": "案例)",
 "caster.": "施法者。",
 "caster;": "施法者;",
 "catch": "抓住",
 "catches": "抓住",
 "catches her breath": "喘着气",
 "catching": "捕捉",
 "causes": "造成",
 "caution alerts": "注意警报",
 "cautiously": "小心翼翼地",
 "cautiously.": "谨慎地。",
 "cave": "洞穴",
 "cave,": "洞穴，",
 "cave.": "洞穴。",
 "caves.": "洞穴。",
 "celebrate": "庆祝",
 "centered on the caster": "以施法者为中心",
 "chair": "椅子",
 "chalky": "白垩质的",
 "challenge.": "挑战。",
 "challenging.": "挑战性。",
 "chance": "概率",
 "chance this room appears on that floor": "该房间在该层出现的几率",
 "chance this room is rolled on that floor, per dungeon visit": "每次进入地下城时，该房间在该层被抽到的几率",
 "change:": "改变：",
 "changes": "变化",
 "character appearances": "角色外观",
 "character's": "角色的",
 "characteristics": "特性",
 "characteristics,": "特征，",
 "charakter planer": "角色规划器",
 "charge.\"": "冲锋。”",
 "check": "检查",
 "check in DS_B.0.4.19 (build 25154317) flags exactly Bow, Fire Staff, Greatsword, Nature Staff, Spear, Water Staff. Dagger and Axe count as one-handed there, but the build ships no Dagger or Axe item.": "检查在 DS_B.0.4.19（build 25154317）中恰好标记弓、火焰法杖、巨剑、自然法杖、矛、水法杖。匕首和斧在那里算单手，但该版本没有随附匕首或斧物品。",
 "check?": "检查？",
 "checked": "已勾选",
 "checking": "检查",
 "cheerful": "欢快的",
 "chilling": "令人不寒而栗",
 "chin": "下巴",
 "chip dsb-act": "chip dsb-act",
 "chip dsb-act dsb-copy": "chip dsb-act dsb-copy",
 "chip dsb-act dsb-sg-go": "chip dsb-act dsb-sg-go",
 "chip dsb-act on": "chip dsb-act on",
 "chip dsb-bgchip": "chip dsb-bgchip",
 "chip dsb-savechip": "chip dsb-savechip",
 "chip dsb-sg-monrow": "chip dsb-sg-monrow",
 "chip dsb-sg-unit": "chip dsb-sg-unit",
 "chip dsb-showother": "chip dsb-showother",
 "chip dsb-treeact": "chip dsb-treeact",
 "choice": "选择",
 "choice,": "选择，",
 "choice:": "选择：",
 "chosen": "已选择",
 "chosen - click to remove": "已选择 - 点击移除",
 "chuckle": "咯咯笑",
 "chunk": "块",
 "chunks": "块",
 "circle, radius": "圆形，半径",
 "circle, radius {#} tiles": "圆形，半径 {#} 格",
 "circulating": "循环",
 "cl...": "云...",
 "clan": "氏族",
 "clan population is": "氏族人口：",
 "clan rank": "探险等级",
 "clan rank 1": "探险等级 1",
 "clan rank 2": "探险等级 2",
 "clan rank 3": "探险等级 3",
 "clan ranks": "探险等级",
 "class does carry an": "类确实带有一个",
 "clause in its completion condition), so exiting early completes the chain.": "完成条件中的条款），因此提前退出也会完成该链。",
 "clay": "黏土",
 "clay.": "黏土。",
 "cleansed": "净化",
 "cleansed.": "净化。",
 "clear": "拨开",
 "clear boss": "通关首领",
 "clear filters": "清除筛选",
 "cleared": "已清除",
 "clearer": "更清晰",
 "clearer.": "更清晰。",
 "clearly": "清楚地",
 "click": "点击",
 "click to unveil": "点击揭开",
 "clicking": "点击",
 "cliffside.": "悬崖边。",
 "climbs from about": "从约",
 "cling": "附着",
 "cloak": "斗篷",
 "cloak,": "斗篷，",
 "close": "近",
 "close.": "近。",
 "closer.": "靠近。",
 "closes": "闭上",
 "cloth.": "布。",
 "club": "棍棒",
 "club made from": "由",
 "club.": "木棒。",
 "co...": "共...",
 "code": "代码",
 "coefficient for Vision Range is": "视野范围系数是",
 "cold": "寒冷",
 "colleague.": "同事。",
 "colossal": "巨大的",
 "column is each unit's sight radius. For the full detection model, see": "列是每个单位的视野半径。完整检测模型见",
 "column links to that tree's full node-by-node page.": "列链到该树逐节点的完整页面。",
 "column shows where each one actually comes from:": "列显示每一项的实际来源：",
 "columns in the table below.": "列。",
 "com...": "指挥...",
 "combat": "战斗",
 "combat difficulty": "战斗难度",
 "combat stats": "战斗属性",
 "combat.": "战斗。",
 "combination": "组合",
 "combined Max HP:": "合计最大 HP：",
 "combined per attack cycle.": "每个攻击周期合计。",
 "combining": "结合",
 "come": "来",
 "comes": "到来",
 "comfortable": "舒适",
 "comfortably": "舒适地",
 "coming": "传来",
 "coming...": "来...",
 "command": "命令",
 "commander": "指挥官",
 "commander!": "指挥官！",
 "commander,": "指挥官，",
 "commander.": "指挥官。",
 "commander.\"": "指挥官。”",
 "commands": "指令",
 "commands it": "指挥它",
 "common": "普通",
 "common items": "普通物品",
 "common traits": "普通特质",
 "companion": "同伴",
 "companion.": "同伴。",
 "companions.": "同伴。",
 "complete research": "完成研究",
 "complete,": "完毕，",
 "completed": "已完成",
 "completely": "完全",
 "complex": "复杂的",
 "complicated.": "复杂。",
 "condensed": "凝聚",
 "condensing": "凝结",
 "condition": "条件",
 "conditions": "条件",
 "conditions.": "条件。",
 "confidence.": "信心。",
 "confirmed detection modifiers in this build.": "是本版本已确认的检测修正。",
 "confiscate": "没收",
 "confiscating": "没收",
 "conquer...": "征服...",
 "consecretion.": "奉献。",
 "consecretionn.": "奉献。",
 "constant, a bonus per unit surrounding a target:": "常数，即每个包围目标的单位提供的加成：",
 "constants (457 rows). Dev comments (translated from Korean - hover for the original) document what each": "常量 (457 行)。开发注释 (译自韩语 - 悬停查看原文) 说明每个",
 "constants, and hit/crit resolution has no positional term), so it currently does nothing. If it were ever activated it": "常量，命中/暴击结算也没有位置项），因此目前没有任何作用。如果曾经启用，它",
 "construct": "建造",
 "construction": "建造",
 "consumable": "消耗品",
 "consume": "消耗",
 "consumes": "消耗",
 "consumes {#} of them": "消耗其中 {#} 个",
 "contain": "包含",
 "container": "容器",
 "containing": "含有",
 "content not in this build": "此版本中没有的内容",
 "continue": "继续",
 "continue.": "继续。”",
 "continue?": "继续吗？",
 "continues": "继续",
 "continuing": "继续",
 "contorted": "扭曲的",
 "contribution": "贡献",
 "control": "控制",
 "controlling": "控制",
 "controls": "控制",
 "conversation": "对话",
 "cooking": "烹饪",
 "cooking.": "烹饪。",
 "cool.": "凉爽。",
 "cooldown": "冷却",
 "cooldown reduction increases by": "冷却时间降低提高",
 "copied to the clipboard": "复制到剪贴板",
 "copper": "铜",
 "copper.": "铜。",
 "cor...": "核...",
 "core": "核心",
 "core,": "核心，",
 "corner": "角落",
 "corner of the screen.": "屏幕的角落。",
 "corner.": "角落。",
 "corner...": "嘴角...",
 "corpse on the map": "的尸体在地图上",
 "corpses on the map": "的尸体在地图上",
 "corresponds to the following abilities:": "对应以下能力：",
 "corridor": "走廊",
 "corridor map": "走廊地图",
 "corroded": "腐蚀",
 "corrosive": "腐蚀性",
 "corrupted": "腐化",
 "corrupted form is folded into its row - open": "深渊形态折叠在其行内 - 打开",
 "corruption.": "腐败。",
 "could": "可以",
 "could...": "可以...",
 "couldn't": "不能",
 "countless": "无数",
 "counts": "计数",
 "counts cumulative campaign": "统计累计战役",
 "course!": "当然！",
 "cover": "遮住",
 "covered": "覆盖",
 "covers": "覆盖",
 "coveted by many.": "备受追捧。",
 "cra...": "鳞片工匠是技艺精湛的工匠，他们将龙鳞制成令人惊叹的护甲和武器。他们对材料的掌握无与伦比，每件作品都证明了他们的奉献精神和精湛技艺。鳞片工匠的作品不仅实用，而且美丽、强大，备受追捧。",
 "cradling": "抱着",
 "craft": "制作",
 "craft @ {#}": "制作 @ {#}",
 "crafted": "制成",
 "crafted,": "制作，",
 "crafting": "制作",
 "crafting,": "制作，",
 "crafting.": "制作。",
 "crawls": "爬行",
 "crazy?\"": "疯了吗？”",
 "creates no damage instance, so it costs": "不会产生伤害实例，因此消耗",
 "creature": "生物",
 "creature's": "生物的",
 "crevice": "裂缝",
 "crevices.": "裂缝。",
 "crimson": "深红色",
 "crimson blood from a": "来自一只的深红色血液",
 "crisis...": "危机...",
 "crisp": "脆",
 "crispy": "酥脆的",
 "crit": "暴击",
 "critical": "暴击",
 "critical hit": "暴击",
 "critical hits.": "次暴击。",
 "crop (grown at": "作物 (种植于",
 "crops": "作物",
 "crouches": "蜷缩",
 "crow": "乌鸦",
 "crow's": "乌鸦的",
 "crumb dsb-bgcount": "crumb dsb-bgcount",
 "crumb dsb-bgcount dsb-eqfxcount": "crumb dsb-bgcount dsb-eqfxcount",
 "crumb dsb-bgfilter-lab": "crumb dsb-bgfilter-lab",
 "crumb dsb-inscbrowse-h": "crumb dsb-inscbrowse-h",
 "crumb dsb-reveal": "crumb dsb-reveal",
 "crumb dsb-savestate": "crumb dsb-savestate",
 "crumb dsb-sg-cap": "crumb dsb-sg-cap",
 "crumb dsb-sg-flbl": "crumb dsb-sg-flbl",
 "crumb dsb-sg-oldtpl": "crumb dsb-sg-oldtpl",
 "crumb dsb-sg-qlbl": "crumb dsb-sg-qlbl",
 "crumb dsb-sg-slbl": "crumb dsb-sg-slbl",
 "crumb dsb-teamfull": "crumb dsb-teamfull",
 "crumb dsb-teampick-l": "crumb dsb-teampick-l",
 "crumb dsb-tip": "crumb dsb-tip",
 "crumb dsb-tip dsb-tallegend": "crumb dsb-tip dsb-tallegend",
 "crumb dsb-toast": "crumb dsb-toast",
 "crunch": "嘎吱",
 "crushing": "毁灭性",
 "crystal": "水晶",
 "crystal.": "水晶。",
 "curious": "好奇",
 "current": "当前",
 "current...": "当前...",
 "currently": "当前",
 "custom,": "习俗，",
 "cut": "切好的",
 "cutest!": "最可爱！",
 "cuts all item drop rates by 50%": "将所有物品掉落率削减 50%",
 "cuts incoming damage by about 50%.": "会将受到的伤害减少约 50%。",
 "dagger made of Arcron.": "以阿克伦为材料制成的匕首。",
 "dagger made of copper.": "铜制匕首。",
 "damag...": "伤害...",
 "damage": "伤害",
 "damage equal to {0}% of physical attack power to all enemy units, and": "对所有敌方单位造成相当于物理攻击力{0}%的伤害，并且",
 "damage number - after the attacker's attack power is checked against your resistance - and reflects it": "的伤害数值 - 在攻击者的攻击力对照你的抗性之后 - 并把它反射回去。反射发生在",
 "damage to enemies": "对敌人造成伤害",
 "damage x": "伤害 x",
 "damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.": "伤害，因此即使护盾完全吸收一次攻击，护甲仍会按该次攻击的全部数值损耗。",
 "damage.": "伤害。",
 "damp": "潮湿的",
 "damp and": "湿润且",
 "dan...": "危...",
 "dancing": "跳舞",
 "dang...": "险...",
 "dange...": "危险...",
 "danger": "危险",
 "danger,": "危险，",
 "danger-some": "危险--有些",
 "dangerous": "危险",
 "dangerous secrets. Their": "危险的秘密。他们的",
 "dark": "黑暗",
 "dark...": "黑暗……",
 "darkens": "阴沉",
 "dash to a": "冲向",
 "day": "天",
 "day counter rolls over at midnight (00:00)": "天数计数在午夜（00:00）翻过",
 "day length, ticks, in-game clock": "一天时长、刻、游戏内时钟",
 "day.": "白天。",
 "day.\"": "天。”",
 "days": "天",
 "days losing": "日子里损失惨重",
 "days)": "天）",
 "daytime from 06:00 to 20:00": "白天从 06:00 到 20:00",
 "day。": "天。",
 "db dsb-bglist": "db dsb-bglist",
 "de...": "深...",
 "deal": "造成",
 "deal damage to an enemy with a melee basic attack, attack speed increases by {1}% for {0} seconds. This effect can stack up to {2}%. The effect": "deal damage to an enemy with a melee basic attack, attack 速度提高 {1}% 持续 {0} 秒。 This effect can stack up to {2}%. The effect",
 "dealin...": "造成...",
 "dealing": "造成",
 "dealing...": "造成...",
 "deals a": "造成",
 "deals magic damage equal to": "造成相当于如下数值的魔法伤害",
 "dealt": "造成",
 "dealt.": "造成。",
 "death they explode,": "死亡时爆裂，",
 "debuff (-2 心情) lingers a while longer.": "减益（-2 心情）还会再持续一段时间。",
 "debuffs whose per-second damage is fixed per stack (from": "减益，每层每秒伤害固定（来自",
 "decided by the seed": "由种子决定",
 "decides": "决定",
 "decides which trees it can access (see": "决定它可以使用哪些技能树 (见",
 "deciding": "决定",
 "decision": "决定",
 "decision quests": "决策任务",
 "decisions": "决策",
 "decorated": "装饰",
 "decrease": "减少",
 "decrease.": "减少。",
 "decreased": "降低了",
 "decreases": "降低",
 "decreases ...": "下降...",
 "decreases by {0}% for each allied plant structure within 1 tile.": "1 格范围内每有一个友方植物建筑，减少 {0}%。",
 "decreases,": "降低，",
 "decreases.": "降低。",
 "deep": "深处",
 "deep into the": "深入",
 "deep.": "深。",
 "deep...": "深……",
 "deeper": "更深",
 "deeper.": "令人安心！",
 "deepest": "最深的",
 "default": "默认",
 "default event": "默认事件",
 "defeat": "击败",
 "defeated": "击败",
 "defeating": "击败",
 "defense": "防御",
 "defense-ignoring": "无视防御",
 "defense.": "防御。",
 "defenses": "防御",
 "defined in the data but not active in this build": "在数据中有定义，但本版本未启用",
 "defining": "定义",
 "delete": "删除",
 "deleted.": "已删除。",
 "delicate": "精致",
 "delicious": "美味",
 "delicious.": "美味的。",
 "delight,": "喜悦，",
 "delight.": "喜悦。",
 "delivers": "造成",
 "demanding": "苛刻的",
 "demo": "试玩",
 "demo.": "演示。",
 "demolished.": "已拆除。",
 "demolition.": "拆除。",
 "dependable": "可靠的",
 "depletion": "枯竭",
 "depletion counter": "枯竭计数器",
 "deployed on an expedition. Both are built from": "（部署于探险）。两者均由",
 "depth": "深度",
 "depths": "深处",
 "deputy": "副",
 "derived (final) stats": "衍生（最终）属性",
 "derived, not stored": "派生得出，而非存储",
 "desc": "desc",
 "deserve": "值得",
 "deserves": "应该",
 "design": "设计",
 "design,": "设计，",
 "design.": "设计。",
 "design_code": "design_code",
 "designated": "指定",
 "designed": "设计",
 "destroy": "摧毁",
 "destroyed": "摧毁的",
 "destructive": "破坏性",
 "detection-range calculator": "检测范围计算器",
 "determined": "坚决的",
 "determined.": "坚定的。",
 "dev": "dev",
 "dev comment": "开发者备注",
 "dev-internal": "开发内部",
 "devastating": "毁灭性",
 "developed": "研制",
 "development": "开发",
 "development leftovers": "开发残留",
 "device": "装置",
 "device,": "设备，",
 "device.": "装置。",
 "devices.": "设备。",
 "devours": "吞噬",
 "dialogue options": "对话选项",
 "did": "做了",
 "didn't": "没有",
 "die": "死",
 "died": "死了",
 "died during the expedition.": "在探险中死亡。",
 "dies": "死亡",
 "dies instantly": "立即死亡",
 "dies)": "死亡)",
 "dies.": "死亡。",
 "dies; blocked after quest \"": "死亡；任务完成后封锁：\"",
 "dies; blocked once the event \"": "死亡；该事件 \"",
 "difficult": "困难",
 "difficulty": "难度",
 "difficulty scaling": "难度缩放",
 "difficulty setting scales monster stats through": "难度设置通过以下项缩放怪物属性",
 "difficulty,": "难度，",
 "difficulty, not the combat one. On the hardest management setting the last stage is a standing": "难度，不是战斗难度。在最难的管理设置下，最后阶段是常驻的",
 "difficulty.": "难度。",
 "digs": "挖掘",
 "dim,": "昏暗，",
 "diminishing returns": "收益递减",
 "dine": "用餐",
 "dining": "餐厅",
 "dire...": "直接...",
 "direction": "方向",
 "dirt-covered": "沾满泥土的",
 "dis...": "不...",
 "disables": "禁用",
 "disappears": "消失",
 "disappears,": "消失，",
 "discarded": "丢弃的",
 "discipline": "纪律",
 "discipline.": "纪律。",
 "discipline?": "纪律？",
 "discontent": "不满",
 "discontented": "不满",
 "discovered": "发现",
 "discovering,": "发现，",
 "discussing": "讨论",
 "disgusting.": "恶心。",
 "dish": "菜肴",
 "dish.": "菜肴。",
 "dismiss": "解雇",
 "dismissively,": "不屑一顾地，",
 "dispatch": "派遣",
 "dispatched": "派出",
 "displaying": "展示",
 "displeased.": "不悦。",
 "disposition,": "性情，",
 "disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character": "性格倾向、身体特征、成长经历及其他决定性要素，可在角色",
 "disrupting": "牵制",
 "disrupts": "中断",
 "dissatisfaction": "不满",
 "dissatisfaction.": "不满。",
 "dissatisfied": "不满意",
 "distributed,": "已分配，",
 "distribution,": "分配，",
 "dmg /": "伤害 /",
 "do": "做",
 "do if the developers activate it.": "在开发者启用后会如何运作。",
 "do if the developers wire it up.": "在开发者将其接上后产生的作用。",
 "do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken": "如果在战斗中{0}秒内不移动，造成的伤害增加{1}%，受到的伤害",
 "do...": "做...",
 "docile": "温顺的",
 "docile.": "温顺。",
 "documents": "文件",
 "documents what each": "记录每个",
 "documents,": "文件，",
 "dodged or missed": "被闪避或未命中的",
 "does": "做",
 "does not": "并不",
 "does not match the site build (": "与网站构建不匹配（",
 "does not match the version the site was built against (": "与网站构建版本不匹配（",
 "does not scale with the caster's attack power": "不随施法者的攻击力缩放",
 "does not use ammo - only a bow does.": "不消耗弹药 - 只有弓才消耗。",
 "does...": "做...",
 "doesn't": "不",
 "doesn't have enough main skill points.": "主技能点不足。",
 "doesn't have enough sub skill points.": "辅技能点不足。",
 "dog.": "狗。",
 "doing": "在做",
 "don't": "不要",
 "done": "完成",
 "done,": "完成，",
 "doors": "门",
 "doubt": "怀疑",
 "doubting": "怀疑",
 "down": "向下",
 "down,": "向下，",
 "down.": "下去。",
 "down...": "下...",
 "down?": "向下？",
 "dps": "dps",
 "drag": "拖拽",
 "dragging": "拖动",
 "dragon": "龙",
 "drags": "拖拽",
 "drain": "汲取",
 "drain energy from their surroundings, slowly turning parts of the continent into": "不断从周围汲取魔力，慢慢地将大陆转变为一片",
 "drains": "降低",
 "draw": "拉开",
 "dread": "恐惧",
 "dressing": "处理",
 "dried biscuit.": "干燥饼干。",
 "drifts": "漂浮",
 "drinking": "饮用",
 "drop at": "掉落于",
 "drop: {#}": "掉落：{#}",
 "droplets": "水滴",
 "droplets.": "水滴。",
 "drops": "掉落",
 "drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively ...": "低于某值时，单位将自动寻找并食用食物，且饥饿会负面...",
 "drowsy.": "感到困倦的时间段。",
 "drums,": "鼓声，",
 "dry": "干燥",
 "dry,": "干燥，",
 "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-eqbonusfilter dsb-eqfxfilter": "dsb-eqbonusfilter dsb-eqfxfilter",
 "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-search dsb-eqfxq": "dsb-search dsb-eqfxq",
 "dsb-search dsb-sg-monq": "dsb-search dsb-sg-monq",
 "dsb-sg-row dsb-sg-fight": "dsb-sg-row dsb-sg-fight",
 "dsb-sg-row dsb-sg-sup": "dsb-sg-row dsb-sg-sup",
 "dsb-sg-row dsb-sg-up": "dsb-sg-row dsb-sg-up",
 "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",
 "dsb_bar_sticky cleared by row 1": "dsb_bar_sticky 由第 1 行清除",
 "dsb_bar_sticky written by row 1": "dsb_bar_sticky 由第 1 行写入",
 "dsb_pin_sticky round-trips through row 2": "dsb_pin_sticky 在第 2 行中往返",
 "dsb_pin_sticky written by row 2": "dsb_pin_sticky 由第 2 行写入",
 "dsempty dsempty-sec": "dsempty dsempty-sec",
 "due": "由于",
 "dug": "挖了",
 "dug-up": "挖出",
 "dungeon": "地下城",
 "dungeon depletion, debuff and recovery": "地下城枯竭、减益与恢复",
 "dungeon rooms": "地下城房间",
 "dungeon,": "地下城，",
 "dungeon, all unsaved progress will be lost.": "地下城中，所有未保存的进度都将丢失。",
 "dungeon.": "地下城。",
 "dungeons": "地下城",
 "dungeons.": "地下城。",
 "durability": "耐久度",
 "durability and no attacks of its own - a target, not a fight.": "耐久度，且没有自己的攻击--一个目标，而不是一场战斗。",
 "durability is under 30%": "耐久度低于 30%",
 "durability per second, but only between attacks - it cannot heal through your damage.": "每秒耐久度，但仅在攻击之间--它无法通过你的伤害来治疗。",
 "durability.": "耐久度。",
 "durable": "耐用",
 "durable.": "耐用。",
 "during": "期间",
 "duties.": "职责。",
 "dwells": "居住",
 "dwelt,": "居住，",
 "dyed": "染色的",
 "each": "每个",
 "eagerly": "渴望地",
 "earning": "获得",
 "ears": "耳朵",
 "ease.": "轻松。",
 "eases.": "缓和。",
 "easily.": "容易。",
 "easy": "容易",
 "eat": "吃",
 "eat anything. Their racial mood quirk is": "什么都吃。他们的种族心情特性是",
 "eat,": "吃，",
 "eating": "吃饱饭",
 "eats anything without hesitation.": "吃什么都能毫不犹豫。",
 "echoes": "回荡",
 "edgar.js + fs-geom.js": "edgar.js + fs-geom.js",
 "edge": "边缘",
 "edits did work. See": "的编辑是有效的。参见",
 "eerie,": "怪异，",
 "eff": "有效",
 "effect": "效果",
 "effect (see the note under the table).": "效果（见表下注释）。",
 "effect,": "效果，",
 "effect, when a unit has it, restores durability every second while active.": "效果在单位拥有时，生效期间每秒恢复耐久度。",
 "effect.": "效果。",
 "effect. The effect": "效果。该效果",
 "effective": "有效的",
 "effects": "效果",
 "effects.": "效果。",
 "efficient": "高效的",
 "eighty": "八十个",
 "el...": "鳞片工匠是技艺精湛的工匠，他们将龙鳞制成令人惊叹的护甲和武器。他们对材料的掌握无与伦比，每件作品都证明了他们的奉献精神和精湛技艺。鳞片工匠的作品不仅实用，而且美丽、强大，备受追捧。",
 "elegant!": "优雅！",
 "elemental": "元素",
 "elemental stone": "元素石",
 "elements": "元素",
 "elements,": "元素，",
 "else": "其他",
 "embedded": "镶嵌",
 "emerge": "出来",
 "emergency": "应急",
 "emerges": "出现",
 "emotions.": "情绪。",
 "empire": "帝国",
 "empty / unreleased": "空白 / 未发布",
 "enabled.": "启用。",
 "encased": "包裹",
 "encirclement": "包围",
 "end": "结束",
 "ending. It does not clear the region or unlock Festering Burrow (": "结局。它不会通关该区域，也不会解锁溃烂地穴（",
 "endless questions, {0}": "无尽的问题，{0}",
 "ends.": "结束。",
 "enduring": "承受",
 "enemies": "敌人",
 "enemies that enter its": "进入其的敌人",
 "enemy": "敌人",
 "enemy,": "敌人，",
 "enemy.": "敌人。",
 "energized.": "充满活力。",
 "energy": "能量",
 "energy.": "能量。",
 "engaging, and who gets hit": "交战，以及谁会被打到",
 "engineering.": "工程。",
 "enhances": "增强",
 "enhancing": "增强",
 "enjoyable": "令人愉快的",
 "enough": "足够",
 "enough.": "足够。",
 "enough.\"": "足够。”",
 "ensured": "确保",
 "enter": "进入",
 "entered": "进入",
 "entire": "整块",
 "entirely.": "完全。",
 "entity": "实体",
 "enum, driven every time a unit moves by": "枚举，每次单位移动时由",
 "envelop": "包裹",
 "envelops": "包裹",
 "environment": "环境",
 "environment conditions (±30% Perception) and the +3 Perception Elixir are best read as": "环境条件（±30% 感知）和 +3 感知灵药最好看成",
 "environment.": "环境。",
 "environments.": "环境。",
 "equal": "等于",
 "equal to 300% of the skill owner's": "相当于技能所有者300%的",
 "equal to {1}% of": "等同于 {1}% 的",
 "equal to {1}% of magic attack power": "等同于 {1}% 的 magic attack power",
 "equal to {1}% of magic attack power for {0}": "等同于 {1}% 的 magic attack power for {0}",
 "equally": "同样",
 "equip": "装备",
 "equip defaults": "装备默认",
 "equip the weapon, no skill points": "装备该武器，无需技能点",
 "equip.": "装备。",
 "equipment": "装备",
 "equipment items": "装备物品",
 "equipped": "已装备",
 "equipped - click to remove": "已装备 - 点击移除",
 "escape": "逃离",
 "essence": "精华",
 "essential": "不可或缺",
 "even": "甚至",
 "event": "事件",
 "event steps": "事件步骤",
 "events": "事件",
 "events that occurred during gameplay, providing explanations for various situations that arose.": "在游玩过程中发生的事件，提供各类情况的说明。",
 "events,": "事件，",
 "eventually": "最终",
 "ever": "曾经",
 "every": "每",
 "every 10 seconds. This effect cannot stack.": "每 10 秒。此效果不可叠加。",
 "every 3rd basic attack": "每第 3 次普通攻击",
 "every level-up": "每次升级",
 "every skill, sortable": "所有技能，可排序",
 "every table, cross-linked; counts are the live row counts": "每张表互相链接；数量为当前行数",
 "every time you land a": "每次打出",
 "everyone": "所有人",
 "everyone,": "各位，",
 "everything": "一切",
 "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.": "以下全部已完整写入游戏文件（名称、效果、开发备注），但没有现用获取途径 - 无池权重、无事件、无配方。此处列为未来特殊招募；发布前细节可能变化。",
 "evidence": "证据",
 "evolves from {#}": "进化自 {#}",
 "ex...": "探...",
 "exact (verified)": "精确（已验证）",
 "examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "检查着你带回来的莫默克残骸，眉尖轻挑。",
 "examining": "检查",
 "examining the remains of a destroyed golem, he slowly turns to": "检查被摧毁的魔像残骸，他缓缓转向",
 "exceeds": "超过",
 "excel": "擅长",
 "excellent": "出色",
 "excellent!": "太棒了！",
 "exception,": "异常，",
 "exceptionally": "异常",
 "exchange": "交换",
 "excitement.": "兴奋。",
 "exhales": "呼出一口气",
 "exhausted.": "筋疲力尽。",
 "exhaustion": "疲惫",
 "exist in the game data but contain no skills yet. A recruit's": "存在于游戏数据中，但尚无技能。招募单位的",
 "existed.\"": "存在。”",
 "exists in this build - the weapon arrives without ammunition.": "在此构建中存在 - 武器抵达时没有弹药。",
 "exists,": "存在，",
 "exists.": "已存在。",
 "exp.": "经验值。",
 "exp...": "探...",
 "expect": "期望",
 "expect-it's": "期望--它",
 "expected": "期待",
 "expected per hit": "每次命中期望值",
 "expected.": "预期。",
 "exped...": "探险...",
 "expedi...": "探险...",
 "expedition": "探险",
 "expedition clan.": "探险队。",
 "expedition members": "探险队员",
 "expedition on the ground.": "探险中收集的物品放在地上。",
 "expedition teams": "探险队",
 "expedition teams to dungeons across the world.": "探险队前往世界各地的地下城。",
 "expedition's": "探险队的",
 "expedition,": "探险，",
 "expedition.": "探险。",
 "expedition. Higher ranks": "探险队。更高等级",
 "expedition...": "远征……",
 "expeditions": "探险队",
 "expeditions.": "探险队。",
 "expensive.": "昂贵。",
 "experience": "经验",
 "experience.": "经验。",
 "explored": "探索",
 "exploring": "探索",
 "exploring the": "探索",
 "exposure.": "暴露。",
 "expression": "表情",
 "expression,": "表情，",
 "expression.": "表情。",
 "expressions shift": "表情转变",
 "expressions shift from": "神情从",
 "exterior": "外部",
 "extinct": "灭绝",
 "extremely": "极度",
 "eyelids": "眼睑",
 "eyes": "眼睛",
 "eyes,": "眼睛，",
 "eyes.": "眼睛。",
 "face": "脸",
 "face...": "面对……",
 "facial": "面部",
 "facilities": "设施",
 "facilities.": "设施。",
 "factors via the 'Mood' section in the 'Status' tab.": "因素，通过“状态”标签中的“心情”部分。",
 "factors via the 'Mood' tab in the 'Status' panel.": "通过“状态”面板中的“心情”标签查看这些因素。",
 "fade": "消退",
 "failed": "失败",
 "faint": "微弱",
 "faint,": "微弱，",
 "fainted": "昏厥",
 "fairly": "相当",
 "faithful.": "信徒。",
 "faithfully": "忠实地",
 "fall quiet for a moment, you": "暂时安静下来，你",
 "fall quiet for a moment, you slowly continue speaking.": "暂时安静下来，你慢慢地继续说道。",
 "fall; Mood below 0 makes Stress rise proportionally.": "下降；心情低于 0 会使压力按比例上升。",
 "falling": "落后",
 "falls": "降至",
 "false": "false",
 "familiar": "熟悉的",
 "familiar with the game": "熟悉游戏的玩家",
 "far": "远",
 "far.\"": "远。\"",
 "farm crop.": "农场作物。",
 "farmers,": "农民，",
 "farming spots": "采集地点",
 "farthest sight": "最远视野",
 "fascinating.": "有意思。",
 "fashioned": "制成",
 "fast": "快速",
 "faster": "更快",
 "fatigu...": "疲...",
 "fatigue": "疲劳",
 "fearful": "胆怯的",
 "fearsome": "可怕的",
 "fearsome destructive": "可怕的破坏力",
 "feeble": "虚弱的",
 "feeding, diets and settler mood": "喂食、饮食与开拓者心情",
 "feeds the burn DoT and detonator terms below (not a computeBuild token).": "为下方的燃烧持续伤害和引爆项提供数值 (不是 computeBuild 标记)。",
 "feel": "感觉",
 "feels": "感觉",
 "feet.": "脚。",
 "fewer": "更少",
 "fgroup fplain": "fgroup fplain",
 "fgroup ftop": "fgroup ftop",
 "fi...": "fi...",
 "field does nothing on current builds, because the unlock is re-derived on every load. The only save-side lever is the previous region's": "字段在当前版本中无效，因为每次加载都会重新推导解锁。存档侧唯一能改动的是上一区域的",
 "field,": "领域，",
 "field-dressing": "野外处理",
 "fiercely": "猛烈地",
 "fight...": "战斗...",
 "fighting.": "战斗着。",
 "file": "文件",
 "file with the same": "同名文件",
 "file.": "文件。",
 "files, one per campaign autosave (roughly 1-2 MB each). Alongside them live:": "文件，每个战役自动存档一个（大约各 1-2 MB）。旁边还有：",
 "fill": "填饱",
 "filled": "充满",
 "filling.": "饱腹。",
 "fills": "填充",
 "filtered of": "已过滤，共",
 "filters dsb-facefilter": "filters dsb-facefilter",
 "filters dsb-sg-monchosen": "filters dsb-sg-monchosen",
 "filters dsb-sg-monfacet": "filters dsb-sg-monfacet",
 "filters dsb-sg-squad": "filters dsb-sg-squad",
 "final": "最终",
 "finally": "终于",
 "financial": "财务",
 "find": "找到",
 "find...": "找到……",
 "finding": "发现",
 "fine": "细腻",
 "finely chopped turnips": "细碎大头菜",
 "finely ground": "细磨的",
 "fingerti...": "指尖漫不经心地拨弄着弓弦。“记住，恐惧并不可耻。虽然我自己很少用到它。”短暂的停顿后，她斜睨了你一眼，轻轻耸了耸肩。“如果恐惧控制了你，那么离开也并不可耻。”",
 "fingertips": "指尖",
 "fingertips.": "指尖。",
 "finish": "完成",
 "finished": "已完成",
 "fir...": "起先...",
 "fire": "火",
 "fire.": "火。",
 "fires at your base (not in the dungeon); requires at least one living settler; repeatable with an event cooldown of 4320.": "在你的据点触发（不在地下城中）；至少需要一名存活的拓荒者；可重复，事件冷却为 4320。",
 "firm.": "坚定。",
 "firmly.": "坚定地。",
 "first": "第一",
 "first kill": "首次击杀",
 "first stage": "第一阶段",
 "first,": "起初，",
 "first.": "先完成。",
 "first.\"": "首先。\"",
 "fish.": "鱼。",
 "fissure,": "裂隙，",
 "fit - every chest that accepts it and every backpack is full.": "适合 - 每个接受它的箱子和每个背包都已满。",
 "fit - the backpack and every chest that accepts it are full.": "合适--背包和所有接受它的箱子都满了。",
 "fit in the backpack.": "装入背包。",
 "fitting": "合适的",
 "fittings.": "配件。",
 "fixed": "固定的",
 "fixed events": "固定事件",
 "flag is set and re-opens each cleared region's neighbour (": "标志已设置的区域，并重新打开每个已通关区域的相邻区域（",
 "flag on current builds. Unlock state is re-derived on every load, so the edit does nothing (": "标志（当前版本）。解锁状态会在每次加载时重新推导，所以这样改没有效果（",
 "flag on each stat says which kind a bonus is.": "标志表明加成属于哪一种。",
 "flag that drives the unlock chain.": "标志，该标志驱动解锁链。",
 "flag, which hints the two sides can be treated differently, but that is an inference, not a confirmed rule.": "标志，这暗示两侧可以区别对待，但那只是推断，不是已确认的规则。",
 "flame": "火焰",
 "flame,": "火焰，",
 "flames": "火焰",
 "flat": "固定",
 "flat 3 magic damage per stack, every second": "每层每秒固定 3 魔法伤害",
 "flat 5 physical damage per stack, every second": "每层每秒 5 点固定物理伤害",
 "flat amount per stack, per second": "每层每秒的固定值",
 "flat resistances": "固定抗性",
 "flat, does not scale with attack power": "固定值，不随攻击力提高",
 "flavor": "风味",
 "flavor,": "风味，",
 "flavor.": "风味。",
 "flee.": "逃跑。",
 "fleeing": "逃跑",
 "flies": "飞",
 "flies over the": "飞过",
 "flip": "翻",
 "flips": "翻",
 "floor": "层",
 "floor 1: 11.7%; floor 2: 7.76%; floor 3: 12.9%; floor 4: 11.9%": "第 1 层：11.7%；第 2 层：7.76%；第 3 层：12.9%；第 4 层：11.9%",
 "floor 1: 23.6%; floor 2: 8.15%; floor 3: 8.13%; floor 4: 7.26%": "第 1 层：23.6%；第 2 层：8.15%；第 3 层：8.13%；第 4 层：7.26%",
 "floor 2: 19.0%; floor 3: 30.7%; floor 4: 28.4%": "第 2 层：19.0%；第 3 层：30.7%；第 4 层：28.4%",
 "floor 2: 19.9%; floor 3: 19.8%; floor 4: 17.8%": "第 2 层：19.9%；第 3 层：19.8%；第 4 层：17.8%",
 "floor 2: 70.8%; floor 3: 83.6%; floor 4: 82.0%": "第 2 层：70.8%；第 3 层：83.6%；第 4 层：82.0%",
 "floor 2: 72.4%; floor 3: 73.4%; floor 4: 69.5%": "第 2 层：72.4%；第 3 层：73.4%；第 4 层：69.5%",
 "floor 5: 100.0%": "第 5 层：100.0%",
 "floor {#}": "{#} 层",
 "floor {#}: {#}": "第 {#} 层：{#}",
 "floor-sim rollFloor:": "floor-sim rollFloor:",
 "floor?": "层吗？",
 "floors": "层",
 "flower": "花朵",
 "flowers.": "花朵。",
 "flowing": "流出",
 "flows": "流动",
 "flute,": "长笛，",
 "fo...": "为...",
 "focuses": "专注于",
 "folded into the stat sheet.": "折叠到属性表中。",
 "follow": "遵循",
 "following": "以下",
 "food": "食物",
 "food.": "食物。",
 "for": "为",
 "for 10s": "持续10秒",
 "for 180 seconds.": "持续 180 秒。",
 "for 180s": "180 秒",
 "for 2 days. The first breakdown is survivable; only a": "持续 2 天。首次崩溃可以撑过去；只有",
 "for 300s": "300 秒",
 "for 3s": "3 秒",
 "for 60 seconds.": "持续 60 秒。",
 "for 600s": "600 秒",
 "for 720s": "720 秒",
 "for a": "为一个",
 "for a heal, and a blue": "为治疗，蓝色",
 "for a moment, but the members' discontent": "片刻，但队员们的不满",
 "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": "为护盾/屏障 - 全是正向，按合计一起排序。怪物技能也显示写明的百分比；各难度的具体数字在每项技能自己的页面上。",
 "for alert scouts, as low as": "为警戒斥候，最低",
 "for checking the": "用于检查",
 "for combat scaling,": "用于战斗缩放，",
 "for each one. The talent rating decides how much that stat grows each time the unit levels up. Ratings run across 5 tiers.": "对应每一项。天赋等级决定该单位每次升级时该属性成长多少。等级共分 5 档。",
 "for each variant.": "每种变体。",
 "for every": "每",
 "for every quest-recruitable and future special character.": "了解所有可通过任务招募及未来的特殊角色。",
 "for machine-consumption notes.": "机器读取说明。",
 "for mitigation purposes. The element labels on spells are only a UI color, and enemies have just 2 defensive stats,": "用于减伤。法术上的属性标签只是界面颜色，敌人只有 2 项防御属性，",
 "for most monsters, up to": "为多数怪物，最高",
 "for per-item obtainability.": "查看每件物品的可获取性。",
 "for playing.": "用于游戏。",
 "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": "为迟缓怪物），选择白天或夜晚，并开关夜视或你自己的潜行。完整机制 - 视线、警戒条、仇恨修正和感知误区 - 见",
 "for the economy).": "用于经济）。",
 "for the rest of the expedition.": "持续到本次探险结束。",
 "for the sacred": "对神圣的",
 "for their aptitudes and lore.": "了解其资质和设定。",
 "for those odds. Looking for plain numbers instead? See": "查看那些概率。想看纯数字？参见",
 "for {#}s": "{#} 秒",
 "for {0}": "持续{0}",
 "for {0} seconds, dealing {2}% of ...": "持续 {0} 秒，造成 {2}% 的...",
 "for {0} seconds.": "持续 {0} 秒。",
 "for {1} seconds.": "持续 {1} 秒。",
 "for {2}": "持续 {2}",
 "force": "力量",
 "forcibly": "强制",
 "forearm.": "前臂。",
 "forest": "森林",
 "forest's": "森林的",
 "forest,": "森林，",
 "forest.": "森林.",
 "forest.\"": "森林。\"",
 "forests": "森林",
 "forget,": "忘了，",
 "forget:": "忘记：",
 "forgetting": "忘记",
 "forging": "锻造",
 "form": "形态",
 "formidable!": "强大！",
 "forms": "形成",
 "forward": "向前",
 "forward rather than granting items:": "前进，而不是发放物品：",
 "forward,": "向前，",
 "fought,": "战斗过，",
 "foul": "恶臭",
 "foul-smelling": "恶臭",
 "found": "发现",
 "found on the map.": "地图上找到。",
 "foundation": "基础",
 "four": "四",
 "fr...": "来自...",
 "fragile.": "脆弱。",
 "free": "免费",
 "free random settler": "免费随机拓荒者",
 "free, the next comes at level": "个空闲，下一条在等级",
 "freezes": "冻结",
 "frenzied": "狂热的",
 "fresh": "新鲜",
 "fresh vegetables.": "新鲜蔬菜。",
 "frightened": "受惊的",
 "from": "来自",
 "from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter. It recovers over time on a timer.": "从 5（全满）降到 0（完全枯竭）。反复刷同一层会抽干其计数器。它按计时器随时间恢复。",
 "from hardened carapace.": "由坚硬的甲壳制成。",
 "from phase 1 onward - each group below is one possible room population.": "从第 1 阶段起 - 以下每组均为一种可能的房间单位构成。",
 "from phase 2 onward - each group below is one possible room population.": "从阶段 2 起 - 下方每组为一种可能的房间配置。",
 "from phase 3 onward - each group below is one possible room population.": "从阶段 3 起 - 下方每组为一种可能的房间配置。",
 "from phase 4 onward - each group below is one possible room population.": "从阶段 4 起 - 下方每组为一种可能的房间配置。",
 "from the": "来自",
 "from the bones of beasts.": "用兽骨制成。",
 "from the first surrounding unit. The bonus would work for and against you, since combat resolution is faction-agnostic.": "从第一个包围单位起生效。该加成对你有效也对你不利，因为战斗结算不分阵营。",
 "from the party": "从队伍中",
 "from the smallest": "从最微小的",
 "from these pre-authored area templates: one is rolled per camp slot (higher": "来自这些预先制作的区域模板：每个营地栏位抽取一个（越高",
 "from wood.": "木制。",
 "from...": "来自……",
 "front": "前面",
 "fruit occasionally found on Luma trees.": "偶尔能在鲁玛树上找到的果实。",
 "full mechanics ›": "完整机制 ›",
 "full table in Spawns in the world below": "完整表格见下方“在世界中出现”",
 "full.": "已满。",
 "fully": "完全地",
 "functioning": "运作",
 "functioning.": "运作。",
 "functions.": "运作。",
 "fundamental": "基本的",
 "funeral": "葬礼",
 "furniture buildings": "家具建筑",
 "furniture such as beds and tables to manage mood.": "床、桌等家具来管理心情。",
 "furrow": "皱眉",
 "furrows": "皱起",
 "further!": "更远！",
 "fussy.": "挑剔。",
 "future": "未来",
 "gain": "获得",
 "gaining a": "获得",
 "gains": "获得",
 "gamble": "赌博",
 "gambling": "赌博",
 "game": "游戏",
 "game beside her still": "她身边的猎物仍然",
 "game constant": "游戏常量",
 "game constants": "游戏常量",
 "gameplay": "玩法",
 "gameplay,": "游戏，",
 "gated": "锁定",
 "gated (no craft/drop/trade/event source)": "锁定 (无制作/掉落/交易/事件来源)",
 "gated unobtainable": "锁定不可获得",
 "gather": "采集",
 "gatherable": "可采集",
 "gatherable buildings": "可采集建筑",
 "gatherable resource node": "可采集资源节点",
 "gathering": "采集",
 "gathers": "采集",
 "gathers.": "聚集过来。",
 "gaze": "目光",
 "gazes": "凝视",
 "gear": "齿轮",
 "generated character(s) to carry the kits.": "生成的角色携带工具包。",
 "generated on the fly when the level-up screen opens": "在升级界面打开时即时生成",
 "generating": "生成中",
 "generous": "慷慨的",
 "gentle": "温和的",
 "gestures.": "姿态。",
 "get": "获得",
 "gets": "受到",
 "getting hit": "被击中",
 "giant": "巨大",
 "giant,": "巨人，",
 "gigantic": "巨大的",
 "give": "给予",
 "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).": "为周围每个单位提供 +10% 命中和 +5% 暴击，从第一个起即生效，没有层数上限 - 并且对称（包围你单位的敌人也会受益）。",
 "give...": "下达...",
 "given": "给予",
 "gives": "给予",
 "gives 4 quests. This is the order the tables put them in.": "提供 4 个任务。这是表中列出的顺序。",
 "gives 8 quests. This is the order the tables put them in.": "提供 8 个任务。这是表中列出的顺序。",
 "gives 9 quests. This is the order the tables put them in.": "提供 9 个任务。这是表中列出的顺序。",
 "glances": "瞥了一眼",
 "gloves": "手套",
 "gloves,": "手套，",
 "glow": "光芒",
 "glowing": "发光",
 "glows": "发光",
 "go": "去",
 "go.": "去。",
 "goal": "目标",
 "goal,": "目标,",
 "goals": "目标",
 "goblins": "哥布林",
 "goblins,": "哥布林，",
 "gods": "诸神",
 "goes": "去了",
 "going.": "走了。",
 "gold": "金币",
 "gold +300": "金币 +300",
 "gold +500": "金币 +500",
 "gold cost of keeping a recruited unit in your clan; higher-level units cost more upkeep.": "金币花费，用于把招募单位留在探险队中；更高等级的单位维持费更高。",
 "gold, population, recruit candidates, region map state, safe-floor skip toggle": "金币、人口、招募候选人、区域地图状态、跳过安全层开关",
 "golem": "魔像",
 "golem,": "魔像，",
 "gone": "消失",
 "gone;": "消失；",
 "good": "好",
 "goods": "商品",
 "goods and": "货物和",
 "goods.": "货物。",
 "got": "获得",
 "grace": "恩典",
 "gracefully": "优雅地",
 "gradually": "逐渐",
 "grain": "纹理",
 "grain.": "纹理。",
 "grains.": "谷物。",
 "grant": "授予",
 "granting": "施加",
 "grants": "赋予",
 "grass": "草",
 "grass.": "草。",
 "grave": "坟墓",
 "grave exudes a foreboding presence.": "坟墓散发出不祥的气息。",
 "gray": "灰色",
 "great": "巨大",
 "greater": "更大的",
 "greedy": "贪婪的",
 "green": "绿色",
 "green crystal.": "绿色水晶。",
 "grew": "增长",
 "grids, for example by setting them to": "网格，例如把它们设为",
 "grilling": "烧烤",
 "grotesque": "怪异",
 "grotesque-looking": "怪诞的",
 "ground": "地面",
 "ground,": "地面，",
 "ground.": "地面。",
 "group": "团队",
 "group sb-dmg": "group sb-dmg",
 "group sb-set": "group sb-set",
 "grow": "成长",
 "grow:": "滋生：",
 "growing": "生长",
 "growling": "低吼",
 "grows": "生长",
 "growth": "成长",
 "growth potential for a": "成长潜力",
 "grub": "幼虫",
 "grub.": "幼虫。",
 "grueling": "艰苦",
 "guaranteed on every floor": "每层必定出现",
 "guard": "格挡",
 "guardian": "守护者",
 "guide.": "指南。",
 "guil...": "公会...",
 "guild": "公会",
 "guild officer": "公会官员",
 "guild's": "公会的",
 "guild.": "公会。",
 "ha...": "哈…",
 "had": "曾",
 "had its outcome changed.": "的结果已更改。",
 "half": "一半",
 "half wait": "一半",
 "hand": "手",
 "handle": "手柄",
 "handle,": "操控，",
 "handle.": "手柄。",
 "handled": "处理",
 "handling surcharge for each inscription": "每条铭文的手续附加费",
 "handling,": "处理，",
 "hands": "鳞片工匠是技艺精湛的工匠，他们将龙鳞制成令人惊叹的护甲和武器。他们对材料的掌握无与伦比，每件作品都证明了他们的奉献精神和精湛技艺。鳞片工匠的作品不仅实用，而且美丽、强大，备受追溯。",
 "hands.": "手上。",
 "happened?": "发生了什么？",
 "harboring": "藏匿着",
 "hard": "困难",
 "hard cap": "硬上限",
 "hard...": "艰难……",
 "hardened": "硬化",
 "hardens.": "变硬了。",
 "hardier": "更强壮",
 "hardly": "几乎不",
 "hardships": "苦难",
 "harmful": "有害",
 "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:": "有害的。有害效果会削弱你的单位（例如某项属性 −30%、命中几率降低、眩晕）或强化怪物 - 因此会直接削减你的伤害和生存能力。各档数量：",
 "harnessing": "驾驭",
 "harp": "竖琴",
 "harsh": "恶劣",
 "harshest negative environment stat debuffs (-30% to a major each) into your attacker.": "项最苛刻的负面环境属性减益（每项对一项主要属性 -30%）计入你的攻击者。",
 "has": "具有",
 "has 205 + 9x20 =": "的单位为 205 + 9x20 =",
 "has already": "已",
 "has already been": "已",
 "has already run": "已经运行过",
 "has already wiped out two more": "已经又消灭了另外两支",
 "has been": "已经",
 "has been cleared": "已清除",
 "has been killed 1×": "已被击杀 1×",
 "has been killed 1×)": "已被击杀 1×)",
 "has been used": "已被使用",
 "has changed from 10 to 2.": "已从 10 改为 2。",
 "has changed from 10 to 4.5.": "已从 10 改为 4.5。",
 "has changed from 12 to 5.": "已从 12 改为 5。",
 "has changed from 2 to 1.": "已从 2 改为 1。",
 "has changed from 3 to 1.5.": "已从 3 改为 1.5。",
 "has changed from 8 to 3.": "已从 8 改为 3。",
 "has never been defeated": "从未被击败",
 "has no": "没有对应的",
 "has no components": "没有组件",
 "has no entity": "没有实体",
 "has no player affecter in the game data - only the header fields change.": "在游戏数据中没有玩家影响者 - 只有标题字段会改变。",
 "has no player affecter in the game data - the economy tables above still change.": "在游戏数据中没有玩家影响者 - 上面的经济表仍然会改变。",
 "has no position": "没有位置",
 "has no rotation": "没有旋转",
 "has not run yet": "尚未运行",
 "has two modes:": "有两种模式：",
 "hastily": "仓促地",
 "hatches into": "孵化为",
 "have": "具有",
 "have a chance to be found in treasure chests in the dungeon.": "有几率在地下城的宝箱中找到。",
 "have changed from 1, 1, 1, 0.67, 0.34 to 1, 1, 1, 1, 1.": "已从 1, 1, 1, 0.67, 0.34 改为 1, 1, 1, 1, 1。",
 "have no maximum defined in the tables (see the note above).": "在表中没有定义上限（见上方说明）。",
 "have {0}% more health and": "拥有额外 {0}% 生命值，并且",
 "having": "拥有",
 "hb-stage hb-over": "hb-stage hb-over",
 "hb-stage hb-under": "hb-stage hb-under",
 "he": "他",
 "he silently opens his notebook and reads through them.": "他默默翻开笔记本浏览其中的内容。",
 "he silently opens his notebook and skims through the contents.": "他默默翻开笔记本，浏览其中的内容。",
 "he...": "他...",
 "head": "头部",
 "healed.": "的治疗。",
 "healing": "治疗",
 "healing and": "治疗和",
 "healing items": "治疗物品",
 "heals you for a percentage of the damage you deal. The three inscription grades add a": "会按你造成伤害的一定百分比治疗你。三个铭文等级各加",
 "health": "生命值",
 "health and energy ratios. Summon a creature while wounded and it arrives wounded.": "生命值和能量比例。在受伤时召唤生物，它也会带着伤到来。",
 "health-restoring": "恢复生命值",
 "health.": "生命值。",
 "hear": "听见",
 "heard": "听说",
 "hearing": "听说",
 "hears": "听到",
 "hearty!": "衷心！",
 "heat": "热量",
 "heat.": "热量。",
 "heavens.": "天哪。",
 "heavier": "更重",
 "heavy": "沉重",
 "heavy hits (protects both weapon and armor),": "重击（同时保护武器和护甲），",
 "held": "持有",
 "held.": "握住。",
 "helmet": "头盔",
 "helmet made of bronze.": "青铜头盔。",
 "help,": "帮助，",
 "help. If you get wiped out again,": "帮助。如果你再次被消灭，",
 "helped.": "帮助了。",
 "helped...": "helped...",
 "helpful and": "有益和",
 "helpful.": "有帮助。",
 "helps": "帮助",
 "her": "她的",
 "her appearance, she": "她的打扮来看，她",
 "her expression": "她的表情",
 "her kill, she senses your presence and spins around": "猎物时，她察觉到你的存在并转身",
 "her.": "她。",
 "herb with": "具有...特性的草药",
 "herb with healing": "具有治疗特性的草药",
 "here": "这里",
 "here from your extra trees": "来自你的额外技能树",
 "here's": "这是",
 "here.": "这里。",
 "here.\"": "这里。\"",
 "here.\"\"": "这里。””",
 "here?": "这里？",
 "herself": "她自己",
 "hi...": "嗨……",
 "hidden": "隐藏",
 "hidden by default": "默认隐藏",
 "hidden: this race can never have them)": "隐藏：该种族永远无法拥有）",
 "hidden: this race can never roll them)": "隐藏：该种族永远不会掷出这些）",
 "hide": "隐藏",
 "hide spoiler": "隐藏剧透",
 "hide traits & skills too": "也隐藏特质和技能",
 "hide where/how to find things": "隐藏获取地点与方式",
 "high": "高",
 "higher": "更高",
 "him.": "他。",
 "him...": "他...",
 "himself": "他自己",
 "himself.": "他自己。",
 "hinders the movement of": "迟滞对象的行动",
 "hint at a future light/dark axis, and": "暗示未来的光/暗轴，以及",
 "his": "他的",
 "his...": "他的……",
 "history,": "历史，",
 "hit": "命中",
 "hit.": "击中。",
 "hold": "握住",
 "holding": "握着",
 "holds": "持有",
 "holds cached header metadata for the load menu": "保存读档菜单用的缓存头信息",
 "holds graphics, sound and keybindings": "保存画面、声音和按键绑定",
 "hole": "洞",
 "hole,": "洞，",
 "hole.": "洞穴。",
 "hollow": "空洞的",
 "honest,": "老实说，",
 "honoring": "尊敬",
 "hood": "兜帽",
 "hope...": "希望...",
 "horizontal": "横向",
 "horn,": "号角，",
 "horn.": "号角。",
 "horrible": "可怕的",
 "hostile": "敌对",
 "hours": "小时",
 "housing rooms": "住宅房间",
 "how": "如何",
 "how hard you have": "你有多努力",
 "how new regions open up": "新区域如何开放",
 "how region unlocks work": "区域如何解锁",
 "how the code does it": "代码怎么做",
 "howl": "嚎叫",
 "howling": "嚎叫",
 "human": "人类",
 "humbly": "谦逊地",
 "hun...": "嗯……",
 "hunger": "饥饿",
 "hunger.": "饥饿。",
 "hunger...": "饥饿……",
 "hunt": "狩猎",
 "hunt,": "狩猎，",
 "hunt.\"": "捕猎。”",
 "hunted": "捕猎着",
 "hurt": "疼",
 "hypothesis.\"": "假说。”",
 "identify the entity type and its table:": "标识实体类型及其所属表：",
 "if": "如果",
 "if Stress maxes out": "如果压力达到上限",
 "if activated (no effect in this build)": "若启用（本版本无效果）",
 "ignore": "无视",
 "ignored.": "被忽略。",
 "ignoring": "无视",
 "imbued": "蕴含",
 "imm...": "不朽...",
 "immaculate,": "纯洁，",
 "immediate": "立即的",
 "immediatel...": "立即...",
 "immediately": "立即",
 "immune": "免疫",
 "immune to": "免疫",
 "imp...": "小鬼...",
 "impact": "冲击",
 "impact.": "冲击力。",
 "impacts.": "冲击。",
 "impending": "即将来临的",
 "imported": "已导入",
 "impressive.\"": "令人印象深刻。\"",
 "improve": "改善",
 "improve.": "改善。",
 "improved": "改善",
 "improved,": "改善，",
 "improves": "改善",
 "in": "在",
 "in 6 steps: 24 / 48 / 72 / 96 / 120 / 144.": "，分 6 档：24 / 48 / 72 / 96 / 120 / 144。",
 "in Dungeon": "地下城内",
 "in Tutorial (F1 ~100% - F2 ~100% - F3 ~100% - F4 ~100% of visits, 1 per room). -": "在教程 (F1 ~100% - F2 ~100% - F3 ~100% - F4 ~100% 次访问，每房间 1)。 -",
 "in Tutorial (F1 ~100% - F2 ~100% - F4 ~100% of visits, 4 per room);": "在教程 (F1 ~100% - F2 ~100% - F4 ~100% 的访问，每房间 4);",
 "in Tutorial (F1 ~100% - F2 ~100% of visits, 3 per room);": "在教程 (F1 ~100% - F2 ~100% 的访问，每房间 3);",
 "in Tutorial floors 1-2 (~100% per floor); 寂静帷幕 floors 1-2 (~25% per floor)": "在教程 1-2 层 (~100% 每层); 寂静帷幕 1-2 层 (~25% 每层)",
 "in Tutorial floors 1-4 (~100% per floor)": "在教程 1-4 层 (~100% 每层)",
 "in Tutorial floors 1-4 (~100% per floor); 寂静帷幕 floors 1-5 (~100% per floor)": "在教程 1-4 层 (~100% 每层); 寂静帷幕 1-5 层 (~100% 每层)",
 "in Tutorial floors 1-5 (~100% per floor); 寂静帷幕 floors 1-5 (~100% per floor)": "在教程 1-5 层 (~100% 每层); 寂静帷幕 1-5 层 (~100% 每层)",
 "in a": "在一个",
 "in a straight line": "沿直线",
 "in an": "在",
 "in front of you.": "在你面前。",
 "in front of you. Its eyes": "在你面前。它的眼睛",
 "in in-game minutes": "以游戏内分钟计",
 "in its material tier - pick a set below.": "（该材料档次）- 请在下方选择一套。",
 "in the": "在",
 "in the character": "在角色",
 "in the constant": "，位于常量",
 "in the melee/range reflect rows.": "（近战/远程反弹行）。",
 "in the same table).": "见同一张表）。",
 "in the settlement will remain where": "在据点中会留在原地",
 "in this build yet.": "在此版本中尚无。",
 "in this build.": "在此版本中。",
 "in your": "在你的",
 "in your settlement, or a": "（位于你的据点），或使用",
 "in {#}": "在 {#}",
 "in ~": "，约",
 "in-depth": "深入的",
 "in-game": "游戏内",
 "in-game minutes, which is 8 in-game hours. The timer starts full, so a new campaign rolls its first board right away. Candidates you did not hire are replaced; hire before the timer runs out if you want one of them.": "游戏内分钟自动抽出一批新候选人，即 8 游戏内小时。计时器开始时为满，因此新战役会立即抽出第一批招募板。未雇佣的候选人会被替换；若想要其中某人，请在计时器结束前雇佣。",
 "in-game time, about {#} of play at 1x speed": "游戏内时间，1 倍速下游玩约 {#}",
 "in.": "在。",
 "incisor": "门牙",
 "incomplete": "未完成",
 "increase": "提高",
 "increase)": "增加）",
 "increase.": "增加。",
 "increased": "已增加",
 "increases": "提高",
 "increases by": "提高",
 "increases by {0}%. When a shield is equipped,": "提高 {0}%。装备盾牌时，",
 "increases by {1}%, and the": "增加{1}%，且",
 "increases.": "增加。",
 "incredible.": "不可思议。",
 "incredibly": "惊人地",
 "index (": "索引 (",
 "index means.": "下标的含义。",
 "indirectly": "间接",
 "indiscriminately": "不加区分地",
 "individual effects": "个体效果",
 "individually": "单独",
 "individually capped: Low-grade": "分条设上限：低级",
 "infamous": "臭名昭著的",
 "infinite load": "无限加载",
 "inflicts": "施加",
 "influencing": "影响",
 "informs": "告知",
 "infused": "注入",
 "ingot": "锭",
 "ingots": "锭",
 "ingots.": "锭。",
 "inhabit": "栖息",
 "inhabits": "栖息",
 "inhales": "吸气",
 "injuries": "受伤",
 "inscribed": "刻有",
 "inscription": "铭文",
 "inscription odds": "铭文几率",
 "inscription odds & Inscription of Perfection": "铭文几率与完美铭文",
 "inscriptions": "铭文",
 "inscriptions.": "铭文。",
 "inscriptions:": "铭文：",
 "insect": "昆虫",
 "insect.": "昆虫。",
 "insects": "昆虫",
 "insects,": "昆虫,",
 "insects.": "昆虫。",
 "inside": "内部",
 "inside,": "里嫩，",
 "inside.": "里面。",
 "inside...": "里面...",
 "insignia": "徽章",
 "insignificant,": "微不足道，",
 "inspector's": "检查员的",
 "instant": "瞬间",
 "instant,": "刹那间，",
 "instant.": "即时。",
 "instantly": "瞬间",
 "instantly kills any non-boss enemy the moment it takes damage while at": "会在非首领敌人于以下状态受到伤害的瞬间立即杀死它",
 "int...": "有……",
 "integer": "整数",
 "intend": "打算",
 "intended": "专为",
 "intense": "强烈",
 "intent": "意图",
 "intentions": "意图",
 "inter": "之间",
 "inter-floor": "层间",
 "interacted": "已交互",
 "interacting": "交互",
 "interactive character planner": "交互式角色规划器",
 "interest.": "兴趣。",
 "interested": "感兴趣",
 "interested.": "感兴趣。",
 "interesting.": "有意思。",
 "interior": "内部",
 "interior.": "内部。",
 "intermediate": "中级",
 "into": "进入",
 "intruders.": "入侵者。",
 "invaded.": "被侵犯了。",
 "inventory.": "物品栏中。",
 "investigate": "调查",
 "investigating": "调查中",
 "investigation": "调查",
 "investigation is": "调查是",
 "invoke": "援引",
 "iron": "铁",
 "iron and wood.": "铁和木材。",
 "iron-containing": "含铁",
 "iron.": "铁。",
 "is": "是",
 "is a": "是",
 "is a combo of skills, passives and status effects that produces an outsized result. This list is rated honestly:": "是技能、被动和状态效果的组合，能打出远超单件之和的效果。本列表按实际强度评级：",
 "is a configurable what-if (type a Magic and Physical Attack). Pick a": "是可配置的假设（输入魔法攻击力和物理攻击力）。请选择",
 "is a flat 50% damage reduction, and": "是固定 50% 伤害减免，并且",
 "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.": "是同时满足全部门槛的最小布局：一块恰好达到最小面积的地板（可计数的格子网格），通过墙/地板品质门槛的最便宜档次的墙、地板和门，按真实占地摆放的所需家具，以及达到装饰品质合计的最小装饰组合 - 全部用游戏自身的地块和贴图按游戏内比例绘制。按预览原样搭建，房间即达标。",
 "is a mood penalty Elves take when they eat meat, though they ignore the usual mood penalty for eating only vegetables.": "是精灵吃肉时受到的心情惩罚，但纯素饮食可忽略通常的心情惩罚。",
 "is a mood penalty Lizardmen take from eating vegetables, though they ignore the penalty for a meat-only diet.": "是蜥蜴人吃蔬菜时受到的心情惩罚，但纯肉饮食可忽略该惩罚。",
 "is a standalone endless-dungeon mode. It is separate from the empty Forgotten Abyss region on the expedition map, and it is partly implemented.": "是一个独立的无尽地下城模式。它与探险地图上空白的遗忘深渊区域分开，并且目前只部分实装。",
 "is above a certain threshold.": "高于一定阈值。",
 "is at": "在",
 "is at or": "在或",
 "is built, a Guild Merchant will be dispatched.": "建成后，公会商人将会被派来。",
 "is completed but not yet reported to": "已完成但尚未报告给",
 "is completed but not yet reported, the game multiplies this template's weight by 10 - the \"report pending\" column.": "给予的任务已完成但尚未报告时，游戏将此模板的权重乘以 10 - 「待报告」列。",
 "is finished": "已完成",
 "is how far it spots and chases you.": "是它发现并追击你的距离。",
 "is its raw pick weight inside the pool.": "是其在池内的原始抽取权重。",
 "is left out of the calculator on purpose - it cannot stack, and it runs on its own 10-second beat rather than ticking every second (see the note under the table).": "被有意排除在计算器外 - 它不可叠加，并且按自己的 10 秒节拍触发，而不是每秒跳一次（见表下注释）。",
 "is missing its": "缺少其",
 "is not finished": "尚未完成",
 "is not in the unit registry": "不在单位注册表中",
 "is not registered": "未注册",
 "is not running": "未在运行",
 "is on - the default from Hard upward - monsters grow": "开启时 - 困难及以上的默认设置 - 怪物会变得",
 "is one use of the attack against the": "是对该目标使用一次该攻击：",
 "is rapidly turning the entire continent into": "正迅速将整个大陆变成一片",
 "is replaced with the settler's own name.": "会替换为该开拓者自己的名字。",
 "is replaced with the settler's own name. One variant is rolled per settler.": "会替换为该开拓者自己的名字。每位开拓者抽取一种变体。",
 "is running": "正在运行",
 "is set up": "已设置",
 "is simply 100% of whatever the hit was - there is no absolute or per-hit ceiling in the data.": "就是命中伤害的 100%，数据中没有绝对上限或单次命中上限。",
 "is that damage per point of energy (efficiency). Free basic attacks cost no energy, so they are": "是每点能量的伤害（效率）。免费普通攻击不消耗能量，因此",
 "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.": "是计入施法者暴击几率后一次施放的平均命中（暴击倍率按暴击几率加权），尚未经敌人抗性减免 - 两张表都按此指标排名。",
 "is the campaign counter": "是战役计数器",
 "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).": "是怪物生成所在的战役层（1-5）；没有固定层的生物留空（仅召唤形态，以及生成位置不在已追踪层表中的单位）。",
 "is the cap). Remove one above, or drop an extra skill tree, to fit another.": "为上限)。请移除上方一条，或去掉一棵额外技能树，以腾出空位。",
 "is the debuff a Human gains once they hit maximum experience, a balancing drawback for their faster leveling.": "是人类在经验达到上限时获得的减益，用来平衡其更快的升级速度。",
 "is the odds of getting that item on a single open, kill or gather;": "是单次打开、击杀或采集时获得该物品的概率；",
 "is the one hard counter to detection. The in-game text: \"保持未被发现且无法成为目标。如果你对敌人造成伤害，该效果会立即结束。\"": "是对检测的唯一硬克制。游戏内文本：\"保持未被发现且无法成为目标。如果你对敌人造成伤害，该效果会立即结束。\"",
 "is the only template of its slot, so the chance does not change.": "是其槽位的唯一模板，因此几率不变。",
 "is the opposite bet: 伤害加成为当前 心情 × -8%。 心情越低，造成的伤害越高。 It enables a deliberate misery build.": "是相反的赌法：伤害加成为当前 心情 × -8%。 心情越低，造成的伤害越高。 它可以做成刻意的苦难构筑。",
 "is the real punishment for long expeditions. Each in-game day spent in the dungeon steps a unit up through the mood debuffs": "才是长时间探险的真正惩罚。单位在地下城中每过一个游戏日，就会沿心情减益向上推进一档",
 "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": "是技能自身描述里写明的攻击力百分比（多段技能读作 段数×百分比），有三种颜色：普通为打击，绿色",
 "is two-handed - it occupies both hands, so no shield or torch.": "为双手武器 - 占用双手，因此不能再装备盾或火把。",
 "is walk speed (100 = normal) and": "是移动速度（100 = 正常），而",
 "is worth building around, and": "值得围绕构筑，",
 "is,": "是，",
 "is-percent": "is-percent",
 "is.": "是。",
 "is...": "是...",
 "isn't": "不是",
 "issues": "问题",
 "it": "它",
 "it returns a quarter of the health that is still MISSING on every one second beat, and neither number exists in the game's tables": "它在每一秒节拍返还仍缺失生命值的四分之一，且这两个数值都不存在于游戏的表中",
 "it!": "它！",
 "it'...": "它……",
 "it'd": "会",
 "it's": "它是",
 "it,": "它，",
 "it.": "它。",
 "it.\"": "它。\"",
 "it...": "它……",
 "item": "物品",
 "item list": "物品列表",
 "item skills": "物品技能",
 "item.": "物品。",
 "items": "物品",
 "items are": "物品会",
 "items are stored in the unit's 'Inventory'.": "物品存放在单位的“物品栏”中。",
 "items.": "物品。",
 "its": "其",
 "its Physical Attack is 13.5 + 1x20 + 0.5x15 + 0.5x12 =": "，其物理攻击力为 13.5 + 1x20 + 0.5x15 + 0.5x12 =",
 "its aura": "其光环",
 "its contents are granted by the dungeon event that places it, not a fixed table.": "其内容由放置它的地下城事件给予，而非固定掉落表。",
 "its per-kill drop rate, a": "其每次击杀掉落率，",
 "its per-open rate. Sort any column; the detailed source tables below have the full breakdown.": "其每次开启的比率。可按任意列排序；下方详细来源表有完整分项。",
 "itself": "自身",
 "itself.": "本身。",
 "jewelry.": "珠宝。",
 "join": "加入",
 "join.": "加入。",
 "joins": "加入",
 "joins on the first change": "首次更改时加入",
 "joins you at the settlement": "在据点加入你",
 "joins your clan at the end of a quest line of 4 steps: reporting": "在一条 4 步任务线结束时加入你的团队：报告",
 "joins your clan at the end of a quest line of 9 steps: reporting": "在一条 9 步任务线结束时加入你的团队：报告",
 "joins your clan at your base": "在据点加入你的团队",
 "joy,": "喜悦，",
 "joy.": "喜悦。",
 "juicy": "多汁",
 "just": "只是",
 "keen": "敏锐的",
 "keep": "保持",
 "keep food quality high enough": "保持足够高的食物品质",
 "keep unveiled spoilers unveiled": "已揭开的剧透保持公开",
 "keep your settlers' mood up": "保持开拓者心情高涨",
 "keeping": "存放",
 "keeping watch for danger.": "警惕危险。",
 "keeps": "保持",
 "key": "键",
 "key to select all units.": "键来选择所有单位。",
 "keys)": "键)",
 "kill": "击杀",
 "kill elite targets": "击杀精英目标",
 "kill,": "猎杀，",
 "killed at least 1×": "至少击杀 1×",
 "killed at least 1×; requires quest \"": "至少击杀 1×；需要任务 \"",
 "kills the unit. Survivors carry a 12-day breakdown aftereffect.": "才会杀死该单位。存活者会带有 12 天的崩溃后遗症。",
 "kind.": "种类。",
 "kinds": "种",
 "knight": "骑士",
 "knowled...": "知识...",
 "knowledg...": "知识...",
 "known": "表明",
 "known.": "已知。",
 "laboratory": "实验室",
 "lacks": "缺乏",
 "land": "土地",
 "land,": "土地，",
 "lands": "落地",
 "large": "大块",
 "last": "最后",
 "last ran": "上次运行",
 "last ran)": "上次运行)",
 "last,": "最后，",
 "last-resort": "最后的手段",
 "lasting": "持久",
 "lately.\"": "最近。”",
 "later": "之后",
 "later,": "之后，",
 "laugh": "笑",
 "laugh.": "笑。",
 "launch": "启动",
 "launches": "发射",
 "leader": "领袖",
 "leads": "领导",
 "leans": "倚靠",
 "learn": "学习",
 "learned": "已学习",
 "learned skill(s) belong to no active tree - kept on the unit, not in a tree list.": "习得技能不属于任何活跃技能树 - 保留在单位上，而不是技能树列表中。",
 "least": "至少",
 "leave": "离开",
 "leave.": "离开。",
 "leaves": "离开",
 "leaves the map": "离开地图",
 "leaves,": "树叶，",
 "leaves.": "叶子。",
 "leaving": "留下",
 "ledger": "账本",
 "ledger,": "账本，",
 "left": "左",
 "left to right": "左到右",
 "left)": "左）",
 "left-click": "左键点击",
 "left-clicking": "左键点击",
 "legendary adventurers, others": "传奇冒险者，有些则是",
 "length": "长度",
 "less": "更少",
 "less dmg": "伤害较低",
 "less dmg)": "伤害较低)",
 "less,": "更少，",
 "lesser": "低级",
 "let": "让",
 "let's": "我们",
 "lethal": "致命",
 "lets": "让",
 "letting": "发出",
 "level": "等级",
 "level 1 (fresh)": "1 级（初始）",
 "level 12": "12 级",
 "level component": "等级部分",
 "level thresholds, mana stones, race bonuses": "等级阈值、法力石、种族加成",
 "level up": "升级",
 "level up, {0} must": "升级，{0}必须",
 "level up, {0} must reach maximum": "升级之前，{0}必须达到最大",
 "level your units": "提升单位等级",
 "level {#}": "等级 {#}",
 "level-up prayer": "升级祈祷",
 "level-up.": "升级。",
 "level. Determines the maximum value of": "等级。决定最大值的是",
 "levels 1 to 11": "等级 1 至 11",
 "levels 1 to 12": "等级 1 至 12",
 "levels 1 to 2": "等级 1 至 2",
 "levels 1 to 3": "等级 1 至 3",
 "levels 1 to 5": "等级 1 至 5",
 "levels 1 to 9": "等级 1 至 9",
 "levels 11 to 12: Supreme Grade Mana Stone (4, 24 per prayer)": "11 至 12 级：超级法力石（4，每次祈祷 24）",
 "levels {#} to {#}": "等级 {#} 至 {#}",
 "lie": "谎言",
 "lie...": "谎言……",
 "lies": "谎言",
 "life": "生命",
 "life-infused": "生命灌注",
 "life.": "生命。",
 "lifesteal-style effects are the missing-HP ones covered above: the": "类生命吸取效果是上文已讲的按已损失 HP 计算的那些：",
 "lift": "举起",
 "light": "光",
 "light blue": "浅蓝色",
 "lightly.": "轻轻地。",
 "lightning": "闪电",
 "lightning-fast": "闪电般快速",
 "lightweight": "轻质",
 "like": "像",
 "like a": "像一个",
 "like an insect that should have gone extinct long ago... What": "像是早该灭绝的昆虫... 究竟什么",
 "limit": "限制",
 "limited": "有限的",
 "lines connect a prerequisite to what it unlocks - corner": "线条将前置条件连接到其解锁内容 - 角上",
 "linger": "持续",
 "lips": "嘴唇",
 "liquid.": "液体。",
 "list has every skill in one sortable, filterable table.": "列表把全部技能放在一张可排序、可筛选的表里。",
 "lists its skills as icons - hover one to see that attack's reach and area drawn on a real dungeon room.": "以图标列出其技能 - 将鼠标悬停在某一图标上，可查看该攻击在真实地下城房间中绘制的射程与范围。",
 "lists them under their own heading.": "把它们列在单独的标题下。",
 "little": "很少",
 "liv...": "活...",
 "live": "栖息",
 "live animations in total. Sheets are the game's own sprites (scale 2x); frame timing is approximate. Animations only play while visible on screen.": "个实时动画。图集为游戏自带的精灵图（2 倍缩放）；帧时间均为近似值。动画仅在屏幕可见时播放。",
 "lived": "居住",
 "lived-in.": "有人居住的。",
 "lively": "活泼的",
 "lives": "活着",
 "livestock.": "牲畜。",
 "llms.txt": "llms.txt",
 "located": "位于",
 "location": "位置",
 "location.": "位置。",
 "locked": "已锁定",
 "long": "长的",
 "long-abandoned": "长期废弃的",
 "long-lasting": "持久",
 "long-range": "远程",
 "long-term": "长期",
 "long.": "久。",
 "longer": "更久",
 "longer,": "更长，",
 "longer.": "更久。",
 "longer...": "下去...",
 "longing": "渴望",
 "look": "看",
 "look.": "看。",
 "looking": "看着",
 "looks": "看起来",
 "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.": "看起来像计划中的非战斗学科。它们比空壳武器技能树锁得更死：甚至没有作为主技能树枚举值出现。",
 "loop": "循环",
 "loops": "循环",
 "loot - drop amounts, drop rates and item quality are identical on every difficulty. Combat difficulty only affects loot": "掉落 - 掉落数量、掉落率和物品品质在所有难度上都相同。战斗难度对掉落的影响只是",
 "loot tables": "掉落表",
 "loses": "失去",
 "loses 10 energy": "失去 10 能量",
 "loses 100 health": "失去 100 生命值",
 "loses 50 health": "失去 50 生命值",
 "loses 80 health": "失去 80 生命值",
 "loses,": "失去，",
 "losing": "失去",
 "lost": "失去",
 "lost,": "失去，",
 "lost?": "迷路了？",
 "lou...": "大声...",
 "loud": "大声",
 "loud,": "大声，",
 "low,": "低，",
 "low.": "较低。",
 "lower": "更低",
 "lower.": "越低。",
 "lowers": "降低",
 "lowers the damage number, so it lowers the wear too - armor that reduces the hit literally lasts longer.": "会降低伤害数值，因此也会降低磨损 - 能减轻命中伤害的护甲确实更耐用。",
 "lumps": "块",
 "lush": "浓郁的",
 "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} .... 也就是说，指从每一级升到下一级所需物品的「数量」键值。{0} 是未使用的占位符，值固定为 \"None\"。",
 "lv1->2{1},": "lv1->2{1},",
 "lv2->3{2}.... In other words,": "lv2->3{2}.... 也就是说，",
 "lv2->3{2}....즉": "lv2->3{2}....也就是说",
 "ma...": "ma...",
 "macOS (native Steam build)": "macOS（Steam 原生版）",
 "macOS path": "macOS 路径",
 "mace made of bronze.": "青铜制钉头锤。",
 "mace made of copper.": "铜制钉头锤。",
 "machinery.": "机械。",
 "made": "制成",
 "made from": "制成",
 "made from processed": "由加工过的制成",
 "made from processed carapace.": "由加工过的制成 carapace.",
 "made of bronze.": "由青铜制成。",
 "magic": "魔法",
 "magic -> staves": "魔法 -> 法杖",
 "magic damage equal to {0}% of": "等同于 {0}% 的魔法伤害",
 "magic damage equal to {2}% of magic attack power": "相当于魔法攻击力 {2}% 的魔法伤害",
 "magic damage of stack * {0} per second.": "堆叠 * {0} 的魔法伤害每秒。",
 "magic that instantly": "瞬间魔法",
 "magic.": "魔法。",
 "magical": "魔法",
 "main": "主要",
 "main chain (主线任务 0 to 主线任务 8) ends with killing the": "主线链（主线任务 0 至 主线任务 8）以击杀",
 "main weapon": "主武器",
 "maintaining": "维护",
 "major": "主要",
 "major stats": "主属性",
 "make": "使",
 "makes": "使",
 "making": "制作",
 "males": "雄性",
 "males,": "雄性，",
 "malevolent": "邪恶",
 "malus": "减益",
 "man": "男人",
 "mana": "法力",
 "mana stone": "法力石",
 "mana stones": "法力石",
 "mana-generating": "法力生成",
 "managed": "设法",
 "management": "管理",
 "management difficulty": "管理难度",
 "manages": "设法",
 "mandatory": "必须",
 "manual stats": "手动属性",
 "manuals": "手册",
 "many": "许多",
 "map": "地图",
 "map(s): they open fully explored, so nothing has to be walked over to appear on the map.": "张地图：它们以完全探索的状态打开，因此无需走过任何地方即可在地图上显示。",
 "marks": "痕迹",
 "marks...": "标记……",
 "marsh,": "沼泽，",
 "martial": "武术",
 "mask": "面具",
 "mass": "团",
 "mass-produced": "量产",
 "massive": "巨大的",
 "match,": "相称，",
 "material": "材料",
 "materials": "材料",
 "materials,": "材料，",
 "matter": "事情",
 "matters": "很重要",
 "maw...": "巨口……",
 "max": "最大",
 "max 2 targets": "最多 2 个目标",
 "max...": "最大...",
 "maximum": "最大",
 "maximum Energy": "最大能量值",
 "maximum Energy but": "最大能量，但",
 "maximum, you can": "达到最大值后，你可以",
 "may": "可能",
 "may run only once per map": "每张地图仅可运行一次",
 "me": "我",
 "me!": "我！",
 "me.": "我。",
 "me...": "我...",
 "meal.": "餐点。",
 "meal.\"": "餐点。”",
 "meals": "餐食",
 "mean \"3× ITEM_CopperIngot\" - split on the final": "表示 \"3× ITEM_CopperIngot\" - 在最后的",
 "mean.": "意思。",
 "means": "意味着",
 "means different things by source - a": "因来源而含义不同 - 一个",
 "means low investment for a huge payoff,": "表示投入少、回报极大，",
 "meanti...": "同时...",
 "measured": "测量",
 "meat": "肉",
 "meat.": "肉。",
 "mechanical": "机械",
 "mechanics guides": "机制指南",
 "mechanism": "机制",
 "medical": "医疗",
 "medium": "中等",
 "melancholy...\"": "忧郁……”",
 "melee": "近战",
 "melee physical critical": "近战物理暴击",
 "melee skills.": "近战技能。",
 "melee x1.3": "近战 x1.3",
 "melody!": "旋律！",
 "melt": "融化",
 "melting": "熔炼",
 "memb...": "成员...",
 "member": "成员",
 "member...": "成员...",
 "members": "成员",
 "members who are currently working.": "正在工作的成员。",
 "members!": "成员！",
 "members'": "成员的",
 "members.": "成员。",
 "members. Every rank adds its own bonus on top of the previous ranks:": "名。每一级都会在之前各级加成之上再加自己的加成：",
 "menace": "威胁",
 "mental breakdown": "精神崩溃",
 "mental breakdown at 100": "100 时精神崩溃",
 "mention": "提及",
 "menu,": "菜单，",
 "menu-pin pinbtn": "menu-pin pinbtn",
 "merchant": "商人",
 "merchant stock": "商人库存",
 "merchant.": "商人。",
 "merchants": "商人",
 "merciless": "无情",
 "mere": "仅仅",
 "met": "已满足",
 "metal": "金属",
 "metal,": "金属，",
 "mi...": "我……",
 "mid-grade fire": "中级火焰",
 "mid-grade nature": "中级自然",
 "mid-grade water": "中级水",
 "middle": "中间",
 "might": "可能",
 "mild": "温和",
 "min": "分钟",
 "mind": "精神",
 "mind!": "当心！",
 "mind.": "想法。",
 "mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "矿井中，弥漫着沉重的阴郁气息。生锈的门扉在风中吱嘎作响，露出通向地底深处的黑暗隧道。",
 "minimum": "最小值",
 "minutes": "分钟",
 "minutes.": "分钟。",
 "minutes;": "分钟；",
 "mission": "任务",
 "mission.\"": "任务。”",
 "mixe...": "混合...",
 "mixed": "混合",
 "mocks": "嘲讽",
 "mode": "模式",
 "mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "模式，点击右下角的“拾取”按钮或按下 C 键。",
 "modified": "已修改",
 "moist": "湿润的",
 "moisture.": "水分。",
 "mome...": "片刻之后，她瞥了你一眼，耸了耸肩。“如果恐惧占据了你，那么离开也并不可耻。”",
 "moment": "片刻",
 "moment,": "片刻，",
 "moment.": "片刻。",
 "monster": "怪物",
 "monster abilities": "怪物能力",
 "monster(s) placed in the arena room": "放置在竞技场房间中的怪物",
 "monsters": "怪物",
 "monsters -": "个怪物 -",
 "monstrous": "狰狞的",
 "mood": "心情",
 "mood bubbles": "心情气泡",
 "mood stays below -3 for 180 in-game minutes triggers the": "心情连续 180 游戏内分钟低于 -3 会触发",
 "mood value": "心情值",
 "mood {#} x {#} per minute": "每分钟心情 {#} x {#}",
 "mood × -0.03": "心情 × -0.03",
 "mood-influencing": "影响心情的",
 "mood.": "心情。",
 "morale-crisis event.": "士气危机事件。",
 "more": "更多",
 "more food due to the": "因此需要更多食物，由于",
 "more in other teams": "其他队伍中还有",
 "more.": "更加。",
 "most": "最",
 "motions": "示意",
 "mouth": "嘴",
 "mouth.": "嘴。",
 "mouths": "嘴巴",
 "move,": "移动，",
 "movement": "移动",
 "movement in dungeons.": "在地下城中移动。",
 "movements": "动作",
 "movements.": "动作。",
 "moving": "移动",
 "mu...": "嗯……",
 "much": "许多",
 "much I can": "我能做多少",
 "much I can help. If you get wiped out again,": "我能帮多少。如果你再次被消灭，",
 "much...\"": "很多……”",
 "mucus": "粘液",
 "mucus.": "粘液。",
 "multiple": "多个",
 "mumbles": "喃喃",
 "murmok": "巨口怪",
 "murmur": "低语",
 "murmuring": "低语",
 "murmuring,": "低语，",
 "murmurs": "低语",
 "murmurs,": "议论声，",
 "mush.": "糊状物。",
 "mushroom that can cause hallucinations when consumed.": "食用后可能会引起幻觉的蘑菇。",
 "mushy.": "糊状的。",
 "must": "必须",
 "muttering": "低语",
 "mutters": "喃喃自语",
 "my": "我的",
 "mysterious": "神秘的",
 "name": "名称",
 "name + stats on each chip": "每个标签上显示名称 + 属性",
 "name 1": "名称 1",
 "name 2": "名称 2",
 "name vs. effect": "名称与效果",
 "name {#}": "名称 {#}",
 "name,": "名字，",
 "name.": "名称。",
 "narrow": "狭窄",
 "narrowing": "眯起",
 "natural": "天然",
 "naturally": "自然地",
 "nature": "自然",
 "nature-infused": "自然灌注",
 "nature.": "自然。",
 "nauseating": "令人作呕的",
 "nav.secnav .secnav-l": "nav.secnav .secnav-l",
 "nav.secnav, [data-pinmenu]:not(.filters)": "nav.secnav, [data-pinmenu]:not(.filters)",
 "nav.secnav, nav.pinbar": "nav.secnav, nav.pinbar",
 "near.": "临近。",
 "nearby": "附近",
 "nearby allies through exceptional leadership.": "附近盟友凭借卓越的领袖能力。",
 "nearby.": "附近。",
 "nearsighted": "近视",
 "necessary": "必要",
 "necessary.": "必要的。",
 "need": "需要",
 "need.": "需要。",
 "needed": "所需",
 "needed for a random event shown in": "显示在其中的随机事件所需",
 "needed.": "需要。",
 "needlessly": "漫不经心地",
 "needs a bow": "需要弓",
 "needs the right role or setup. Because": "需要正确的职责或配置。因为",
 "negative": "负面",
 "neglected": "被忽视",
 "neutral": "无属性",
 "never": "从不",
 "never after": "此后不再",
 "new": "新",
 "new to the game or to the wiki": "刚接触游戏或本维基",
 "new...": "新...",
 "newly": "新任",
 "newly appointed": "新任命的",
 "news": "消息",
 "next": "下一个",
 "night": "夜晚",
 "night,": "夜晚，",
 "nimble": "敏捷",
 "no": "否",
 "no Water (or Fire/Nature) combat element": "没有水（或火/自然）战斗属性",
 "no build since B.0.3.40 reads it": "自 B.0.3.40 起没有任何版本读取它",
 "no change": "无变化",
 "no combat code reads it": "没有战斗代码读取它",
 "no damaging skill in the data": "数据中没有造成伤害的技能",
 "no drop wired in {#}": "{#} 中未接入掉落",
 "no effect": "无效果",
 "no effect on anyone": "对任何人都没有效果",
 "no graph": "无图",
 "no known source": "无已知来源",
 "no map{#}for this template": "此模板{#}没有地图",
 "no ordinary": "并非寻常",
 "no script": "无脚本",
 "no special conditions": "无特殊条件",
 "no stat modifiers": "无属性修正",
 "no weapon": "无武器",
 "no!": "不！",
 "nobility.": "高贵。",
 "nod,": "点头,",
 "nod, he": "点头，他",
 "nods": "点头",
 "nods,": "点头，",
 "nods.": "点头。",
 "noise": "噪音",
 "noises": "噪音",
 "noisy": "嘈杂",
 "non-stacking": "不可叠加",
 "none": "无",
 "none - all at baseline": "无 - 全部为基准值",
 "none of ({#})": "皆非 ({#})",
 "none: this is the cap": "无：这是上限",
 "nor": "还是",
 "normal event steps": "普通事件步骤",
 "nose": "鼻子",
 "noses.": "鼻子。",
 "not": "不",
 "not a bad": "不错的",
 "not active in this build": "本版本未启用",
 "not all of ({#})": "并非全部 ({#})",
 "not come any closer.\"": "别再靠近了。”",
 "not completed": "未完成",
 "not enough SP for the cheapest skill left": "剩余最便宜技能所需技能点不足",
 "not enough main SP": "主技能点不足",
 "not enough sub SP": "辅技能点不足",
 "not in a learnable tree": "不在可学习的技能树中",
 "not in any team": "未加入任何队伍",
 "not in game": "不在游戏中",
 "not instant": "并非瞬间完成",
 "not just pause it": "不只是暂停它",
 "not move for {0} seconds during combat, damage dealt increases by {1}% and damage taken": "在战斗中 {0} 秒没有移动，造成的伤害提高 {1}%，受到的伤害",
 "not obtainable or playable yet": "尚不可获取或游玩",
 "not obtainable yet": "尚不可获取",
 "not reduced": "不缩短",
 "not wired into the combat code": "没有接入战斗代码",
 "note,": "笔记，",
 "notebook": "笔记本",
 "notebook.": "笔记本。",
 "notes,": "笔记，",
 "notes.": "笔记。",
 "nothing": "无",
 "nothing,": "什么都没有，",
 "notice": "注意",
 "notice dsb-hybridnote dsb-tip": "notice dsb-hybridnote dsb-tip",
 "notice dsb-keep": "notice dsb-keep",
 "notice dsb-tip": "notice dsb-tip",
 "notices": "注意到",
 "now": "现在",
 "now,": "现在,",
 "now.": "现在。",
 "nudge event (3 stalled days, 72-hour cooldown). The accumulated low mood feeds the Stress spiral described in": "催促事件（停滞 3 天，72 小时冷却）。累积的低心情会助长压力螺旋，详见",
 "null": "null",
 "number": "数字",
 "numerous": "众多",
 "nutritious": "营养的",
 "obey": "服从",
 "object so cold it sends shivers down the spine just by looking at it.": "如此寒冷，仅看一眼就会令人不寒而栗的物体。",
 "objective": "目标",
 "objectives": "目标",
 "observation": "调查",
 "observing": "观察",
 "obstructive": "阻塞的",
 "obtain": "获得",
 "obtain.": "获得。",
 "obtained": "获得",
 "occ...": "发...",
 "occu...": "占用...",
 "occur": "发生",
 "occur.": "发生。",
 "occur:": "发生：",
 "occurs": "发生",
 "ocean": "海洋",
 "oddly": "奇怪地",
 "of": "的",
 "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.": "为 20 层外壳时，你带着 20 次单次抵挡；底层的外壳状态本身理论上最多可叠到 99 层，但该铭文在 20 层就停止供给。",
 "of 244 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.0.4.19. See the": "/244 件物品在游戏数据中没有获取途径（无配方、掉落池、商人、事件授予、采集链接或场景开局） - 这些在 DS_B.0.4.19 中实际上属于锁定/未发布。参见",
 "of a beast.": "野兽的。",
 "of allied plant structures within 1": "1格内友方植物建筑的",
 "of fresh blood.": "新鲜的血腥味。",
 "of health.": "的生命值。",
 "of its": "它的",
 "of monster": "怪物的",
 "of the": "的",
 "of the Dungeon.\"": "地下城的。”",
 "of the first region,": "第一个区域，",
 "of the first region, Veil of Silence": "第一个区域，静谧之纱",
 "of the {#} energy pool": "{#} 能量池的",
 "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.": "的不间断视野，1x 速度下实际时间仅约 4 秒。短暂穿过怪物视野，往往能在它投入之前离开；攻击它则当然会立刻进入战斗。",
 "of unit": "单位的",
 "of visits.": "的访问。",
 "of {#} HP": "{#} HP 的",
 "off": "关闭",
 "off,": "走开，",
 "off-hand, either a shield or ammo": "副手，盾或弹药",
 "offering": "供品",
 "offers": "提供",
 "officer": "军官",
 "officer's": "军官的",
 "officer-grade": "军官级",
 "officers": "官员们",
 "often": "往往",
 "ointment": "药膏",
 "ok": "确定",
 "older": "更古老",
 "ominous": "不祥的",
 "omnivore": "杂食",
 "on": "对",
 "on Festering Burrow).": "在溃烂地穴）。",
 "on Veil of Silence,": "在寂静帷幕，",
 "on a ...": "在...",
 "on a neglected unit the same inscription feeds the Stress spiral described above (": "在被忽视的单位身上，同一铭文会助长上文所述的压力螺旋（",
 "on allies": "对盟友",
 "on anyone, player or monster. The numbers below are what it": "（对玩家或怪物皆然）。下方数字是它",
 "on arrival": "抵达时",
 "on dsb-rm": "在 dsb-rm 上",
 "on enemy": "对敌人",
 "on equip": "装备时",
 "on that 3rd basic attack.": "加在该第 3 次普通攻击上。",
 "on the": "在",
 "on the caster": "对施法者",
 "on the deputy": "对副指挥官",
 "on this map has already been interacted with": "在此地图上已经交互过",
 "on this map has been interacted with": "在此地图上已交互过",
 "on to Step 2": "进入步骤 2",
 "on to Step 3": "进入步骤 3",
 "on to Step 4": "进入步骤 4",
 "on to Step 5": "进入步骤 5",
 "on to Step 6": "进入步骤 6",
 "on to Step 7": "进入步骤 7",
 "on to Step 8": "进入步骤 8",
 "on to {#}": "进入 {#}",
 "on units in the area": "对范围内的单位",
 "on user": "对使用者",
 "on your arm.": "落在你的手臂上。",
 "on {#}": "对 {#}",
 "on...": "上...",
 "once": "一次",
 "once you count the 5 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "若计入召唤它所消耗的那只泡泡灵所花的 5 能量 - 表面的 1 能量消耗会掩盖这一点。",
 "once you count the {#} energy spent summoning the Bubbling it consumes; the {#}-energy face cost hides that.": "若计入召唤它所消耗的那只泡泡灵所花的 {#} 能量；表面的 {#} 能量消耗会掩盖这一点。",
 "once.": "一次。",
 "one": "一个",
 "one,": "一个，",
 "one-handed sword made of copper.": "铜制单手剑。",
 "one-hit blocks.": "次单次命中抵挡。",
 "one-shot": "单次",
 "one.": "一个。",
 "ones": "幼崽",
 "only": "只",
 "only appear from": "仅出现于",
 "only fires when you debuff an": "只有在你对",
 "only the damage type is inherited. The number itself always scales off physical attack power.": "只有伤害类型被继承。数值本身始终按物理攻击力缩放。",
 "onward.": "起。",
 "ooze.": "黏液。",
 "open": "打开",
 "opening": "打开",
 "openly": "公开地",
 "operation": "操作",
 "operations": "运营",
 "oppo...": "机会...",
 "opponents.": "敌人。",
 "option jumps straight past the staging area. The rules are per-region, straight from the floor-routing code (": "选项会直接跳过准备区。规则按区域而定，直接来自层路由代码 (",
 "optional": "可选",
 "or": "或",
 "or More Pottery": "或更多陶器",
 "or below, so you get warned before something breaks mid-fight.": "或以下时触发，以便在战斗中损坏前得到警告。",
 "or dragging.": "或拖动。",
 "or higher": "或更高",
 "or pressing the C key.": "或按下C键。",
 "or the": "或",
 "orange": "橙色",
 "order matters": "顺序很重要",
 "orderly": "整洁的",
 "orders": "指令",
 "orders.": "命令。",
 "ordinary": "寻常",
 "ore": "矿石",
 "ore containing": "含矿",
 "ore that can be processed into metal.": "可加工成金属的矿石。",
 "ore that can be refined into ingots.": "可精炼成锭的矿石。",
 "ore.": "矿石。",
 "organic": "有机物",
 "organizes": "组织",
 "organizing": "组织",
 "origin,": "出身，",
 "other": "其他",
 "other entries": "其他条",
 "other entry": "其他条",
 "other units to add them to the selection.": "其他单位以将其加入选取。",
 "others": "其他人",
 "others.": "其他。",
 "ou...": "你...",
 "our": "我们的",
 "our...": "我们的...",
 "out": "出去",
 "out a disbelieving laugh.": "发出一声不信任的干笑。",
 "out.": "传出。",
 "outer": "外部",
 "outrage!\"...": "愤怒！\"...",
 "outside": "外面",
 "outside the": "之外的",
 "outside the portal area!": "在传送门区域之外！",
 "outside,": "外焦，",
 "over": "超过",
 "over-supplied.": "供过于求。",
 "over.": "过来。",
 "overcome": "克服",
 "overdo": "过火",
 "overusing the same game applies a Bored debuff instead.": "过度使用同一游戏则会施加无聊减益。",
 "own": "自己的",
 "own.": "自己的。",
 "pack": "族群",
 "pack,": "兽群，",
 "pack.": "族群。",
 "pag...": "页...",
 "page": "页",
 "page for every mood source and the standing modifiers in full.": "页面，可查看全部心情来源和常驻修正。",
 "page) or a weapon basic attack / free weapon signature;": "页浏览）或武器普攻 / 免费武器特技；",
 "page).": "页面）。",
 "page, and the": "页面上，而",
 "page, which counts Poison only as a non-stacking (capped-at-one) effect.": "页面一致，该页仅将中毒计为不可叠加（上限为 1）的效果。",
 "page.": "页面。",
 "page. Its last step is killing the Red Monster Rat, the scenario's finale boss.": "页面。最后一步是击杀红色怪鼠，即该场景的终局首领。",
 "page. Recruits of each race only start appearing at that race's own clan rank (人类 1+, 蜥蜴人 1+, 精灵 2+, 狼人 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.": "页以矩阵显示。每种族的招募只从该种族自己的探险等级开始出现（人类 1+，蜥蜴人 1+，精灵 2+，狼人 3+），因此出身不会在那之前出现在该种族上 - 下方等级徽记是该出身最早能出现的等级。",
 "page. The": "页面。",
 "page...": "页...",
 "pages": "页",
 "panel": "面板",
 "papers,": "论文，",
 "part": "部件",
 "particular": "特别的",
 "parts": "部分",
 "party": "队伍",
 "passes:": "流逝：",
 "passionate!": "热情！",
 "passive": "被动",
 "passive skills.": "被动技能。",
 "path": "路径",
 "paths": "路径",
 "patrol": "巡逻",
 "patrols": "巡逻",
 "pause": "停顿",
 "pauses": "停顿",
 "pays": "给予",
 "peace": "和平",
 "penalty": "惩罚",
 "penalty.": "惩罚。",
 "people": "人们",
 "per": "每",
 "per (": "每 (",
 "per (at": "每 (于",
 "per adjacent enemy": "每个相邻敌人",
 "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.": "每次施加。该值为固定值（无视抗性和攻击力）。每次命中都会重新施加：按该施法者的攻击速度（0.6/秒），约维持 1.3 层，持续输出约 3.8/秒。",
 "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.": "每次施加。该值为固定值（无视抗性和攻击力）。每次命中都会重新施加：按该施法者的攻击速度（0.6/秒），约维持 11.2 层，持续输出约 55.8/秒。",
 "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 12.8 stacks stay up, for ~38.4/s sustained.": "每次施加。该值为固定值（无视抗性和攻击力）。每次命中都会重新施加：按该施法者的攻击速度（0.6/秒），约维持 12.8 层，持续输出约 38.4/秒。",
 "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 3.2 stacks stay up, for ~9.6/s sustained.": "每次施加。该值为固定值（无视抗性和攻击力）。每次命中都会重新施加：按该施法者的攻击速度（0.6/秒），约维持 3.2 层，持续输出约 9.6/秒。",
 "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 32 stacks stay up, for ~96/s sustained.": "每次施加。该值为固定值（无视抗性和攻击力）。每次命中都会重新施加：按该施法者的攻击速度（0.6/秒），约维持 32 层，持续输出约 96/秒。",
 "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 6.4 stacks stay up, for ~19.2/s sustained.": "每次施加。该值为固定值（无视抗性和攻击力）。每次命中都会重新施加：按该施法者的攻击速度（0.6/秒），约维持 6.4 层，持续输出约 19.2/秒。",
 "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.": "每次施加。固定值（无视抗性和攻击力）。每次命中会重新施加：按此施法者的攻击速度 ({#}/秒)，大约保持 {#} 层，持续 ~{#}/秒。",
 "per energy (1 energy)": "每能量（1 能量）",
 "per energy (3 energy)": "每能量（3 能量）",
 "per energy (4 energy)": "每能量（4 能量）",
 "per energy (5 energy)": "每能量（5 能量）",
 "per energy ({#} energy)": "每点能量 ({#} 能量)",
 "per energy at 1 target,": "每点能量对 1 个目标，",
 "per floor": "每层",
 "per level)": "每级)",
 "per point of": "每点",
 "per second (at attack speed)": "每秒（按攻击速度）",
 "per second (from the 10 s cooldown)": "每秒（来自 10 秒冷却）",
 "per second (from the 12 s cooldown)": "每秒（来自 12 秒冷却）",
 "per second (from the 15 s cooldown)": "每秒（来自 15 秒冷却）",
 "per second (from the 16 s cooldown)": "每秒（来自 16 秒冷却）",
 "per second (from the 18 s cooldown)": "每秒（来自 18 秒冷却）",
 "per second (from the 20 s cooldown)": "每秒（来自 20 秒冷却）",
 "per second (from the 6 s cooldown)": "每秒（来自 6 秒冷却）",
 "per second (from the 7 s cooldown)": "每秒（来自 7 秒冷却）",
 "per second (from the 8 s cooldown)": "每秒（来自 8 秒冷却）",
 "per second ({#})": "每秒 ({#})",
 "per second at 1 target,": "每秒对 1 个目标，",
 "per second sustained from Burning at this caster's attack speed (0.6/s)": "来自燃烧的每秒持续输出，按该施法者的攻击速度（0.6/秒）",
 "per second sustained from its aura + Burning at this caster's attack speed (0.6/s)": "来自其光环 + 燃烧的每秒持续输出，按该施法者的攻击速度（0.6/秒）",
 "per second sustained from {#} at this caster's attack speed ({#}/s)": "由 {#} 持续造成的每秒伤害，按此施法者攻击速度 ({#}/秒)",
 "per second vs {#}": "每秒对比 {#}",
 "per second.": "每秒。",
 "per second. This effect cannot stack.": "每秒。此效果不可叠加。",
 "per stack": "每层",
 "per stack each second. Ignores defense and shields, and does not scale with attack power - only the stack count matters.": "每层每秒。无视防御和护盾，且不随攻击力提高 - 只看层数。",
 "per stack, up to 3 stacks": "每层，最多叠加3层",
 "per stack, up to 6 stacks": "每层，最多叠加6层",
 "per surrounding unit": "每个周围单位",
 "per target": "每个目标",
 "per target; chains to up to 8 targets within 3 tiles": "每个目标; 可弹射至 3 格内最多 8 个目标",
 "percent": "百分比",
 "percent-of-Max-HP": "最大 HP 百分比",
 "perches": "栖息",
 "period": "时期",
 "periodically.": "周期性地。",
 "perk": "津贴",
 "perks...": "津贴……",
 "permanently gains +100": "永久获得 +100",
 "permanently gains +2": "永久获得 +2",
 "permission,": "许可,",
 "perpetually": "持续地",
 "perplexing.": "有帮助...",
 "person": "人",
 "person,": "人，",
 "person...": "人……",
 "personal": "个人",
 "personal traits": "个人特质",
 "persuasion": "说服",
 "petal.": "花瓣。",
 "phase": "阶段",
 "phase 5": "阶段 5",
 "physical": "物理",
 "physical -> melee/bow": "物理 -> 近战/弓",
 "physical damage equal to {0}% of physical attack power to": "造成相当于物理攻击力 {0}% 的物理伤害",
 "physical damage equal to {0}% of physical attack power to the": "对目标造成相当于物理攻击力 {0}% 的物理伤害",
 "physical damage equal to {0}% of physical attack power to units on": "对单位造成相当于物理攻击力 {0}% 的物理伤害，目标位于",
 "physical damage per second.": "物理伤害每秒。",
 "pick": "拾取",
 "pick a race first": "请先选择种族",
 "pick a tree, full nodes": "选择技能树，查看全部节点",
 "pick-up": "拾取",
 "picks two of your": "会从你的",
 "piece": "块",
 "pierce": "洞察",
 "piercing": "穿刺",
 "piercing.": "穿透力强。",
 "pile": "堆",
 "pin chips in the frame": "框架中的图钉芯片",
 "pink": "粉色",
 "pinnacle": "巅峰",
 "pipe...": "管道...",
 "pipes": "管道",
 "pl...": "玩家...",
 "place": "放置",
 "place...": "地方……",
 "placeholders filled from the row's": "占位符，由该行的",
 "places": "放入",
 "places,": "地方，",
 "places.": "地方。",
 "plan": "计划",
 "plan, compare and simulate": "规划、比较与模拟",
 "plan...": "计划……",
 "planned": "计划",
 "planning": "规划",
 "planning and delicate management skills will be put to the test.": "规划与精细管理能力将受到考验。",
 "planning and loss control.": "规划与损失控制。",
 "plant that": "植物，",
 "plants": "植物",
 "players": "玩家",
 "players familiar with the game": "熟悉游戏的玩家",
 "playful": "好玩",
 "playfully-says,": "开玩笑地说，",
 "playing": "游玩",
 "playing!": "玩！",
 "plays": "播放",
 "plays an animation": "播放动画",
 "pleasant": "令人愉悦",
 "please": "请",
 "plenty": "充足",
 "plus 25% of the missing": "再加上缺失的",
 "point": "点",
 "points": "点",
 "poised": "蓄势待发",
 "poison": "中毒",
 "poked": "戳了戳",
 "policy": "方针",
 "pool - expand recursively and multiply percentages (p₁×p₂/100).": "池 - 递归展开并将百分比相乘（p₁×p₂/100）。",
 "pools": "水池",
 "population.": "人口。",
 "porridge": "粥",
 "porridge.": "粥。",
 "portal": "传送门",
 "portal's": "传送门的",
 "portal.": "传送门。",
 "portion": "部分",
 "posit...": "积极...",
 "positi...": "位置...",
 "position": "位置",
 "positioned": "位于",
 "positive": "正面",
 "possesses": "拥有",
 "possessing": "拥有",
 "possibili...": "可能性...",
 "possible rolls (exact roll not in the save):": "可能掷值 (存档中无确切掷值)：",
 "possibly": "可能",
 "post-defense": "防御后",
 "posts.": "岗位。",
 "pour": "倾注",
 "powder": "粉末",
 "powder!": "粉末！",
 "powder.": "粉末。",
 "power": "力量",
 "power,": "力量，",
 "power.": "攻击力。",
 "powerful": "强力",
 "powerful!": "强大！",
 "powerful,": "强大，",
 "powerful.": "强大。",
 "practical": "实用",
 "practical read": "实战要点",
 "pray": "祈祷",
 "prayer": "祈祷",
 "praying": "祈祷",
 "pre-barrier": "护盾生效前的",
 "pre-made area templates. Areas hidden under the creep are discovered when a blast exposes them or a unit walks in, and their buildings and item piles appear then.": "个预制区域模板拼成。藏在蔓延下的区域会在爆炸露出它们或单位走进时被发现，那时建筑和物品堆会出现。",
 "precious": "珍贵的",
 "preparations": "准备",
 "prepared": "已准备",
 "prepared for": "为",
 "preparing": "准备",
 "presence": "存在",
 "present": "存在",
 "present,": "在场，",
 "prevention)": "防止)",
 "pride": "自豪",
 "primal": "原始的",
 "primarily": "主要",
 "primordial": "原始",
 "principle": "原理",
 "principles": "原则",
 "prints once)": "仅输出一次)",
 "private": "私人的",
 "probe": "探究",
 "process": "过程",
 "processed": "加工过的",
 "processed carapace.": "加工过的甲壳。",
 "processing": "加工",
 "produce": "产出",
 "produces": "产生",
 "progress": "进度",
 "progress will be deleted!": "进度都将被删除！",
 "progression spoilers": "进度剧透",
 "progressively": "逐渐",
 "prolonged": "长时间的",
 "proof": "证据",
 "proof of the hunt, her expression hardens.": "狩猎的证据后，她的脸色顿时严肃起来。",
 "proper": "适当的",
 "properly": "妥善",
 "properly.": "妥善。",
 "properties.": "特性。",
 "proportionally increases": "按比例提高",
 "protect": "保护",
 "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.": "会保护你的护甲。已发布的游戏中，磨损按护盾生效前的完整伤害计算。只有真正降低伤害（抗性、格挡、闪避）才有帮助。",
 "proudly": "自豪地",
 "provide": "提供",
 "psychology": "心理",
 "pulsating": "脉动的",
 "pup,": "幼崽，",
 "pure": "纯净",
 "purposes.": "用途。",
 "push": "推",
 "put": "放",
 "puts a -50% drop-rate debuff on the whole region, and a bottomed-out floor takes 15 in-game days to refill.": "会给整个区域施加 -50% 掉落率减益，见底的一层需要 15 个游戏日才能补满。",
 "px + var(--topbar-off, 0px))": "px + var(--topbar-off, 0px))",
 "quality": "品质",
 "ques...": "问...",
 "quest": "任务",
 "question": "问题",
 "question,": "提问，",
 "question-whether": "问题--是否",
 "questioning": "质疑",
 "quests": "任务",
 "quests index": "任务索引",
 "quickly": "迅速",
 "quickly,": "迅速地，",
 "quickly.": "迅速。",
 "quiet": "安静",
 "quiet,": "安静，",
 "quietly": "静静",
 "quite": "相当",
 "quiver": "箭袋",
 "quivering": "颤抖的",
 "ra...": "稀有度",
 "rabid": "狂暴",
 "race": "种族",
 "race modifiers:": "种族修正：",
 "race traits": "种族特质",
 "race.": "种族。",
 "radiant": "光芒四射的",
 "radiate": "散发",
 "radiates": "散发",
 "radiating": "散发",
 "raise": "举起",
 "raises": "抬起",
 "raises a unit's Research capability by room quality, from +30% in the Poor Research Lab to +210% in the Fantastic Research Lab:": "会按房间品质提高单位的研究能力，从简陋的研究室的 +30% 到极佳的研究室的 +210%：",
 "ran": "已运行",
 "ran)": "运行)",
 "random": "随机",
 "random affix": "随机词缀",
 "random affixes": "随机词缀",
 "random event": "随机事件",
 "random event slots": "随机事件槽",
 "range": "射程",
 "range (0 tiles);": "射程（0 格）;",
 "range (1 tile);": "射程（1 格）;",
 "range (10 tiles);": "射程（10 格）;",
 "range (12 tiles);": "射程（12 格）;",
 "range (2 tiles);": "射程（2 格）;",
 "range (3 tiles);": "射程（3 格）;",
 "range (4 tiles);": "射程（4 格）;",
 "range (5 tiles);": "射程（5 格）；",
 "range (6 tiles);": "射程（6 格）;",
 "range (7 tiles);": "射程（7 格）;",
 "range (8 tiles);": "射程（8 格）;",
 "range and area on a dungeon room": "地下城房间上的射程与范围",
 "range and area shown on a dungeon room": "显示在地下城房间上的射程与范围",
 "range.": "范围。",
 "ranged x1": "远程 x1",
 "rank 1:": "1 级：",
 "rank 1: 4 members": "1 级：4 名",
 "rank 2:": "2 级：",
 "rank 2: 5 members": "2 级：5 名",
 "rank 3:": "3 级：",
 "rank 3: 6 members": "3 级：6 名",
 "rank by": "等级，通过",
 "rank {#}: {#} gold": "等级 {#}：{#} 金币",
 "rank {#}: {#} members": "等级 {#}：{#} 名成员",
 "rank.": "级别。",
 "ranked by {#}": "按 {#} 排名",
 "rat.": "老鼠。",
 "rate": "速率",
 "rates": "率",
 "rather": "宁愿",
 "rather than being a fixed statline.": "而不是固定属性。",
 "ration": "补给",
 "rationing,": "配给制，",
 "rations": "口粮",
 "rations.": "补给。",
 "rats, slimes and slogels": "老鼠、史莱姆和斯洛格尔",
 "raven": "乌鸦",
 "raven's": "乌鸦的",
 "raw": "生的",
 "re...": "re...",
 "reach": "达到",
 "reaches": "到达",
 "reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.": "降至 0 时，会陷入沉睡并失去意识，无法进行控制。",
 "reaches its maximum, the unit enters a": "达到最大值时，单位会进入",
 "reaching": "达成",
 "reaction": "反应",
 "reaction.": "反应。",
 "read": "读",
 "read your clan units into the builder": "将你的团队单位读入角色构筑器",
 "reading": "解读",
 "reads": "阅读",
 "reads the summoner's live stats": "读取召唤者的实时属性",
 "real": "真实",
 "real at 1x": "1 倍速真实时间",
 "real-time": "实时",
 "realize": "意识到",
 "reall...": "真的...",
 "really": "真的",
 "reason,": "原因，",
 "reassuring!": "开始。",
 "receive": "获得",
 "received": "获得",
 "receives": "收到",
 "receiving": "领取",
 "recent": "近期",
 "recently": "最近",
 "recipe defined, but no crafting station offers it in DS_B.0.4.19 (not craftable)": "已定义配方，但 DS_B.0.4.19 中没有任何制作台提供它（无法制作）",
 "recipe defined, but no crafting station offers it in {#} (not craftable)": "已定义配方，但 {#} 中没有任何制作台提供它（无法制作）",
 "recipes": "配方",
 "recognition.": "认可。",
 "record": "记录",
 "records": "记录",
 "records,": "记录，",
 "records.": "记录。",
 "recover": "恢复",
 "recovered": "找回",
 "recovery": "恢复",
 "recreation": "娱乐",
 "recreation buildings": "娱乐建筑",
 "recruit": "招募",
 "recruit endorsi": "招募恩多尔西",
 "recruit-generation rolls:": "招募生成抽取：",
 "recruitable": "可招募",
 "recruited": "已招募",
 "red": "红色",
 "red crystal.": "红色水晶。",
 "red-glowing": "红光",
 "red.": "红色。",
 "reduce that hit's damage to 1": "将该次命中的伤害降为 1",
 "reduce unnecessary losses.": "减少不必要的损失。",
 "reduced": "降低",
 "reduces": "降低",
 "reduces wear, because the guard's damage reduction is applied before the durability math runs": "会减轻磨损，因为格挡的伤害减免在耐久度计算之前生效",
 "reduction": "减免",
 "reduction)": "减免)",
 "reeks": "散发着恶臭",
 "referenced": "已引用",
 "refined": "精炼",
 "reflected": "已反弹",
 "reflects the full pre-soak amount. Only lowering the attacker's raw damage (your resistance) lowers what bounces back.": "会反射吸收前的全额。只有降低攻击者的原始伤害（你的抗性）才会降低弹回的量。",
 "reflexes.": "反应能力。",
 "refreshing": "清新的",
 "refs that resolve to names.": "引用，会解析为名称。",
 "refunded": "已退还",
 "reg...": "区域...",
 "regarding": "关于",
 "region": "区域",
 "region 2": "区域 2",
 "region level": "区域层级",
 "region page": "区域页面",
 "region,": "区域，",
 "region.": "区域。",
 "regions": "区域",
 "regularly.": "定期。",
 "reinforced": "强化",
 "relatively": "相对",
 "relaxed": "放松的",
 "released": "已发布",
 "reliable": "可靠的",
 "reliably.": "可靠地。",
 "relieves": "缓解了",
 "remain": "留下",
 "remain.": "残留。",
 "remain...": "留下……",
 "remained,": "依然存在，",
 "remains": "仍然",
 "remains.": "残骸。",
 "remarkable": "非凡的",
 "remarkable,": "特别之处，",
 "remember.": "记住。",
 "remove": "移除",
 "removed": "已移除",
 "removes": "移除",
 "removes vines and the creep under them, and the settlement grows by that ground.": "会移除藤蔓及其下方的蔓延，据点随该地面扩大。",
 "renown": "声望",
 "reorganizes": "重新整理",
 "repeatable": "可重复",
 "repeatable guild \"Expedition Resolution\" goals": "可重复的公会“探险决议”目标",
 "reply.": "回答。",
 "reports": "报告",
 "represent": "代表",
 "request": "请求",
 "request,": "请求，",
 "require": "需要",
 "required": "要求",
 "required directly": "直接需求",
 "requires": "需要",
 "requires quest \"": "需要任务 \"",
 "requiring": "需要",
 "rescue": "救援",
 "rescues": "救助",
 "research": "研究",
 "research is not complete": "研究尚未完成",
 "research options": "研究选项",
 "research.": "研究。",
 "research:": "研究：",
 "resembl...": "相似...",
 "resembled": "类似于",
 "reserves": "储备",
 "reset": "重置",
 "resets": "重置",
 "resets...": "重置...",
 "resistance": "抗性",
 "resistance increases by": "抗性提高",
 "resistance increases by {1}%": "抗性提高{1}%",
 "resists cut damage by x100/(100+R); skills are budgeted but their combat effects are": "抗性通过 x100/(100+R) 减少伤害；技能有预算，但其战斗效果是",
 "resolved.": "下定决心。",
 "resource": "资源",
 "resource items": "资源物品",
 "resource node": "资源节点",
 "resources": "资源",
 "resources.": "资源。",
 "respectfully": "恭敬地",
 "respectfully accepts the insignia you present with both hands.": "恭敬地用双手接过你授予的徽章。",
 "rest": "休息",
 "restart": "重新开始",
 "restore": "恢复",
 "restores": "恢复",
 "restoring": "恢复",
 "rests": "休息",
 "result and": "结果，以及",
 "result will not be saved. Are you sure you want to exit?": "结果将无法保存。确定要退出吗？",
 "results": "结果",
 "results,": "结果，",
 "resumes": "简历",
 "retire": "退休",
 "return": "返回",
 "returned": "已返回",
 "returni...": "返回...",
 "returning": "返回",
 "returns": "返回",
 "returns false for every region": "对每个区域都返回 false",
 "returns its input unchanged": "原样返回其输入",
 "reveals": "展示",
 "reverent": "虔诚",
 "reviewing": "审阅",
 "reward": "奖励",
 "reworked": "重做",
 "rhythm": "节奏",
 "richer and rarer": "更丰富也更稀有",
 "right": "右",
 "right)": "右）",
 "right,": "对，",
 "right-click": "右键点击",
 "ring made": "制成的戒指",
 "rings": "回荡",
 "rings of wooden fences": "一圈圈木栅栏",
 "rise": "上升",
 "rises": "升起",
 "risk": "风险",
 "risk...": "风险……",
 "risked": "冒着生命危险",
 "risking": "赌上",
 "roar": "咆哮",
 "roasted": "烤过的",
 "robe.": "长袍。",
 "robust.": "坚固。",
 "rock": "岩石",
 "rock.": "岩石。",
 "rod": "杆",
 "rodent": "啮齿动物",
 "roll": "抽取",
 "rolled at recruit generation": "在招募生成时抽取",
 "room": "房间",
 "room and the Portal out. So an Event room and a Treasure room are": "房间以及出口传送门。因此事件房间和宝藏房间",
 "room are considered missing.": "房间将被视为失踪。",
 "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.": "房间模板。「每槽几率」是该层放置首领房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "个房间模板。“每槽几率”是每当该层放置一个战斗房间时，该模板在该次抽取中所占的份额，按模板权重加权。单层可以有多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置核心房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。“每槽几率”是该层放置走廊房间时，此模板在该次抽取中所占的份额，按模板权重加权。单层可以有多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽选几率，不是整层几率。",
 "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.": "房间模板。“每槽几率”是该层放置精英房间时，此模板在该次抽取中所占的份额，按模板权重加权。单层可以有多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽选几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置精英宝箱房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置入口房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置事件房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置女神房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置 HardCombat 房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置传送门房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置资源房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。“每槽几率”是该层放置宝藏房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置 Tutorial1 房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置 Tutorial2 房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "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.": "房间模板。「每槽几率」是该层放置 Tutorial3 房间时，此模板在该次抽取中按模板权重加权后所占的份额。单层可容纳多个房间槽，数量取决于层布局（尚未提取），因此这是每槽抽取几率，不是整层几率。",
 "room,": "房间，",
 "room, a": "房间、",
 "rooms": "房间",
 "root": "根",
 "roots": "根",
 "roster is": "名册：",
 "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;": "名册单位中选两个：一个用魔法攻击力驱动魔法法术，一个用物理攻击力驱动物理法术，各自带有按该单位实际装备校准的武器/法杖品质选择器；",
 "rough": "粗糙",
 "roughly": "大约",
 "row 1 unpinned: row 2 stacks at the topbar": "第 1 行未固定：第 2 行堆叠在顶部栏",
 "row 2 holds the top edge": "第 2 行保持顶部边缘",
 "row 2 pinned again by its own pin": "第 2 行再次被其自身的图钉固定",
 "row 2 unpinned by its own pin": "第 2 行被其自身的图钉取消固定",
 "row.": "行。",
 "rows and the stage affecters. The rules around them (when a stage lands, what resets it) come from the game binary of build": "行以及阶段效果施加者。相关规则（阶段何时生效、什么会重置）来自该版本的游戏二进制",
 "rows inside #bhead": "#bhead 内部的行",
 "rows they point to carry": "指向的行带有",
 "ruin": "废墟",
 "rules": "规则",
 "rumble": "轰鸣",
 "rummage": "翻找",
 "rummages": "翻找",
 "rummaging": "翻找",
 "run": "运行",
 "running": "运行中",
 "running sum of every mood effect currently on that unit": "该单位当前所有心情效果的累计总和",
 "runs": "奔跑",
 "runs.": "所用算法相同。",
 "rustling": "沙沙声",
 "s (attack speed)": "秒 (攻击速度)",
 "s cadence =": "秒间隔 =",
 "s created by": "所创造的",
 "s each).": "秒)。",
 "s, before it downs you (~": "秒，早于它击倒你(~",
 "s, before you kill it (~": "秒内击倒你，你击杀它约需(~",
 "sacred the": "神圣的",
 "safe floor": "安全层",
 "safeguard": "守护",
 "safely.": "安全地。",
 "same": "相同",
 "satisfaction.": "满足。",
 "satisfy": "满足",
 "satisfying": "令人满意",
 "save,": "保存，",
 "save? All progress will be deleted!": "存档吗？所有进度都将被删除！",
 "saved": "已保存",
 "saves": "保存",
 "saves.": "存档。",
 "say": "说",
 "saying!": "说！",
 "says": "说",
 "says a scripted line": "说出一句脚本台词",
 "scale with attack power - only the number of stacks (set by the applying skill) matters.": "随攻击力提高，只有层数（由施加该效果的技能决定）才有意义。",
 "scale with the attacker's Attack Power; the applying skill decides how many stacks land. Poison is a separate": "随攻击者的攻击力提高；施加该效果的技能决定叠上多少层。中毒是单独的",
 "scales": "天平",
 "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": "缩放经济（制作、建造、研究、开拓者心情）。两者分开选择，因此你可以搭配简单经济和残酷战斗，或反过来。以下数字直接来自游戏的",
 "scales the monsters": "缩放怪物",
 "scales the monsters - their health and damage - while": "缩放怪物 - 其生命值和伤害 - 而",
 "scanning": "扫描",
 "scans": "浏览",
 "scarab.": "圣甲虫。",
 "scarce": "稀缺",
 "scarce,": "稀缺，",
 "scen...": "场景...",
 "scenario": "场景",
 "scenario start instead.": "场景开局的单步主线任务。",
 "scenario starting kit": "场景初始套件",
 "scenario starting kit ×10": "场景初始套件 ×10",
 "scenario starting kit ×100": "场景初始套件 ×100",
 "scenario starting kit ×20": "场景初始套件 ×20",
 "scenario starting kit ×4": "场景初始套件 ×4",
 "scenario starting kit ×5": "场景初始套件 ×5",
 "scenario starting kit ×50": "场景初始套件 ×50",
 "scenario starting kit ×6": "场景初始套件 ×6",
 "scenarios": "场景",
 "scene": "场景",
 "scent": "气味",
 "scent of": "……的气味",
 "scent,...": "气味,...",
 "scheduler. The constant": "调度器。常量",
 "scoff.": "嘲笑。",
 "scorching": "灼热",
 "scratches": "抓挠",
 "scream": "尖叫",
 "scream,": "尖叫，",
 "screen": "屏幕",
 "screen?": "界面？",
 "scri...": "写……",
 "scribbling": "涂写",
 "scroll": "卷轴",
 "scroll that instantly": "立即卷轴",
 "sealed": "已封印",
 "seals": "封印",
 "search": "搜索",
 "search backgrounds by name, skill tree or bonus...": "按名称、技能树或加成搜索出身...",
 "search effects: slow, lifesteal, summon...": "搜索效果：减速、生命吸取、召唤...",
 "searching": "搜寻",
 "seating.": "座位。",
 "sec at 1x speed": "秒（1 倍速）",
 "sec,": "秒，",
 "second": "第二",
 "second max-out during the collapse": "崩溃期间第二次达到上限",
 "second,": "秒，",
 "second.": "秒。",
 "second. This effect cannot stack.": "秒。此效果不可叠加。",
 "second...": "秒...",
 "seconds": "秒",
 "seconds,": "秒，",
 "seconds.": "秒。",
 "section": "部分",
 "secure": "确保",
 "secured,": "已保障，",
 "see": "看到",
 "see Construction below": "见下方建造",
 "see.": "明白了。",
 "see...": "看到……",
 "seed-exact parity": "种子精确一致",
 "seeing": "看见",
 "seek": "寻找",
 "seeking": "寻求",
 "seem": "似乎",
 "seemed": "似乎",
 "seems": "似乎",
 "seen": "看见",
 "seeping": "渗出",
 "seething": "沸腾的",
 "seizing": "捕捉着",
 "selector to scale the attack - it defaults to your roster's": "选择器来缩放该攻击 - 默认使用你名册的",
 "self": "自身",
 "self-aware": "有自我意识的",
 "self-forging": "自我锻造",
 "selling": "出售",
 "sends": "发送",
 "sense": "感觉",
 "senses": "察觉",
 "sent": "发送",
 "sentient": "有知觉的",
 "seriously": "严重",
 "seriously,": "说真的，",
 "serpent's": "蛇的",
 "serpents": "蛇类",
 "serpents,": "蛇类，",
 "services.": "服务。",
 "set": "设置",
 "set of equipment for making a simple camp in the dungeon.": "一套用于在地下城中搭建简易营地的装备。",
 "set up": "设置",
 "sets": "设置",
 "sets the refill interval per depletion stack.": "设定每叠枯竭的补充间隔。",
 "setting": "设置",
 "settings like language and sound settings in this window.": "此窗口中的语言和声音等设置。",
 "settle so easily. {0}": "不会这么轻易平息。 {0}",
 "settlement": "据点",
 "settlement.": "据点。",
 "settlement.Once": "定居点。一旦",
 "settlements.": "定居点。",
 "settler": "开拓者",
 "settler appears on the map": "开拓者出现在地图上",
 "settles": "安顿",
 "shabby": "破旧的",
 "shade": "阴影",
 "shadow": "影子",
 "shadow,": "影子，",
 "shakes": "摇晃",
 "shall": "应当",
 "shape": "成形",
 "shape,": "成形，",
 "shapes,...": "形状，……",
 "shards": "碎片",
 "share": "份额",
 "share.": "分享。",
 "shares.": "份额。",
 "sharing": "分享",
 "sharp": "锋利",
 "sharply.": "尖锐地。",
 "sharpness": "锋利度",
 "she": "她",
 "she catches her breath": "她喘着气",
 "she's": "她是",
 "sheepish,": "羞怯地，",
 "sheet.": "表。",
 "sheet;": "表；",
 "shell": "甲壳",
 "shell.": "甲壳。",
 "shield": "护盾",
 "shield made of bronze.": "青铜盾牌。",
 "shield's": "护盾的",
 "shield.": "盾牌。",
 "shimmering": "闪烁的",
 "short": "短",
 "short,": "短短的，",
 "shortcomings": "不足",
 "shou...": "喊...",
 "should": "应该",
 "shoulder": "肩膀",
 "shoulders.": "肩膀。",
 "shouts": "喊道",
 "show": "展示",
 "show the higher of the physical and magic value (hover for both);": "显示物理值和魔法值中的较高者（将鼠标悬停可查看两者）；",
 "shown": "已显示",
 "shows": "露出",
 "shows all of them.": "会显示全部。",
 "shows how often it spawns per matching room, a": "显示每个匹配房间的生成频率，",
 "shrill": "尖锐的",
 "shrug": "耸耸肩",
 "shrug.": "耸肩。",
 "side": "副作用",
 "side (the": "方（",
 "side has no units).": "方没有单位）。",
 "side quests from named NPCs": "来自具名非玩家角色的支线任务",
 "side.": "一侧。",
 "sigh": "叹气",
 "sight": "视线",
 "sight shrinks after dark": "天黑后视野缩小",
 "sign": "信号",
 "signal": "信号",
 "silence": "寂静",
 "silence,": "沉默,",
 "silent": "寂静",
 "silver": "银",
 "silver,": "银，",
 "silver-containing": "含银",
 "silver.": "银。",
 "simple": "简单",
 "simple,": "简单，",
 "since": "自从",
 "since the Magic": "自从魔法",
 "single": "单个",
 "single target": "单体目标",
 "single-target": "单体目标",
 "sink": "沉",
 "sinks": "沉浸",
 "situational": "视情况",
 "size.": "规模。",
 "sketch": "草图",
 "skill": "技能",
 "skill effect animations (33 shown striking the scarecrow, which recoils as it takes the hit), and the full animation sets of": "个技能效果动画（其中 33 个展示为击中稻草人，稻草人受击后仰），以及",
 "skill pages": "技能页面",
 "skill tree -": "技能树 -",
 "skill tree ›": "技能树 ›",
 "skill tree. Gain {0}": "技能树。获得 {0}",
 "skill trees": "技能树",
 "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": "技能树中选择。出身也会推动单位的起始天赋掷骰。本页列出全部 41 项出身；同一套特质到技能树的数据在",
 "skill)": "技能）",
 "skill,": "技能，",
 "skill:": "技能：",
 "skills": "技能",
 "skimming": "略读",
 "skin": "皮肤",
 "skin.": "皮肤。",
 "skins.": "表皮。",
 "sky.": "天空。",
 "slain": "被杀的",
 "slain,": "被杀，",
 "sleep,": "沉睡，",
 "sleep...": "睡觉……",
 "sleeping": "睡眠",
 "sleeps,": "沉睡，",
 "slightly": "略微",
 "slime": "史莱姆",
 "slime.": "史莱姆。",
 "slippery": "滑溜溜的",
 "slippery.": "滑溜溜的。",
 "slipping into narrow gaps, tasting the": "滑入狭窄的缝隙，感受着",
 "slot {#} ({#}) = {#}": "槽 {#} ({#}) = {#}",
 "slot {#} = {#}": "栏位 {#} = {#}",
 "slow-cooked": "慢炖",
 "slowed,": "变慢了，",
 "slower": "更慢",
 "slowly": "缓慢",
 "slowly continue speaking.": "慢慢地继续说道。",
 "slowly,": "缓慢地，",
 "slung": "斜挎着",
 "smal...": "小……",
 "small": "小",
 "small and unremarkable": "规模较小、不起眼的",
 "small slime.": "小史莱姆。",
 "smelling": "气味",
 "smells.": "气味。",
 "smelted": "熔炼",
 "smelting.": "熔炼。",
 "smile.": "微笑。",
 "smoke.": "烟雾。",
 "snaps": "折断",
 "sneer,": "嘲笑，",
 "so": "因此",
 "so easily. {0} raises their voice": "那么容易。{0}提高了声音",
 "so incoming hits are smaller, avoid over-swinging with fragile wood-tier weapons, and keep a spare set for long runs. The": "使受到的伤害更小，避免用易损的木阶武器过度挥击，并在长途中备一套替换装备。该",
 "so,": "所以，",
 "soaked in blood.": "泡过血水。",
 "softened": "软化",
 "soldier": "士兵",
 "solid": "坚固",
 "solid,": "坚固，",
 "som...": "某...",
 "some": "一些",
 "somehow": "某种",
 "someone": "有人",
 "someone,": "某人，",
 "something": "某物",
 "something.": "某物。",
 "sometimes": "有时",
 "somewhat": "一定程度上",
 "song": "歌声",
 "soon": "很快",
 "soothing,": "舒缓的，",
 "sophisticated": "精密",
 "sought": "寻求",
 "soul of a": "的灵魂",
 "soul-stone skill at a time - the game stores these as a dedicated": "个灵魂石技能 - 游戏将其存为单独的",
 "sound": "声音",
 "sound,": "声响,",
 "source": "来源",
 "source:": "来源：",
 "space": "空间",
 "space.": "空间。",
 "spaces": "格",
 "spawn": "生成",
 "spawn groups": "生成组",
 "spawn locations": "生成地点",
 "spawned": "催生",
 "spawned 2 times in this room": "在此房间生成 2 次",
 "spawned 3 times in this room": "在此房间生成 3 次",
 "spawned 4 times in this room": "在此房间生成 4 次",
 "spawns": "生成",
 "speak": "说话",
 "speak.": "开口。",
 "speaking.": "说话。",
 "speaks": "说道",
 "speaks.": "开口。",
 "spear": "矛",
 "spear crafted from Bloodwood.": "由血木制成的矛。",
 "spear made of Arcron.": "以阿克伦为材料制成的矛。",
 "spear made of bronze.": "青铜矛。",
 "spear made of copper.": "铜矛。",
 "spear made of iron.": "铁制长矛。",
 "spear toward the target, dealing": "向目标突刺，造成",
 "spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and": "向目标突刺，对所有敌方单位造成相当于物理攻击力 {0}% 的伤害，并",
 "spear.": "长矛。",
 "spearmen": "长矛兵",
 "special building": "特殊建筑",
 "special effect": "特殊效果",
 "specialize": "擅长",
 "specializes": "擅长",
 "specified": "指定",
 "specimen": "样本",
 "specimen....": "标本……",
 "speech": "话语",
 "speechless": "说不出话",
 "speechless for a moment, then frowns and lets out a": "短暂地沉默了一会儿，随即皱起眉头，发出一声",
 "speed": "速度",
 "speed increases by": "速度提高",
 "speed increases by {0}%.": "速度提高 {0}%。",
 "speed.": "速度。",
 "spell appears as its summoned creature's own attack (for example Bubble Tackle via Summon Bubbling); an offensive fire detonator (焚烧) also lists a": "法术会显示为其所召唤生物自己的攻击（例如通过召唤：泡泡灵打出的泡泡撞击）；进攻性火焰引爆技能（焚烧）也会列出",
 "spend?\"": "花钱？\"",
 "spent resources to pray. If you leave now, those resources": "花费资源祈祷。如果您现在离开，这些资源",
 "spent resources to pray. If you leave now, those resources and the": "花费资源祈祷。如果您现在离开，这些资源和",
 "spi...": "精...",
 "spike": "尖刺",
 "spikes.": "尖刺。",
 "spilled into a settlement chest.": "溢出到定居点箱子中。",
 "spine": "脊椎",
 "spine-chilling": "令人毛骨悚然",
 "spins": "旋转",
 "spirits": "精神",
 "spirits.": "灵。",
 "spit": "唾液",
 "splendid": "美妙",
 "splendor": "辉煌中",
 "splits from {#}": "从{#}分裂",
 "spoilers": "剧透",
 "spore": "孢子",
 "spores,": "孢子，",
 "spores.": "孢子。",
 "spotted": "已察觉",
 "spraying": "喷射",
 "spreading": "流传",
 "spring": "春天",
 "squirms": "扭动",
 "st...": "力量...",
 "stable.": "稳定。",
 "stack": "层数",
 "stacking": "可叠加",
 "stacks accumulate, applies": "层数累积后，施加",
 "stacks maintained x": "层维持 x",
 "stacks x 3 per second": "层数 x 3 每秒",
 "stacks x 5 per second": "层数 x 5 每秒",
 "stacks)": "层)",
 "staff": "法杖",
 "staff crafted from Bloodwood.": "由血木制成的法杖。",
 "stage.": "阶段。",
 "stakes,": "赌注，",
 "stamina": "耐力",
 "stamping": "跺地",
 "standard": "标准",
 "stands": "站着",
 "stands for the target's name.": "代表目标的名称。",
 "stands.": "站着。",
 "stares": "凝视",
 "start": "开始",
 "started by no event in this build": "本版本中无事件启动",
 "started by {#}": "由 {#} 发起",
 "starting": "起始",
 "starts": "开始",
 "stat": "属性",
 "stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes": "属性（界面刻度最高为 30），它默默驱动整个管理层。心情高于 0 会使",
 "stat sharpens how far your units see - the name and flavour (\"sharpens senses\") both suggest it. The data does not back that up.": "属性会拉远单位能看多远 - 名称和描述（\"磨砺感官\"）都在暗示这一点。数据并不支持。",
 "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.": "属性，用来定义它当前能看到的地块集合，墙壁会挡住视线。当怪物可见地块中包含你的一个单位时，它开始察觉，经过短暂的察觉积累后才会投入攻击。代码里没有单独的听觉或噪音感知。",
 "stat. Both are built in a strict order - flat first, percent last.": "属性。两者都按固定顺序计算 - 先固定值，后百分比。",
 "state": "状态",
 "state,": "状态下，",
 "state, and ...": "状态，并且 ...",
 "state.": "状态。",
 "stats": "属性",
 "stats (Strength, Constitution, Will, Intelligence, Agility, Perception) that feed every": "属性（力量、体质、意志、智力、敏捷、感知），它们决定每一项",
 "status": "状态",
 "status alerts": "状态警报",
 "status values": "状态数值",
 "stay": "停留",
 "stayed": "停留",
 "staying": "停留",
 "steadfast": "不倒",
 "steadily": "持续地",
 "step": "步骤",
 "step.": "步。",
 "steps": "步骤",
 "steps forward": "走上前来",
 "sticky": "粘稠",
 "sticky,": "黏稠，",
 "stiffens.": "僵住了。",
 "still": "仍然",
 "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.": "仍以原始 TextAssets 带着发布前残骸。其中包括：更早技能系统设计留下的原型技能树 XML 文档，一棵仍含开发者测试条目的废弃科技树，以及 4 人场景模式的空壳。现行数据表没有引用其中任何一项：它们是发布前的开发残留，不是当前路线图上的内容。",
 "stirred a": "唤起了",
 "stock": "库存",
 "stock (unmodded) game files": "原版（未经模组修改）游戏文件",
 "stockpile resources": "囤积资源",
 "stockpiles": "储备",
 "stomach.": "肚子。",
 "stomping": "跺脚",
 "stone": "石材",
 "stone that carries the scent of fresh leaves.": "散发着新鲜树叶香气的石头。",
 "stone,": "石头，",
 "stone.": "石头。",
 "stone.\"": "石头。”",
 "stones": "石块",
 "stood": "屹立",
 "stop": "停止",
 "stopped": "停止",
 "stops": "停止",
 "stor...": "仓...",
 "storage buildings": "仓库建筑",
 "stored": "储存",
 "stored, then read back": "已存储，然后读回",
 "stories": "故事",
 "storing": "储存",
 "story": "剧情",
 "straight...": "直线...",
 "straightens": "挺直",
 "strange": "奇怪",
 "strategy,": "策略，",
 "strength,": "力量，",
 "stress resets but stays under {#} through the {#}-day collapse. In-game time, about {#} of play at 1x speed.": "压力会重置，但崩溃期间保持低于 {#}，该崩溃持续 {#} 天。游戏内时间，1 倍速下游玩约 {#}。",
 "stress.": "压力。",
 "strike": "打击",
 "strikes": "打击",
 "strikes,": "打击，",
 "strikes.": "打击。",
 "strong": "强",
 "strong,": "强大，",
 "stronger the longer a run lasts (": "更强，冒险持续越久（",
 "stronger.": "更强。",
 "strongman": "大力士",
 "struck at the skill's range; recoils as the hit lands": "在技能射程处受击；命中时后仰",
 "structures": "建筑",
 "struggles": "挣扎",
 "struggling": "挣扎着",
 "studying": "研究",
 "stuffy": "沉闷",
 "stun": "眩晕",
 "stun.": "眩晕。",
 "sturdy": "坚固",
 "sturdy,": "坚固，",
 "sturdy.": "坚固。",
 "sub": "辅助",
 "subname": "副名称",
 "subs": "辅助",
 "subside": "平息",
 "subtle": "微妙的",
 "subtly": "微妙地",
 "success": "成功",
 "succession": "接连",
 "such": "如此",
 "suck": "吸",
 "sudden,": "突然，",
 "suddenly": "突然",
 "suffer": "受到",
 "sufficient": "足够",
 "suggests,": "建议，",
 "suit": "套装",
 "suitable": "适合",
 "suited": "适合",
 "summon": "召唤",
 "summoned": "已召唤",
 "summoned by {#}": "由{#}召唤",
 "summoner Magic Attack Power x 0.5 + base Magic Attack": "召唤者魔法攻击力 x 0.5 + 基础魔法攻击力",
 "summoner Magic Attack Power x 1 + base HP": "召唤者魔法攻击力 x 1 + 基础 HP",
 "summoner's Magic Attack Power": "召唤者的魔法攻击力",
 "summoner's live Magic Attack": "召唤者的实时魔法攻击力",
 "summoning": "召唤",
 "summons": "召唤",
 "superior": "卓越的",
 "supervisor's": "主管的",
 "supplies.": "用品。",
 "supply": "补给",
 "support": "支援",
 "support.": "支持。",
 "supporting": "支援",
 "suppose": "想",
 "suppressing": "压制",
 "sure": "确定",
 "sure.": "当然。",
 "surely": "肯定",
 "surely already ...": "肯定早已...",
 "surface.": "表面。",
 "surgery": "手术",
 "surprised": "惊讶",
 "surroundings": "周围",
 "survey": "调查",
 "survival": "生存",
 "survived": "幸存",
 "suspicious": "可疑的",
 "sweet": "甜",
 "sweet,": "甜美，",
 "sweetness": "甜味",
 "sweetness.": "甜味。",
 "swiftly": "迅速",
 "swiftly-only": "迅速--只",
 "swiftly.": "迅速地。",
 "swindlers": "骗子",
 "swindlers.": "骗子。",
 "switched": "切换",
 "symmetrically": "对称地",
 "synergy": "协同",
 "system": "系统",
 "tSentinel": "哨兵",
 "tSentinel.": "哨兵。",
 "ta...": "那...",
 "table cooldown / (1 + cooldown reduction / {#})": "表冷却 / (1 + 冷却缩减 / {#})",
 "table new in this build": "此版本新增表格",
 "table tbody tr": "table tbody tr",
 "table,": "桌上，",
 "table.": "表。",
 "tables": "表",
 "tag marks a trait that only triggers past an HP threshold.": "标记表示该特质仅在 HP 低于阈值后触发。",
 "take": "拿",
 "take this": "再忍",
 "taken": "受到",
 "taken from critical hits": "受到暴击时所受",
 "takes": "需要",
 "taking": "正在",
 "talent rating": "天赋等级",
 "talent spread": "天赋分布",
 "talents": "天赋",
 "tales": "故事",
 "talking": "谈论",
 "targe...": "目标...",
 "target": "目标",
 "target selection": "目标选择",
 "target you choose in \"Damage vs\"": "在 \"伤害对\" 中选择的目标",
 "target's": "目标的",
 "target.": "目标。",
 "targeting": "目标选择",
 "targets": "目标",
 "targets it": "以它为目标",
 "tasks": "任务",
 "taste": "味道",
 "taste,": "味道，",
 "tastes": "尝起来",
 "tastier": "更美味的",
 "tasty,": "美味，",
 "taught": "教导",
 "tbody tr": "tbody tr",
 "team,": "队伍，",
 "team...": "团队……",
 "teams": "队伍",
 "tear": "撕裂",
 "tears": "撕下",
 "technical": "技术",
 "techniques.": "技术。",
 "teleports": "传送",
 "template": "模板",
 "temple": "寺庙",
 "temporarily": "暂时",
 "temporary": "暂时的",
 "tend": "照料",
 "tender": "嫩的",
 "tending": "照料",
 "tendrils": "藤蔓",
 "tense": "紧张",
 "term": "术语",
 "terrible": "可怕",
 "terrible,": "糟糕透顶，",
 "terribly": "非常",
 "terrified.": "吓坏了。",
 "territory": "领地",
 "territory.": "领地。",
 "test": "验证",
 "test.": "测试。",
 "tests the region number": "都不检测区域编号",
 "text entries": "文本条",
 "texture,": "质地，",
 "th...": "th...",
 "than": "比",
 "than...": "比……",
 "that": "该",
 "that appears depends on clan rank. Every race has a recruit weight per rank in the": "会出现哪些取决于探险等级。每个种族在每个等级都有招募权重，见该",
 "that consumes mana stones (": "会消耗法力石（",
 "that get harder as you descend (the game maps each floor to an internal difficulty": "越往下越难（游戏将每层映射到内部难度",
 "that refreshes every 480 in-game minutes. The number and level of candidates scale with": "池中招募，该池每 480 游戏内分钟刷新一次。候选人的数量和等级随",
 "that soaks the hit does": "吸收该次命中的，并",
 "that's": "那是",
 "that,": "那个，",
 "the": "该",
 "the 6 major stats": "6 项主属性",
 "the Dining": "餐厅",
 "the Effects list": "效果列表",
 "the Garnet, Opal, Peridot and": "石榴石、猫眼石、橄榄石和",
 "the Goddess Statue.": "女神像。",
 "the Guild": "公会",
 "the Guild Merchant": "公会商人",
 "the Hell": "地狱",
 "the Iron Ingot itself, with no source at all": "铁锭本身，完全没有来源",
 "the Spore Insect": "孢子虫",
 "the acid": "酸液",
 "the aftermath": "后遗症",
 "the alerts guide": "警报指南",
 "the boss fights": "首领战斗",
 "the build you're editing": "你正在编辑的构筑",
 "the camera": "摄像机",
 "the candidate already carries, priced by rarity:": "（候选人已携带），按稀有度计价：",
 "the clan record and the save header carry different campaign ids": "氏族记录和存档头文件包含不同的战役ID",
 "the clean escape hatch": "干净的脱身口",
 "the clock, and it puts the squad back to the": "时钟，并把小队带回",
 "the controls guide": "控制指南",
 "the corrupt magic": "腐化魔力",
 "the curse of the dead.": "亡者的诅咒。",
 "the dead Golem": "死去的魔像",
 "the dormant Tin, Bronze and Iron weapon lines": "休眠的锡、青铜和铁武器系列",
 "the dungeon's": "地下城的",
 "the dungeon.\"": "地下城。\"",
 "the economy": "经济",
 "the effect restores a share of health spread over a number of seconds": "该效果在若干秒内分摊恢复一部分生命值",
 "the event {#} finished": "事件 {#} 已完成",
 "the events": "这些事件",
 "the expedition members": "the 探险队员",
 "the expedition members come to see you. Among them,": "探险队员们走到你面前。其中，",
 "the expedition members to": "the 探险队员 to",
 "the first proc lands on the 4th qualifying attack, then every 3rd after that.": "第一次触发发生在第 4 次符合条件的攻击上，之后每第 3 次再触发。",
 "the flat sum, a +50% modifier multiplies your whole flat total, not just the base.": "固定值合计之后，+50% 修正会乘以整个固定值合计，而不仅是基础值。",
 "the generated floor": "生成的层",
 "the golem": "魔像",
 "the greatsword": "巨剑",
 "the guild.": "公会。",
 "the handbook": "手册",
 "the hit removes (red + skull = lethal, orange over half, green under 10%). It is the ranking metric. Use the": "命中所扣除的量（红色 + 骷髅 = 致命，橙色超过一半，绿色低于 10%）。这是排名指标。使用",
 "the insignia you present with both hands.": "你用双手递出的徽章。",
 "the last floor of that region is reached, the": "到达该区域的最后一层时，",
 "the link is": "联系",
 "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.": "循环的计数器允许 7 次已发出的命中。设计者本意是两者中的哪一个尚未确定，因此将 5 视为意图数值，将 7 视为代码上限。",
 "the marsh, slipping into narrow gaps, tasting the": "沼泽，滑入狭窄的缝隙，感受着",
 "the members": "队员们",
 "the mission": "任务",
 "the monster roster": "怪物名册",
 "the music guide": "音乐指南",
 "the nearby": "附近的",
 "the nearby undergrowth, {0}": "附近的灌木丛，{0}",
 "the nearest": "最近的",
 "the note, he nods": "笔记后，他点了点头",
 "the quest": "该任务",
 "the quest {#} completed": "任务 {#} 已完成",
 "the reader's own rank is put back": "读者的自身等级已恢复",
 "the record {#}": "记录 {#}",
 "the results of this": "这次的成果",
 "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.": "该流程改为读取第一个数值。加成为 +10 暴击几率，是因为第一个数值是 10，而不是因为第三个是。",
 "the rules behind the numbers": "数字背后的规则",
 "the same way.": "同样方式生成。",
 "the scene list": "场景列表",
 "the scent of": "……的气味",
 "the settlement.": "定居点。",
 "the severed head of the enormous rat before the": "那只巨大老鼠的头颅放到",
 "the shown set equals the set derived from D": "显示的集合等于从 D 派生出的集合",
 "the skill's VFX clip": "该技能的 VFX 片段",
 "the small hint lines": "小提示行",
 "the soul of a": "的灵魂",
 "the spotting radius": "发现半径",
 "the stone golems and the Chain Knight Sentinel": "石魔像和链甲骑士哨兵",
 "the streets": "街道",
 "the streets while": "街道，而",
 "the success": "这次成功",
 "the summary": "摘要",
 "the talent, the more": "天赋越高，越能",
 "the target for {0} seconds.": "目标持续 {0} 秒。",
 "the target.": "目标。",
 "the tips and lore": "提示和背景故事",
 "the training dummy taking a hit": "训练假人受击",
 "the treasure rooms come in bands rather than one per floor": "宝藏房间按区段出现，而不是每层一个",
 "the type of damage depends on the type of the basic attack": "伤害类型取决于普通攻击的类型",
 "the user to the": "将使用者传送至",
 "the way back to the settlement": "返回据点的路",
 "the world,": "世界，",
 "the {#} kill record": "{#} 的击杀记录",
 "the...": "the...",
 "thead th": "thead th",
 "thead th[data-sort]": "thead th[data-sort]",
 "their": "他们的",
 "them": "它们",
 "them,": "他们，",
 "them.": "他们。",
 "them...\"": "它们...\"",
 "then": "然后",
 "then Critical Chance increases by the third value": "然后暴击几率按第三个数值提高",
 "then,": "然后，",
 "there": "那里",
 "there are some strange markings here.\"": "这里有些奇怪的痕迹。”",
 "there's": "有",
 "there's a": "有一个",
 "there's a hidden opening here.\"": "这里有个隐藏的洞口。”",
 "there,": "那里，",
 "these": "这些",
 "these filters": "这些筛选",
 "these nodes yield several items, so they keep their own pages": "这些节点产出多种物品，因此各自保留独立页面",
 "they": "他们",
 "they're": "他们是",
 "thick": "厚",
 "thick,": "浓稠，",
 "thieves.": "盗贼。",
 "thin": "瘦",
 "thing": "东西",
 "thing,": "东西，",
 "things": "事情",
 "things.": "物品。",
 "think": "觉得",
 "this": "该",
 "this build": "本版本",
 "this building": "此建筑",
 "this event's flow and outcomes": "该事件的流程与结果",
 "this inscription": "此铭文",
 "this monster": "此怪物",
 "this page covers unreleased and future content found in the game files. Blurred sections reveal on click.": "本页涵盖游戏文件中的未发布和未来内容。模糊部分点击后显示。",
 "this race": "该种族",
 "this section": "此部分",
 "this step again": "再次此步骤",
 "this tree is not active": "此技能树未启用",
 "this whole tree runs on Bubblings, spawned by the Water Staff's": "整棵树靠水法杖生成的泡泡灵运转",
 "this,": "这个，",
 "this.\"": "这。”",
 "thorn": "荆棘",
 "thorny": "荆棘",
 "those": "那些",
 "though": "尽管",
 "though.": "不过。",
 "thought": "以为",
 "thoughts.": "思绪。",
 "thousand": "千",
 "thousand-year": "千年",
 "three": "三",
 "thrives": "茁壮生长",
 "through": "通过",
 "through exceptional leadership.": "凭借卓越的领袖能力。",
 "through his": "翻着他的",
 "through the thorny vines and lands on your forearm. Its eyes slowly turn": "穿过带刺的藤蔓，落在你的前臂上。它的眼睛慢慢地转动",
 "throw": "投掷",
 "thrust": "推力",
 "thrusting": "穿刺",
 "ticks": "刻",
 "tier deliberately. Bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.": "档位时要慎重。更大的祭品能买到每级更大的属性提升，但石头才是真正的瓶颈。",
 "tier. The tier trades mana-stone cost against the size of your stat gains. See At a glance above and the": "档位。该档位在法力石消耗与属性提升幅度之间取舍。见上方一览以及",
 "tile": "地块",
 "tile)": "格)",
 "tile.": "格。",
 "tiles": "格",
 "tiles (": "格 (",
 "tiles - only affects skills that scale with range": "格 - 仅影响随射程缩放的技能",
 "tiles - preview 11x4": "地块 - 预览 11x4",
 "tiles - preview 17x4": "地块 - 预览 17x4",
 "tiles - preview 1x1": "格 - 预览 1x1",
 "tiles - preview 3x3": "地块 - 预览 3x3",
 "tiles - preview 4x4": "地块 - 预览 4x4",
 "tiles - preview 6x4": "地块 - 预览 6x4",
 "tiles - preview 6x5": "地块 - 预览 6x5",
 "tiles - preview 8x4": "地块 - 预览 8x4",
 "tiles - preview 8x6": "地块 - 预览 8x6",
 "tiles beyond your cleared ground and pushes that ring outward as you clear.": "格，并随着你清理把这个环向外推。",
 "tiles of itself, a big vine within": "格内的蔓延，大藤蔓覆盖",
 "tiles.": "格。",
 "tiles. About": "格。约",
 "tiles; the 眼球 sees a long": "格；眼球能看到很长的",
 "tilts": "倾斜",
 "time": "时间",
 "time,": "时间,",
 "time.": "时间。",
 "timed": "计时",
 "times": "次",
 "times.": "次。",
 "timid,": "胆怯的，",
 "tin": "锡",
 "tin.": "锡。",
 "tint": "染色",
 "tiny": "细小",
 "tips": "提示",
 "tired": "疲惫",
 "tired.": "疲惫。",
 "title": "标题",
 "title?": "标题？",
 "tmpl mrd": "tmpl mrd",
 "to": "至",
 "to a single slot on exit.": "退出时保存到独立栏位。",
 "to all": "对所有",
 "to all allies": "对所有盟友",
 "to all targets in a straight path.": "对直线路径上的所有目标。",
 "to all units within": "对范围内的所有单位",
 "to an": "对一个",
 "to assign multiple structures for collection at once.": "即可一次指定多个建筑进行采集。",
 "to dine in a better environment.": "能在更好的环境中用餐。",
 "to dismiss.": "以关闭。",
 "to dungeons across the world.": "前往世界各地的地下城。",
 "to every member for": "对所有队伍成员持续",
 "to every member for 0 min": "对所有队伍成员持续 0 分钟",
 "to every member for 1 day": "对所有队伍成员持续 1 天",
 "to every member for 2 days": "对所有队伍成员持续 2 天",
 "to himself.": "自言自语。",
 "to investigate the": "去调查",
 "to jump to the search box above and find the item, unit or page you were looking for.": "以跳到上方搜索框，查找你要找的物品、单位或页面。",
 "to match the": "以匹配",
 "to plug in a specific monster.": "来填入一只具体怪物。",
 "to quiet things": "让事情安静下来",
 "to quiet things for a moment, but the members' discontent": "让事情安静片刻，但队员们的不满",
 "to reach rank 2": "以达到探险等级 2",
 "to reach rank 3": "以达到探险等级 3",
 "to reach rank {#}": "以达到等级 {#}",
 "to refill completely": "才能完全补满",
 "to remove the dark thorny vines blocking": "以清除阻碍的黑荆棘藤蔓",
 "to research": "研究",
 "to reveal them. A": "来显示它们。",
 "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.": "中搜索怪物，即可看到每个法术伤害占其 HP 的百分比；将指针停在技能伤害数字上可查看基础攻击 + 武器 + 系数 + 暴击的完整明细。",
 "to select all units.": "来选择所有单位。",
 "to start; requires": "才能开始；需要",
 "to summon a Bubbletoad at the": "以召唤一只泡泡蟾蜍，位置在",
 "to surprise and": "使惊讶并",
 "to the": "到",
 "to the URL to run the built-in formula checks.": "到 URL 以运行内置公式检查。",
 "to the attacker as": "给攻击者，作为",
 "to the comparison": "到对比中",
 "to the guild.": "到公会。",
 "to the target and applies": "对目标并施加",
 "to the target and knocks": "对目标并将其击退",
 "to the target for {0} seconds when using": "在使用时对目标持续 {0} 秒",
 "to the target for {0} seconds.": "对目标，持续 {0} 秒。",
 "to...": "到...",
 "toad's": "蟾蜍的",
 "today.\"": "今天。”",
 "toge...": "一起……",
 "together": "一起",
 "together with every other mood lever. This page stays for old links.": "以及其他所有心情相关项。本页面保留供旧链接使用。",
 "tone,": "语气，",
 "tongue,": "舌头，",
 "tonic brewed from antlers.": "由鹿角熬制的药剂。",
 "too": "太",
 "too,": "也，",
 "too.": "也。",
 "took": "拿了",
 "tools": "工具",
 "tools.\"": "工具。”",
 "top": "顶部",
 "top left": "左上",
 "top-right": "右上角",
 "torch": "火把",
 "torches,": "火把，",
 "torn": "撕裂的",
 "total HP": "合计 HP",
 "touch": "触感",
 "touch.": "触碰。",
 "tough": "坚韧",
 "toward": "朝向",
 "toxic": "有毒的",
 "tr...": "得...",
 "trade": "交易",
 "trait to tree access": "出身对应技能树",
 "trait). Each boss's": "特质的单位）。每位首领的",
 "trait, separate from backgrounds and inscriptions. The stone is consumed on use and does not stack (": "特质，有别于出身和铭文。使用后消耗该石，且不可叠加 (",
 "trait.": "特质。",
 "traits": "特质",
 "tranquil": "宁静",
 "translate(-50%, -100%)": "translate(-50%, -100%)",
 "transmitting": "传输",
 "trapped": "被困",
 "travelers-some": "旅行者--一些",
 "travelers:": "旅行者：",
 "treasure chests": "宝箱",
 "treasures": "宝藏",
 "treasures,": "宝藏，",
 "treating": "治疗",
 "treatment.": "待遇。",
 "tree": "树",
 "tree -": "技能树 -",
 "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.": "树的主动技能，无需持有该法杖。混合构筑（近战武器 + 魔法主动技能）有效 - 构筑器从不按武器限制技能。",
 "trembling,": "颤抖，",
 "triu...": "得意...",
 "true": "true",
 "true,": "真的，",
 "true.": "真的。",
 "truly": "真正",
 "truth": "真相",
 "turn": "回合",
 "turning": "转过身",
 "turnip": "大头菜",
 "turnips": "大头菜",
 "turnips.": "大头菜。",
 "turns": "变为",
 "turtle": "乌龟",
 "turtle.": "乌龟。",
 "tutorial": "教程",
 "tutorial alert": "教程警报",
 "tutorial events": "教程事件",
 "tutorial quests": "教程任务",
 "twists": "扭曲",
 "two": "两个",
 "two independent difficulty axes": "两条独立的难度轴",
 "two-handed greatsword made of Arcron.": "以阿克伦为材料制成的双手巨剑。",
 "type": "种类",
 "type of damage you take straight back at the attacker (": "类型伤害原样反弹给攻击者 (",
 "type to search...": "输入以搜索...",
 "tyr...": "暴...",
 "ultimate": "终极",
 "un...": "un...",
 "unable": "无法",
 "unaware": "未察觉",
 "unclear": "不明",
 "uncovering": "揭示",
 "under": "在下",
 "under the name for the Base-vs-Abyss stat delta, not a separate entry.": "（名称下方）可查看基础与深渊的属性差值，而不是单独条目。",
 "under {#}": "低于 {#}",
 "undergrowth.": "灌木丛。",
 "understand": "理解",
 "understanding,": "理解，",
 "unfamiliar": "不熟悉的",
 "unfortunate.": "不幸。",
 "unhesitatingly": "毫不犹豫地",
 "uni...": "单位...",
 "unintelligible": "无法理解的",
 "unit": "单位",
 "unit's": "单位的",
 "unit's...": "单位的...",
 "units": "单位",
 "units require greater Mood satisfaction to stay content.": "单位需要更高的心情满意度才能保持满足。",
 "units,": "单位，",
 "units, expected": "单位，预期",
 "units.": "单位。",
 "unitsbar pinrow": "unitsbar pinrow",
 "unknow...": "未知...",
 "unlikely": "不易",
 "unlock the next region (": "解锁下一区域（",
 "unlocked": "已解锁",
 "unlocks it (workload": "解锁它（需求量",
 "unreleased": "未发布",
 "unreleased content": "未发布内容",
 "unsatisfactory": "不尽人意的",
 "unsettling,": "令人不安，",
 "unsourced pool": "无来源池",
 "until": "直到",
 "untill": "直到",
 "unyielding": "不屈不挠",
 "up": "上",
 "up to 5 enemies": "最多 5 名敌人",
 "up to {#} on the field": "场上最多 {#} 个",
 "up to {#} stacks": "最多 {#} 层",
 "up)": "向上)",
 "up,": "起来，",
 "up.": "上。",
 "update.": "更新。",
 "upon": "在",
 "upon),": "之后），",
 "upon).": "之后）。",
 "upper": "上",
 "upper-left)": "左上角）",
 "us": "我们",
 "us.": "我们。",
 "use": "使用",
 "use strict": "use strict",
 "use...": "使用...",
 "used": "已使用",
 "used.": "已使用。",
 "useful.": "有用。",
 "useful.\"": "有用。”",
 "user": "用户",
 "uses": "使用",
 "uses 1 inscription": "占用 1 条铭文",
 "uses ammo:": "消耗弹药：",
 "uses.": "用途。",
 "usual": "通常",
 "usually": "通常",
 "utterly": "完全",
 "valuable": "宝贵的",
 "value": "数值",
 "value and a": "值和一个",
 "value is negative.": "值为负数。",
 "variable": "变量",
 "variable,": "变量，",
 "varies": "不定",
 "variety": "种类",
 "various": "各种",
 "vegetarian": "素食",
 "veins": "矿脉",
 "venture": "深入。",
 "ventures": "冒险",
 "ver.Stove": "ver.Stove",
 "verify": "验证",
 "version": "版本",
 "version,": "版本，",
 "vertically": "垂直地",
 "vertically,": "垂直地，",
 "very": "非常",
 "via": "通过",
 "via skill": "通过技能",
 "via trait": "通过特质",
 "via {#}": "通过 {#}",
 "vile": "令人作呕的",
 "vine": "藤蔓",
 "vines": "藤蔓",
 "vines and": "藤蔓和",
 "vines,": "藤蔓，",
 "visible": "可见",
 "vision drops by": "视野降低",
 "vision-based and grid-based": "基于视野且基于网格的",
 "vitality.": "生命力。",
 "vivid": "鲜艳",
 "voice": "声音",
 "voices": "声音",
 "voices,": "声音，",
 "voices...": "声音...",
 "volume": "数量",
 "vs equipped": "对比已装备",
 "vulnerable": "易受攻击",
 "waiting": "等待",
 "waiting.": "等待。",
 "wall.": "墙。",
 "walls": "墙壁",
 "want": "想要",
 "wanted": "想要",
 "warm": "温暖",
 "warmth": "温暖",
 "warmth.": "温暖。",
 "warn": "提醒",
 "warned you. Enemies are unreasonably strong.": "警告过你。敌人强得毫无道理。",
 "was": "原先",
 "was...": "是...",
 "watches": "注视",
 "watching": "看着",
 "water": "水",
 "water,": "水，",
 "water.": "水。",
 "wave": "波",
 "waves": "挥手",
 "waves,": "波浪，",
 "way.": "方式。",
 "ways": "方式",
 "ways.": "方式。",
 "we": "我们",
 "we'll": "我们会",
 "we're": "我们",
 "weak": "弱小",
 "weaken": "削弱",
 "weakened,": "削弱了，",
 "weakest": "最弱",
 "weakness.": "弱点。",
 "weapon": "武器",
 "weapon skill": "武器技能",
 "weapon!": "武器！",
 "weapons!": "武器！",
 "wear.": "佩戴。",
 "wearing": "戴着",
 "wearing a mask": "戴着面具",
 "wears": "带着",
 "wears down": "磨损",
 "wears your armor.": "会磨损你的护甲。",
 "wears your weapon, and": "会磨损你的武器，而",
 "weary": "疲惫",
 "weather": "天气",
 "weigh...": "重量...",
 "weight": "重量",
 "weight each).": "每个重量）。",
 "weight,": "重量，",
 "weights,": "重量，",
 "weird": "奇怪的",
 "welcome": "欢迎",
 "well": "好",
 "well-known": "众所周知",
 "well.": "令人困惑。",
 "went missing during the expedition.": "在探险过程中失踪了。",
 "wer...": "是...",
 "were": "曾",
 "were with": "一起的",
 "wh...": "什…",
 "what": "什么",
 "what 1 point of each major gives": "各主属性 1 点提供的数值",
 "what actually happens": "实际发生的事",
 "what others took for granted and": "他人视为理所当然的事物，并",
 "when": "当",
 "when each stage lands": "各阶段何时生效",
 "when eating vegetarian food.": "吃素食时。",
 "where": "位置",
 "where and how to find things": "获取地点与方式",
 "where to find this": "此处的入手途径",
 "which": "其",
 "which backgrounds give which trees": "哪些出身对应哪些技能树",
 "while": "同时",
 "while awake,": "清醒时，",
 "while the Mental Break state is active, the unit": "当精神崩溃状态生效时，该单位",
 "while,": "过了一会，",
 "whistles,": "口哨声，",
 "white": "白色",
 "who": "谁",
 "whoever": "无论谁",
 "whole": "整个",
 "whole.": "整块。",
 "whose": "其",
 "whose tiers sum to roughly 2-5 across the 6 stats.": "，各档合计大约 2-5，分布在 6 项属性上。",
 "why": "为什么",
 "why don't we request expedition support from the Guild? Given": "要不要向公会申请探险支援？以",
 "wi...": "窗...",
 "widen": "拓宽",
 "widen.": "扩大。",
 "wider": "更广泛的",
 "wields": "挥舞",
 "wild": "野生",
 "will": "将",
 "willingly": "乐意地",
 "wind": "风",
 "wind.": "风。",
 "window.": "窗口。",
 "window...": "窗口...",
 "winnings,": "赌注，",
 "wins - it downs you in ~": "获胜 - 它约在",
 "wishlist Dungeon Settlers on Steam": "在 Steam 上将 Dungeon Settlers 加入愿望单",
 "with": "与",
 "with 10": "带 10",
 "with Blade Grinding (+": "带打磨刀刃 (+",
 "with blue crystal.": "镶嵌着蓝色水晶。",
 "with flowers.": "用鲜花。",
 "with green crystal.": "镶嵌着绿色水晶。",
 "with red crystal.": "镶嵌着红色水晶。",
 "with you,": "与你，",
 "with you, speaks": "与你，说着",
 "within": "在范围内",
 "within,": "内心深处，",
 "within.": "其中。",
 "without": "没有",
 "withstands": "承受",
 "wo...": "世界...",
 "won't": "不会",
 "wonderfully": "奇妙地",
 "wood": "木材",
 "wood.": "木材。",
 "wooden": "木制",
 "wooden cage holding": "木笼里装着",
 "woods-one": "树林--一个",
 "wor...": "工作……",
 "word.": "话。",
 "word...": "词...",
 "words,": "话语，",
 "words.": "话语。",
 "work": "工作",
 "working": "工作",
 "workshop": "工坊",
 "workshop,": "工坊，",
 "workspace": "工坊",
 "worry": "担心",
 "worsens": "恶化",
 "worship.": "崇拜。",
 "worshipping": "供奉",
 "worthy": "值得",
 "woul...": "将...",
 "would": "会",
 "would...": "会...",
 "wrapped": "包裹",
 "wrapped...": "包裹着……",
 "wreckage.": "残骸。",
 "wriggling": "蠕动",
 "writes": "写",
 "writhing": "蠕动",
 "writing": "书写",
 "written": "撰写",
 "wrong.": "错了。",
 "x (1 + PerModifier %)": "x (1 + PerModifier %)",
 "x (1 + sum of % bonuses)": "x (1 + 百分比加成之和)",
 "yearning": "渴望",
 "years": "年",
 "yellow": "黄色",
 "yes": "是",
 "yet": "尚未",
 "yo...": "你...",
 "you": "你",
 "you approach,": "你走近，",
 "you can": "你可以",
 "you eat matters. A meal taken in a proper dining room applies its mood effect for far longer than one eaten on the floor.": "吃饭地点很重要。在正规餐厅吃的一餐，心情效果持续时间远长于在地上吃的。",
 "you hand": "你递上",
 "you have": "你已经",
 "you have X": "拥有 X",
 "you really": "你真的",
 "you recover, up to": "恢复，最多",
 "you restore {0}": "你恢复 {0}",
 "you show": "你展示",
 "you wave": "你挥手",
 "you'd": "你会",
 "you're": "你是",
 "you've": "你已经",
 "you,": "你,",
 "you, looking weary.": "你，神情疲惫。",
 "you.": "你。",
 "you.\"": "你。”",
 "you...": "你……",
 "you?": "你？",
 "you?\"": "你？\"",
 "young": "幼年",
 "your": "你的",
 "your group": "你们的队伍",
 "your own barrier or guard soaks the hit. So a Barrier bubble or a successful guard that absorbs the damage to your health": "你自己的护盾或格挡吸收这次命中之前。因此，一层护盾或一次成功的格挡若吸收了打向生命值的伤害，仍然",
 "yourself": "你自己",
 "yourself.": "你自己。",
 "zero": "零",
 "{#}": "{#}",
 "{#} (floors {#}): {#} -> {#} of the slot draw": "{#}（层 {#}）：槽抽取的 {#} -> {#}",
 "{#} (resource node)": "{#} (资源节点)",
 "{#} (~{#}% per floor)": "{#}（每层约 {#}%）",
 "{#} +{#} gold": "{#} +{#} 金币",
 "{#} - hit-receive animation": "{#} - 受击动画",
 "{#} - minimum layout meeting every requirement": "{#} - 满足全部条件的最小布局",
 "{#} - minimum layout meeting every requirement: {#}": "{#} - 满足全部要求的最小布局：{#}",
 "{#} - quest line": "{#} - 任务线",
 "{#} - room map": "{#} - 房间地图",
 "{#} - {#}": "{#} · {#}",
 "{#} - {#} vine types - {#} area templates": "{#} - {#} 种藤蔓 - {#} 个区域模板",
 "{#} Down": "{#} 降低",
 "{#} HP": "{#} HP",
 "{#} HP - {#}": "{#} HP - {#}",
 "{#} HP / {#} Magic Attack": "{#} HP / {#} 魔法攻击力",
 "{#} Up": "{#} 提升",
 "{#} accessories in {#} families and {#} sets.": "{#} 件饰品，分属 {#} 个系和 {#} 个套装。",
 "{#} additions, {#} changes and {#} removals across {#} data tables.": "{#} 项新增、{#} 项更改和 {#} 项移除，涉及 {#} 个数据表。",
 "{#} adds {#} and {#} and retunes {#} and {#}.": "{#} 新增 {#} 和 {#} 并重新调整 {#} 和 {#}。",
 "{#} adds {#} and {#}, and retunes {#}, {#}, {#} and {#}.": "{#} 新增 {#} 和 {#}，并重新调整 {#}、{#}、{#} 和 {#}。",
 "{#} adds {#}, and retunes {#}, {#}, {#} and {#}.": "{#} 新增 {#}，并重新调整 {#}、{#}、{#} 和 {#}。",
 "{#} adds {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, and re-cuts skill tree access for {#}.": "{#} 新增 {#}、{#}、{#} 和 {#}，调整 {#}、{#}、{#} 和 {#}，并重切 {#} 的技能树访问。",
 "{#} adds {#}, {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, and re-cuts skill tree access for {#}.": "{#} 新增 {#}、{#}、{#}、{#} 和 {#}，重调 {#}、{#}、{#} 和 {#}，并重新划分 {#} 的技能树权限。",
 "{#} armor and off-hand pieces in {#} families and {#} sets.": "{#} 件护甲和副手，分属 {#} 个系和 {#} 个套装。",
 "{#} arrives": "{#} 到来",
 "{#} at {#}": "{#} 在 {#}",
 "{#} attack": "{#} 攻击",
 "{#} attacks to break": "破坏需 {#} 次攻击",
 "{#} authored layout{#}, drawn uniformly. Odds below are computed, not rolled.": "{#} 份编写布局{#}，均匀抽取。下方概率是算出来的，不是掷出来的。",
 "{#} bounces, max {#}x on {#} targets": "{#} 次弹射，最多 {#}x，作用于 {#} 个目标",
 "{#} builds": "{#} 个版本",
 "{#} candidates, in the order the game handed them to the layout engine": "{#} 个候选，顺序与游戏交给布局引擎时相同",
 "{#} caster; {#} range ({#}); {#} area hit ({#}). The range distance metric shown is approximate; the area shape is exact.": "{#} 施法者; {#} 射程 ({#}); {#} 范围命中 ({#})。所示射程距离为近似值；范围形状是精确的。",
 "{#} contribution": "{#} 贡献点",
 "{#} damage": "{#} 伤害",
 "{#} damage/second": "{#} 伤害/秒",
 "{#} day": "{#} 天",
 "{#} days": "{#} 天",
 "{#} dead": "{#} 死亡",
 "{#} decision": "{#} 项决策",
 "{#} decisions": "{#} 项决策",
 "{#} decorations (deco quality {#})": "{#} 个装饰（装饰品质 {#}）",
 "{#} descriptions were updated.": "{#} 条说明已更新。",
 "{#} detonation": "{#} 引爆",
 "{#} dmg": "{#} 伤害",
 "{#} dmg bonus": "{#} 伤害加成",
 "{#} durability for {#} skills": "{#} 耐久度，对应 {#} 个技能",
 "{#} durability is under {#}%": "{#} 耐久度低于 {#}%",
 "{#} each": "各 {#}",
 "{#} energy": "{#} 能量",
 "{#} energy =": "{#} 能量 =",
 "{#} energy = {#} to cast + {#} for the Bubbling it consumes.": "{#} 能量 = {#} 用于施放 + {#} 用于所消耗的泡泡灵。",
 "{#} entries": "{#} 条",
 "{#} feeds {#}": "{#} 影响 {#}",
 "{#} first appears when reaching level {#}, and no drop table and no recipe in this build produces it.": "{#} 在达到等级 {#} 时首次出现，本版本没有掉落表或配方能产出它。",
 "{#} first appears when reaching level {#}, and no table in this build - drop, recipe, merchant, event or quest - hands it to you.": "{#} 在达到 {#} 级时首次出现，本版本中没有任何表 - 掉落、配方、商人、事件或任务 - 会把它交给你。",
 "{#} floor {#}": "{#} 第 {#} 层",
 "{#} floor {#} (~{#}% per floor)": "{#} 层 {#}（每层约 {#}%）",
 "{#} floors {#}-{#}": "{#} 第 {#}-{#} 层",
 "{#} floors {#}-{#} (~{#}% per floor)": "{#} 层 {#}-{#}（每层约 {#}%）",
 "{#} further soul stones are authored without a Soul trait and remain inert collectibles: {#}.": "另有 {#} 颗灵魂石没有灵魂特质，只是收藏品：{#}。",
 "{#} gains {#} {#}": "{#} 获得 {#} {#}",
 "{#} gives {#} quests. This is the order the tables put them in.": "{#} 提供 {#} 个任务。这是表中列出的顺序。",
 "{#} gold": "{#} 金币",
 "{#} had a list reordered with no change to its contents.": "{#} 的列表顺序变了，内容未变。",
 "{#} had its blocking conditions changed.": "{#} 的封锁条件已更改。",
 "{#} had its completion requirement changed.": "{#} 的完成条件已更改。",
 "{#} had its internal keyword changed.": "{#} 的内部关键字已更改。",
 "{#} had its outcome changed.": "{#} 的结果已更改。",
 "{#} had its prerequisites changed.": "{#} 的前置条件已更改。",
 "{#} had its targeting condition changed.": "{#} 的目标条件已更改。",
 "{#} had its unlock list changed.": "{#} 的解锁列表已更改。",
 "{#} had its {#} adjusted.": "{#} 的 {#} 已调整。",
 "{#} has already run": "{#} 已运行过",
 "{#} has been cleared": "{#} 已通关",
 "{#} has been renamed to {#}.": "{#} 已更名为 {#}。",
 "{#} has been used": "{#} 已被使用",
 "{#} has never been defeated": "{#} 从未被击败",
 "{#} has not run yet": "{#} 尚未运行",
 "{#} hits to break": "破坏需 {#} 次命中",
 "{#} icon": "{#} 图标",
 "{#} in three kinds": "{#}，共三类",
 "{#} in {#} ({#} of visits, {#} per room)": "{#} 在 {#} ({#} 次访问，每房间 {#})",
 "{#} inscription": "{#} 铭文",
 "{#} inscription: **+{#} gold**": "{#} 铭文：**+{#} 金币**",
 "{#} inscriptions": "{#} 铭文",
 "{#} is finished": "{#} 已完成",
 "{#} is not finished": "{#} 尚未完成",
 "{#} is not running": "{#} 未进行",
 "{#} is running": "{#} 正在运行",
 "{#} is set up": "{#} 已设置",
 "{#} is the stat that shortens a skill's own cooldown. {#} adds {#} per point. Inscriptions, blessings and a few other effects add more. A negative value lengthens the wait.": "{#} 是缩短技能自身冷却的属性。{#} 每点加 {#}。铭文、祝福和少数其他效果再加。负值会拉长等待。",
 "{#} item": "{#} 物品",
 "{#} items": "{#} 物品",
 "{#} joins": "{#} 加入",
 "{#} joins you at the settlement": "{#} 在据点加入你",
 "{#} joins your clan at the end of a quest line of {#} steps: reporting {#} spawns {#} at your base as a settler of your own.": "{#} 在一条 {#} 步任务线结束时加入你的团队：汇报 {#} 会在你的基地生成 {#}，成为你自己的拓荒者。",
 "{#} joins your clan at your base": "{#} 在据点加入你的团队",
 "{#} kills of {#}": "{#} 次击杀 {#}",
 "{#} leaves": "{#} 离开",
 "{#} leaves the map": "{#} 离开地图",
 "{#} loses {#} energy": "{#} 失去 {#} 能量",
 "{#} loses {#} health": "{#} 失去 {#} 生命值",
 "{#} map": "{#} 地图",
 "{#} may run only once per map": "{#} 每张地图只能运行一次",
 "{#} members are Level {#} or higher": "{#} 名成员达到等级 {#} 或更高",
 "{#} members are below Level {#}": "{#} 名成员低于 {#} 级",
 "{#} members get {#} for {#}; everyone else gets {#} for {#}": "{#} 成员获得 {#}，持续 {#}；其余所有人获得 {#}，持续 {#}",
 "{#} menu": "{#} 菜单",
 "{#} min": "{#} 分钟",
 "{#} minimum room layout": "{#} 最小房间布局",
 "{#} more are placeholder content whose prompt text is not written yet, shown below as Unfinished.": "{#} 项更多为占位内容，提示文本尚未写好，下方显示为未完成。",
 "{#} new weapon trees": "{#} 棵新武器树",
 "{#} no longer trains {#}, and takes {#} as a sub tree instead of {#}.": "{#} 不再训练 {#}，并以 {#} 作为辅助技能树，取代 {#}。",
 "{#} no longer trains {#}.": "{#} 不再训练 {#}。",
 "{#} non-combat effect hidden": "{#} 个非战斗效果已隐藏",
 "{#} non-combat effects hidden": "{#} 个非战斗效果已隐藏",
 "{#} now draws level1 recruits at weight {#} instead of {#}.": "{#} 现在以权重 {#} 抽取 1 级招募，而非 {#}。",
 "{#} now draws level6 recruits at weight {#} instead of {#}.": "{#} 现在以权重 {#} 抽取 6 级招募，而非 {#}。",
 "{#} now draws level7 recruits at weight {#} instead of {#}.": "{#} 现在以权重 {#} 抽取 7 级招募，而非 {#}。",
 "{#} now takes {#} as a sub tree instead of {#}.": "{#} 现在以 {#} 作为辅助技能树，取代 {#}。",
 "{#} now train {#} instead of {#}, and take {#} as a sub tree instead of {#}.": "{#} 现在训练 {#} 而非 {#}，并以 {#} 作为辅助技能树，取代 {#}。",
 "{#} now trains {#} instead of {#}, and takes {#} as a sub tree instead of {#}.": "{#} 现在训练 {#} 而非 {#}，并以 {#} 作为辅助技能树，取代 {#}。",
 "{#} of the {#} stones can be obtained.": "{#} 颗（共 {#} 颗）可获得。",
 "{#} of these grant a lasting sub-trait. See {#}.": "其中 {#} 件会赋予持久子特性。见 {#}。",
 "{#} of {#}": "{#} / {#}",
 "{#} of {#} random bonuses": "{#} / {#} 个随机加成",
 "{#} on this map has already been interacted with": "{#} 在此地图上已进行过交互",
 "{#} or higher": "{#} 或更高",
 "{#} or more members are alive": "{#} 名或更多成员存活",
 "{#} or more members have {#}": "{#} 名或以上成员拥有 {#}",
 "{#} or more {#} set up": "已设置 {#} 个或更多 {#}",
 "{#} panel": "{#} 面板",
 "{#} per (at {#})": "{#} 每 (于 {#})",
 "{#} per ({#})": "{#} 每 ({#})",
 "{#} per energy ({#} energy)": "每能量 {#}（{#} 能量）",
 "{#} per energy at 1 target, {#} at {#} targets ({#} energy)": "1 个目标时每点能量 {#}，{#}（于 {#} 个目标）（{#} 能量）",
 "{#} per slot": "{#} 每槽",
 "{#} per stack per second": "每层每秒 {#}",
 "{#} permanently gains {#} {#}": "{#} 永久获得 {#} {#}",
 "{#} plays an animation": "{#} 播放动画",
 "{#} ranks - cap {#} - level & race recruit weights": "{#} 个等级 - 上限 {#} - 等级与种族招募权重",
 "{#} ranks - {#} resolutions - {#} events": "{#} 级 - {#} 项决议 - {#} 个事件",
 "{#} ranks · cap {#} · level & race recruit weights": "{#} 个等级 · 上限 {#} · 等级与种族招募权重",
 "{#} ranks · {#} resolutions · {#} events": "{#} 个等级 · {#} 项决议 · {#} 个事件",
 "{#} research is not complete": "{#} 研究尚未完成",
 "{#} resolutions": "{#} 项探险决议",
 "{#} resolutions offered here, each +{#}": "{#} 项探险决议在此提供，每项 +{#}",
 "{#} resolutions offered here, each +{#} to +{#}": "{#} 项探险决议在此提供，每项 +{#} 至 +{#}",
 "{#} retunes {#} and {#}.": "{#} 重新调整 {#} 和 {#}。",
 "{#} roll": "{#} 抽取",
 "{#} rolls": "{#} 次抽取",
 "{#} s": "{#} 秒",
 "{#} says a scripted line": "{#} 说出一句脚本台词",
 "{#} scene step": "{#} 个场景步骤",
 "{#} scene steps": "{#} 个场景步骤",
 "{#} seconds": "{#} 秒",
 "{#} skill": "{#} 技能",
 "{#} skills": "{#} 技能",
 "{#} slots are offered per roll": "每次掷骰提供 {#} 个槽",
 "{#} sources": "{#} 个来源",
 "{#} step": "{#} 步骤",
 "{#} steps": "{#} 个步骤",
 "{#} stress / in-game hour": "{#} 压力 / 游戏内小时",
 "{#} text entries had their wording or punctuation tidied.": "{#} 条文本的措辞或标点已整理。",
 "{#} tiles": "{#} 格",
 "{#} to {#}": "{#} 至 {#}",
 "{#} to {#} resolutions": "{#} 至 {#} 项探险决议",
 "{#} total": "合计 {#}",
 "{#} units at level {#}+": "{#} 个 {#} 级以上单位",
 "{#} updates": "{#} 条更新",
 "{#} variant": "{#} 变体",
 "{#} weapons in {#} families and {#} sets.": "{#} 件武器，分属 {#} 个系和 {#} 个套装。",
 "{#} x{#}": "{#} ×{#}",
 "{#} {#}": "{#} {#}",
 "{#} {#} / target": "{#} {#} / 目标",
 "{#} {#} damage per stack, every second, ignoring defense and shields ({#}). Example: 10 stacks = {#} {#} damage/second. Duration is set by the applying skill.": "每层每秒 {#} {#} 伤害，无视防御和护盾（{#}）。示例：10 层 = {#} {#} 伤害/秒。持续时间由施加该效果的技能决定。",
 "{#} {#} drop at {#}": "{#} {#} 掉落于 {#}",
 "{#} {#} drop on the map": "{#} {#} 掉落在地图上",
 "{#} {#} had their {#} adjusted.": "{#} {#} 的 {#} 已调整。",
 "{#} {#} skill": "{#} {#} 技能",
 "{#} · {#} vine types · {#} area templates": "{#} · {#} 种藤蔓 · {#} 个区域模板",
 "{#}% HP - safe for now": "{#}% HP - 目前安全",
 "{#}% hit / {#}% crit each": "各 {#}% 命中 / {#}% 暴击",
 "{#}% of Max HP every {#} seconds": "{#}% 最大 HP，每 {#} 秒",
 "{#}% 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.": "每 10 秒造成目标最大生命值 {#}% 的无类型伤害，无视防御。不可叠加；随目标最大生命值缩放，不随施法者攻击力缩放。示例：500 HP 的目标每 10 秒受到 {#} 伤害。持续时间由施加该效果的技能决定。",
 "{#}, radius {#}": "{#}，半径 {#}",
 "{#}, {#} hits": "{#}，{#} 次命中",
 "{#}/energy": "{#}/能量",
 "{#}: +{#}%": "{#}：+{#}%",
 "{#}: {#}": "{#}：{#}",
 "{#}: {#} ({#} per prayer)": "{#}：{#}（每次奉献 {#}）",
 "{#}: {#} HP / {#} Magic Attack": "{#}：{#} HP / {#} 魔法攻击力",
 "{#}: {#} of {#}": "{#}：{#} / {#}",
 "{#}s cooldown": "{#}秒冷却",
 "{#}x mana-stone cost, {#}x stat gain": "{#}x 法力石消耗，{#}x 属性提升",
 "{#}x the median {#} active per cast": "{#}倍，中位数 {#}（每次施法主动）",
 "{#}x{#} floor ({#} tiles)": "{#}x{#} 地板（{#} 地块）",
 "{0} : Maximum number of character traits attached to a unit during recruit candidate generation": "{0} ：招募候选人生成时，单位附带的特质的最大数量",
 "{0} beckons you over.": "{0}朝你招手。",
 "{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}朝你招手。 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} 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}朝你招手。 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} crouches": "{0}蜷缩",
 "{0} crouches and crawls into the narrow": "{0}蹲下，爬进狭窄的",
 "{0} crouches down and crawls into the narrow": "{0}蹲下身子，爬进狭窄的",
 "{0} crouches down and crawls into the narrow burrow. A short while later, they drag out four chunks of tough raw meat wrapped in dry leaves. Tiny incisor marks cover the meat. It is full of sinew, but has not yet spoiled. \"\"It is edible.\"\"": "{0}蹲下身子，爬进狭窄的 burrow. 过了一会儿，他们 drag out four chunks of tough raw meat wrapped in dry leaves. Tiny incisor marks cover the meat. It is full of sinew, but has not yet spoiled. \"\"It is edible.\"\"",
 "{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}蜷缩着身体，爬进了狭窄的洞穴。过了一会儿，他们抱着东西爬了出来。“这看起来相当有用。”",
 "{0} crouches down, crawls deep into the hole, and begins searching every corner. Then a rustling comes from the nearby undergrowth. A pack of Mawmurks, returning to their nest, rushes in with furious cries.": "{0} 蹲下身子，爬进洞穴深处，开始搜寻每一个角落。接着，附近的灌木丛中传来一阵沙沙声。一群巨口怪，正返回它们的巢穴，带着愤怒的叫声冲了进来。",
 "{0} doesn't have enough": "{0} 没有足够的",
 "{0} doesn't have enough amount of {1} in inventory.": "{0} 的物品栏中没有足够的 {1}。",
 "{0} doesn't have enough {1} in": "{0} 没有足够的 {1} 在",
 "{0} emerges from the burrow carrying two dirt-covered turnips. Their leaves have been bitten short, and tiny incisor marks remain on their skins. Both are small, but still firm. \"Brush off the dirt and they should be edible.\"": "{0} 从洞穴中钻出，手里拿着两个沾满泥土的萝卜。它们的叶子被啃短了，表皮上还留有细小的门牙印。两个萝卜都很小，但依然结实。“把泥土刷掉，它们应该就能吃了。”",
 "{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}在旧书架中发现了隐藏的残页和密封的笔记。不阅读它们的警告只会让他们更接近，即使在未知的低语传来...",
 "{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, they did not stop their research. As the years passed, they became more familiar with dangerous questions than with safe answers.": "{0}在旧书架中发现了撕破的纸页和密封的笔记。不阅读它们的警告只会让他们更接近，即使在未知的低语传入耳中的夜晚，他们也没有停止研究。随着岁月的流逝，他们对危险问题的熟悉程度超过了对安全答案的熟悉程度。",
 "{0} has been suspicious ever since they returned. You still cannot trust them!": "{0}回来后就一直很可疑。你仍然不能相信他们！",
 "{0} has joined": "{0} 已加入",
 "{0} has joined expedition clan.": "{0}已加入探险队伍。",
 "{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}听到附近灌木丛中有什么东西在快速移动。翻找了一会儿后，他们终于抓到了一个可疑的东西并带到你面前。“嘶嘶嘶！”这个奇怪的生物，像一团树叶，在{0}手中无助地扭动着，最终放弃了挣扎。“指挥官，我们该怎么处理这个？”据你所知，这个小生物看起来并不特别危险。",
 "{0} hunted": "{0}捕猎着",
 "{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 back to the tribe, and hardship soon became part of everyday life.": "{0}穿梭于沼泽之中捕猎蛇类，滑入狭窄的缝隙，感受着空气，用指尖捕捉蛇的动静。他们的技艺为部落带回了毒液和蛇皮，而艰辛也很快成为了日常。",
 "{0} is known as a master of delicate scale craftsmanship.": "{0}被誉为精于鳞片工艺的大师。",
 "{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's honor, though it demanded patience and solitude. To him, craftsmanship was not a mere livelihood, but life itself.": "{0}被誉为精于鳞片工艺的大师。 Armor 与塑成的饰品 at the fingertips were both beautiful and strong, coveted by many. Craft elevated the tribe's honor, though it demanded patience and solitude. To him, craftsmanship was not a mere livelihood, but life itself.",
 "{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 tribe's honor, though it demanded lonely patience and focus. To them, craftsmanship was not merely a trade, but life itself.": "{0}被誉为精于鳞片工艺的大师。 The armor 与塑成的饰品 by those hands were beautiful, powerful, and coveted by many. Their craft raised the tribe's honor, though it demanded lonely patience and focus. To them, craftsmanship was not merely a trade, but life itself.",
 "{0} seconds the corresponding Mood lasts after eating food in a room": "在房间内进食后，对应心情持续 {0} 秒",
 "{0} seconds the corresponding Mood lasts after sleeping in a bed": "在床上睡觉后，对应心情持续 {0} 秒",
 "{0} seconds the corresponding Mood lasts after sleeping in a room": "在房间内睡觉后，对应心情持续 {0} 秒",
 "{0} seconds the corresponding Mood lasts after sleeping on the floor PS: At 1x speed, 1 in-game hour = 45 real seconds.": "在地面上睡觉后，对应心情持续 {0} 秒 PS：1 倍速下，游戏内 1 小时 = 真实 45 秒。",
 "{0} seemed suspicious, but you decided that {1}, who had tried to steal, was worse after all.": "{0}看起来很可疑，但你最终还是觉得试图偷窃的{1}更糟糕。",
 "{0} struggles and looks up at you desperat...": "{0}挣扎着，绝望地看着你...",
 "{0} thanks you for your trust.": "{0}感谢你的信任。",
 "{0} ticks the corresponding effect lasts at the temple, depending on quality": "在神殿中对应效果持续 {0} 跳，取决于品质",
 "{0} to construct": "{0}来建造",
 "{0} ~ Heavy ~ {1} ~ Very Heavy ~ {2} ~ Cannot Carry": "{0} ~ 超载 ~ {1} ~ 严重超载 ~ {2} ~ 无法携带",
 "{0}% of": "{0}%的",
 "{0}'s ID: {1}": "{0}的 ID：{1}",
 "{0}'s face falls.": "{0}的脸色沉了下来。",
 "{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}的装备上布满了咬痕和爪痕。他们将撕裂的皮带重新系好，弄直弯曲的矛头，屏住呼吸直到...",
 "{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 monster faded into the distance. As those days of survival piled up, they became more used to holding their ground than stepping back.": "{0}的装备上布满了咬痕和爪痕。他们将撕裂的皮带重新系好，弄直弯曲的矛头，屏住呼吸直到怪物的叫声消失在远方。随着这些生存的日子堆积起来，他们变得更习惯于坚守阵地而非退缩。",
 "{0}, calmly surveys the expedition members.": "{0}平静地环视探险队员们。",
 "{0}, newly appointed as deputy": "{0}，新任副指挥官",
 "{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 against the ground. \"Rak'tor! The chieftain chose me. Now I am the greatest warrior.\" The surrounding lizardmen answer with low growls of approval. \"The greatest warrior fights at the front. Anyone who blocks the chieftain's path, I will tear apart.\" {0} bares their fangs in a broad grin. \"Behold my strength. All will know the chieftain chose well.\"": "{0}被任命为副指挥官，恭敬地用双手接过你授予的徽章。随后转向探险队员，气势十足，用尾巴狠狠拍打地面。\"拉克'塔！酋长选择了我。现在我就是最强的战士。\"周围的蜥蜴人以低沉的咆哮表示赞同。\"最强的战士在前方战斗。谁挡酋长的路，我就撕碎谁。\"{0}露出獠牙，咧嘴一笑。\"见证我的力量吧。所有人都会知道酋长选对人了。\"",
 "{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 against the ground. \"Rak'tor! The chieftain chose me. Now I am the greatest warrior.\" The surrounding lizardmen answer with low growls of approval. \"The greatest warrior fights at the front. Anyone who blocks the chieftain's path, I will tear apart.\" {0} bares their fangs in a broad grin. \"Behold my strength. All will know the chieftain chose well.\"": "{0}被任命为副指挥官后，恭敬地用双手接过你授予的徽章。随后转过身去，气势十足地望向探险队员们，并用尾巴狠狠拍打地面。“拉克’塔！酋长选择了我。现在，我就是最强的战士。”周围的蜥蜴人发出低沉的赞同咆哮。“最强的战士在前方战斗。谁敢挡住酋长的路，我就把他撕碎。”{0}露出獠牙，咧嘴一笑。“见证我的力量吧。所有人都会知道酋长选对了人。”",
 "{0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a": "{0}静静接过你递出的徽章。他们闭上眼睛片刻，如同嗅闻般深吸一口气",
 "{0}, summons the expedition members to the campfire.": "{0}将探险队员召集到篝火前。",
 "{0}, who": "{0}，",
 "{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}：玩家出售时应用的折扣百分比（例如：若为 50，则价值 120 金币的资源只能卖出 60 金币；）",
 "{0}: Hold": "{0}：按住",
 "{0}: Maximum level a unit can reach": "{0}：单位可达到的最高等级",
 "{0}: Maximum level a unit can reach in the current build": "{0}：当前版本中单位可达到的最高等级",
 "{0}: Minimum increase {1}: Maximum increase": "{0}: 最小增加量 {1}: 最大增加量",
 "{0}: Minimum number of personality Traits attached to a unit during Recruitment candidate generation": "{0}：招募候选人生成时，单位附带的个体特质的最小数量",
 "{0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation": "{0}：招募候选人生成时，单位附带的辅助技能树的最小数量",
 "{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}：较少时所需物品（通常为法力石）数量增加的倍率 {1}：普通时所需物品（通常为法力石）数量增加的倍率 {2}：丰盛时所需物品（通常为法力石）数量增加的倍率 PS: 意图是选项越好，相对属性提升的法力石消耗效率越低。(241129 note) 较少 属性提升倍率: 1 消耗数量倍率: 0.5 权衡比（效率）: 2 普通 属性提升倍率: 1.2 消耗数量倍率: 1 权衡比（效率）: 1.2 丰盛 属性提升倍率: 1.5 消耗数量倍率: 2 权衡比（效率）: 0.75",
 "{0}: Number of Inscriptions randomly presented on level up": "{0}：升级时随机出示的铭文数量",
 "{0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}：招募候选人生成时额外赋予一条个体特质的概率（理论上可无限重复）",
 "{0}: Probability of granting an additional secondary skill tree during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}：招募候选人生成时额外赋予一棵辅助技能树的概率（理论上可无限重复）",
 "{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}：较少时所需物品（通常为法力石）数量增加倍率 {1}：普通时所需物品（通常为法力石）数量增加倍率 {2}：丰盛时所需物品（通常为法力石）数量增加倍率 附注：作为平衡设计，选项越好，法力石消耗相对属性提升的效率越低。",
 "{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}：等级 1 的起始主技能点（状态界面上的技能点仅供参考，修改无效，因此在此单独处理）",
 "{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}：等级 1 的起始辅技能点（状态界面上的技能点仅供参考，修改无效，因此在此单独处理）",
 "{0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful": "{0}：较少时的属性提升倍率 {1}：普通时的属性提升倍率 {2}：丰盛时的属性提升倍率",
 "{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}：招募候选人刷新的时间间隔（分钟）NOTE: 目前为测试方便设为 50。之后需要调整。",
 "{0}: Time interval (in minutes) at which trade offers refresh": "{0}：交易报价刷新的时间间隔（分钟）",
 "{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}：招募单位在等级 1 至 12 的基础成交价格 NOTE: 公式 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 意图 -> 比较基础价值时，等级 1 的裸装单位 == 2 件木制护甲 等级 12 时，裸装单位 == 3 件秘银护甲 游戏前期单位的相对价值较低（因为单位死亡后应可再次招募）游戏后期单位的相对价值会再次逐渐上升",
 "{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}：各等级（1-12）升级所需的最大经验 PS: 设为多项式增长 -> EXP = a×(Level^b)+c。当前应用公式 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 为使玩家完成首次探险后即可升到等级 2，等级 1 是该公式的例外，使用 30 而非 48。",
 "{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}：各等级（1-12）升级所需物品数量（FloatValues），物品类型（StringValues）HW 250905: 原本从等级 3->4 使用 LowGrade，但在 alpha 演示中已禁用。之后需要改回 LowGrade。",
 "{0}~{1}: Range of the random percentage variance that finally affects price (min~max)": "{0}~{1}：最终影响价格的随机百分比浮动范围（最小~最大）",
 "{0}~{1}: Range of the total sum possible when all Talents are added together (min~max)": "{0}~{1}：所有天赋相加后可能的总和范围（最小~最大）",
 "{0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units": "{0}~{3}：招募单位所获普通至传说铭刻特质的基础成交价格",
 "{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}：每达到所列等级获得 1 条新铭文 >> OUTDATED: 此后设计已改为每升一级获得一条。",
 "{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}：出现铭刻特质的概率权重，普通至传说。实际行为并不严格要求，但请将数值设为合计 1000，以便跟踪概率（必须为整数值）。",
 "{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}听到附近灌木丛中有什么东西快速移动的声音。紧接着，它在某个地方努力翻找，然后抓来一个可疑的东西给你看。<color=#a69085>“嘶嘶！”</color>那个看起来像一团树叶的东西在{0}的手中挣扎了一会儿，然后放弃了。<color=#a69085>“团长，我们该怎么办？”</color>你判断这个小生物似乎并不危险。",
 "{0}초 동안 [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange]를 얻습니다.": "{0}秒内获得[AFFECTER_ReflectMelee]、[AFFECTER_ReflectRange]。",
 "{0}초 동안 [AFFECTER_Stealth]을 얻습니다.": "{0}秒内获得[AFFECTER_Stealth]。",
 "{0}초 동안 {1}의 [AFFECTER_Shell]을 얻습니다.": "{0}秒内获得 {1} [AFFECTER_Shell]。",
 "{1} in inventory.": "物品栏中的 {1}。",
 "{1}% more": "{1}% 更多",
 "{2} seconds.": "{2} 秒。",
 "~/Library/Application Support/CanOpener/Dungeon Settlers/Saves/": "~/Library/Application Support/CanOpener/Dungeon Settlers/Saves/",
 "~1-100% / room": "~1-100% / 房间",
 "~1-25% / room": "~1-25% / 房间",
 "~1-5% / room": "~1-5% / 房间",
 "~1-6% / room": "~1-6% / 房间",
 "~100% / room": "~100% / 房间",
 "~11-12% / room": "~11-12% / 房间",
 "~15% / room": "~15% / 房间",
 "~16% / room": "~16% / 房间",
 "~16-25% / room": "~16-25% / 房间",
 "~16-55% / room": "~16-55% / 房间",
 "~2 - dev comments, editor-only fields, Korean localization churn": "~2 - 开发者评论，仅限编辑器字段，韩语本地化变动",
 "~2-100% / room": "~2-100% / 房间",
 "~2-25% / room": "~2-25% / 房间",
 "~2-3% / room": "~2-3% / 房间",
 "~21% / room": "~21% / 房间",
 "~22-25% / room": "~22-25% / 房间",
 "~3 - dev comments, editor-only fields, Korean localization churn": "~3 - dev comments, editor-only fields, Korean localization churn",
 "~3-100% / room": "~3-100% / 房间",
 "~3-9% / room": "~3-9% / 房间",
 "~4 - dev comments, editor-only fields, Korean localization churn": "~4 - dev comments, editor-only fields, Korean localization churn",
 "~4-10% / room": "~4-10% / 房间",
 "~5-100% / room": "~5-100% / 房间",
 "~50% reflected": "约 50% 反射",
 "~6% / room": "~6% / 房间",
 "~6-100% / room": "~6-100% / 房间",
 "~6-11% / room": "~6-11% / 房间",
 "~6-16% / room": "~6-16% / 房间",
 "~6-6% / room": "~6-6% / 房间",
 "~63 - dev comments, editor-only fields, Korean localization churn": "~63 - 开发者注释，仅限编辑器字段，韩语本地化变动",
 "~72 - dev comments, editor-only fields, Korean localization churn": "~72 - 开发者评论，仅限编辑器字段，韩语本地化变动",
 "~8-19% / room": "~8-19% / 房间",
 "~8-25% / room": "~8-25% / 房间",
 "~9-91% / room": "~9-91% / 房间",
 "~{0}: Very Unhappy {0}~{1}: Unhappy {1}~{2}: Normal {2}~(3): Happy {3}~: Very Happy": "~{0}: 非常不开心 {0}~{1}: 不开心 {1}~{2}: 普通 {2}~(3): 开心 {3}~: 非常开心",
 "×1 (quality ≥ 10)": "×1 (品质 ≥ 10)",
 "×1 (quality ≥ 15)": "×1 (品质 ≥ 15)",
 "×1 (quality ≥ 20)": "×1 (品质 ≥ 20)",
 "×1 (quality ≥ 5)": "×1 (品质 ≥ 5)",
 "×2 (quality ≥ 10)": "×2 (品质 ≥ 10)",
 "×2 (quality ≥ 15)": "×2 (品质 ≥ 15)",
 "×2 (quality ≥ 3)": "×2 (品质 ≥ 3)",
 "×2 (quality ≥ 5)": "×2 (品质 ≥ 5)",
 "×4 (quality ≥ 3)": "×4 (品质 ≥ 3)",
 "×5 attack": "×5 攻击",
 "×6 (quality ≥ 3)": "×6 (品质 ≥ 3)",
 "← All dungeon rooms": "← 全部地下城房间",
 "↑ back to top": "↑ 返回顶部",
 "→ AffecterTable,": "→ AffecterTable,",
 "→ BuildingTable,": "→ BuildingTable,",
 "→ DropTable,": "→ DropTable,",
 "→ ItemTable,": "→ ItemTable,",
 "→ ResearchTable.": "→ ResearchTable.",
 "→ SkillTable,": "→ SkillTable,",
 "→ StatusTable,": "→ StatusTable,",
 "→ UnitTable,": "→ UnitTable,",
 "→ event tables,": "→ 事件表,",
 "⟨name 2⟩": "⟨名称 2⟩",
 "⟨name⟩": "⟨名称⟩",
 "。 Mood +2 within 5 tiles; lingers 60 seconds.": "。 5 格内心情 +2；持续 60 秒。",
 "。 Mood +4 and Energy Regeneration +0.03 within 5 tiles; lingers 60 seconds. (A stale dev note says +8; the engine applies +4.)": "。5 格内心情 +4、能量恢复 +0.03；持续 60 秒。（过时的开发注释写的是 +8；引擎实际施加 +4。）",
 "。在20 秒后，它崩解并回归自然。 Its first hit lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.": "。在20 秒后，它崩解并回归自然。 召唤后 2 秒打出第一次命中，之后每 4 秒再打一次。",
 "上等生肉 - Dungeon Settlers Wiki": "上等生肉 - Dungeon Settlers 维基",
 "上等生肉 range and area shown on a dungeon room": "上等生肉 地下城房间上显示的射程与范围",
 "上级法力石 - Dungeon Settlers Wiki": "上级法力石 - Dungeon Settlers 维基",
 "上级法力石 first appears when reaching level 6, and no table in this build - drop, recipe, merchant, event or quest - hands it to you.": "上级法力石在达到等级 6 时首次出现，此版本中没有任何表 - 掉落、配方、商人、事件或任务 - 会把它交给你。",
 "下雨 - Dungeon Settlers Wiki": "下雨 - Dungeon Settlers 维基",
 "不死 - Dungeon Settlers Wiki": "不死 - Dungeon Settlers 维基",
 "不满 - Dungeon Settlers Wiki": "不满 - Dungeon Settlers 维基",
 "不祥的消息 - Dungeon Settlers Wiki": "不祥的消息 - Dungeon Settlers 维基",
 "不耐烦 - Dungeon Settlers Wiki": "不耐烦 - Dungeon Settlers 维基",
 "不错的休闲室 minimum room layout": "不错的休闲室 最小房间布局",
 "不错的单人房 minimum room layout": "不错的单人房 最小房间布局",
 "不错的多人房 minimum room layout": "不错的多人房 最小房间布局",
 "不错的工坊 minimum room layout": "不错的工坊 最小房间布局",
 "不错的研究室 minimum room layout": "不错的研究室 最小房间布局",
 "不错的神殿 minimum room layout": "不错的神殿 最小房间布局",
 "不错的餐厅 minimum room layout": "不错的餐厅 最小房间布局",
 "不错的魔导工坊 minimum room layout": "不错的魔导工坊 最小房间布局",
 "世界树的祝福 - Dungeon Settlers Wiki": "世界树的祝福 - Dungeon Settlers 维基",
 "丛林守护者 - Dungeon Settlers Wiki": "丛林守护者 - Dungeon Settlers 维基",
 "严重受伤 - Dungeon Settlers Wiki": "严重受伤 - Dungeon Settlers 维基",
 "严重超载 - Dungeon Settlers Wiki": "严重超载 - Dungeon Settlers 维基",
 "中型史莱姆 - Dungeon Settlers Wiki": "中型史莱姆 - Dungeon Settlers 维基",
 "中型土岩 (resource node) - Dungeon Settlers Wiki": "中型土岩 (资源节点) - Dungeon Settlers 维基",
 "中型孢子史莱姆 - Dungeon Settlers Wiki": "中型孢子史莱姆 - Dungeon Settlers 维基",
 "中型泥浆史莱姆 - Dungeon Settlers Wiki": "中型泥浆史莱姆 - Dungeon Settlers 维基",
 "中毒 - Dungeon Settlers Wiki": "中毒 - Dungeon Settlers 维基",
 "中毒免疫 (Trait) - Dungeon Settlers Wiki": "中毒免疫 (特质) - Dungeon Settlers 维基",
 "中毒免疫 - Dungeon Settlers Wiki": "中毒免疫 - Dungeon Settlers 维基",
 "中级冷却铭文 - Dungeon Settlers Wiki": "中级冷却铭文 - Dungeon Settlers 维基",
 "中级吸血铭文 - Dungeon Settlers Wiki": "中级吸血铭文 - Dungeon Settlers 维基",
 "中级命中铭文 - Dungeon Settlers Wiki": "中级命中铭文 - Dungeon Settlers 维基",
 "中级恢复铭文 - Dungeon Settlers Wiki": "中级恢复铭文 - Dungeon Settlers 维基",
 "中级攻速铭文 - Dungeon Settlers Wiki": "中级攻速铭文 - Dungeon Settlers 维基",
 "中级暴伤铭文 - Dungeon Settlers Wiki": "中级暴伤铭文 - Dungeon Settlers 维基",
 "中级暴击铭文 - Dungeon Settlers Wiki": "中级暴击铭文 - Dungeon Settlers 维基",
 "中级格挡减伤铭文 - Dungeon Settlers Wiki": "中级格挡减伤铭文 - Dungeon Settlers 维基",
 "中级格挡铭文 - Dungeon Settlers Wiki": "中级格挡铭文 - Dungeon Settlers 维基",
 "中级水元素石 - Dungeon Settlers Wiki": "中级水元素石 - Dungeon Settlers 维基",
 "中级水元素精华 - Dungeon Settlers Wiki": "中级水元素精华 - Dungeon Settlers 维基",
 "中级法力石 - Dungeon Settlers Wiki": "中级法力石 - Dungeon Settlers 维基",
 "中级火元素石 - Dungeon Settlers Wiki": "中级火元素石 - Dungeon Settlers 维基",
 "中级火元素精华 - Dungeon Settlers Wiki": "中级火元素精华 - Dungeon Settlers 维基",
 "中级物抗铭文 - Dungeon Settlers Wiki": "中级物抗铭文 - Dungeon Settlers 维基",
 "中级物攻铭文 - Dungeon Settlers Wiki": "中级物攻铭文 - Dungeon Settlers 维基",
 "中级生命铭文 - Dungeon Settlers Wiki": "中级生命铭文 - Dungeon Settlers 维基",
 "中级能量铭文 - Dungeon Settlers Wiki": "中级能量铭文 - Dungeon Settlers 维基",
 "中级自然元素石 - Dungeon Settlers Wiki": "中级自然元素石 - Dungeon Settlers 维基",
 "中级自然元素精华 - Dungeon Settlers Wiki": "中级自然元素精华 - Dungeon Settlers 维基",
 "中级负重铭文 - Dungeon Settlers Wiki": "中级负重铭文 - Dungeon Settlers 维基",
 "中级闪避铭文 - Dungeon Settlers Wiki": "中级闪避铭文 - Dungeon Settlers 维基",
 "中级魔抗铭文 - Dungeon Settlers Wiki": "中级魔抗铭文 - Dungeon Settlers 维基",
 "中级魔攻铭文 - Dungeon Settlers Wiki": "中级魔攻铭文 - Dungeon Settlers 维基",
 "丰盈补给马车 - Dungeon Settlers Wiki": "丰盈补给马车 - Dungeon Settlers 维基",
 "丰饶魔力石 - Dungeon Settlers Wiki": "丰饶魔力石 - Dungeon Settlers 维基",
 "主技能点 - Dungeon Settlers Wiki": "主技能点 - Dungeon Settlers 维基",
 "主线任务 0 - Interact with the Wagon": "主线任务 0 - 与马车互动",
 "主线任务 2 - Produce 4 Cloth; Produce 1 Cloth Armor; Produce Wooden Arrows": "主线任务 2 - 生产 4 布料；生产 1 布甲；生产木箭",
 "主线任务 4 - Move to the Dungeon": "主线任务 4 - 移动到地下城",
 "主线任务 5 - Move to the Settlement": "主线任务 5 - 移动到据点",
 "主线任务 7 - Goddess Statue Construction && Level 2 2+ units": "主线任务 7 - 女神像建造 && 等级 2 的 2+ 单位",
 "主线任务 7 wants the Goddess Statue and 2 units at level 2+; 主线任务 8 is the Red Monster Rat kill": "主线任务 7 需要女神像以及 2 个 2 级及以上的单位；主线任务 8 是击杀红色怪鼠",
 "主线任务 8 - Defeat 1 Red Monster Rat.": "主线任务 8 - 击败 1 只红色怪鼠。",
 "举盾 - Dungeon Settlers Wiki": "举盾 - Dungeon Settlers 维基",
 "举盾重击，对 5 格范围内的敌人施加嘲讽效果，持续 4 秒。 5 energy - 30s cooldown Effects: • 嘲讽 (on enemy): 优先攻击嘲讽你的目标。": "举盾重击，对 5 格范围内的敌人施加嘲讽效果，持续 4 秒。 5 能量 - 30秒冷却 效果： • 嘲讽 (对敌人): 优先攻击嘲讽你的目标。",
 "举行葬礼 - Dungeon Settlers Wiki": "举行葬礼 - Dungeon Settlers 维基",
 "乐之者 - Dungeon Settlers Wiki": "乐之者 - Dungeon Settlers 维基",
 "乐观 - Dungeon Settlers Wiki": "乐观 - Dungeon Settlers 维基",
 "乞丐 - Dungeon Settlers Wiki": "乞丐 - Dungeon Settlers 维基",
 "也许是小号 - Dungeon Settlers Wiki": "也许是小号 - Dungeon Settlers 维基",
 "也许是竖琴 - Dungeon Settlers Wiki": "也许是竖琴 - Dungeon Settlers 维基",
 "习得木桩辅助技能树。获得 5 点辅技能点。 Level-up odds: 0.0455% per offered slot": "习得木桩辅助技能树。获得 5 点辅技能点。 升级几率：每个提供的槽 0.0455%",
 "乱中取胜 - Dungeon Settlers Wiki": "乱中取胜 - Dungeon Settlers 维基",
 "乱射手 - Dungeon Settlers Wiki": "乱射手 - Dungeon Settlers 维基",
 "亡者诅咒 - Dungeon Settlers Wiki": "亡者诅咒 - Dungeon Settlers 维基",
 "享受了纸牌游戏 - Dungeon Settlers Wiki": "享受了纸牌游戏 - Dungeon Settlers 维基",
 "享受了骰子游戏 - Dungeon Settlers Wiki": "享受了骰子游戏 - Dungeon Settlers 维基",
 "享受过飞镖游戏 - Dungeon Settlers Wiki": "享受过飞镖游戏 - Dungeon Settlers 维基",
 "人类 - Dungeon Settlers Wiki": "人类 - Dungeon Settlers 维基",
 "从目标方向 7 格起的地面召唤蔓藤，对敌方单位造成魔法攻击力 150% 的魔法伤害，并施加定身与硬直效果，持续 3 秒。 5 energy - 8s cooldown Effects: • 定身 (on enemy): 无法从当前位置移动。 • 硬直 (on enemy): -50% 闪避几率": "从目标方向 7 格起的地面召唤蔓藤，对敌方单位造成魔法攻击力 150% 的魔法伤害，并施加定身与硬直效果，持续 3 秒。 5 能量 - 8秒冷却 效果： • 定身（对敌人）：无法从当前位置移动。 • 硬直（对敌人）：-50% 闪避几率",
 "仓库 - Dungeon Settlers Wiki": "仓库 - Dungeon Settlers 维基",
 "仰望明月 - Dungeon Settlers Wiki": "仰望明月 - Dungeon Settlers 维基",
 "伐木能力 - Dungeon Settlers Wiki": "伐木能力 - Dungeon Settlers 维基",
 "休闲能力 - Dungeon Settlers Wiki": "休闲能力 - Dungeon Settlers 维基",
 "传送门光环 - Dungeon Settlers Wiki": "传送门光环 - Dungeon Settlers 维基",
 "传送门活力 - Dungeon Settlers Wiki": "传送门活力 - Dungeon Settlers 维基",
 "似是女子的歌声 - Dungeon Settlers Wiki": "似是女子的歌声 - Dungeon Settlers 维基",
 "低 / Mid / 高 usually 1x / 2x / 3x; some stats non-linear": "低 / 中 / 高通常为 1x / 2x / 3x；部分属性非线性",
 "低级冷却铭文 - Dungeon Settlers Wiki": "低级冷却铭文 - Dungeon Settlers 维基",
 "低级吸血铭文 - Dungeon Settlers Wiki": "低级吸血铭文 - Dungeon Settlers 维基",
 "低级命中铭文 - Dungeon Settlers Wiki": "低级命中铭文 - Dungeon Settlers 维基",
 "低级恢复铭文 - Dungeon Settlers Wiki": "低级恢复铭文 - Dungeon Settlers 维基",
 "低级攻速铭文 - Dungeon Settlers Wiki": "低级攻速铭文 - Dungeon Settlers 维基",
 "低级暴伤铭文 - Dungeon Settlers Wiki": "低级暴伤铭文 - Dungeon Settlers 维基",
 "低级暴击铭文 - Dungeon Settlers Wiki": "低级暴击铭文 - Dungeon Settlers 维基",
 "低级格挡减伤铭文 - Dungeon Settlers Wiki": "低级格挡减伤铭文 - Dungeon Settlers 维基",
 "低级格挡铭文 - Dungeon Settlers Wiki": "低级格挡铭文 - Dungeon Settlers 维基",
 "低级水元素石 - Dungeon Settlers Wiki": "低级水元素石 - Dungeon Settlers 维基",
 "低级法力石 - Dungeon Settlers Wiki": "低级法力石 - Dungeon Settlers 维基",
 "低级火元素石 - Dungeon Settlers Wiki": "低级火元素石 - Dungeon Settlers 维基",
 "低级物抗铭文 - Dungeon Settlers Wiki": "低级物抗铭文 - Dungeon Settlers 维基",
 "低级物攻铭文 - Dungeon Settlers Wiki": "低级物攻铭文 - Dungeon Settlers 维基",
 "低级生命铭文 - Dungeon Settlers Wiki": "低级生命铭文 - Dungeon Settlers 维基",
 "低级能量铭文 - Dungeon Settlers Wiki": "低级能量铭文 - Dungeon Settlers 维基",
 "低级自然元素石 - Dungeon Settlers Wiki": "低级自然元素石 - Dungeon Settlers 维基",
 "低级负重铭文 - Dungeon Settlers Wiki": "低级负重铭文 - Dungeon Settlers 维基",
 "低级闪避铭文 - Dungeon Settlers Wiki": "低级闪避铭文 - Dungeon Settlers 维基",
 "低级魔抗铭文 - Dungeon Settlers Wiki": "低级魔抗铭文 - Dungeon Settlers 维基",
 "低级魔攻铭文 - Dungeon Settlers Wiki": "低级魔攻铭文 - Dungeon Settlers 维基",
 "低阶深渊宝箱 (R1 Abyss Low Treasure Chest)": "低阶深渊宝箱 (R1 低阶深渊宝箱)",
 "低阶深渊宝箱 (R2 Abyss Low Treasure Chest)": "低阶深渊宝箱 (R2 低阶深渊宝箱)",
 "低阶深渊宝箱 - Dungeon Settlers Wiki": "低阶深渊宝箱 - Dungeon Settlers 维基",
 "体质 - Dungeon Settlers Wiki": "体质 - Dungeon Settlers 维基",
 "体质削弱 - Dungeon Settlers Wiki": "体质削弱 - Dungeon Settlers 维基",
 "体质天赋 - Dungeon Settlers Wiki": "体质天赋 - Dungeon Settlers 维基",
 "体质强化 - Dungeon Settlers Wiki": "体质强化 - Dungeon Settlers 维基",
 "体质灵药 - Dungeon Settlers Wiki": "体质灵药 - Dungeon Settlers 维基",
 "余烬铭文 - Dungeon Settlers Wiki": "余烬铭文 - Dungeon Settlers 维基",
 "佣兵 - Dungeon Settlers Wiki": "佣兵 - Dungeon Settlers 维基",
 "佩里昂 - Dungeon Settlers Wiki": "佩里昂 - Dungeon Settlers 维基",
 "佩里昂 - 魔力装置调查 - Dungeon Settlers Wiki": "佩里昂 - 魔力装置调查 - Dungeon Settlers 维基",
 "佩里昂加入请求 - Dungeon Settlers Wiki": "佩里昂加入请求 - Dungeon Settlers 维基",
 "使地面涌出波浪，对目标地格上的敌方单位造成魔法攻击力 200% 的魔法伤害，并使其获得潮汐标记和干扰效果，持续 10 秒。使召唤物移动到目标地格，优先攻击带有潮汐标记效果的敌方单位。 1 energy - 15s cooldown Effects: • 干扰 (on enemy): -25% 命中几率": "使地面涌出波浪，对目标地格上的敌方单位造成魔法攻击力 200% 的魔法伤害，并使其获得潮汐标记和干扰效果，持续 10 秒。使召唤物移动到目标地格，优先攻击带有潮汐标记效果的敌方单位。 1 能量 - 15秒冷却 效果： • 干扰 (对敌人): -25% 命中几率",
 "使用单体近战技能时，对目标施加 1 层暴露的弱点效果，持续 5 秒。 Effects: • 暴露的弱点 (on units in the area): 在剩余的命中次数内被击中时无法闪避，且必定为暴击。": "使用单体近战技能时，对目标施加 1 层暴露的弱点效果，持续 5 秒。 效果： • 暴露的弱点 (对范围内的单位): 在剩余的命中次数内被击中时无法闪避，且必定为暴击。",
 "使用药膏 - Dungeon Settlers Wiki": "使用药膏 - Dungeon Settlers 维基",
 "使用该徽章的成员将被任命为副指挥官，并根据其种族不同获得以下效果。所有副指挥官都会使附近盟友获得遵从指令。 各种族副指挥官的效果如下： - 人类副指挥官效果 - 蜥蜴人副指挥官效果 - 狼人副指挥官效果 - 精灵副指挥官效果 - Using 副指挥官徽章 as a Lizardman also grants 最强战士: +30% 力量, +30% 体质. Using 副指挥官徽章 as a Human also grants all allies 开拓之魂: 从地下城第 3 层起获得开拓之魂 (Effect)。. Using 副指挥官徽章 as a Lycan also grants all allies 生存本能: 在顽强的生存本能驱动下，生命值降低至 40% 及以下时，闪避率提高 15%。. Using 副指挥官徽章 as an Elf also grants all allies 世界树的祝福: 受世界树祝福影响，所有单位的正面效果持续时间提高 20%。.": "使用该徽章的成员将被任命为副指挥官，并根据其种族不同获得以下效果。所有副指挥官都会使附近盟友获得遵从指令。 各种族副指挥官的效果如下： - 人类副指挥官效果 - 蜥蜴人副指挥官效果 - 狼人副指挥官效果 - 精灵副指挥官效果 - 将副指挥官徽章作为蜥蜴人使用时，还会赋予最强战士：+30% 力量，+30% 体质。将副指挥官徽章作为人类使用时，还会赋予所有盟友开拓之魂：从地下城第 3 层起获得开拓之魂（效果）。将副指挥官徽章作为狼人使用时，还会赋予所有盟友生存本能：在顽强的生存本能驱动下，生命值降低至 40% 及以下时，闪避率提高 15%。将副指挥官徽章作为精灵使用时，还会赋予所有盟友世界树的祝福：受世界树祝福影响，所有单位的正面效果持续时间提高 20%。",
 "使目标太阳花长成日心花。 3 energy - 8s cooldown Summons: • 日心花 (200 HP) attacks with 攻击: 对所有附近的敌人造成相当于魔法攻击力140% 的魔法伤害，并施加 致命弱点，持续3 秒。暴击时施加 1 的 头晕。在20 秒后，它崩解并回归自然。 Its first hit lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.": "使目标太阳花长成日心花。 3 能量 - 8秒冷却 召唤： • 日心花 (200 HP) 攻击时使用 攻击: 对所有附近的敌人造成相当于魔法攻击力140% 的魔法伤害，并施加 致命弱点，持续3 秒。暴击时施加 1 的 头晕。在20 秒后，它崩解并回归自然。 首次命中在召唤 2 秒后发生，之后每 4 秒再命中一次。",
 "使目标奇异种子长成太阳花。 3 energy - 8s cooldown Summons: • 太阳花 (200 HP) attacks with 攻击: 对6范围内的目标造成相当于你魔法攻击力120%的魔法伤害。暴击时，施加头晕，持续5秒。40秒后，它会崩解并回归自然。每1秒攻击一次。 Its first attack lands 1 second after it is summoned, and one more follows every second after that.": "使目标奇异种子长成太阳花。 3 能量 - 8秒冷却 召唤： • 太阳花 (200 HP) 攻击时使用 攻击: 对6范围内的目标造成相当于你魔法攻击力120%的魔法伤害。暴击时，施加头晕，持续5秒。40秒后，它会崩解并回归自然。每1秒攻击一次。 首次攻击在召唤 1 秒后命中，之后每秒再攻击一次。",
 "使目标奇异种子长成黏液喷雾草。 3 energy - 8s cooldown Summons: • 黏液喷雾草 (200 HP) attacks with Spray: 对6范围内的所有敌方目标造成相当于魔法攻击力80%的魔法伤害，并施加1的减速 (Slow)与干扰，持续5秒。40秒后，它会崩解并回归自然。 Its first spray lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.": "使目标奇异种子长成黏液喷雾草。 3 能量 - 8秒冷却 召唤： • 黏液喷雾草 (200 HP) 攻击时使用喷雾: 对6范围内的所有敌方目标造成相当于魔法攻击力80%的魔法伤害，并施加1的减速与干扰，持续5秒。40秒后，它会崩解并回归自然。 首次喷雾在召唤 2 秒后落地，之后每 4 秒再喷一次。",
 "侍从 - Dungeon Settlers Wiki": "侍从 - Dungeon Settlers 维基",
 "侮辱目标，造成魔法攻击力 100% 的魔法伤害，并施加嘲讽与脆弱效果，持续 10 秒。 3 energy - 8s cooldown Effects: • 嘲讽 (on enemy): 优先攻击嘲讽你的目标。 • 脆弱 (on enemy): +20% 受到伤害": "侮辱目标，造成魔法攻击力 100% 的魔法伤害，并施加嘲讽与脆弱效果，持续 10 秒。 3 能量 - 8秒冷却 效果： • 嘲讽 (对敌人): 优先攻击嘲讽你的目标。 • 脆弱 (对敌人): +20% 受到伤害",
 "保护铭文 - Dungeon Settlers Wiki": "保护铭文 - Dungeon Settlers 维基",
 "信仰的义务 - Dungeon Settlers Wiki": "信仰的义务 - Dungeon Settlers 维基",
 "信使 - Dungeon Settlers Wiki": "信使 - Dungeon Settlers 维基",
 "修理工作台 - Dungeon Settlers Wiki": "修理工作台 - Dungeon Settlers 维基",
 "偷猎者 - Dungeon Settlers Wiki": "偷猎者 - Dungeon Settlers 维基",
 "充血 - Dungeon Settlers Wiki": "充血 - Dungeon Settlers 维基",
 "先制 - Dungeon Settlers Wiki": "先制 - Dungeon Settlers 维基",
 "先发制人 - Dungeon Settlers Wiki": "先发制人 - Dungeon Settlers 维基",
 "先发打击 - Dungeon Settlers Wiki": "先发打击 - Dungeon Settlers 维基",
 "先发打击 range and area shown on a dungeon room": "先发打击 地下城房间上显示的射程与范围",
 "先手突袭 - Dungeon Settlers Wiki": "先手突袭 - Dungeon Settlers 维基",
 "先攻 - Dungeon Settlers Wiki": "先攻 - Dungeon Settlers 维基",
 "克服绝望几率 - Dungeon Settlers Wiki": "克服绝望几率 - Dungeon Settlers 维基",
 "入殓师 - Dungeon Settlers Wiki": "入殓师 - Dungeon Settlers 维基",
 "全种类仓库 - Dungeon Settlers Wiki": "全种类仓库 - Dungeon Settlers 维基",
 "公会商人 - Dungeon Settlers Wiki": "公会商人 - Dungeon Settlers 维基",
 "公会商人柜台 - Dungeon Settlers Wiki": "公会商人柜台 - Dungeon Settlers 维基",
 "公会士兵 - Dungeon Settlers Wiki": "公会士兵 - Dungeon Settlers 维基",
 "公会官员 - Dungeon Settlers Wiki": "公会官员 - Dungeon Settlers 维基",
 "公会射手 - Dungeon Settlers Wiki": "公会射手 - Dungeon Settlers 维基",
 "共生虫 (Effect) - Dungeon Settlers Wiki": "共生虫 (效果) - Dungeon Settlers 维基",
 "共生虫 (Player) - Dungeon Settlers Wiki": "共生虫 (玩家) - Dungeon Settlers 维基",
 "共生虫 - Dungeon Settlers Wiki": "共生虫 - Dungeon Settlers 维基",
 "养分吸收 - Dungeon Settlers Wiki": "养分吸收 - Dungeon Settlers 维基",
 "内心花园 - Dungeon Settlers Wiki": "内心花园 - Dungeon Settlers 维基",
 "冒险的乐趣 - Dungeon Settlers Wiki": "冒险的乐趣 - Dungeon Settlers 维基",
 "冒险精神 - Dungeon Settlers Wiki": "冒险精神 - Dungeon Settlers 维基",
 "农业 - Dungeon Settlers Wiki": "农业 - Dungeon Settlers 维基",
 "农场 - Dungeon Settlers Wiki": "农场 - Dungeon Settlers 维基",
 "农田 - Dungeon Settlers Wiki": "农田 - Dungeon Settlers 维基",
 "冰冷狂怒 - Dungeon Settlers Wiki": "冰冷狂怒 - Dungeon Settlers 维基",
 "冰冻 - Dungeon Settlers Wiki": "冰冻 - Dungeon Settlers 维基",
 "冰川 - Dungeon Settlers Wiki": "冰川 - Dungeon Settlers 维基",
 "冲击波铭文 - Dungeon Settlers Wiki": "冲击波铭文 - Dungeon Settlers 维基",
 "冲锋并对目标造成物理攻击力 100%的物理伤害， 施加眩晕效果，持续 2 秒，同时施加 2 层出血效果，持续 10 秒。 15s cooldown Effects: • 眩晕 (on enemy): 短时间内无法行动。 • 出血 (on enemy): 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.": "冲锋并对目标造成物理攻击力 100%的物理伤害， 施加眩晕效果，持续 2 秒，同时施加 2 层出血效果，持续 10 秒。 15秒冷却 效果： • 眩晕 (对敌人): 短时间内无法行动。 • 出血 (对敌人): 每层每秒 5 物理伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 99 层）。示例：10 层 = 50 物理伤害/秒。持续时间由施加该效果的技能决定。",
 "冲锋攻击 - Dungeon Settlers Wiki": "冲锋攻击 - Dungeon Settlers 维基",
 "冲锋攻击 range and area shown on a dungeon room": "冲锋攻击 在地下城房间中显示的射程和范围",
 "决斗邀请 - Dungeon Settlers Wiki": "决斗邀请 - Dungeon Settlers 维基",
 "决斗邀请 range and area shown on a dungeon room": "决斗邀请 地下城房间上显示的射程与范围",
 "冷却时间减少 - Dungeon Settlers Wiki": "冷却时间减少 - Dungeon Settlers 维基",
 "冷却时间降低 - Dungeon Settlers Wiki": "冷却时间降低 - Dungeon Settlers 维基",
 "冷血之怒 - Dungeon Settlers Wiki": "冷血之怒 - Dungeon Settlers 维基",
 "减少。 Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "减少。 按管理难度的心情惩罚：-1 (简单), -3 (普通), -4 (困难), -5 (极难), -6 (毁灭)。",
 "减少。 Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "减少。 按管理难度的心情惩罚：-10 (简单), -12 (普通), -22 (困难), -23 (极难), -24 (毁灭)。",
 "减少。 Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "减少。 按管理难度的心情惩罚：-4 (简单), -6 (普通), -10 (困难), -11 (极难), -12 (毁灭)。",
 "减少。 Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "减少。 按管理难度的心情惩罚：-7 (简单), -9 (普通), -16 (困难), -17 (极难), -18 (毁灭)。",
 "减速 (Deceleration) - Dungeon Settlers Wiki": "减速 (Deceleration) - Dungeon Settlers 维基",
 "减速 (Slow) - Dungeon Settlers Wiki": "减速 (Slow) - Dungeon Settlers 维基",
 "凝视者 2 - Dungeon Settlers Wiki": "凝视者 2 - Dungeon Settlers 维基",
 "凶猛 - Dungeon Settlers Wiki": "凶猛 - Dungeon Settlers 维基",
 "出血 - Dungeon Settlers Wiki": "出血 - Dungeon Settlers 维基",
 "出血免疫 (Trait) - Dungeon Settlers Wiki": "出血免疫 (特质) - Dungeon Settlers 维基",
 "出血免疫 - Dungeon Settlers Wiki": "出血免疫 - Dungeon Settlers 维基",
 "出血铭文 - Dungeon Settlers Wiki": "出血铭文 - Dungeon Settlers 维基",
 "出错的计划 - Dungeon Settlers Wiki": "出错的计划 - Dungeon Settlers 维基",
 "击退免疫 - Dungeon Settlers Wiki": "击退免疫 - Dungeon Settlers 维基",
 "刀刃研磨 - Dungeon Settlers Wiki": "刀刃研磨 - Dungeon Settlers 维基",
 "刀魂 - Dungeon Settlers Wiki": "刀魂 - Dungeon Settlers 维基",
 "分裂 - Dungeon Settlers Wiki": "分裂 - Dungeon Settlers 维基",
 "利用燃烧对敌方目标造成伤害时，所造成的伤害增加燃烧层数 * 3%。 Effects: • 燃烧: 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.": "利用燃烧对敌方目标造成伤害时，所造成的伤害增加燃烧层数 * 3%。 效果： • 燃烧: 每层每秒 3 魔法 伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加50层）。示例：10 层 = 30 魔法 伤害/秒。持续时间由施加该效果的技能决定。",
 "制作能力 - Dungeon Settlers Wiki": "制作能力 - Dungeon Settlers 维基",
 "制皮工作台 - Dungeon Settlers Wiki": "制皮工作台 - Dungeon Settlers 维基",
 "刺猬 - Dungeon Settlers Wiki": "刺猬 - Dungeon Settlers 维基",
 "剑之屏障 - Dungeon Settlers Wiki": "剑之屏障 - Dungeon Settlers 维基",
 "剑之屏障 range and area shown on a dungeon room": "剑之屏障 地下城房间上显示的射程与范围",
 "剑之铭文 - Dungeon Settlers Wiki": "剑之铭文 - Dungeon Settlers 维基",
 "剑反 - Dungeon Settlers Wiki": "剑反 - Dungeon Settlers 维基",
 "剑反击 - Dungeon Settlers Wiki": "剑反击 - Dungeon Settlers 维基",
 "剑士决心 - Dungeon Settlers Wiki": "剑士决心 - Dungeon Settlers 维基",
 "剑士嘲讽 - Dungeon Settlers Wiki": "剑士嘲讽 - Dungeon Settlers 维基",
 "剑技能 资质 - Dungeon Settlers Wiki": "剑技能 资质 - Dungeon Settlers 维基",
 "剑技能树 - Dungeon Settlers Wiki": "剑技能树 - Dungeon Settlers 维基",
 "剑柄打击 - Dungeon Settlers Wiki": "剑柄打击 - Dungeon Settlers 维基",
 "剑柄打击 range and area shown on a dungeon room": "剑柄打击 地下城房间上显示的射程与范围",
 "剑流 - Dungeon Settlers Wiki": "剑流 - Dungeon Settlers 维基",
 "剑流 range and area shown on a dungeon room": "剑流 地下城房间上显示的射程与范围",
 "剑装备仓库 - Dungeon Settlers Wiki": "剑装备仓库 - Dungeon Settlers 维基",
 "剑风 - Dungeon Settlers Wiki": "剑风 - Dungeon Settlers 维基",
 "剑风 range and area shown on a dungeon room": "剑风 地下城房间上显示的射程与范围",
 "副指挥官徽章 - Dungeon Settlers Wiki": "副指挥官徽章 - Dungeon Settlers 维基",
 "副指挥官的抱负 - 人类 - Dungeon Settlers Wiki": "副指挥官的抱负 - 人类 - Dungeon Settlers 维基",
 "副指挥官的抱负 - 狼人 - Dungeon Settlers Wiki": "副指挥官的抱负 - 狼人 - Dungeon Settlers 维基",
 "副指挥官的抱负 - 精灵 - Dungeon Settlers Wiki": "副指挥官的抱负 - 精灵 - Dungeon Settlers 维基",
 "副指挥官的抱负 - 蜥蜴人 - Dungeon Settlers Wiki": "副指挥官的抱负 - 蜥蜴人 - Dungeon Settlers 维基",
 "副指挥官空缺 - Dungeon Settlers Wiki": "副指挥官空缺 - Dungeon Settlers 维基",
 "力量 - Dungeon Settlers Wiki": "力量 - Dungeon Settlers 维基",
 "力量削弱 - Dungeon Settlers Wiki": "力量削弱 - Dungeon Settlers 维基",
 "力量天赋 - Dungeon Settlers Wiki": "力量天赋 - Dungeon Settlers 维基",
 "力量强化 - Dungeon Settlers Wiki": "力量强化 - Dungeon Settlers 维基",
 "力量灵药 - Dungeon Settlers Wiki": "力量灵药 - Dungeon Settlers 维基",
 "加入请求 - Dungeon Settlers Wiki": "加入请求 - Dungeon Settlers 维基",
 "加固 (Fortification) - Dungeon Settlers Wiki": "加固 (Fortification) - Dungeon Settlers 维基",
 "加固 (Reinforced) - Dungeon Settlers Wiki": "加固 (Reinforced) - Dungeon Settlers 维基",
 "加固外壳 - Dungeon Settlers Wiki": "加固外壳 - Dungeon Settlers 维基",
 "加速 (Acceleration) - Dungeon Settlers Wiki": "加速 (Acceleration) - Dungeon Settlers 维基",
 "加速 (Haste) - Dungeon Settlers Wiki": "加速 (Haste) - Dungeon Settlers 维基",
 "动物遗骨 - Dungeon Settlers Wiki": "动物遗骨 - Dungeon Settlers 维基",
 "势不可挡 - Dungeon Settlers Wiki": "势不可挡 - Dungeon Settlers 维基",
 "匕首技能 资质 - Dungeon Settlers Wiki": "匕首技能 资质 - Dungeon Settlers 维基",
 "化为火焰 - Dungeon Settlers Wiki": "化为火焰 - Dungeon Settlers 维基",
 "千色之鸟 - Dungeon Settlers Wiki": "千色之鸟 - Dungeon Settlers 维基",
 "卑鄙 - Dungeon Settlers Wiki": "卑鄙 - Dungeon Settlers 维基",
 "卓越领袖 (Elf) - Dungeon Settlers Wiki": "卓越领袖 (精灵) - Dungeon Settlers 维基",
 "卓越领袖 (Human) - Dungeon Settlers Wiki": "卓越领袖 (人类) - Dungeon Settlers 维基",
 "卓越领袖 (Lizardman) - Dungeon Settlers Wiki": "卓越领袖 (蜥蜴人) - Dungeon Settlers 维基",
 "卓越领袖 (Lycan) - Dungeon Settlers Wiki": "卓越领袖 (狼人) - Dungeon Settlers 维基",
 "卡牌游戏桌 - Dungeon Settlers Wiki": "卡牌游戏桌 - Dungeon Settlers 维基",
 "卫士嘲讽 - Dungeon Settlers Wiki": "卫士嘲讽 - Dungeon Settlers 维基",
 "卫士嘲讽 range and area shown on a dungeon room": "卫士嘲讽 在地下城房间中显示的射程和范围",
 "卫士技能树 - Dungeon Settlers Wiki": "卫士技能树 - Dungeon Settlers 维基",
 "卫士铭文 - Dungeon Settlers Wiki": "卫士铭文 - Dungeon Settlers 维基",
 "压力 - Dungeon Settlers Wiki": "压力 - Dungeon Settlers 维基",
 "压力严重 - Dungeon Settlers Wiki": "压力严重 - Dungeon Settlers 维基",
 "压力低 - Dungeon Settlers Wiki": "压力低 - Dungeon Settlers 维基",
 "压力减少加成 - Dungeon Settlers Wiki": "压力减少加成 - Dungeon Settlers 维基",
 "压力大 - Dungeon Settlers Wiki": "压力大 - Dungeon Settlers 维基",
 "压力恢复最终系数 - Dungeon Settlers Wiki": "压力恢复最终系数 - Dungeon Settlers 维基",
 "压力提升加成 - Dungeon Settlers Wiki": "压力提升加成 - Dungeon Settlers 维基",
 "压力系数 - Dungeon Settlers Wiki": "压力系数 - Dungeon Settlers 维基",
 "厌恶人类 - Dungeon Settlers Wiki": "厌恶人类 - Dungeon Settlers 维基",
 "厌恶狼人 - Dungeon Settlers Wiki": "厌恶狼人 - Dungeon Settlers 维基",
 "厌恶精灵 - Dungeon Settlers Wiki": "厌恶精灵 - Dungeon Settlers 维基",
 "厌恶蜥蜴人 - Dungeon Settlers Wiki": "厌恶蜥蜴人 - Dungeon Settlers 维基",
 "厚布帽 - Dungeon Settlers Wiki": "厚布帽 - Dungeon Settlers 维基",
 "厚布料 - Dungeon Settlers Wiki": "厚布料 - Dungeon Settlers 维基",
 "厚布甲 - Dungeon Settlers Wiki": "厚布甲 - Dungeon Settlers 维基",
 "原木 - Dungeon Settlers Wiki": "原木 - Dungeon Settlers 维基",
 "原木地板 - Dungeon Settlers Wiki": "原木地板 - Dungeon Settlers 维基",
 "原木墙 - Dungeon Settlers Wiki": "原木墙 - Dungeon Settlers 维基",
 "原木门 - Dungeon Settlers Wiki": "原木门 - Dungeon Settlers 维基",
 "厨房烹饪台 - Dungeon Settlers Wiki": "厨房烹饪台 - Dungeon Settlers 维基",
 "双手握持 - Dungeon Settlers Wiki": "双手握持 - Dungeon Settlers 维基",
 "双重抓挠 - Dungeon Settlers Wiki": "双重抓挠 - Dungeon Settlers 维基",
 "双重抓挠 range and area on a dungeon room": "双重抓挠 地下城房间上的射程与范围",
 "双重抓挠 range and area shown on a dungeon room": "双重抓挠 地下城房间上显示的射程与范围",
 "双重突刺 - Dungeon Settlers Wiki": "双重突刺 - Dungeon Settlers 维基",
 "双重突刺 range and area shown on a dungeon room": "双重突刺 地下城房间上显示的射程与范围",
 "反射: 射程 - Dungeon Settlers Wiki": "反射: 射程 - Dungeon Settlers 维基",
 "反射: 物理 - Dungeon Settlers Wiki": "反射: 物理 - Dungeon Settlers 维基",
 "反射: 近战 - Dungeon Settlers Wiki": "反射: 近战 - Dungeon Settlers 维基",
 "反射药水 - Dungeon Settlers Wiki": "反射药水 - Dungeon Settlers 维基",
 "反射铭文 - Dungeon Settlers Wiki": "反射铭文 - Dungeon Settlers 维基",
 "反射闪避 - Dungeon Settlers Wiki": "反射闪避 - Dungeon Settlers 维基",
 "反射：魔法 - Dungeon Settlers Wiki": "反射：魔法 - Dungeon Settlers 维基",
 "发现深渊 - Dungeon Settlers Wiki": "发现深渊 - Dungeon Settlers 维基",
 "发生暴击时，施加 5 层出血效果，持续 10 秒。 Critical basic attacks apply 5 stacks of Bleeding for 10 seconds. Level-up odds: 0.0455% per offered slot": "发生暴击时，施加 5 层出血效果，持续 10 秒。 暴击的普通攻击施加 5 层出血，持续 10 秒。 升级几率：每个提供的槽 0.0455%",
 "受到伤害 - Dungeon Settlers Wiki": "受到伤害 - Dungeon Settlers 维基",
 "受到伤害 decreases by {0}% for each allied plant structure within 1 tile.": "受到伤害 1 格范围内每有一个友方植物建筑，减少 {0}%。",
 "受到伤害 decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "受到伤害 1 格范围内每有一个友方植物建筑，减少 {0}%。 (Applies up to a maximum of {1}%)",
 "受到伤害时，造成伤害 提高 2%，受到伤害降低 2%。最多可叠加 7 层。战斗结束时重置层数。 Effects: • 巨石魔像灵魂 (Giant Stone Golem Soul) (on the caster): 每次受到伤害时获得一层效果。 每层使造成伤害增加 2%，并使受到伤害减少 2%。 层数会在战斗结束后重置。 每个角色只能装备一个灵魂特质。 如果已经拥有灵魂，则会将其覆盖。": "受到伤害时，造成伤害 提高 2%，受到伤害降低 2%。最多可叠加 7 层。战斗结束时重置层数。 效果： • 巨石魔像灵魂 (对施法者): 每次受到伤害时获得一层效果。 每层使造成伤害增加 2%，并使受到伤害减少 2%。 层数会在战斗结束后重置。 每个角色只能装备一个灵魂特质。 如果已经拥有灵魂，则会将其覆盖。",
 "受到暴击时所受伤害提高50%。 Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).": "受到暴击时所受伤害提高50%。 受到的暴击伤害加成 +50%（原本 +50% 的暴击会打出 +100%）。",
 "受辱 - Dungeon Settlers Wiki": "受辱 - Dungeon Settlers 维基",
 "变形怪 - 决断时刻 - Dungeon Settlers Wiki": "变形怪 - 决断时刻 - Dungeon Settlers 维基",
 "变形怪 - 如释重负的探险队员 - Dungeon Settlers Wiki": "变形怪 - 如释重负的探险队员 - Dungeon Settlers 维基",
 "变形怪 - 袭击 - Dungeon Settlers Wiki": "变形怪 - 袭击 - Dungeon Settlers 维基",
 "变形怪？ - Dungeon Settlers Wiki": "变形怪？ - Dungeon Settlers 维基",
 "古代森林书架 - Dungeon Settlers Wiki": "古代森林书架 - Dungeon Settlers 维基",
 "古代森林书架（一侧） - Dungeon Settlers Wiki": "古代森林书架（一侧） - Dungeon Settlers 维基",
 "古龙爪战士 - Dungeon Settlers Wiki": "古龙爪战士 - Dungeon Settlers 维基",
 "召唤 2 只雌性格洛斯。 30s cooldown Summons: • 雌性格洛斯 (3200 HP) attacks with 格洛斯喷吐: 对目标造成魔法攻击力 100% 的魔法伤害。": "召唤 2 只雌性格洛斯。 30秒冷却 召唤： • 雌性格洛斯 (3200 HP) 使用格洛斯喷吐攻击：对目标造成魔法攻击力 100% 的魔法伤害。",
 "召唤灵魂锁链缠向所有临近敌人，每秒对锁住的目标造成魔法攻击力 100% 的魔法闪电伤害，持续 3 秒。无法在技能结束前挣脱锁链的敌人会额外受到魔法攻击力 180% 的魔法伤害，并获得定身效果，持续 4 秒。 15s cooldown Effects: • 定身 (on enemy): 无法从当前位置移动。": "召唤灵魂锁链缠向所有临近敌人，每秒对锁住的目标造成魔法攻击力 100% 的魔法闪电伤害，持续 3 秒。无法在技能结束前挣脱锁链的敌人会额外受到魔法攻击力 180% 的魔法伤害，并获得定身效果，持续 4 秒。 15秒冷却 效果： • 定身 (对敌人): 无法从当前位置移动。",
 "召唤瓢虫 - Dungeon Settlers Wiki": "召唤瓢虫 - Dungeon Settlers 维基",
 "召唤生物 - Dungeon Settlers Wiki": "召唤生物 - Dungeon Settlers 维基",
 "召唤雌性格洛斯 - Dungeon Settlers Wiki": "召唤雌性格洛斯 - Dungeon Settlers 维基",
 "召唤：泡泡灵 - Dungeon Settlers Wiki": "召唤：泡泡灵 - Dungeon Settlers 维基",
 "召唤：泡泡灵 range and area shown on a dungeon room": "召唤：泡泡灵 地下城房间上显示的射程与范围",
 "召唤：泡泡蟾蜍 - Dungeon Settlers Wiki": "召唤：泡泡蟾蜍 - Dungeon Settlers 维基",
 "召唤：泡泡蟾蜍 range and area shown on a dungeon room": "召唤：泡泡蟾蜍 在地下城房间中显示的射程和范围",
 "可疑稻草人 (Dungeon Scare Crow)": "可疑稻草人 (地下城稻草人)",
 "可疑稻草人 - Dungeon Settlers Wiki": "可疑稻草人 - Dungeon Settlers 维基",
 "史莱姆凝胶 - Dungeon Settlers Wiki": "史莱姆凝胶 - Dungeon Settlers 维基",
 "史莱姆布丁 - Dungeon Settlers Wiki": "史莱姆布丁 - Dungeon Settlers 维基",
 "史莱姆布丁 range and area shown on a dungeon room": "史莱姆布丁 地下城房间上显示的射程与范围",
 "吃了卢玛果 - Dungeon Settlers Wiki": "吃了卢玛果 - Dungeon Settlers 维基",
 "吃了史莱姆布丁 - Dungeon Settlers Wiki": "吃了史莱姆布丁 - Dungeon Settlers 维基",
 "吃了尘球根 - Dungeon Settlers Wiki": "吃了尘球根 - Dungeon Settlers 维基",
 "吃了恶心的怪物肉 - Dungeon Settlers Wiki": "吃了恶心的怪物肉 - Dungeon Settlers 维基",
 "吃了改良的草粥 - Dungeon Settlers Wiki": "吃了改良的草粥 - Dungeon Settlers 维基",
 "吃了格洛斯蛋煎蛋卷 - Dungeon Settlers Wiki": "吃了格洛斯蛋煎蛋卷 - Dungeon Settlers 维基",
 "吃了烤肉 - Dungeon Settlers Wiki": "吃了烤肉 - Dungeon Settlers 维基",
 "吃了烤芜菁 - Dungeon Settlers Wiki": "吃了烤芜菁 - Dungeon Settlers 维基",
 "吃了燕麦粥 - Dungeon Settlers Wiki": "吃了燕麦粥 - Dungeon Settlers 维基",
 "吃了肉粥 - Dungeon Settlers Wiki": "吃了肉粥 - Dungeon Settlers 维基",
 "吃了草粥 - Dungeon Settlers Wiki": "吃了草粥 - Dungeon Settlers 维基",
 "吃了萝卜 - Dungeon Settlers Wiki": "吃了萝卜 - Dungeon Settlers 维基",
 "吃了萝卜沙拉 - Dungeon Settlers Wiki": "吃了萝卜沙拉 - Dungeon Settlers 维基",
 "吃了蓝莓 - Dungeon Settlers Wiki": "吃了蓝莓 - Dungeon Settlers 维基",
 "吃了蘑菇 - Dungeon Settlers Wiki": "吃了蘑菇 - Dungeon Settlers 维基",
 "吃了韧性很强的生肉 - Dungeon Settlers Wiki": "吃了韧性很强的生肉 - Dungeon Settlers 维基",
 "同伴死亡 - Dungeon Settlers Wiki": "同伴死亡 - Dungeon Settlers 维基",
 "向目标刺出长矛，对所有敌方单位造成物理攻击力 150% 的物理伤害，并使自身获得加速 (Acceleration)效果，持续 8 秒。 4 energy - 12s cooldown Effects: • 加速 (Acceleration) (on the caster): +30% 攻击速度": "向目标刺出长矛，对所有敌方单位造成物理攻击力 150% 的物理伤害，并使自身获得加速效果，持续 8 秒。 4 能量 - 12秒冷却 效果： • 加速（对施法者）：+30% 攻击速度",
 "向目标投掷铁索，造成物理攻击力 100% 的物理伤害，并将目标拉到相邻位置。 目标会受到使用者的嘲讽影响，持续 2 秒。 对目标施加定身效果，持续1秒，同时施加减速 (Slow)效果，持续 3 秒。 15s cooldown Effects: • 嘲讽 (on the caster): 优先攻击嘲讽你的目标。 • 定身 (on enemy): 无法从当前位置移动。 • 减速 (Slow) (on enemy): -30% 移动速度": "向目标投掷铁索，造成物理攻击力 100% 的物理伤害，并将目标拉到相邻位置。 目标会受到使用者的嘲讽影响，持续 2 秒。 对目标施加定身效果，持续1秒，同时施加减速效果，持续 3 秒。 15秒冷却 效果： • 嘲讽 (对施法者): 优先攻击嘲讽你的目标。 • 定身 (对敌人): 无法从当前位置移动。 • 减速 (对敌人): -30% 移动速度",
 "向目标方向直线冲锋，将命中的所有敌人击退 2 格，造成物理攻击力 300% 的物理伤害，并使其眩晕，持续 1.5 秒。 能够立即摧毁建筑。如果撞到死路，则技能会被打断，且使用者会眩晕，持续 1.5 秒。 7s cooldown Effects: • 眩晕 (on units in the area): 短时间内无法行动。": "向目标方向直线冲锋，将命中的所有敌人击退 2 格，造成物理攻击力 300% 的物理伤害，并使其眩晕，持续 1.5 秒。 能够立即摧毁建筑。如果撞到死路，则技能会被打断，且使用者会眩晕，持续 1.5 秒。 7秒冷却 效果： • 眩晕 (对区域内的单位): 短时间内无法行动。",
 "向目标直线冲锋，将命中的所有敌人击退 2 格，造成物理攻击力 300% 的物理伤害，并使其眩晕，持续 2 秒。如果与墙壁相撞，技能会被打断，且使用者会眩晕，持续 2 秒。 20s cooldown Effects: • 眩晕 (on units in the area): 短时间内无法行动。": "向目标直线冲锋，将命中的所有敌人击退 2 格，造成物理攻击力 300% 的物理伤害，并使其眩晕，持续 2 秒。如果与墙壁相撞，技能会被打断，且使用者会眩晕，持续 2 秒。 20秒冷却 效果： • 眩晕 (对范围内的单位): 短时间内无法行动。",
 "向目标直线冲锋，将命中的所有敌人击退 2 格，造成物理攻击力 500% 的物理伤害，并使其眩晕，持续 2 秒。如果与墙壁相撞，技能会被打断，且使用者会眩晕，持续 2 秒。 Effects: • 眩晕 (on units in the area): 短时间内无法行动。": "向目标直线冲锋，将命中的所有敌人击退 2 格，造成物理攻击力 500% 的物理伤害，并使其眩晕，持续 2 秒。如果与墙壁相撞，技能会被打断，且使用者会眩晕，持续 2 秒。 效果： • 眩晕 (对区域内的单位): 短时间内无法行动。",
 "吞噬 - Dungeon Settlers Wiki": "吞噬 - Dungeon Settlers 维基",
 "吞噬 range and area on a dungeon room": "吞噬 地下城房间上的射程与范围",
 "吞噬 range and area shown on a dungeon room": "吞噬 地下城房间上显示的射程与范围",
 "吞噬尸体 (Stack) - Dungeon Settlers Wiki": "吞噬尸体 (层) - Dungeon Settlers 维基",
 "吞噬尸体 - Dungeon Settlers Wiki": "吞噬尸体 - Dungeon Settlers 维基",
 "吞食尸体并恢复 30% 总最大生命值，获得 1 层吞噬尸体 (Stack)效果。 1s cooldown Effects: • 吞噬尸体 (on the caster): 每层使物理攻击力提高 30%。": "吞食尸体并恢复 30% 总最大生命值，获得 1 层吞噬尸体效果。 1秒冷却 效果： • 吞噬尸体 (对施法者): 每层使物理攻击力提高 30%。",
 "听到曼德拉草的尖叫 - Dungeon Settlers Wiki": "听到曼德拉草的尖叫 - Dungeon Settlers 维基",
 "吸血 - Dungeon Settlers Wiki": "吸血 - Dungeon Settlers 维基",
 "吸血药水 - Dungeon Settlers Wiki": "吸血药水 - Dungeon Settlers 维基",
 "命中几率 - Dungeon Settlers Wiki": "命中几率 - Dungeon Settlers 维基",
 "和平主义者 - Dungeon Settlers Wiki": "和平主义者 - Dungeon Settlers 维基",
 "和谐技能树 - Dungeon Settlers Wiki": "和谐技能树 - Dungeon Settlers 维基",
 "和谐铭文 - Dungeon Settlers Wiki": "和谐铭文 - Dungeon Settlers 维基",
 "咬咬菇 - Dungeon Settlers Wiki": "咬咬菇 - Dungeon Settlers 维基",
 "哥布尔大萨满灵魂石 - Dungeon Settlers Wiki": "哥布尔大萨满灵魂石 - Dungeon Settlers 维基",
 "哥布林 - Dungeon Settlers Wiki": "哥布林 - Dungeon Settlers 维基",
 "哥布林壁画 - Dungeon Settlers Wiki": "哥布林壁画 - Dungeon Settlers 维基",
 "哥布林大祭司灵魂 - Dungeon Settlers Wiki": "哥布林大祭司灵魂 - Dungeon Settlers 维基",
 "哥布林大萨满 - Dungeon Settlers Wiki": "哥布林大萨满 - Dungeon Settlers 维基",
 "哥布林工人 - Dungeon Settlers Wiki": "哥布林工人 - Dungeon Settlers 维基",
 "哥布林投掷 - Dungeon Settlers Wiki": "哥布林投掷 - Dungeon Settlers 维基",
 "哥布林投掷 range and area on a dungeon room": "哥布林投掷 地下城房间上的射程与范围",
 "哥布林投掷 range and area shown on a dungeon room": "哥布林投掷 地下城房间上显示的射程与范围",
 "哥布林投掷者 - Dungeon Settlers Wiki": "哥布林投掷者 - Dungeon Settlers 维基",
 "哥布林攻击 - Dungeon Settlers Wiki": "哥布林攻击 - Dungeon Settlers 维基",
 "哥布林攻击 range and area on a dungeon room": "哥布林攻击 地下城房间上的射程与范围",
 "哥布林攻击 range and area shown on a dungeon room": "哥布林攻击 地下城房间上显示的射程与范围",
 "哥布林斗士 - Dungeon Settlers Wiki": "哥布林斗士 - Dungeon Settlers 维基",
 "哥布林火把架 - Dungeon Settlers Wiki": "哥布林火把架 - Dungeon Settlers 维基",
 "哥布林狩猎法 - Dungeon Settlers Wiki": "哥布林狩猎法 - Dungeon Settlers 维基",
 "哥布林篝火 - Dungeon Settlers Wiki": "哥布林篝火 - Dungeon Settlers 维基",
 "哥布林药膏 - Dungeon Settlers Wiki": "哥布林药膏 - Dungeon Settlers 维基",
 "哥布林药草 - Dungeon Settlers Wiki": "哥布林药草 - Dungeon Settlers 维基",
 "哥布林获胜 - Dungeon Settlers Wiki": "哥布林获胜 - Dungeon Settlers 维基",
 "哥布林萨满 - Dungeon Settlers Wiki": "哥布林萨满 - Dungeon Settlers 维基",
 "哥布林萨满层数 - Dungeon Settlers Wiki": "哥布林萨满层数 - Dungeon Settlers 维基",
 "哥布林诅咒 - Dungeon Settlers Wiki": "哥布林诅咒 - Dungeon Settlers 维基",
 "哥布林诅咒 range and area on a dungeon room": "哥布林诅咒 地下城房间上的射程与范围",
 "哥布林诅咒 range and area shown on a dungeon room": "哥布林诅咒 地下城房间上显示的射程与范围",
 "哥布林逃跑 - Dungeon Settlers Wiki": "哥布林逃跑 - Dungeon Settlers 维基",
 "哥布林逃跑 range and area on a dungeon room": "哥布林逃跑 地下城房间上的射程与范围",
 "哥布林逃跑 range and area shown on a dungeon room": "哥布林逃跑 地下城房间上显示的射程与范围",
 "哥布林首席萨满 - Dungeon Settlers Wiki": "哥布林首席萨满 - Dungeon Settlers 维基",
 "哥布林骑手 - Dungeon Settlers Wiki": "哥布林骑手 - Dungeon Settlers 维基",
 "哨兵惩击 - Dungeon Settlers Wiki": "哨兵惩击 - Dungeon Settlers 维基",
 "哨兵惩击 range and area on a dungeon room": "哨兵惩击 地下城房间上的射程与范围",
 "哨兵惩击 range and area shown on a dungeon room": "哨兵惩击 地下城房间上显示的射程与范围",
 "哨兵获得 150 层生命强化效果，持续 10 秒。 180s cooldown Effects: • 生命强化 (on the caster): 每层每秒恢复 10 当前生命值。": "哨兵获得 150 层生命强化效果，持续 10 秒。 180秒冷却 效果： • 生命强化（对施法者）：每层每秒恢复 10 当前生命值。",
 "哨兵警报 - Dungeon Settlers Wiki": "哨兵警报 - Dungeon Settlers 维基",
 "哨兵警示 - Dungeon Settlers Wiki": "哨兵警示 - Dungeon Settlers 维基",
 "哲学家 - Dungeon Settlers Wiki": "哲学家 - Dungeon Settlers 维基",
 "商人天平 - Dungeon Settlers Wiki": "商人天平 - Dungeon Settlers 维基",
 "商人房 minimum room layout": "商人房 最小房间布局",
 "商会已完成 - Dungeon Settlers Wiki": "商会已完成 - Dungeon Settlers 维基",
 "啮齿动物 - Dungeon Settlers Wiki": "啮齿动物 - Dungeon Settlers 维基",
 "喷吐 - Dungeon Settlers Wiki": "喷吐 - Dungeon Settlers 维基",
 "喷吐 range and area on a dungeon room": "喷吐 地下城房间上的射程与范围",
 "喷吐 range and area shown on a dungeon room": "喷吐 地下城房间上显示的射程与范围",
 "嗜血 - Dungeon Settlers Wiki": "嗜血 - Dungeon Settlers 维基",
 "嘎嘎！ - Dungeon Settlers Wiki": "嘎嘎！ - Dungeon Settlers 维基",
 "嘲弄之笑 - Dungeon Settlers Wiki": "嘲弄之笑 - Dungeon Settlers 维基",
 "嘲讽 - Dungeon Settlers Wiki": "嘲讽 - Dungeon Settlers 维基",
 "回城卷轴 - Dungeon Settlers Wiki": "回城卷轴 - Dungeon Settlers 维基",
 "回声花 - Dungeon Settlers Wiki": "回声花 - Dungeon Settlers 维基",
 "回声花戒指 - Dungeon Settlers Wiki": "回声花戒指 - Dungeon Settlers 维基",
 "回声花铃 (Echo Flower Bell)": "回声花铃 (回声花铃)",
 "回声花铃 (Echo Flower Bell2)": "回声花铃 (回声花铃2)",
 "回声花铃 (Echo Flower Bell3)": "回声花铃 (回声花铃3)",
 "回声花铃 (Echo Flower Bell4)": "回声花铃 (回声花铃4)",
 "回声花铃 - Dungeon Settlers Wiki": "回声花铃 - Dungeon Settlers 维基",
 "园丁 - Dungeon Settlers Wiki": "园丁 - Dungeon Settlers 维基",
 "固守 - Dungeon Settlers Wiki": "固守 - Dungeon Settlers 维基",
 "圆木椅 - Dungeon Settlers Wiki": "圆木椅 - Dungeon Settlers 维基",
 "在 3 格范围内的随机空地块召唤 3 只瓢虫。 30s cooldown Summons: • 瓢虫 (2000 HP) attacks with 瓢虫冲锋: 在至少 1 格距离外向目标冲锋，造成 100% 物理伤害，并施加 1 层头晕效果，持续 5 秒。": "在 3 格范围内的随机空地块召唤 3 只瓢虫。 30秒冷却 召唤： • 瓢虫 (2000 HP) 以瓢虫冲锋攻击：在至少 1 格距离外向目标冲锋，造成 100% 物理伤害，并施加 1 层头晕效果，持续 5 秒。",
 "在不错的单人房睡过 - Dungeon Settlers Wiki": "在不错的单人房睡过 - Dungeon Settlers 维基",
 "在不错的多人房睡过 - Dungeon Settlers Wiki": "在不错的多人房睡过 - Dungeon Settlers 维基",
 "在不错的奥术工坊制作 - Dungeon Settlers Wiki": "在不错的奥术工坊制作 - Dungeon Settlers 维基",
 "在不错的工作坊制作 - Dungeon Settlers Wiki": "在不错的工作坊制作 - Dungeon Settlers 维基",
 "在不错的研究室研究 - Dungeon Settlers Wiki": "在不错的研究室研究 - Dungeon Settlers 维基",
 "在不错的神殿祈祷 - Dungeon Settlers Wiki": "在不错的神殿祈祷 - Dungeon Settlers 维基",
 "在不错的餐厅烹饪 - Dungeon Settlers Wiki": "在不错的餐厅烹饪 - Dungeon Settlers 维基",
 "在不错的餐厅用餐 - Dungeon Settlers Wiki": "在不错的餐厅用餐 - Dungeon Settlers 维基",
 "在出色的单人房睡过 - Dungeon Settlers Wiki": "在出色的单人房睡过 - Dungeon Settlers 维基",
 "在出色的多人房睡过 - Dungeon Settlers Wiki": "在出色的多人房睡过 - Dungeon Settlers 维基",
 "在出色的奥术工坊制作 - Dungeon Settlers Wiki": "在出色的奥术工坊制作 - Dungeon Settlers 维基",
 "在出色的工作坊制作 - Dungeon Settlers Wiki": "在出色的工作坊制作 - Dungeon Settlers 维基",
 "在出色的研究室研究 - Dungeon Settlers Wiki": "在出色的研究室研究 - Dungeon Settlers 维基",
 "在出色的神殿祈祷 - Dungeon Settlers Wiki": "在出色的神殿祈祷 - Dungeon Settlers 维基",
 "在出色的餐厅烹饪 - Dungeon Settlers Wiki": "在出色的餐厅烹饪 - Dungeon Settlers 维基",
 "在出色的餐厅用餐 - Dungeon Settlers Wiki": "在出色的餐厅用餐 - Dungeon Settlers 维基",
 "在地上睡过觉 - Dungeon Settlers Wiki": "在地上睡过觉 - Dungeon Settlers 维基",
 "在平庸的单人房睡过 - Dungeon Settlers Wiki": "在平庸的单人房睡过 - Dungeon Settlers 维基",
 "在平庸的多人房睡过 - Dungeon Settlers Wiki": "在平庸的多人房睡过 - Dungeon Settlers 维基",
 "在平庸的奥术工坊制作 - Dungeon Settlers Wiki": "在平庸的奥术工坊制作 - Dungeon Settlers 维基",
 "在平庸的工作坊制作 - Dungeon Settlers Wiki": "在平庸的工作坊制作 - Dungeon Settlers 维基",
 "在平庸的研究室研究 - Dungeon Settlers Wiki": "在平庸的研究室研究 - Dungeon Settlers 维基",
 "在平庸的神殿祈祷 - Dungeon Settlers Wiki": "在平庸的神殿祈祷 - Dungeon Settlers 维基",
 "在平庸的餐厅烹饪 - Dungeon Settlers Wiki": "在平庸的餐厅烹饪 - Dungeon Settlers 维基",
 "在平庸的餐厅用餐 - Dungeon Settlers Wiki": "在平庸的餐厅用餐 - Dungeon Settlers 维基",
 "在床上睡了 - Dungeon Settlers Wiki": "在床上睡了 - Dungeon Settlers 维基",
 "在指定位置召唤 1 只\"泡泡灵\"。泡泡灵会攻击附近的敌人，且会在死亡时爆裂，对附近敌人造成魔法攻击力 100% 的魔法伤害，并为附近友方赋予魔法攻击力 150% 的护盾，持续 20 秒。每个单位最多可同时召唤 2 只泡泡灵，同一地图上最多可存在 4 只泡泡灵。 5 energy - 20s cooldown Effects: • 护盾 (on allies): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。": "在指定位置召唤 1 只\"泡泡灵\"。泡泡灵会攻击附近的敌人，且会在死亡时爆裂，对附近敌人造成魔法攻击力 100% 的魔法伤害，并为附近友方赋予魔法攻击力 150% 的护盾，持续 20 秒。每个单位最多可同时召唤 2 只泡泡灵，同一地图上最多可存在 4 只泡泡灵。 5 能量 - 20秒冷却 效果： • 护盾 (对盟友): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。",
 "在指定位置召唤 1 只\"泡泡灵\"。泡泡灵会攻击附近的敌人，且会在死亡时爆裂，对附近敌人造成魔法攻击力 100% 的魔法伤害，并为附近友方赋予魔法攻击力 150% 的护盾，持续 20 秒。每个单位最多可同时召唤 2 只泡泡灵，同一地图上最多可存在 4 只泡泡灵。 5 energy - 20s cooldown Effects: • 护盾 (on allies): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。 Summons: • 泡泡灵 (300 HP) attacks with 泡泡撞击: 对目标造成相当于魔法攻击力 100% 的魔法伤害。": "在指定位置召唤 1 只\"泡泡灵\"。泡泡灵会攻击附近的敌人，且会在死亡时爆裂，对附近敌人造成魔法攻击力 100% 的魔法伤害，并为附近友方赋予魔法攻击力 150% 的护盾，持续 20 秒。每个单位最多可同时召唤 2 只泡泡灵，同一地图上最多可存在 4 只泡泡灵。 5 能量 - 20秒冷却 效果： • 护盾 (对盟友): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。 召唤： • 泡泡灵 (300 HP) 攻击时使用 泡泡撞击: 对目标造成相当于魔法攻击力 100% 的魔法伤害。",
 "在普通的单人房睡过 - Dungeon Settlers Wiki": "在普通的单人房睡过 - Dungeon Settlers 维基",
 "在普通的多人房睡过 - Dungeon Settlers Wiki": "在普通的多人房睡过 - Dungeon Settlers 维基",
 "在普通的奥术工坊制作 - Dungeon Settlers Wiki": "在普通的奥术工坊制作 - Dungeon Settlers 维基",
 "在普通的工作坊制作 - Dungeon Settlers Wiki": "在普通的工作坊制作 - Dungeon Settlers 维基",
 "在普通的研究室研究 - Dungeon Settlers Wiki": "在普通的研究室研究 - Dungeon Settlers 维基",
 "在普通的神殿祈祷 - Dungeon Settlers Wiki": "在普通的神殿祈祷 - Dungeon Settlers 维基",
 "在普通的餐厅烹饪 - Dungeon Settlers Wiki": "在普通的餐厅烹饪 - Dungeon Settlers 维基",
 "在普通的餐厅用餐 - Dungeon Settlers Wiki": "在普通的餐厅用餐 - Dungeon Settlers 维基",
 "在极佳的单人房睡过 - Dungeon Settlers Wiki": "在极佳的单人房睡过 - Dungeon Settlers 维基",
 "在极佳的多人房睡过 - Dungeon Settlers Wiki": "在极佳的多人房睡过 - Dungeon Settlers 维基",
 "在极佳的奥术工坊制作 - Dungeon Settlers Wiki": "在极佳的奥术工坊制作 - Dungeon Settlers 维基",
 "在极佳的工作坊制作 - Dungeon Settlers Wiki": "在极佳的工作坊制作 - Dungeon Settlers 维基",
 "在极佳的研究室研究 - Dungeon Settlers Wiki": "在极佳的研究室研究 - Dungeon Settlers 维基",
 "在极佳的神殿祈祷 - Dungeon Settlers Wiki": "在极佳的神殿祈祷 - Dungeon Settlers 维基",
 "在极佳的餐厅烹饪 - Dungeon Settlers Wiki": "在极佳的餐厅烹饪 - Dungeon Settlers 维基",
 "在极佳的餐厅用餐 - Dungeon Settlers Wiki": "在极佳的餐厅用餐 - Dungeon Settlers 维基",
 "在简陋的单人房睡过 - Dungeon Settlers Wiki": "在简陋的单人房睡过 - Dungeon Settlers 维基",
 "在简陋的多人房睡过 - Dungeon Settlers Wiki": "在简陋的多人房睡过 - Dungeon Settlers 维基",
 "在简陋的奥术工坊制作 - Dungeon Settlers Wiki": "在简陋的奥术工坊制作 - Dungeon Settlers 维基",
 "在简陋的工作坊制作 - Dungeon Settlers Wiki": "在简陋的工作坊制作 - Dungeon Settlers 维基",
 "在简陋的研究室研究 - Dungeon Settlers Wiki": "在简陋的研究室研究 - Dungeon Settlers 维基",
 "在简陋的神殿祈祷 - Dungeon Settlers Wiki": "在简陋的神殿祈祷 - Dungeon Settlers 维基",
 "在简陋的餐厅烹饪 - Dungeon Settlers Wiki": "在简陋的餐厅烹饪 - Dungeon Settlers 维基",
 "在简陋的餐厅用餐 - Dungeon Settlers Wiki": "在简陋的餐厅用餐 - Dungeon Settlers 维基",
 "在至少 1 格距离外向目标冲锋，造成 100% 物理伤害，并施加 1 层头晕效果，持续 5 秒。 10s cooldown Effects: • 头晕 (on enemy): 当累计 2 层时，施加 眩晕，持续1 秒。施加 眩晕 时堆叠会重置。": "在至少 1 格距离外向目标冲锋，造成 100% 物理伤害，并施加 1 层头晕效果，持续 5 秒。 10秒冷却 效果： • 头晕 (对敌人): 当累计 2 层时，施加 眩晕，持续1 秒。施加 眩晕 时堆叠会重置。",
 "在豪华的单人房睡过 - Dungeon Settlers Wiki": "在豪华的单人房睡过 - Dungeon Settlers 维基",
 "在豪华的多人房睡过 - Dungeon Settlers Wiki": "在豪华的多人房睡过 - Dungeon Settlers 维基",
 "在豪华的奥术工坊制作 - Dungeon Settlers Wiki": "在豪华的奥术工坊制作 - Dungeon Settlers 维基",
 "在豪华的工作坊制作 - Dungeon Settlers Wiki": "在豪华的工作坊制作 - Dungeon Settlers 维基",
 "在豪华的研究室研究 - Dungeon Settlers Wiki": "在豪华的研究室研究 - Dungeon Settlers 维基",
 "在豪华的神殿祈祷 - Dungeon Settlers Wiki": "在豪华的神殿祈祷 - Dungeon Settlers 维基",
 "在豪华的餐厅烹饪 - Dungeon Settlers Wiki": "在豪华的餐厅烹饪 - Dungeon Settlers 维基",
 "在豪华的餐厅用餐 - Dungeon Settlers Wiki": "在豪华的餐厅用餐 - Dungeon Settlers 维基",
 "地下城传送门s created by 地下城核心阿克提恩 drain energy from their surroundings, slowly turning parts of the continent into 荒芜之地. As the corruption spreads, the 地下城's influence grows, and the threats within become more dangerous. ## Destroying a hidden 'Dungeon Core' can reduce the corruption level. But be careful. The moment you touch a core, the 地下城 will sense the threat and call countless enemies to you. ## TIP : Dungeon corruption level is currently 未实装功能.": "地下城核心阿克提恩所创造的地下城传送门不断从周围汲取魔力，慢慢地将大陆转变为一片荒芜之地。随着腐化的蔓延，地下城的影响力也愈发可怕，而其中的敌人也变得更加危险。 ## 摧毁隐藏的“地下城核心”便可降低腐化等级。但要小心。一旦触碰核心，地下城就会感知到威胁并召唤出数之不尽的敌人。 ## 提示：目前地下城腐化等级为未实装功能。",
 "地下城修理工作台 - Dungeon Settlers Wiki": "地下城修理工作台 - Dungeon Settlers 维基",
 "地下城停留 (D1) - Dungeon Settlers Wiki": "地下城停留 (D1) - Dungeon Settlers 维基",
 "地下城停留 (D2) - Dungeon Settlers Wiki": "地下城停留 (D2) - Dungeon Settlers 维基",
 "地下城停留 (D3) - Dungeon Settlers Wiki": "地下城停留 (D3) - Dungeon Settlers 维基",
 "地下城停留 (D4) - Dungeon Settlers Wiki": "地下城停留 (D4) - Dungeon Settlers 维基",
 "地下城商人 - Dungeon Settlers Wiki": "地下城商人 - Dungeon Settlers 维基",
 "地下城尖刺陷阱 - Dungeon Settlers Wiki": "地下城尖刺陷阱 - Dungeon Settlers 维基",
 "地下城恐惧 - Dungeon Settlers Wiki": "地下城恐惧 - Dungeon Settlers 维基",
 "地下城核心 <复制品> (resource node) - Dungeon Settlers Wiki": "地下城核心 <复制品> (资源节点) - Dungeon Settlers 维基",
 "地下城楼层传送门 (Dungeon Floor Portal Abyss)": "地下城楼层传送门 (无尽深渊地下城楼层传送门)",
 "地下城楼层传送门 (Dungeon Floor Portal)": "地下城楼层传送门 (地下城楼层传送门)",
 "地下城楼层传送门 (Dungeon Floor Portal2)": "地下城楼层传送门 (地下城楼层传送门2)",
 "地下城楼层传送门 (Dungeon Floor Portal3)": "地下城楼层传送门 (地下城楼层传送门3)",
 "地下城楼层传送门 - Dungeon Settlers Wiki": "地下城楼层传送门 - Dungeon Settlers 维基",
 "地下城武器箱 - Dungeon Settlers Wiki": "地下城武器箱 - Dungeon Settlers 维基",
 "地下城逗留后遗症 - Dungeon Settlers Wiki": "地下城逗留后遗症 - Dungeon Settlers 维基",
 "地下探险家 - Dungeon Settlers Wiki": "地下探险家 - Dungeon Settlers 维基",
 "地毯 (Red Carpet A)": "地毯 (红色地毯 A)",
 "地毯 - Dungeon Settlers Wiki": "地毯 - Dungeon Settlers 维基",
 "地狱水蛭 - Dungeon Settlers Wiki": "地狱水蛭 - Dungeon Settlers 维基",
 "地狱水蛭收集完成 - Dungeon Settlers Wiki": "地狱水蛭收集完成 - Dungeon Settlers 维基",
 "坐在椅子上 - Dungeon Settlers Wiki": "坐在椅子上 - Dungeon Settlers 维基",
 "坚固 - Dungeon Settlers Wiki": "坚固 - Dungeon Settlers 维基",
 "坚固宝箱 (R2 Sturdy Treasure Chest)": "坚固宝箱 (R2 坚固宝箱)",
 "坚固宝箱 (Sturdy Treasure Chest)": "坚固宝箱 (坚固宝箱)",
 "坚固宝箱 - Dungeon Settlers Wiki": "坚固宝箱 - Dungeon Settlers 维基",
 "坚守 - Dungeon Settlers Wiki": "坚守 - Dungeon Settlers 维基",
 "坚韧 - Dungeon Settlers Wiki": "坚韧 - Dungeon Settlers 维基",
 "坚韧生肉 - Dungeon Settlers Wiki": "坚韧生肉 - Dungeon Settlers 维基",
 "坚韧生肉 range and area shown on a dungeon room": "坚韧生肉 地下城房间上显示的射程与范围",
 "坟墓 - Dungeon Settlers Wiki": "坟墓 - Dungeon Settlers 维基",
 "坟墓被挖开 - Dungeon Settlers Wiki": "坟墓被挖开 - Dungeon Settlers 维基",
 "坠落冰川 - Dungeon Settlers Wiki": "坠落冰川 - Dungeon Settlers 维基",
 "坠落冰川 range and area shown on a dungeon room": "坠落冰川 在地下城房间中显示的射程和范围",
 "垃圾堆 (resource node) - Dungeon Settlers Wiki": "垃圾堆 (资源节点) - Dungeon Settlers 维基",
 "城市守卫 - Dungeon Settlers Wiki": "城市守卫 - Dungeon Settlers 维基",
 "基地之树 - Dungeon Settlers Wiki": "基地之树 - Dungeon Settlers 维基",
 "基本攻击命中时，对目标周围 1 格内除目标以外的敌人，额外造成相当于本次伤害 30% 的物理伤害。 Basic attacks splash 30 percent of the damage dealt onto up to 8 tiles around the target.": "基本攻击命中时，对目标周围 1 格内除目标以外的敌人，额外造成相当于本次伤害 30% 的物理伤害。 普通攻击将造成伤害的 30% 溅射到目标周围最多 8 格。",
 "基础剑击 - Dungeon Settlers Wiki": "基础剑击 - Dungeon Settlers 维基",
 "基础剑击 range and area on a dungeon room": "基础剑击 地下城房间上的射程与范围",
 "基础剑击 range and area shown on a dungeon room": "基础剑击 在地下城房间中显示的射程和范围",
 "基础工作台 - Dungeon Settlers Wiki": "基础工作台 - Dungeon Settlers 维基",
 "基础巨剑攻击 - Dungeon Settlers Wiki": "基础巨剑攻击 - Dungeon Settlers 维基",
 "基础巨剑攻击 range and area shown on a dungeon room": "基础巨剑攻击 地下城房间上显示的射程与范围",
 "基础弓攻击 - Dungeon Settlers Wiki": "基础弓攻击 - Dungeon Settlers 维基",
 "基础弓攻击 range and area on a dungeon room": "基础弓攻击 地下城房间上的射程与范围",
 "基础弓攻击 range and area shown on a dungeon room": "基础弓攻击 地下城房间上显示的射程与范围",
 "基础拳击 - Dungeon Settlers Wiki": "基础拳击 - Dungeon Settlers 维基",
 "基础拳击 range and area on a dungeon room": "基础拳击 地下城房间上的射程与范围",
 "基础拳击 range and area shown on a dungeon room": "基础拳击 地下城房间上显示的射程与范围",
 "基础棍棒攻击 - Dungeon Settlers Wiki": "基础棍棒攻击 - Dungeon Settlers 维基",
 "基础棍棒攻击 range and area shown on a dungeon room": "基础棍棒攻击 地下城房间上显示的射程与范围",
 "基础矛击 - Dungeon Settlers Wiki": "基础矛击 - Dungeon Settlers 维基",
 "基础矛击 range and area on a dungeon room": "基础矛击 地下城房间上的射程与范围",
 "基础矛击 range and area shown on a dungeon room": "基础矛击 在地下城房间中显示的射程和范围",
 "基础营地 - Dungeon Settlers Wiki": "基础营地 - Dungeon Settlers 维基",
 "基础露营装备 - Dungeon Settlers Wiki": "基础露营装备 - Dungeon Settlers 维基",
 "基础魔法飞弹 - Dungeon Settlers Wiki": "基础魔法飞弹 - Dungeon Settlers 维基",
 "基础魔法飞弹 range and area on a dungeon room": "基础魔法飞弹 地下城房间上的射程与范围",
 "基础魔法飞弹 range and area shown on a dungeon room": "基础魔法飞弹 在地下城房间中显示的射程和范围",
 "堡垒 - Dungeon Settlers Wiki": "堡垒 - Dungeon Settlers 维基",
 "塔尔 - Dungeon Settlers Wiki": "塔尔 - Dungeon Settlers 维基",
 "塞德里克 - Dungeon Settlers Wiki": "塞德里克 - Dungeon Settlers 维基",
 "墙 - Dungeon Settlers Wiki": "墙 - Dungeon Settlers 维基",
 "增加 20%。 Adds a flat +20 percent damage against elite and boss monsters.": "增加 20%。 对精英和首领怪物增加固定 +20% 伤害。",
 "增加10%。 10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "增加10%。 每次暴击 10 金币，上限 2,000 金币；达到最大层数时 +10% 暴击几率。",
 "增加命中几率。 Level-up odds: 0.548% per offered slot": "增加命中几率。 升级几率：每个提供的槽 0.548%",
 "增加总最大生命值。 Level-up odds: 0.548% per offered slot": "增加总最大生命值。 升级几率：每个提供的槽 0.548%",
 "增加攻击速度。 Level-up odds: 0.548% per offered slot": "增加攻击速度。 升级几率：每个提供的槽 0.548%",
 "增加暴击几率。 Level-up odds: 0.548% per offered slot": "增加暴击几率。 升级几率：每个提供的槽 0.548%",
 "增加最大能量。 Level-up odds: 0.548% per offered slot": "增加最大能量。 升级几率：每个提供的槽 0.548%",
 "增加格挡几率。 Level-up odds: 0.548% per offered slot": "增加格挡几率。 升级几率：每个提供的槽 0.548%",
 "增加物理抗性。 Level-up odds: 0.548% per offered slot": "增加物理抗性。 升级几率：每个提供的槽 0.548%",
 "增加物理攻击力。 Level-up odds: 0.548% per offered slot": "增加物理攻击力。 升级几率：每个提供的槽 0.548%",
 "增加生命吸取。 Level-up odds: 0.548% per offered slot": "增加生命吸取。 升级几率：每个提供的槽 0.548%",
 "增加生命恢复。 Level-up odds: 0.548% per offered slot": "增加生命恢复。 升级几率：每个提供的槽 0.548%",
 "增加闪避几率。 Level-up odds: 0.548% per offered slot": "增加闪避几率。 升级几率：每个提供的槽 0.548%",
 "增加魔法抗性。 Level-up odds: 0.548% per offered slot": "增加魔法抗性。 升级几率：每个提供的槽 0.548%",
 "增加魔法攻击力。 Level-up odds: 0.548% per offered slot": "增加魔法攻击力。 升级几率：每个提供的槽 0.548%",
 "壁垒技能树 - Dungeon Settlers Wiki": "壁垒技能树 - Dungeon Settlers 维基",
 "壁垒铭文 - Dungeon Settlers Wiki": "壁垒铭文 - Dungeon Settlers 维基",
 "壁炉 - Dungeon Settlers Wiki": "壁炉 - Dungeon Settlers 维基",
 "处决 - Dungeon Settlers Wiki": "处决 - Dungeon Settlers 维基",
 "处决技能树 - Dungeon Settlers Wiki": "处决技能树 - Dungeon Settlers 维基",
 "处决铭文 (Capital Inscription) - Dungeon Settlers Wiki": "处决铭文 (Capital Inscription) - Dungeon Settlers 维基",
 "处决铭文 (Execution Inscription) - Dungeon Settlers Wiki": "处决铭文 - Dungeon Settlers 维基",
 "处刑者 - Dungeon Settlers Wiki": "处刑者 - Dungeon Settlers 维基",
 "复活 - Dungeon Settlers Wiki": "复活 - Dungeon Settlers 维基",
 "复活 range and area on a dungeon room": "复活 地下城房间上的射程与范围",
 "复活 range and area shown on a dungeon room": "复活 地下城房间上显示的射程与范围",
 "复苏铭文 - Dungeon Settlers Wiki": "复苏铭文 - Dungeon Settlers 维基",
 "外壳 - Dungeon Settlers Wiki": "外壳 - Dungeon Settlers 维基",
 "多重射击 - Dungeon Settlers Wiki": "多重射击 - Dungeon Settlers 维基",
 "夜勤人 - Dungeon Settlers Wiki": "夜勤人 - Dungeon Settlers 维基",
 "夜晚 - Dungeon Settlers Wiki": "夜晚 - Dungeon Settlers 维基",
 "夜行性 - 夜晚 - Dungeon Settlers Wiki": "夜行性 - 夜晚 - Dungeon Settlers 维基",
 "夜行性 - 白天 - Dungeon Settlers Wiki": "夜行性 - 白天 - Dungeon Settlers 维基",
 "夜视 - Dungeon Settlers Wiki": "夜视 - Dungeon Settlers 维基",
 "大地冲击 - Dungeon Settlers Wiki": "大地冲击 - Dungeon Settlers 维基",
 "大地冲击 range and area on a dungeon room": "大地冲击 地下城房间上的射程与范围",
 "大地冲击 range and area shown on a dungeon room": "大地冲击 地下城房间上显示的射程与范围",
 "大型史莱姆 - Dungeon Settlers Wiki": "大型史莱姆 - Dungeon Settlers 维基",
 "大型土岩 (resource node) - Dungeon Settlers Wiki": "大型土岩 (resource node) - Dungeon Settlers 维基",
 "大型木书架 - Dungeon Settlers Wiki": "大型木书架 - Dungeon Settlers 维基",
 "大型木桌 - Dungeon Settlers Wiki": "大型木桌 - Dungeon Settlers 维基",
 "大型木质橱柜 - Dungeon Settlers Wiki": "大型木质橱柜 - Dungeon Settlers 维基",
 "大型石桌 - Dungeon Settlers Wiki": "大型石桌 - Dungeon Settlers 维基",
 "大头菜 - Dungeon Settlers Wiki": "大头菜 - Dungeon Settlers 维基",
 "大头菜 range and area shown on a dungeon room": "大头菜 地下城房间上显示的射程与范围",
 "大头菜粥 - Dungeon Settlers Wiki": "大头菜粥 - Dungeon Settlers 维基",
 "大头菜粥 range and area shown on a dungeon room": "大头菜粥 地下城房间上显示的射程与范围",
 "大头菜色拉 - Dungeon Settlers Wiki": "大头菜色拉 - Dungeon Settlers 维基",
 "大头菜色拉 range and area shown on a dungeon room": "大头菜色拉 地下城房间上显示的射程与范围",
 "大尘根 (resource node) - Dungeon Settlers Wiki": "大尘根 (资源节点) - Dungeon Settlers 维基",
 "大幅增加命中几率。 Level-up odds: 0.0455% per offered slot": "大幅增加命中几率。 升级几率：每个提供的槽 0.0455%",
 "大幅增加攻击速度。 Level-up odds: 0.0455% per offered slot": "大幅增加攻击速度。 升级几率：每个提供的槽 0.0455%",
 "大幅增加暴击伤害加成。 Level-up odds: 0.0455% per offered slot": "大幅增加暴击伤害加成。 升级几率：每个提供的槽 0.0455%",
 "大幅增加暴击几率。 Level-up odds: 0.0455% per offered slot": "大幅增加暴击几率。 升级几率：每个提供的槽 0.0455%",
 "大幅增加最大能量。 Level-up odds: 0.0455% per offered slot": "大幅增加最大能量。 升级几率：每个提供的槽 0.0455%",
 "大幅增加最大负重。 Level-up odds: 0.0455% per offered slot": "大幅增加最大负重。 升级几率：每个提供的槽 0.0455%",
 "大幅增加格挡几率。 Level-up odds: 0.0455% per offered slot": "大幅增加格挡几率。 升级几率：每个提供的槽 0.0455%",
 "大幅增加物理抗性。 Level-up odds: 0.0455% per offered slot": "大幅增加物理抗性。 升级几率：每个提供的槽 0.0455%",
 "大幅增加物理攻击力。 Level-up odds: 0.0455% per offered slot": "大幅增加物理攻击力。 升级几率：每个提供的槽 0.0455%",
 "大幅增加生命吸取。 Level-up odds: 0.0455% per offered slot": "大幅增加生命吸取。 升级几率：每个提供的槽 0.0455%",
 "大幅增加生命恢复。 Level-up odds: 0.0455% per offered slot": "大幅增加生命恢复。 升级几率：每个提供的槽 0.0455%",
 "大幅增加魔法抗性。 Level-up odds: 0.0455% per offered slot": "大幅增加魔法抗性。 升级几率：每个提供的槽 0.0455%",
 "大幅增加魔法攻击力。 Level-up odds: 0.0455% per offered slot": "大幅增加魔法攻击力。 升级几率：每个提供的槽 0.0455%",
 "大幅提升冷却时间降低。 Level-up odds: 0.0455% per offered slot": "大幅提升冷却时间降低。 升级几率：每个提供的槽 0.0455%",
 "大幅提升格挡伤害减免。 Level-up odds: 0.0455% per offered slot": "大幅提升格挡伤害减免。 升级几率：每个提供的槽 0.0455%",
 "大幅提高总最大生命值。 Level-up odds: 0.0455% per offered slot": "大幅提高总最大生命值。 升级几率：每个提供的槽 0.0455%",
 "大幅提高闪避几率。 Level-up odds: 0.0455% per offered slot": "大幅提高闪避几率。 升级几率：每个提供的槽 0.0455%",
 "大雨 - Dungeon Settlers Wiki": "大雨 - Dungeon Settlers 维基",
 "天球仪 - Dungeon Settlers Wiki": "天球仪 - Dungeon Settlers 维基",
 "太阳花 - Dungeon Settlers Wiki": "太阳花 - Dungeon Settlers 维基",
 "太阳花 range and area shown on a dungeon room": "太阳花 在地下城房间中显示的射程和范围",
 "头晕 - Dungeon Settlers Wiki": "头晕 - Dungeon Settlers 维基",
 "头脑简单 - Dungeon Settlers Wiki": "头脑简单 - Dungeon Settlers 维基",
 "头部生命值 - Dungeon Settlers Wiki": "头部生命值 - Dungeon Settlers 维基",
 "头部瞄准 - Dungeon Settlers Wiki": "头部瞄准 - Dungeon Settlers 维基",
 "奇异种子 - Dungeon Settlers Wiki": "奇异种子 - Dungeon Settlers 维基",
 "奇异种子 range and area shown on a dungeon room": "奇异种子 在地下城房间中显示的射程和范围",
 "奇异缝隙 - Dungeon Settlers Wiki": "奇异缝隙 - Dungeon Settlers 维基",
 "奇怪的种子光环 - Dungeon Settlers Wiki": "奇怪的种子光环 - Dungeon Settlers 维基",
 "奇怪的稻草人 - Dungeon Settlers Wiki": "奇怪的稻草人 - Dungeon Settlers 维基",
 "奥术回响 - Dungeon Settlers Wiki": "奥术回响 - Dungeon Settlers 维基",
 "奥术回响 range and area on a dungeon room": "奥术回响 地下城房间上的射程与范围",
 "奥术回响 range and area shown on a dungeon room": "奥术回响 地下城房间上显示的射程与范围",
 "女神之泪 - Dungeon Settlers Wiki": "女神之泪 - Dungeon Settlers 维基",
 "女神像 - Dungeon Settlers Wiki": "女神像 - Dungeon Settlers 维基",
 "女神的祝福 (Attack Speed) - Dungeon Settlers Wiki": "女神的祝福 (攻击速度) - Dungeon Settlers 维基",
 "女神的祝福 (Swift) - Dungeon Settlers Wiki": "女神的祝福 (迅捷) - Dungeon Settlers 维基",
 "女神的祝福 (Vampire) - Dungeon Settlers Wiki": "女神的祝福 (吸血) - Dungeon Settlers 维基",
 "女神祝福 (Accuracy) - Dungeon Settlers Wiki": "女神祝福 (精准) - Dungeon Settlers 维基",
 "女神祝福 (Critical) - Dungeon Settlers Wiki": "女神祝福 (暴击) - Dungeon Settlers 维基",
 "女神祝福 (Dodge) - Dungeon Settlers Wiki": "女神祝福 (闪避) - Dungeon Settlers 维基",
 "女神祝福 (Guard) - Dungeon Settlers Wiki": "女神祝福 (格挡) - Dungeon Settlers 维基",
 "女神祝福 (Magic Resistance) - Dungeon Settlers Wiki": "女神祝福 (魔法抗性) - Dungeon Settlers 维基",
 "女神祝福 (Magical Attack) - Dungeon Settlers Wiki": "女神祝福 (魔法攻击力) - Dungeon Settlers 维基",
 "女神祝福 (Metal Skin) - Dungeon Settlers Wiki": "女神祝福 (铁肤) - Dungeon Settlers 维基",
 "女神祝福 (Physical Attack) - Dungeon Settlers Wiki": "女神祝福 (物理攻击力) - Dungeon Settlers 维基",
 "女神祝福 (Skill Cooldown) - Dungeon Settlers Wiki": "女神祝福 (技能冷却) - Dungeon Settlers 维基",
 "奴隶 - Dungeon Settlers Wiki": "奴隶 - Dungeon Settlers 维基",
 "好奇 - Dungeon Settlers Wiki": "好奇 - Dungeon Settlers 维基",
 "如释重负 - Dungeon Settlers Wiki": "如释重负 - Dungeon Settlers 维基",
 "娱乐 - Dungeon Settlers Wiki": "娱乐 - Dungeon Settlers 维基",
 "存储容量 - Dungeon Settlers Wiki": "存储容量 - Dungeon Settlers 维基",
 "孢子喷吐 - Dungeon Settlers Wiki": "孢子喷吐 - Dungeon Settlers 维基",
 "孢子喷吐 range and area on a dungeon room": "孢子喷吐 地下城房间上的射程与范围",
 "孢子喷吐 range and area shown on a dungeon room": "孢子喷吐 地下城房间上显示的射程与范围",
 "孢子昆虫 - Dungeon Settlers Wiki": "孢子昆虫 - Dungeon Settlers 维基",
 "孢子爆炸 - Dungeon Settlers Wiki": "孢子爆炸 - Dungeon Settlers 维基",
 "孢子虫调查完成 - Dungeon Settlers Wiki": "孢子虫调查完成 - Dungeon Settlers 维基",
 "宅 - Dungeon Settlers Wiki": "宅 - Dungeon Settlers 维基",
 "完美主义者 - Dungeon Settlers Wiki": "完美主义者 - Dungeon Settlers 维基",
 "完美铭文 - Dungeon Settlers Wiki": "完美铭文 - Dungeon Settlers 维基",
 "宏伟王冠 - Dungeon Settlers Wiki": "宏伟王冠 - Dungeon Settlers 维基",
 "定身 - Dungeon Settlers Wiki": "定身 - Dungeon Settlers 维基",
 "宝石甲虫 - Dungeon Settlers Wiki": "宝石甲虫 - Dungeon Settlers 维基",
 "家的舒适 - Dungeon Settlers Wiki": "家的舒适 - Dungeon Settlers 维基",
 "对6范围内的所有敌方目标造成相当于魔法攻击力80%的魔法伤害，并施加1的减速 (Slow)与干扰，持续5秒。40秒后，它会崩解并回归自然。 Its first spray lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.": "对6范围内的所有敌方目标造成相当于魔法攻击力80%的魔法伤害，并施加1的减速与干扰，持续5秒。40秒后，它会崩解并回归自然。 首次喷射在被召唤 2 秒后命中，之后每隔 4 秒再喷射一次。",
 "对6范围内的目标造成相当于你魔法攻击力120%的魔法伤害。暴击时，施加头晕，持续5秒。40秒后，它会崩解并回归自然。每1秒攻击一次。 Its first attack lands 1 second after it is summoned, and one more follows every second after that.": "对6范围内的目标造成相当于你魔法攻击力120%的魔法伤害。暴击时，施加头晕，持续5秒。40秒后，它会崩解并回归自然。每1秒攻击一次。 首次攻击在召唤 1 秒后命中，之后每秒再攻击一次。",
 "对一片区域内的敌人造成魔法攻击力 80% 的魔法伤害，并施加 2 层出血效果，持续 10 秒。攻击能够持续命中 7 次。 16s cooldown Effects: • 出血 (on enemy): 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.": "对一片区域内的敌人造成魔法攻击力 80% 的魔法伤害，并施加 2 层出血效果，持续 10 秒。攻击能够持续命中 7 次。 16秒冷却 效果： • 出血 (对敌人): 每层每秒 5 物理伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 99 层）。示例：10 层 = 50 物理伤害/秒。持续时间由施加该效果的技能决定。",
 "对决定的不满 - Dungeon Settlers Wiki": "对决定的不满 - Dungeon Settlers 维基",
 "对单个敌人造成物理攻击力 450% 的物理伤害，并施加 1 层暴露的弱点效果，持续 3 秒。用该技能击杀敌人后，其冷却时间减少 70%。 5 energy - 10s cooldown Effects: • 暴露的弱点 (on user): 在剩余的命中次数内被击中时无法闪避，且必定为暴击。": "对单个敌人造成物理攻击力 450% 的物理伤害，并施加 1 层暴露的弱点效果，持续 3 秒。用该技能击杀敌人后，其冷却时间减少 70%。 5 能量 - 10秒冷却 效果： • 暴露的弱点（对使用者）：在剩余的命中次数内被击中时无法闪避，且必定为暴击。",
 "对单个敌方目标造成魔法攻击力 100% 的魔法伤害，并施加定身效果，持续 5 秒。 10s cooldown Effects: • 定身 (on enemy): 无法从当前位置移动。": "对单个敌方目标造成魔法攻击力 100% 的魔法伤害，并施加定身效果，持续 5 秒。 10秒冷却 效果： • 定身（对敌人）：无法从当前位置移动。",
 "对所有附近的敌人造成相当于魔法攻击力140% 的魔法伤害，并施加 致命弱点，持续3 秒。暴击时施加 1 的 头晕。在20 秒后，它崩解并回归自然。 Its first hit lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.": "对所有附近的敌人造成相当于魔法攻击力140% 的魔法伤害，并施加 致命弱点，持续3 秒。暴击时施加 1 的 头晕。在20 秒后，它崩解并回归自然。 召唤后 2 秒打出第一次攻击，之后每隔 4 秒再打一次。",
 "对敌方单位施加燃烧时，使用者恢复当前已损失生命值的 4%。 Effects: • 燃烧 (on enemy): 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.": "对敌方单位施加燃烧时，使用者恢复当前已损失生命值的 4%。 效果： • 燃烧 (对敌人): 每层每秒 3 魔法伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 50 层）。示例：10 层 = 30 魔法伤害/秒。持续时间由施加该效果的技能决定。",
 "对目标单位造成魔法攻击力 40% 的魔法伤害并施加 1 层燃烧效果，持续 5 秒。 随后在 3 格内的敌方目标间弹射最多 8 次，造成等量伤害。 弹射时优先选择命中次数较少的目标。 Effects: • 燃烧 (on enemy): 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.": "对目标单位造成魔法攻击力 40% 的魔法伤害并施加 1 层燃烧效果，持续 5 秒。 随后在 3 格内的敌方目标间弹射最多 8 次，造成等量伤害。 弹射时优先选择命中次数较少的目标。 效果： • 燃烧 (对敌人): 每层每秒 3 魔法伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 50 层）。示例：10 层 = 30 魔法伤害/秒。持续时间由施加该效果的技能决定。",
 "对目标单位造成魔法攻击力 40% 的魔法伤害并施加 2 层燃烧效果，持续 5 秒。 随后在 3 格内的敌方目标间弹射最多 8 次，造成等量伤害。 弹射时优先选择命中次数较少的目标。 4 energy - 15s cooldown Effects: • 燃烧 (on enemy): 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.": "对目标单位造成魔法攻击力 40% 的魔法伤害并施加 2 层燃烧效果，持续 5 秒。 随后在 3 格内的敌方目标间弹射最多 8 次，造成等量伤害。 弹射时优先选择命中次数较少的目标。 4 能量 - 15秒冷却 效果： • 燃烧 (对敌人): 每层每秒 3 魔法 伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加50层）。示例：10 层 = 30 魔法 伤害/秒。持续时间由施加该效果的技能决定。",
 "对目标施加嘲讽，持续30秒。对被嘲讽目标的造成伤害提高50%，自身受到其他目标的受到伤害降低30。 该技能将在后续更新中推出。 5 energy - 20s cooldown Effects: • 嘲讽 (on enemy): 优先攻击嘲讽你的目标。": "对目标施加嘲讽，持续30秒。对被嘲讽目标的造成伤害提高50%，自身受到其他目标的受到伤害降低30。 该技能将在后续更新中推出。 5 能量 - 20秒冷却 效果： • 嘲讽 (对敌人): 优先攻击嘲讽你的目标。",
 "对目标造成物理攻击力 150%的物理伤害，并施加干扰效果，持续 5 秒。 10s cooldown Effects: • 干扰 (on enemy): -25% 命中几率": "对目标造成物理攻击力 150%的物理伤害，并施加干扰效果，持续 5 秒。 10秒冷却 效果： • 干扰（对敌人）：-25% 命中几率",
 "对目标造成物理攻击力 220% 的物理伤害，并施加脆弱，持续 8 秒。 4 energy - 12s cooldown Effects: • 脆弱 (on enemy): +20% 受到伤害": "对目标造成物理攻击力 220% 的物理伤害，并施加脆弱，持续 8 秒。 4 能量 - 12秒冷却 效果： • 脆弱 (对敌人): +20% 受到伤害",
 "对目标造成物理攻击力 260% 的物理伤害，并施加 1 层硬直和 1 层头晕效果，持续 10 秒。 3 energy - 10s cooldown Effects: • 硬直 (on enemy): -50% 闪避几率 • 头晕 (on enemy): 当累计 2 层时，施加 眩晕，持续1 秒。施加 眩晕 时堆叠会重置。": "对目标造成物理攻击力 260% 的物理伤害，并施加 1 层硬直和 1 层头晕效果，持续 10 秒。 3 能量 - 10秒冷却 效果： • 硬直（对敌人）：-50% 闪避几率 • 头晕（对敌人）：当累计 2 层时，施加 眩晕，持续1 秒。施加 眩晕 时堆叠会重置。",
 "对目标造成物理攻击力 270% 的物理伤害，并将其击退 3 格。对目标施加减速 (Slow)效果，持续 5 秒。 4 energy - 10s cooldown Effects: • 减速 (Slow) (on enemy): -30% 移动速度": "对目标造成物理攻击力 270% 的物理伤害，并将其击退 3 格。对目标施加减速效果，持续 5 秒。 4 能量 - 10秒冷却 效果： • 减速 (对敌人): -30% 移动速度",
 "对目标造成物理攻击力 60% 的物理伤害两次，并施加持续 6 秒的 减速 (Slow)效果以及 3 层出血效果。 16s cooldown Effects: • 减速 (Slow) (on enemy): -30% 移动速度 • 出血 (on enemy): 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.": "对目标造成物理攻击力 60% 的物理伤害两次，并施加持续 6 秒的 减速效果以及 3 层出血效果。 16秒冷却 效果： • 减速 (对敌人): -30% 移动速度 • 出血 (对敌人): 每层每秒 5 物理伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 99 层）。示例：10 层 = 50 物理伤害/秒。持续时间由施加该效果的技能决定。",
 "对目标造成物理攻击力 80% 的物理伤害两次，并施加减速 (Slow)效果，持续 5 秒。 16s cooldown Effects: • 减速 (Slow) (on enemy): -30% 移动速度": "对目标造成物理攻击力 80% 的物理伤害两次，并施加减速效果，持续 5 秒。 16秒冷却 效果： • 减速（对敌人）：-30% 移动速度",
 "对目标造成物理攻击力 80% 的物理伤害两次，并施加持续 6 秒的减速 (Slow)和 3 层出血效果。 16s cooldown Effects: • 减速 (Slow) (on enemy): -30% 移动速度 • 出血 (on enemy): 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.": "对目标造成物理攻击力 80% 的物理伤害两次，并施加持续 6 秒的减速 (Slow)和 3 层出血效果。 16秒冷却 效果： • 减速 (Slow) (对敌人): -30% 移动速度 • 出血 (对敌人): 每层每秒 5 物理伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 99 层）。示例：10 层 = 50 物理伤害/秒。持续时间由施加该效果的技能决定。",
 "对目标造成魔法攻击力 100% 的魔法伤害，并施加 2 层燃烧效果，持续 10 秒。 Effects: • 燃烧 (on enemy): 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.": "对目标造成魔法攻击力 100% 的魔法伤害，并施加 2 层燃烧效果，持续 10 秒。 效果： • 燃烧 (对敌人): 每层每秒 3 魔法伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 50 层）。示例：10 层 = 30 魔法伤害/秒。持续时间由施加该效果的技能决定。",
 "对首领怪物无效。 Enemies at or below 20 percent HP are finished off after they take a hit.": "对首领怪物无效。 生命值不高于 20% HP 的敌人在受到一次伤害后会被了结。",
 "将所受各类伤害的 100% 反弹给攻击者。 Sends 100 percent of every hit you take back at the attacker as typeless damage.": "将所受各类伤害的 100% 反弹给攻击者。 将你受到的每次命中的 100% 以无属性伤害返还给攻击者。",
 "将普通攻击改为在 20 秒内，对目标造成魔法攻击力 100% 的魔法伤害，并施加 2 层燃烧效果，持续 10 秒。 3 energy - 20s cooldown Effects: • 燃烧 (on enemy): 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.": "将普通攻击改为在 20 秒内，对目标造成魔法攻击力 100% 的魔法伤害，并施加 2 层燃烧效果，持续 10 秒。 3 能量 - 20秒冷却 效果：• 燃烧 (对敌人): 每层每秒 3 魔法 伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加50层）。示例：10 层 = 30 魔法 伤害/秒。持续时间由施加该效果的技能决定。",
 "将获得的燃烧层数增加 100%，并忽略来自燃烧伤害的 40%。 Effects: • 燃烧: 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.": "将获得的燃烧层数增加 100%，并忽略来自燃烧伤害的 40%。 效果： • 燃烧: 每层每秒 3 魔法伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 50 层）。示例：10 层 = 30 魔法伤害/秒。持续时间由施加该效果的技能决定。",
 "小丑铭文 - Dungeon Settlers Wiki": "小丑铭文 - Dungeon Settlers 维基",
 "小型史莱姆 - Dungeon Settlers Wiki": "小型史莱姆 - Dungeon Settlers 维基",
 "小型土岩 (resource node) - Dungeon Settlers Wiki": "小型土岩 (资源节点) - Dungeon Settlers 维基",
 "小型孢子史莱姆 - Dungeon Settlers Wiki": "小型孢子史莱姆 - Dungeon Settlers 维基",
 "小型无限法力发生器 - Dungeon Settlers Wiki": "小型无限法力发生器 - Dungeon Settlers 维基",
 "小型木书架 - Dungeon Settlers Wiki": "小型木书架 - Dungeon Settlers 维基",
 "小型法力发生器 - Dungeon Settlers Wiki": "小型法力发生器 - Dungeon Settlers 维基",
 "小型泥浆史莱姆 - Dungeon Settlers Wiki": "小型泥浆史莱姆 - Dungeon Settlers 维基",
 "小型黑荆棘藤蔓 - Dungeon Settlers Wiki": "小型黑荆棘藤蔓 - Dungeon Settlers 维基",
 "小尘根 (resource node) - Dungeon Settlers Wiki": "小尘根 (资源节点) - Dungeon Settlers 维基",
 "小绿 - Dungeon Settlers Wiki": "小绿 - Dungeon Settlers 维基",
 "小鸟胃 - Dungeon Settlers Wiki": "小鸟胃 - Dungeon Settlers 维基",
 "尖刺龟 - Dungeon Settlers Wiki": "尖刺龟 - Dungeon Settlers 维基",
 "尘根 <阶段 0> - Dungeon Settlers Wiki": "尘根 <阶段 0> - Dungeon Settlers 维基",
 "尘根 <阶段 1> - Dungeon Settlers Wiki": "尘根 <阶段 1> - Dungeon Settlers 维基",
 "尘根 <阶段 2> (resource node) - Dungeon Settlers Wiki": "尘根 <阶段 2> (资源节点) - Dungeon Settlers 维基",
 "尘根 <阶段 3> (resource node) - Dungeon Settlers Wiki": "尘根 <阶段 3> (资源节点) - Dungeon Settlers 维基",
 "尘球根 - Dungeon Settlers Wiki": "尘球根 - Dungeon Settlers 维基",
 "尘球根 range and area shown on a dungeon room": "尘球根 地下城房间上显示的射程与范围",
 "屏障复苏 - Dungeon Settlers Wiki": "屏障复苏 - Dungeon Settlers 维基",
 "屠夫 - Dungeon Settlers Wiki": "屠夫 - Dungeon Settlers 维基",
 "岩石 (resource node) - Dungeon Settlers Wiki": "岩石 (资源节点) - Dungeon Settlers 维基",
 "岩石冲锋 - Dungeon Settlers Wiki": "岩石冲锋 - Dungeon Settlers 维基",
 "岩石冲锋 range and area on a dungeon room": "岩石冲锋 地下城房间上的射程与范围",
 "岩石冲锋 range and area shown on a dungeon room": "岩石冲锋 地下城房间上显示的射程与范围",
 "岩石崛起 - Dungeon Settlers Wiki": "岩石崛起 - Dungeon Settlers 维基",
 "巨人铭文 - Dungeon Settlers Wiki": "巨人铭文 - Dungeon Settlers 维基",
 "巨剑技能 资质 - Dungeon Settlers Wiki": "巨剑技能 资质 - Dungeon Settlers 维基",
 "巨剑技能树 - Dungeon Settlers Wiki": "巨剑技能树 - Dungeon Settlers 维基",
 "巨剑铭文 - Dungeon Settlers Wiki": "巨剑铭文 - Dungeon Settlers 维基",
 "巨型石魔像灵魂石 - Dungeon Settlers Wiki": "巨型石魔像灵魂石 - Dungeon Settlers 维基",
 "巨型黑荆棘藤蔓 - Dungeon Settlers Wiki": "巨型黑荆棘藤蔓 - Dungeon Settlers 维基",
 "巨岩 (resource node) - Dungeon Settlers Wiki": "巨岩 (资源节点) - Dungeon Settlers 维基",
 "巨石魔像 - Dungeon Settlers Wiki": "巨石魔像 - Dungeon Settlers 维基",
 "巨石魔像残骸 - Dungeon Settlers Wiki": "巨石魔像残骸 - Dungeon Settlers 维基",
 "巨石魔像灵魂 (Giant Stone Golem Soul)": "巨石魔像灵魂",
 "巨石魔像灵魂 (Giant Stone Golem Soul) - Dungeon Settlers Wiki": "巨石魔像灵魂 - Dungeon Settlers 维基",
 "巨石魔像灵魂 (Giant Stone Golem Soul) icon": "巨石魔像灵魂 图标",
 "巨石魔像灵魂 (Stone Golem Soul Count)": "巨石魔像灵魂 (数量)",
 "巨石魔像灵魂 (Stone Golem Soul Count) - Dungeon Settlers Wiki": "巨石魔像灵魂 (数量) - Dungeon Settlers 维基",
 "巨石魔像灵魂 (Stone Golem Soul Count) icon": "巨石魔像灵魂 (数量) 图标",
 "巨石魔像灵魂 - Dungeon Settlers Wiki": "巨石魔像灵魂 - Dungeon Settlers 维基",
 "已察觉 - Dungeon Settlers Wiki": "已察觉 - Dungeon Settlers 维基",
 "巴斯蒂恩 - Dungeon Settlers Wiki": "巴斯蒂恩 - Dungeon Settlers 维基",
 "布制睡袋 - Dungeon Settlers Wiki": "布制睡袋 - Dungeon Settlers 维基",
 "布帽 - Dungeon Settlers Wiki": "布帽 - Dungeon Settlers 维基",
 "布料 - Dungeon Settlers Wiki": "布料 - Dungeon Settlers 维基",
 "布毯 - Dungeon Settlers Wiki": "布毯 - Dungeon Settlers 维基",
 "布甲 - Dungeon Settlers Wiki": "布甲 - Dungeon Settlers 维基",
 "布袋 - Dungeon Settlers Wiki": "布袋 - Dungeon Settlers 维基",
 "帝国硬币 - Dungeon Settlers Wiki": "帝国硬币 - Dungeon Settlers 维基",
 "带刺甲壳 - Dungeon Settlers Wiki": "带刺甲壳 - Dungeon Settlers 维基",
 "干扰 - Dungeon Settlers Wiki": "干扰 - Dungeon Settlers 维基",
 "干扰一击 - Dungeon Settlers Wiki": "干扰一击 - Dungeon Settlers 维基",
 "干扰一击 range and area on a dungeon room": "干扰一击 地下城房间上的射程与范围",
 "干扰一击 range and area shown on a dungeon room": "干扰一击 地下城房间上显示的射程与范围",
 "干燥架 - Dungeon Settlers Wiki": "干燥架 - Dungeon Settlers 维基",
 "平庸的休闲室 minimum room layout": "平庸的休闲室 最小房间布局",
 "平庸的单人房 minimum room layout": "平庸的单人房 最小房间布局",
 "平庸的多人房 minimum room layout": "平庸的多人房 最小房间布局",
 "平庸的工坊 minimum room layout": "平庸的工坊 最小房间布局",
 "平庸的研究室 minimum room layout": "平庸的研究室 最小房间布局",
 "平庸的神殿 minimum room layout": "平庸的神殿 最小房间布局",
 "平庸的餐厅 minimum room layout": "平庸的餐厅 最小房间布局",
 "平庸的魔导工坊 minimum room layout": "平庸的魔导工坊 最小房间布局",
 "幽闭恐惧症 - Dungeon Settlers Wiki": "幽闭恐惧症 - Dungeon Settlers 维基",
 "幽魂锁链 - Dungeon Settlers Wiki": "幽魂锁链 - Dungeon Settlers 维基",
 "幽魂锁链 range and area on a dungeon room": "幽魂锁链 地下城房间上的射程与范围",
 "幽魂锁链 range and area shown on a dungeon room": "幽魂锁链 地下城房间上显示的射程与范围",
 "床 - Dungeon Settlers Wiki": "床 - Dungeon Settlers 维基",
 "废弃样本 - Dungeon Settlers Wiki": "废弃样本 - Dungeon Settlers 维基",
 "废弃样本调查完成 - Dungeon Settlers Wiki": "废弃样本调查完成 - Dungeon Settlers 维基",
 "废弃魔力装置 - Dungeon Settlers Wiki": "废弃魔力装置 - Dungeon Settlers 维基",
 "建造商会 - Dungeon Settlers Wiki": "建造商会 - Dungeon Settlers 维基",
 "建造能力 - Dungeon Settlers Wiki": "建造能力 - Dungeon Settlers 维基",
 "开发者的信 - Dungeon Settlers Wiki": "开发者的信 - Dungeon Settlers 维基",
 "开启护盾 - Dungeon Settlers Wiki": "开启护盾 - Dungeon Settlers 维基",
 "开拓之魂 (Effect) - Dungeon Settlers Wiki": "开拓之魂 (效果) - Dungeon Settlers 维基",
 "开拓之魂 - Dungeon Settlers Wiki": "开拓之魂 - Dungeon Settlers 维基",
 "弓之铭文 - Dungeon Settlers Wiki": "弓之铭文 - Dungeon Settlers 维基",
 "弓技能 资质 - Dungeon Settlers Wiki": "弓技能 资质 - Dungeon Settlers 维基",
 "弓技能树 - Dungeon Settlers Wiki": "弓技能树 - Dungeon Settlers 维基",
 "引爆目标奇异种子，向四周发射种子碎片，造成魔法攻击力 240% 的魔法伤害，并对第一个击中的敌方单位施加脆弱效果，持续10秒。 3 energy - 15s cooldown Effects: • 脆弱 (on allies): +20% 受到伤害": "引爆目标奇异种子，向四周发射种子碎片，造成魔法攻击力 240% 的魔法伤害，并对第一个击中的敌方单位施加脆弱效果，持续10秒。 3 能量 - 15秒冷却 效果： • 脆弱 (对盟友): +20% 受到伤害",
 "弩技能 资质 - Dungeon Settlers Wiki": "弩技能 资质 - Dungeon Settlers 维基",
 "弱小灰老鼠 - Dungeon Settlers Wiki": "弱小灰老鼠 - Dungeon Settlers 维基",
 "弱小酸液虫 - Dungeon Settlers Wiki": "弱小酸液虫 - Dungeon Settlers 维基",
 "弹性格挡 - Dungeon Settlers Wiki": "弹性格挡 - Dungeon Settlers 维基",
 "强化骨制头盔 - Dungeon Settlers Wiki": "强化骨制头盔 - Dungeon Settlers 维基",
 "强化骨制护甲 - Dungeon Settlers Wiki": "强化骨制护甲 - Dungeon Settlers 维基",
 "强化骨盾 - Dungeon Settlers Wiki": "强化骨盾 - Dungeon Settlers 维基",
 "当前生命值 - Dungeon Settlers Wiki": "当前生命值 - Dungeon Settlers 维基",
 "当敌方单位在战斗中死亡时，给予所有友方单位魔法攻击力 1% 的生命强化效果，持续 2 秒。 Effects: • 生命强化 (on units in the area): 每层每秒恢复 10 当前生命值。": "当敌方单位在战斗中死亡时，给予所有友方单位魔法攻击力 1% 的生命强化效果，持续 2 秒。 效果： • 生命强化 (对范围内的单位): 每层每秒恢复 10 当前生命值。",
 "当生命值低于 50% 时，普通攻击会对目标施加 1 层燃烧效果，持续 5 秒。 Effects: • 燃烧 (on enemy): 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.": "当生命值低于 50% 时，普通攻击会对目标施加 1 层燃烧效果，持续 5 秒。 效果： • 燃烧 (对敌人): 每层每秒 3 魔法 伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加50层）。示例：10 层 = 30 魔法 伤害/秒。持续时间由施加该效果的技能决定。",
 "当生命值降至 30% 以下时，获得 10 层外壳效果。该效果每层只会触发一次。 Effects: • 外壳 (on the caster): 消耗1层堆叠，将受到的伤害降至1。该效果优先于格挡。": "当生命值降至 30% 以下时，获得 10 层外壳效果。该效果每层只会触发一次。 效果： • 外壳 (对施法者): 消耗1层堆叠，将受到的伤害降至1。该效果优先于格挡。",
 "征召兵 - Dungeon Settlers Wiki": "征召兵 - Dungeon Settlers 维基",
 "待遇期望（Lv1） - Dungeon Settlers Wiki": "待遇期望（Lv1） - Dungeon Settlers 维基",
 "待遇期望（Lv2） - Dungeon Settlers Wiki": "待遇期望（Lv2） - Dungeon Settlers 维基",
 "待遇期望（Lv3） - Dungeon Settlers Wiki": "待遇期望（Lv3） - Dungeon Settlers 维基",
 "待遇期望（Lv4） - Dungeon Settlers Wiki": "待遇期望（Lv4） - Dungeon Settlers 维基",
 "待遇期望（Lv5） - Dungeon Settlers Wiki": "待遇期望（Lv5） - Dungeon Settlers 维基",
 "德弗里克吊坠 - Dungeon Settlers Wiki": "德弗里克吊坠 - Dungeon Settlers 维基",
 "德弗里克护符 - Dungeon Settlers Wiki": "德弗里克护符 - Dungeon Settlers 维基",
 "德弗里克的吊坠 - While equipped: 攻击时，根据已损失生命值比例，将造成伤害的最多30% 转化为生命值吸收。 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).": "德弗里克的吊坠 - 装备中：攻击时，根据已损失生命值比例，将造成伤害的最多30% 转化为生命值吸收。一次 200 伤害的命中在接近 0 HP 时最多恢复 60 HP，一半 HP 时恢复 30 HP，满 HP 时无恢复（所造成伤害的 30%，再乘以已损失 HP 的比例）。",
 "德弗里克雕像 - Dungeon Settlers Wiki": "德弗里克雕像 - Dungeon Settlers 维基",
 "德弗里克雕像 2 - Dungeon Settlers Wiki": "德弗里克雕像 2 - Dungeon Settlers 维基",
 "德弗里克雕像 3 - Dungeon Settlers Wiki": "德弗里克雕像 3 - Dungeon Settlers 维基",
 "德弗里克雕像 4 - Dungeon Settlers Wiki": "德弗里克雕像 4 - Dungeon Settlers 维基",
 "德鲁伊 - Dungeon Settlers Wiki": "德鲁伊 - Dungeon Settlers 维基",
 "心情 - Dungeon Settlers Wiki": "心情 - Dungeon Settlers 维基",
 "必中一击 - Dungeon Settlers Wiki": "必中一击 - Dungeon Settlers 维基",
 "忧郁铭文 - Dungeon Settlers Wiki": "忧郁铭文 - Dungeon Settlers 维基",
 "快乐的傻瓜 - Dungeon Settlers Wiki": "快乐的傻瓜 - Dungeon Settlers 维基",
 "快手 - Dungeon Settlers Wiki": "快手 - Dungeon Settlers 维基",
 "快速冲向指定地格，然后获得加速 (Acceleration)效果，持续 15 秒。 3 energy - 15s cooldown Effects: • 加速 (Acceleration) (on user): +30% 攻击速度": "快速冲向指定地格，然后获得加速效果，持续 15 秒。 3 能量 - 15秒冷却 效果： • 加速（对使用者）：+30% 攻击速度",
 "快速向目标发起冲锋，造成物理攻击力 200% 的物理伤害，并施加眩晕效果，持续1秒。 5 energy - 15s cooldown Effects: • 眩晕 (on enemy): 短时间内无法行动。": "快速向目标发起冲锋，造成物理攻击力 200% 的物理伤害，并施加眩晕效果，持续1秒。 5 能量 - 15秒冷却 效果： • 眩晕 (对敌人): 短时间内无法行动。",
 "快速射击 - Dungeon Settlers Wiki": "快速射击 - Dungeon Settlers 维基",
 "快速射击 range and area shown on a dungeon room": "快速射击 地下城房间上显示的射程与范围",
 "快速恢复 (Quick Recovery) - Dungeon Settlers Wiki": "快速恢复 (Quick Recovery) - Dungeon Settlers 维基",
 "快速恢复 (Rapid Recoverd) - Dungeon Settlers Wiki": "快速恢复 (Rapid Recoverd) - Dungeon Settlers 维基",
 "急救箱 - Dungeon Settlers Wiki": "急救箱 - Dungeon Settlers 维基",
 "急救箱 range and area shown on a dungeon room": "急救箱 地下城房间上显示的射程与范围",
 "怪物基础打击 - Dungeon Settlers Wiki": "怪物基础打击 - Dungeon Settlers 维基",
 "怪物基础打击 range and area on a dungeon room": "怪物基础打击 地下城房间上的射程与范围",
 "怪物基础打击 range and area shown on a dungeon room": "怪物基础打击 地下城房间上显示的射程与范围",
 "怪物基础斩击 - Dungeon Settlers Wiki": "怪物基础斩击 - Dungeon Settlers 维基",
 "怪物基础斩击 range and area shown on a dungeon room": "怪物基础斩击 地下城房间上显示的射程与范围",
 "怪物基础穿透 - Dungeon Settlers Wiki": "怪物基础穿透 - Dungeon Settlers 维基",
 "怪物基础穿透 range and area on a dungeon room": "怪物基础穿透 地下城房间上的射程与范围",
 "怪物基础穿透 range and area shown on a dungeon room": "怪物基础穿透 地下城房间上显示的射程与范围",
 "怪物烤肉 - Dungeon Settlers Wiki": "怪物烤肉 - Dungeon Settlers 维基",
 "怪物烤肉 range and area shown on a dungeon room": "怪物烤肉 地下城房间上显示的射程与范围",
 "总最大生命值 - Dungeon Settlers Wiki": "总最大生命值 - Dungeon Settlers 维基",
 "恋家 - Dungeon Settlers Wiki": "恋家 - Dungeon Settlers 维基",
 "恩典消散的女神像 (Godness Statue Remnant)": "恩典消散的女神像 (女神像遗迹)",
 "恩典消散的女神像 - Dungeon Settlers Wiki": "恩典消散的女神像 - Dungeon Settlers 维基",
 "恩多尔西 (hunter, Veil of Silence)": "恩多尔西 (猎人，寂静帷幕)",
 "恩多尔西 - Dungeon Settlers Wiki": "恩多尔西 - Dungeon Settlers 维基",
 "恶心的怪物肉 - Dungeon Settlers Wiki": "恶心的怪物肉 - Dungeon Settlers 维基",
 "恶心的怪物肉 range and area shown on a dungeon room": "恶心的怪物肉 地下城房间上显示的射程与范围",
 "恶毒辱骂 - Dungeon Settlers Wiki": "恶毒辱骂 - Dungeon Settlers 维基",
 "恶毒辱骂 range and area shown on a dungeon room": "恶毒辱骂 地下城房间上显示的射程与范围",
 "悲观 - Dungeon Settlers Wiki": "悲观 - Dungeon Settlers 维基",
 "惊讶 - Dungeon Settlers Wiki": "惊讶 - Dungeon Settlers 维基",
 "意志 - Dungeon Settlers Wiki": "意志 - Dungeon Settlers 维基",
 "意志削弱 - Dungeon Settlers Wiki": "意志削弱 - Dungeon Settlers 维基",
 "意志天赋 - Dungeon Settlers Wiki": "意志天赋 - Dungeon Settlers 维基",
 "意志强化 - Dungeon Settlers Wiki": "意志强化 - Dungeon Settlers 维基",
 "意志灵药 - Dungeon Settlers Wiki": "意志灵药 - Dungeon Settlers 维基",
 "愚钝 - Dungeon Settlers Wiki": "愚钝 - Dungeon Settlers 维基",
 "感官扭曲 - Dungeon Settlers Wiki": "感官扭曲 - Dungeon Settlers 维基",
 "感染性孢子 - Dungeon Settlers Wiki": "感染性孢子 - Dungeon Settlers 维基",
 "感知 - Dungeon Settlers Wiki": "感知 - Dungeon Settlers 维基",
 "感知削弱 - Dungeon Settlers Wiki": "感知削弱 - Dungeon Settlers 维基",
 "感知天赋 - Dungeon Settlers Wiki": "感知天赋 - Dungeon Settlers 维基",
 "感知强化 - Dungeon Settlers Wiki": "感知强化 - Dungeon Settlers 维基",
 "感知灵药 - Dungeon Settlers Wiki": "感知灵药 - Dungeon Settlers 维基",
 "愤怒之术 (Stack) - Dungeon Settlers Wiki": "愤怒之术 (层) - Dungeon Settlers 维基",
 "愤怒之术 - Dungeon Settlers Wiki": "愤怒之术 - Dungeon Settlers 维基",
 "慰藉之灰 - Dungeon Settlers Wiki": "慰藉之灰 - Dungeon Settlers 维基",
 "懦弱 - Dungeon Settlers Wiki": "懦弱 - Dungeon Settlers 维基",
 "成功的探险 - Dungeon Settlers Wiki": "成功的探险 - Dungeon Settlers 维基",
 "成功的探险 2 - Dungeon Settlers Wiki": "成功的探险 2 - Dungeon Settlers 维基",
 "成就报告 - Dungeon Settlers Wiki": "成就报告 - Dungeon Settlers 维基",
 "成长停滞 - Dungeon Settlers Wiki": "成长停滞 - Dungeon Settlers 维基",
 "戒备姿态 - Dungeon Settlers Wiki": "戒备姿态 - Dungeon Settlers 维基",
 "战争践踏 - Dungeon Settlers Wiki": "战争践踏 - Dungeon Settlers 维基",
 "战争践踏 range and area shown on a dungeon room": "战争践踏 地下城房间上显示的射程与范围",
 "战士技能树 - Dungeon Settlers Wiki": "战士技能树 - Dungeon Settlers 维基",
 "战士铭文 - Dungeon Settlers Wiki": "战士铭文 - Dungeon Settlers 维基",
 "战斗势头 - Dungeon Settlers Wiki": "战斗势头 - Dungeon Settlers 维基",
 "战斗压力 - Dungeon Settlers Wiki": "战斗压力 - Dungeon Settlers 维基",
 "战斗开始时，获得等同于已损失当前生命值 200% 的护盾，持续 20 秒。该效果的触发间隔为 60 秒。 At combat start, a barrier worth twice your missing HP for 20 seconds. Level-up odds: 0.0455% per offered slot": "战斗开始时，获得等同于已损失当前生命值 200% 的护盾，持续 20 秒。该效果的触发间隔为 60 秒。 战斗开始时，获得相当于已损失 HP 两倍的护盾，持续 20 秒。 升级几率：每个提供的槽 0.0455%",
 "战斗节奏 - Dungeon Settlers Wiki": "战斗节奏 - Dungeon Settlers 维基",
 "战潮寻者 - Dungeon Settlers Wiki": "战潮寻者 - Dungeon Settlers 维基",
 "所有天赋等级提高 1 级。天赋不会超过最大等级（天才）。 Level-up odds: 0.100% per offered slot": "所有天赋等级提高 1 级。天赋不会超过最大等级（天才）。 升级几率：每个提供的栏位 0.100%",
 "手术台 - Dungeon Settlers Wiki": "手术台 - Dungeon Settlers 维基",
 "打磨刀刃 - Dungeon Settlers Wiki": "打磨刀刃 - Dungeon Settlers 维基",
 "扩散之火 - Dungeon Settlers Wiki": "扩散之火 - Dungeon Settlers 维基",
 "技能 Effects: • 卓越领袖 (Human) (on the caster): 卓越的领袖能力可以使附近盟友获得遵从指令。 新成员获得开拓之魂。 • Using 副指挥官徽章 as a Human also grants all allies 开拓之魂: 从地下城第 3 层起获得开拓之魂 (Effect)。. • 卓越领袖 (Lizardman) (on the caster): 卓越的领袖能力可以使附近盟友获得遵从指令。 • Using 副指挥官徽章 as a Lizardman also grants 最强战士: +30% 力量, +30% 体质. • 卓越领袖 (Elf) (on the caster): 卓越的领袖能力可以使附近盟友获得遵从指令。 新成员获得世界树的祝福。 • Using 副指挥官徽章 as an Elf also grants all allies 世界树的祝福: 受世界树祝福影响，所有单位的正面效果持续时间提高 20%。. • 卓越领袖 (Lycan) (on the caster): 卓越的领袖能力可以使附近盟友获得遵从指令。 新成员获得生存本能。 • Using 副指挥官徽章 as a Lycan also grants all allies 生存本能: 在顽强的生存本能驱动下，生命值降低至 40% 及以下时，闪避率提高 15%。.": "技能 效果： • 卓越领袖 (人类) (对施法者): 卓越的领袖能力可以使附近盟友获得遵从指令。 新成员获得开拓之魂。 • 将副指挥官徽章作为人类使用时，还会赋予所有盟友 开拓之魂: 从地下城第 3 层起获得开拓之魂 (效果)。. • 卓越领袖 (蜥蜴人) (对施法者): 卓越的领袖能力可以使附近盟友获得遵从指令。 • 将副指挥官徽章作为蜥蜴人使用时，还会赋予 最强战士: +30% 力量, +30% 体质. • 卓越领袖 (精灵) (对施法者): 卓越的领袖能力可以使附近盟友获得遵从指令。 新成员获得世界树的祝福。 • 将副指挥官徽章作为精灵使用时，还会赋予所有盟友 世界树的祝福: 受世界树祝福影响，所有单位的正面效果持续时间提高 20%。. • 卓越领袖 (狼人) (对施法者): 卓越的领袖能力可以使附近盟友获得遵从指令。 新成员获得生存本能。 • 将副指挥官徽章作为狼人使用时，还会赋予所有盟友 生存本能: 在顽强的生存本能驱动下，生命值降低至 40% 及以下时，闪避率提高 15%。.",
 "技能 Effects: • 反射: 近战 (on the caster): 将所受近战物理伤害的50% 以物理伤害的形式反弹给攻击者。": "技能 效果： • 反射: 近战 (对施法者): 将所受近战物理伤害的50% 以物理伤害的形式反弹给攻击者。",
 "技能 Effects: • 外壳 (on the caster): 消耗1层堆叠，将受到的伤害降至1。该效果优先于格挡。": "技能 效果： • 外壳 (对施法者): 消耗1层堆叠，将受到的伤害降至1。该效果优先于格挡。",
 "技能冷却药水 - Dungeon Settlers Wiki": "技能冷却药水 - Dungeon Settlers 维基",
 "技能灵药 - Dungeon Settlers Wiki": "技能灵药 - Dungeon Settlers 维基",
 "技能重置灵药 - Dungeon Settlers Wiki": "技能重置灵药 - Dungeon Settlers 维基",
 "投射物仓库 - Dungeon Settlers Wiki": "投射物仓库 - Dungeon Settlers 维基",
 "投掷之术 - Dungeon Settlers Wiki": "投掷之术 - Dungeon Settlers 维基",
 "投掷之术光环 - Dungeon Settlers Wiki": "投掷之术光环 - Dungeon Settlers 维基",
 "投掷之艺 - Dungeon Settlers Wiki": "投掷之艺 - Dungeon Settlers 维基",
 "投石 - Dungeon Settlers Wiki": "投石 - Dungeon Settlers 维基",
 "投石 range and area on a dungeon room": "投石 地下城房间上的射程与范围",
 "投石 range and area shown on a dungeon room": "投石 地下城房间上显示的射程与范围",
 "投降 - Dungeon Settlers Wiki": "投降 - Dungeon Settlers 维基",
 "护盾 - Dungeon Settlers Wiki": "护盾 - Dungeon Settlers 维基",
 "护盾铭文 - Dungeon Settlers Wiki": "护盾铭文 - Dungeon Settlers 维基",
 "抵挡 - Dungeon Settlers Wiki": "抵挡 - Dungeon Settlers 维基",
 "招募 - Dungeon Settlers Wiki": "招募 - Dungeon Settlers 维基",
 "拥抱之波 - Dungeon Settlers Wiki": "拥抱之波 - Dungeon Settlers 维基",
 "拥抱之波 range and area shown on a dungeon room": "拥抱之波 在地下城房间中显示的射程和范围",
 "拥抱波浪反弹 - Dungeon Settlers Wiki": "拥抱波浪反弹 - Dungeon Settlers 维基",
 "按比例增加，最高 20%。 Adds up to +20 percent damage as the wearer's own HP drops.": "按比例增加，最高 20%。 随穿戴者自身 HP 下降，最多增加 +20% 伤害。",
 "挑战铭文 - Dungeon Settlers Wiki": "挑战铭文 - Dungeon Settlers 维基",
 "挖开的无名墓地 - Dungeon Settlers Wiki": "挖开的无名墓地 - Dungeon Settlers 维基",
 "挣扎铭文 - Dungeon Settlers Wiki": "挣扎铭文 - Dungeon Settlers 维基",
 "捕获猎物 - Dungeon Settlers Wiki": "捕获猎物 - Dungeon Settlers 维基",
 "捕获猎物 range and area shown on a dungeon room": "捕获猎物 在地下城房间中显示的射程和范围",
 "捕蛇者 - Dungeon Settlers Wiki": "捕蛇者 - Dungeon Settlers 维基",
 "损坏的马车 - Dungeon Settlers Wiki": "损坏的马车 - Dungeon Settlers 维基",
 "据点传送门 - Dungeon Settlers Wiki": "据点传送门 - Dungeon Settlers 维基",
 "据点初始包 - Dungeon Settlers Wiki": "据点初始包 - Dungeon Settlers 维基",
 "掠食蛙 - Dungeon Settlers Wiki": "掠食蛙 - Dungeon Settlers 维基",
 "探索渴望 - Dungeon Settlers Wiki": "探索渴望 - Dungeon Settlers 维基",
 "探险决议 - Dungeon Settlers Wiki": "探险决议 - Dungeon Settlers 维基",
 "探险决议完成 - Dungeon Settlers Wiki": "探险决议完成 - Dungeon Settlers 维基",
 "探险号角 - Dungeon Settlers Wiki": "探险号角 - Dungeon Settlers 维基",
 "探险成员 - Dungeon Settlers Wiki": "探险成员 - Dungeon Settlers 维基",
 "探险拉开帷幕 - Dungeon Settlers Wiki": "探险拉开帷幕 - Dungeon Settlers 维基",
 "探险支援（3） - Dungeon Settlers Wiki": "探险支援（3） - Dungeon Settlers 维基",
 "探险方针 - Dungeon Settlers Wiki": "探险方针 - Dungeon Settlers 维基",
 "探险等级 - Dungeon Settlers Wiki": "探险等级 - Dungeon Settlers 维基",
 "探险等级提升 - Dungeon Settlers Wiki": "探险等级提升 - Dungeon Settlers 维基",
 "掷网 - Dungeon Settlers Wiki": "掷网 - Dungeon Settlers 维基",
 "掷网 range and area on a dungeon room": "掷网 地下城房间上的射程与范围",
 "掷网 range and area shown on a dungeon room": "掷网 地下城房间上显示的射程与范围",
 "提升冷却时间降低。 Level-up odds: 0.548% per offered slot": "提升冷却时间降低。 升级几率：每个提供的槽 0.548%",
 "提升所有主属性，但同时会获得心情惩罚。 Level-up odds: 0.0455% per offered slot": "提升所有主属性，但同时会获得心情惩罚。 升级几率：每个提供的槽 0.0455%",
 "提升最大负重。 Level-up odds: 0.548% per offered slot": "提升最大负重。 升级几率：每个提供的槽 0.548%",
 "提升格挡伤害减免。 Level-up odds: 0.548% per offered slot": "提升格挡伤害减免。 升级几率：每个提供的槽 0.548%",
 "提高暴击伤害加成。 Level-up odds: 0.548% per offered slot": "提高暴击伤害加成。 升级几率：每个提供的槽 0.548%",
 "搬运工 - Dungeon Settlers Wiki": "搬运工 - Dungeon Settlers 维基",
 "搬运者铭文 - Dungeon Settlers Wiki": "搬运者铭文 - Dungeon Settlers 维基",
 "携带同伴 - Dungeon Settlers Wiki": "携带同伴 - Dungeon Settlers 维基",
 "改良草粥 - Dungeon Settlers Wiki": "改良草粥 - Dungeon Settlers 维基",
 "改良草粥 range and area shown on a dungeon room": "改良草粥 地下城房间上显示的射程与范围",
 "攻击 - Dungeon Settlers Wiki": "攻击 - Dungeon Settlers 维基",
 "攻击 range and area on a dungeon room": "攻击 地下城房间上的射程与范围",
 "攻击 range and area shown on a dungeon room": "攻击 地下城房间上显示的射程与范围",
 "攻击时，根据已损失生命值比例，将造成伤害的最多30% 转化为生命值吸收。 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).": "攻击时，根据已损失生命值比例，将造成伤害的最多30% 转化为生命值吸收。 一次 200 伤害的命中在接近 0 HP 时最多恢复 60 HP，一半 HP 时恢复 30 HP，满 HP 时无恢复（所造成伤害的 30%，再乘以已损失 HP 的比例）。",
 "攻击速度 - Dungeon Settlers Wiki": "攻击速度 - Dungeon Settlers 维基",
 "攻击速度最终系数 - Dungeon Settlers Wiki": "攻击速度最终系数 - Dungeon Settlers 维基",
 "攻击速度药水 - Dungeon Settlers Wiki": "攻击速度药水 - Dungeon Settlers 维基",
 "攻击：魔法弹 - Dungeon Settlers Wiki": "攻击：魔法弹 - Dungeon Settlers 维基",
 "攻击：魔法弹 range and area on a dungeon room": "攻击：魔法弹 地下城房间上的射程与范围",
 "攻击：魔法弹 range and area shown on a dungeon room": "攻击：魔法弹 地下城房间上显示的射程与范围",
 "效果，持续 10 秒。 Critical basic attacks apply 5 stacks of Bleeding for 10 seconds.": "效果，持续 10 秒。 暴击的普通攻击施加 5 层出血，持续 10 秒。",
 "效果，持续 10 秒。 Critical basic attacks apply 5 stacks of Burning for 10 seconds.": "效果，持续 10 秒。 暴击的普通攻击施加 5 层燃烧，持续 10 秒。",
 "效果，持续 10 秒。 Guarding heals 5 percent of your missing HP and grants Iron Wall for 10 seconds.": "效果，持续 10 秒。 格挡可恢复已损失 HP 的 5%，并赋予铁墙，持续 10 秒。",
 "效果，持续 6 秒。 Every 3rd basic attack applies 2 stacks of Bleeding for 6 seconds.": "效果，持续 6 秒。 每第 3 次普通攻击施加 2 层出血，持续 6 秒。",
 "效果，持续 6 秒。 Every 3rd basic attack applies 2 stacks of Burning for 6 seconds.": "效果，持续 6 秒。 每第 3 次普通攻击施加 2 层燃烧，持续 6 秒。",
 "敏捷 - Dungeon Settlers Wiki": "敏捷 - Dungeon Settlers 维基",
 "敏捷削弱 - Dungeon Settlers Wiki": "敏捷削弱 - Dungeon Settlers 维基",
 "敏捷天赋 - Dungeon Settlers Wiki": "敏捷天赋 - Dungeon Settlers 维基",
 "敏捷强化 - Dungeon Settlers Wiki": "敏捷强化 - Dungeon Settlers 维基",
 "敏捷灵药 - Dungeon Settlers Wiki": "敏捷灵药 - Dungeon Settlers 维基",
 "敏锐感知 - Dungeon Settlers Wiki": "敏锐感知 - Dungeon Settlers 维基",
 "教程 0 - Open Game Guide": "教程 0 - 打开游戏指南",
 "教程 1 - Camera movement input, 10 or more times": "教程 1 - 摄像机移动输入，10 次或更多",
 "教程 13 - Move Near the Marker": "教程 13 - 移动到标记附近",
 "教程 14 - Defeat the Acid Bug (0/1)": "教程 14 - 击败酸液虫 (0/1)",
 "教程 15 - Move Near the Marker": "教程 15 - 移动到标记附近",
 "教程 16 - Move to the Settlement": "教程 16 - 移动到据点",
 "教程 2 - Camera wheel input, 2 or more times": "教程 2 - 摄像机滚轮输入，2 次或更多",
 "教程 3 - Move Near the Marker": "教程 3 - 移动到标记附近",
 "教程 4 - Defeat 1 Weak Grey Rat": "教程 4 - 击败 1 只弱小灰老鼠",
 "教程 5 - Move Near the Marker": "教程 5 - 移动到标记附近",
 "教程 6 - Interact with the Wooden Crate": "教程 6 - 与木箱互动",
 "教程 9 - Defeat 2 Weak Grey Rats": "教程 9 - 击败 2 只弱小灰老鼠",
 "教程（打开技能：K） 8 - Learn an Active Skill; Learn a Passive Skill": "教程（打开技能：K） 8 - 学习主动技能；学习被动技能",
 "教程（打开背包：I） 7 - Use an Ointment": "教程（打开背包：I） 7 - 使用药膏",
 "斥候 - Dungeon Settlers Wiki": "斥候 - Dungeon Settlers 维基",
 "斧技能 资质 - Dungeon Settlers Wiki": "斧技能 资质 - Dungeon Settlers 维基",
 "斩杀 - Dungeon Settlers Wiki": "斩杀 - Dungeon Settlers 维基",
 "斩杀 range and area shown on a dungeon room": "斩杀 地下城房间上显示的射程与范围",
 "断筋 - Dungeon Settlers Wiki": "断筋 - Dungeon Settlers 维基",
 "断筋 range and area shown on a dungeon room": "断筋 地下城房间上显示的射程与范围",
 "新兵 - Dungeon Settlers Wiki": "新兵 - Dungeon Settlers 维基",
 "新的派驻 - Dungeon Settlers Wiki": "新的派驻 - Dungeon Settlers 维基",
 "施加眩晕类效果时，也会同时施加脆弱效果，持续时间相同。 Level-up odds: 0.0455% per offered slot": "施加眩晕类效果时，也会同时施加脆弱效果，持续时间相同。 升级几率：每个提供的槽 0.0455%",
 "旋风冲击 - Dungeon Settlers Wiki": "旋风冲击 - Dungeon Settlers 维基",
 "旋风冲击 range and area shown on a dungeon room": "旋风冲击 地下城房间上显示的射程与范围",
 "旋风斩 - Dungeon Settlers Wiki": "旋风斩 - Dungeon Settlers 维基",
 "旋风斩 range and area shown on a dungeon room": "旋风斩 地下城房间上显示的射程与范围",
 "旗帜 - Dungeon Settlers Wiki": "旗帜 - Dungeon Settlers 维基",
 "旗帜架 (Black Banner Stand)": "旗帜架 (黑色旗帜架)",
 "旗帜架 (Blue Banner Stand)": "旗帜架 (蓝色旗帜架)",
 "旗帜架 (White Banner Stand)": "旗帜架 (白色旗帜架)",
 "旗帜架 (Yellow Banner Stand)": "旗帜架 (黄色旗帜架)",
 "旗帜架 - Dungeon Settlers Wiki": "旗帜架 - Dungeon Settlers 维基",
 "无名墓地 - Dungeon Settlers Wiki": "无名墓地 - Dungeon Settlers 维基",
 "无名箱子 - Dungeon Settlers Wiki": "无名箱子 - Dungeon Settlers 维基",
 "无尽之夜 - Dungeon Settlers Wiki": "无尽之夜 - Dungeon Settlers 维基",
 "无尽深渊中型史莱姆 - Dungeon Settlers Wiki": "无尽深渊中型史莱姆 - Dungeon Settlers 维基",
 "无尽深渊中型孢子史莱姆 - Dungeon Settlers Wiki": "无尽深渊中型孢子史莱姆 - Dungeon Settlers 维基",
 "无尽深渊中型泥浆史莱姆 - Dungeon Settlers Wiki": "无尽深渊中型泥浆史莱姆 - Dungeon Settlers 维基",
 "无尽深渊哥布林工人 - Dungeon Settlers Wiki": "无尽深渊哥布林工人 - Dungeon Settlers 维基",
 "无尽深渊哥布林投掷者 - Dungeon Settlers Wiki": "无尽深渊哥布林投掷者 - Dungeon Settlers 维基",
 "无尽深渊哥布林斗士 - Dungeon Settlers Wiki": "无尽深渊哥布林斗士 - Dungeon Settlers 维基",
 "无尽深渊哥布林祭司 - Dungeon Settlers Wiki": "无尽深渊哥布林祭司 - Dungeon Settlers 维基",
 "无尽深渊哥布林萨满 - Dungeon Settlers Wiki": "无尽深渊哥布林萨满 - Dungeon Settlers 维基",
 "无尽深渊哥布林骑手 - Dungeon Settlers Wiki": "无尽深渊哥布林骑手 - Dungeon Settlers 维基",
 "无尽深渊孢子昆虫 - Dungeon Settlers Wiki": "无尽深渊孢子昆虫 - Dungeon Settlers 维基",
 "无尽深渊小型史莱姆 - Dungeon Settlers Wiki": "无尽深渊小型史莱姆 - Dungeon Settlers 维基",
 "无尽深渊小型孢子史莱姆 - Dungeon Settlers Wiki": "无尽深渊小型孢子史莱姆 - Dungeon Settlers 维基",
 "无尽深渊小型泥浆史莱姆 - Dungeon Settlers Wiki": "无尽深渊小型泥浆史莱姆 - Dungeon Settlers 维基",
 "无尽深渊尖刺龟 - Dungeon Settlers Wiki": "无尽深渊尖刺龟 - Dungeon Settlers 维基",
 "无尽深渊巨型石魔像 - Dungeon Settlers Wiki": "无尽深渊巨型石魔像 - Dungeon Settlers 维基",
 "无尽深渊弱小灰鼠 - Dungeon Settlers Wiki": "无尽深渊弱小灰鼠 - Dungeon Settlers 维基",
 "无尽深渊挑战者格洛斯 - Dungeon Settlers Wiki": "无尽深渊挑战者格洛斯 - Dungeon Settlers 维基",
 "无尽深渊掠食蛙 - Dungeon Settlers Wiki": "无尽深渊掠食蛙 - Dungeon Settlers 维基",
 "无尽深渊格洛斯幼崽 - Dungeon Settlers Wiki": "无尽深渊格洛斯幼崽 - Dungeon Settlers 维基",
 "无尽深渊森林蝌蚪 - Dungeon Settlers Wiki": "无尽深渊森林蝌蚪 - Dungeon Settlers 维基",
 "无尽深渊水晶龟 - Dungeon Settlers Wiki": "无尽深渊水晶龟 - Dungeon Settlers 维基",
 "无尽深渊泥浆斯洛格尔 - Dungeon Settlers Wiki": "无尽深渊泥浆斯洛格尔 - Dungeon Settlers 维基",
 "无尽深渊灰色怪鼠 - Dungeon Settlers Wiki": "无尽深渊灰色怪鼠 - Dungeon Settlers 维基",
 "无尽深渊灰鼠 - Dungeon Settlers Wiki": "无尽深渊灰鼠 - Dungeon Settlers 维基",
 "无尽深渊白色莫默克 - Dungeon Settlers Wiki": "无尽深渊白色莫默克 - Dungeon Settlers 维基",
 "无尽深渊红色怪鼠 - Dungeon Settlers Wiki": "无尽深渊红色怪鼠 - Dungeon Settlers 维基",
 "无尽深渊红色石魔像 - Dungeon Settlers Wiki": "无尽深渊红色石魔像 - Dungeon Settlers 维基",
 "无尽深渊红鼠 - Dungeon Settlers Wiki": "无尽深渊红鼠 - Dungeon Settlers 维基",
 "无尽深渊莫默克 - Dungeon Settlers Wiki": "无尽深渊莫默克 - Dungeon Settlers 维基",
 "无尽深渊蓝色石魔像 - Dungeon Settlers Wiki": "无尽深渊蓝色石魔像 - Dungeon Settlers 维基",
 "无尽深渊蜜蜂 - Dungeon Settlers Wiki": "无尽深渊蜜蜂 - Dungeon Settlers 维基",
 "无尽深渊酸性斯洛格尔 - Dungeon Settlers Wiki": "无尽深渊酸性斯洛格尔 - Dungeon Settlers 维基",
 "无尽深渊酸液虫 - Dungeon Settlers Wiki": "无尽深渊酸液虫 - Dungeon Settlers 维基",
 "无尽深渊金属圣甲虫 - Dungeon Settlers Wiki": "无尽深渊金属圣甲虫 - Dungeon Settlers 维基",
 "无尽深渊锁链骑士哨兵 - Dungeon Settlers Wiki": "无尽深渊锁链骑士哨兵 - Dungeon Settlers 维基",
 "无尽深渊长老格洛斯 - Dungeon Settlers Wiki": "无尽深渊长老格洛斯 - Dungeon Settlers 维基",
 "无尽深渊阿尔法酸性斯洛格尔 - Dungeon Settlers Wiki": "无尽深渊阿尔法酸性斯洛格尔 - Dungeon Settlers 维基",
 "无尽深渊雄性格洛斯 - Dungeon Settlers Wiki": "无尽深渊雄性格洛斯 - Dungeon Settlers 维基",
 "无尽深渊雌性格洛斯 - Dungeon Settlers Wiki": "无尽深渊雌性格洛斯 - Dungeon Settlers 维基",
 "无尽深渊黄色石魔像 - Dungeon Settlers Wiki": "无尽深渊黄色石魔像 - Dungeon Settlers 维基",
 "无敌 - Dungeon Settlers Wiki": "无敌 - Dungeon Settlers 维基",
 "无聊 - Dungeon Settlers Wiki": "无聊 - Dungeon Settlers 维基",
 "无限深渊 - Dungeon Settlers Wiki": "无限深渊 - Dungeon Settlers 维基",
 "日心花 - Dungeon Settlers Wiki": "日心花 - Dungeon Settlers 维基",
 "日心花 range and area shown on a dungeon room": "日心花 在地下城房间中显示的射程和范围",
 "旧宝箱 - Dungeon Settlers Wiki": "旧宝箱 - Dungeon Settlers 维基",
 "普通攻击 - Dungeon Settlers Wiki": "普通攻击 - Dungeon Settlers 维基",
 "普通攻击 range and area shown on a dungeon room": "普通攻击 地下城房间上显示的射程与范围",
 "普通攻击造成的伤害提高 25%，但主要装备耐久度的下降速度加倍。 Adds a flat +25 percent damage to basic attacks and wears the weapon out faster.": "普通攻击造成的伤害提高 25%，但主要装备耐久度的下降速度加倍。 为普通攻击增加固定 +25% 伤害，并使武器损耗更快。",
 "普通的休闲室 minimum room layout": "普通的休闲室 最小房间布局",
 "普通的单人房 minimum room layout": "普通的单人房 最小房间布局",
 "普通的多人房 minimum room layout": "普通的多人房 最小房间布局",
 "普通的工坊 minimum room layout": "普通的工坊 最小房间布局",
 "普通的研究室 minimum room layout": "普通的研究室 最小房间布局",
 "普通的神殿 minimum room layout": "普通的神殿 最小房间布局",
 "普通的餐厅 minimum room layout": "普通的餐厅 最小房间布局",
 "普通的魔导工坊 minimum room layout": "普通的魔导工坊 最小房间布局",
 "晴朗 - Dungeon Settlers Wiki": "晴朗 - Dungeon Settlers 维基",
 "智力 - Dungeon Settlers Wiki": "智力 - Dungeon Settlers 维基",
 "智力削弱 - Dungeon Settlers Wiki": "智力削弱 - Dungeon Settlers 维基",
 "智力天赋 - Dungeon Settlers Wiki": "智力天赋 - Dungeon Settlers 维基",
 "智力强化 - Dungeon Settlers Wiki": "智力强化 - Dungeon Settlers 维基",
 "智力灵药 - Dungeon Settlers Wiki": "智力灵药 - Dungeon Settlers 维基",
 "暗中凝视 - Dungeon Settlers Wiki": "暗中凝视 - Dungeon Settlers 维基",
 "暗棘腐化 - Dungeon Settlers Wiki": "暗棘腐化 - Dungeon Settlers 维基",
 "暗棘蔓延 - Dungeon Settlers Wiki": "暗棘蔓延 - Dungeon Settlers 维基",
 "暴击伤害加成 - Dungeon Settlers Wiki": "暴击伤害加成 - Dungeon Settlers 维基",
 "暴击伤害加成 taken from critical hits increases.": "暴击伤害加成 受到暴击时所受 increases.",
 "暴击倍率最终系数 - Dungeon Settlers Wiki": "暴击倍率最终系数 - Dungeon Settlers 维基",
 "暴击几率 - Dungeon Settlers Wiki": "暴击几率 - Dungeon Settlers 维基",
 "暴击几率最终系数 - Dungeon Settlers Wiki": "暴击几率最终系数 - Dungeon Settlers 维基",
 "暴击时，施加 5 层燃烧效果，持续 10 秒。 Critical basic attacks apply 5 stacks of Burning for 10 seconds. Level-up odds: 0.0455% per offered slot": "暴击时，施加 5 层燃烧效果，持续 10 秒。 暴击的普通攻击施加 5 层燃烧，持续 10 秒。 升级几率：每个提供的槽 0.0455%",
 "暴击药水 - Dungeon Settlers Wiki": "暴击药水 - Dungeon Settlers 维基",
 "暴雨 - Dungeon Settlers Wiki": "暴雨 - Dungeon Settlers 维基",
 "暴露的弱点 - Dungeon Settlers Wiki": "暴露的弱点 - Dungeon Settlers 维基",
 "曼德拉草 - Dungeon Settlers Wiki": "曼德拉草 - Dungeon Settlers 维基",
 "曼德拉草 range and area shown on a dungeon room": "曼德拉草 地下城房间上显示的射程与范围",
 "曼德拉草苏醒 - Dungeon Settlers Wiki": "曼德拉草苏醒 - Dungeon Settlers 维基",
 "最后的余烬 - Dungeon Settlers Wiki": "最后的余烬 - Dungeon Settlers 维基",
 "最后的薪火 - Dungeon Settlers Wiki": "最后的薪火 - Dungeon Settlers 维基",
 "最多 20 层。 Every 60 Energy recovered grants 1 Shell, up to a ceiling of 20 Shell.": "最多 20 层。 每恢复 60 能量获得 1 层外壳，上限 20 层外壳。",
 "最大压力 - Dungeon Settlers Wiki": "最大压力 - Dungeon Settlers 维基",
 "最大生命值最终系数 - Dungeon Settlers Wiki": "最大生命值最终系数 - Dungeon Settlers 维基",
 "最大生命值（头部） - Dungeon Settlers Wiki": "最大生命值（头部） - Dungeon Settlers 维基",
 "最大生命值（躯干） - Dungeon Settlers Wiki": "最大生命值（躯干） - Dungeon Settlers 维基",
 "最大经验值 - Dungeon Settlers Wiki": "最大经验值 - Dungeon Settlers 维基",
 "最大耐久度 - Dungeon Settlers Wiki": "最大耐久度 - Dungeon Settlers 维基",
 "最大能量 - Dungeon Settlers Wiki": "最大能量 - Dungeon Settlers 维基",
 "最大负重 - Dungeon Settlers Wiki": "最大负重 - Dungeon Settlers 维基",
 "最大饥饿度 - Dungeon Settlers Wiki": "最大饥饿度 - Dungeon Settlers 维基",
 "最强战士 - Dungeon Settlers Wiki": "最强战士 - Dungeon Settlers 维基",
 "最终伤害系数 - Dungeon Settlers Wiki": "最终伤害系数 - Dungeon Settlers 维基",
 "有用的魔法废料堆 (resource node) - Dungeon Settlers Wiki": "有用的魔法废料堆 (resource node) - Dungeon Settlers 维基",
 "服用吸血药水 - Dungeon Settlers Wiki": "服用吸血药水 - Dungeon Settlers 维基",
 "服用命中药水 - Dungeon Settlers Wiki": "服用命中药水 - Dungeon Settlers 维基",
 "服用技能冷却药水 - Dungeon Settlers Wiki": "服用技能冷却药水 - Dungeon Settlers 维基",
 "服用攻击速度药水 - Dungeon Settlers Wiki": "服用攻击速度药水 - Dungeon Settlers 维基",
 "服用暴击药水 - Dungeon Settlers Wiki": "服用暴击药水 - Dungeon Settlers 维基",
 "服用物理攻击药水 - Dungeon Settlers Wiki": "服用物理攻击药水 - Dungeon Settlers 维基",
 "服用迅捷药水 - Dungeon Settlers Wiki": "服用迅捷药水 - Dungeon Settlers 维基",
 "服用重量药水 - Dungeon Settlers Wiki": "服用重量药水 - Dungeon Settlers 维基",
 "服用金属皮肤药水 - Dungeon Settlers Wiki": "服用金属皮肤药水 - Dungeon Settlers 维基",
 "服用闪避药水 - Dungeon Settlers Wiki": "服用闪避药水 - Dungeon Settlers 维基",
 "服用防护药水 - Dungeon Settlers Wiki": "服用防护药水 - Dungeon Settlers 维基",
 "服用魔法抗性药水 - Dungeon Settlers Wiki": "服用魔法抗性药水 - Dungeon Settlers 维基",
 "服用魔法攻击力药水 - Dungeon Settlers Wiki": "服用魔法攻击力药水 - Dungeon Settlers 维基",
 "木制圆桌 - Dungeon Settlers Wiki": "木制圆桌 - Dungeon Settlers 维基",
 "木制墙架 - Dungeon Settlers Wiki": "木制墙架 - Dungeon Settlers 维基",
 "木制头盔 - Dungeon Settlers Wiki": "木制头盔 - Dungeon Settlers 维基",
 "木制女神像 - Dungeon Settlers Wiki": "木制女神像 - Dungeon Settlers 维基",
 "木制巨剑 - Dungeon Settlers Wiki": "木制巨剑 - Dungeon Settlers 维基",
 "木制护甲 - Dungeon Settlers Wiki": "木制护甲 - Dungeon Settlers 维基",
 "木制棍棒 - Dungeon Settlers Wiki": "木制棍棒 - Dungeon Settlers 维基",
 "木制路障 - Dungeon Settlers Wiki": "木制路障 - Dungeon Settlers 维基",
 "木制边桌 - Dungeon Settlers Wiki": "木制边桌 - Dungeon Settlers 维基",
 "木剑 - Dungeon Settlers Wiki": "木剑 - Dungeon Settlers 维基",
 "木匠 - Dungeon Settlers Wiki": "木匠 - Dungeon Settlers 维基",
 "木地板 - Dungeon Settlers Wiki": "木地板 - Dungeon Settlers 维基",
 "木工工作台 - Dungeon Settlers Wiki": "木工工作台 - Dungeon Settlers 维基",
 "木床 - Dungeon Settlers Wiki": "木床 - Dungeon Settlers 维基",
 "木弓 - Dungeon Settlers Wiki": "木弓 - Dungeon Settlers 维基",
 "木材丰富 - Dungeon Settlers Wiki": "木材丰富 - Dungeon Settlers 维基",
 "木材堆 - Dungeon Settlers Wiki": "木材堆 - Dungeon Settlers 维基",
 "木板 - Dungeon Settlers Wiki": "木板 - Dungeon Settlers 维基",
 "木板墙 - Dungeon Settlers Wiki": "木板墙 - Dungeon Settlers 维基",
 "木板门 - Dungeon Settlers Wiki": "木板门 - Dungeon Settlers 维基",
 "木柱 - Dungeon Settlers Wiki": "木柱 - Dungeon Settlers 维基",
 "木栅栏 - Dungeon Settlers Wiki": "木栅栏 - Dungeon Settlers 维基",
 "木桌 - Dungeon Settlers Wiki": "木桌 - Dungeon Settlers 维基",
 "木桩铭文 - Dungeon Settlers Wiki": "木桩铭文 - Dungeon Settlers 维基",
 "木桶 - Dungeon Settlers Wiki": "木桶 - Dungeon Settlers 维基",
 "木棍 - Dungeon Settlers Wiki": "木棍 - Dungeon Settlers 维基",
 "木椅 (Wood Dining Chair)": "木椅 (木餐椅)",
 "木椅 - Dungeon Settlers Wiki": "木椅 - Dungeon Settlers 维基",
 "木盾 - Dungeon Settlers Wiki": "木盾 - Dungeon Settlers 维基",
 "木矛 - Dungeon Settlers Wiki": "木矛 - Dungeon Settlers 维基",
 "木箭 - Dungeon Settlers Wiki": "木箭 - Dungeon Settlers 维基",
 "木箱 - Dungeon Settlers Wiki": "木箱 - Dungeon Settlers 维基",
 "木箱堆 - Dungeon Settlers Wiki": "木箱堆 - Dungeon Settlers 维基",
 "木衣柜 - Dungeon Settlers Wiki": "木衣柜 - Dungeon Settlers 维基",
 "木质橱柜 - Dungeon Settlers Wiki": "木质橱柜 - Dungeon Settlers 维基",
 "木长凳 - Dungeon Settlers Wiki": "木长凳 - Dungeon Settlers 维基",
 "未察觉 - Dungeon Settlers Wiki": "未察觉 - Dungeon Settlers 维基",
 "未支付的退休金 - Dungeon Settlers Wiki": "未支付的退休金 - Dungeon Settlers 维基",
 "末日难度 - Dungeon Settlers Wiki": "末日难度 - Dungeon Settlers 维基",
 "朴素宝箱 (Modest Treasure Chest)": "朴素宝箱 (朴素宝箱)",
 "朴素宝箱 (Newbie Treasure Chest)": "朴素宝箱 (新手宝箱)",
 "朴素宝箱 (R2 Modest Treasure Chest)": "朴素宝箱 (R2 朴素宝箱)",
 "朴素宝箱 - Dungeon Settlers Wiki": "朴素宝箱 - Dungeon Settlers 维基",
 "机智脱身 - Dungeon Settlers Wiki": "机智脱身 - Dungeon Settlers 维基",
 "极度疲惫 - Dungeon Settlers Wiki": "极度疲惫 - Dungeon Settlers 维基",
 "极度饥饿 - Dungeon Settlers Wiki": "极度饥饿 - Dungeon Settlers 维基",
 "极简补给马车 - Dungeon Settlers Wiki": "极简补给马车 - Dungeon Settlers 维基",
 "极难难度 - Dungeon Settlers Wiki": "极难难度 - Dungeon Settlers 维基",
 "枯竭地下城 - Dungeon Settlers Wiki": "枯竭地下城 - Dungeon Settlers 维基",
 "柔和暖意 - Dungeon Settlers Wiki": "柔和暖意 - Dungeon Settlers 维基",
 "格挡伤害减免 - Dungeon Settlers Wiki": "格挡伤害减免 - Dungeon Settlers 维基",
 "格挡几率 - Dungeon Settlers Wiki": "格挡几率 - Dungeon Settlers 维基",
 "格挡屏障 - Dungeon Settlers Wiki": "格挡屏障 - Dungeon Settlers 维基",
 "格挡时，恢复已损失生命值的 5%，并获得铁墙效果，持续 10 秒。 Guarding heals 5 percent of your missing HP and grants Iron Wall for 10 seconds. Level-up odds: 0.0455% per offered slot": "格挡时，恢复已损失生命值的 5%，并获得铁墙效果，持续 10 秒。 格挡可恢复已损失 HP 的 5%，并赋予铁墙，持续 10 秒。 升级几率：每个提供的槽 0.0455%",
 "格挡药水 - Dungeon Settlers Wiki": "格挡药水 - Dungeon Settlers 维基",
 "格洛斯冲锋 - Dungeon Settlers Wiki": "格洛斯冲锋 - Dungeon Settlers 维基",
 "格洛斯冲锋 range and area on a dungeon room": "格洛斯冲锋 地下城房间上的射程与范围",
 "格洛斯冲锋 range and area shown on a dungeon room": "格洛斯冲锋 地下城房间上显示的射程与范围",
 "格洛斯喷吐 - Dungeon Settlers Wiki": "格洛斯喷吐 - Dungeon Settlers 维基",
 "格洛斯喷吐 range and area on a dungeon room": "格洛斯喷吐 地下城房间上的射程与范围",
 "格洛斯喷吐 range and area shown on a dungeon room": "格洛斯喷吐 地下城房间上显示的射程与范围",
 "格洛斯嚎叫 - Dungeon Settlers Wiki": "格洛斯嚎叫 - Dungeon Settlers 维基",
 "格洛斯幼崽 - Dungeon Settlers Wiki": "格洛斯幼崽 - Dungeon Settlers 维基",
 "格洛斯幼崽笼 - Dungeon Settlers Wiki": "格洛斯幼崽笼 - Dungeon Settlers 维基",
 "格洛斯挑战者 - Dungeon Settlers Wiki": "格洛斯挑战者 - Dungeon Settlers 维基",
 "格洛斯煎蛋卷 - Dungeon Settlers Wiki": "格洛斯煎蛋卷 - Dungeon Settlers 维基",
 "格洛斯煎蛋卷 range and area shown on a dungeon room": "格洛斯煎蛋卷 地下城房间上显示的射程与范围",
 "格洛斯猛冲 - Dungeon Settlers Wiki": "格洛斯猛冲 - Dungeon Settlers 维基",
 "格洛斯群 - Dungeon Settlers Wiki": "格洛斯群 - Dungeon Settlers 维基",
 "格洛斯获胜 - Dungeon Settlers Wiki": "格洛斯获胜 - Dungeon Settlers 维基",
 "格洛斯蛋 - Dungeon Settlers Wiki": "格洛斯蛋 - Dungeon Settlers 维基",
 "格洛斯长老 - Dungeon Settlers Wiki": "格洛斯长老 - Dungeon Settlers 维基",
 "格洛斯长老冲锋 - Dungeon Settlers Wiki": "格洛斯长老冲锋 - Dungeon Settlers 维基",
 "格洛斯长老冲锋 range and area on a dungeon room": "格洛斯长老冲锋 地下城房间上的射程与范围",
 "格洛斯长老冲锋 range and area shown on a dungeon room": "格洛斯长老冲锋 地下城房间上显示的射程与范围",
 "格洛斯长老灵魂石 - Dungeon Settlers Wiki": "格洛斯长老灵魂石 - Dungeon Settlers 维基",
 "格洛斯长老狩猎完成 - Dungeon Settlers Wiki": "格洛斯长老狩猎完成 - Dungeon Settlers 维基",
 "格洛斯鞭击 - Dungeon Settlers Wiki": "格洛斯鞭击 - Dungeon Settlers 维基",
 "格洛特长老灵魂 - Dungeon Settlers Wiki": "格洛特长老灵魂 - Dungeon Settlers 维基",
 "桌子 - Dungeon Settlers Wiki": "桌子 - Dungeon Settlers 维基",
 "桎梏锁链 - Dungeon Settlers Wiki": "桎梏锁链 - Dungeon Settlers 维基",
 "森林教导 - Dungeon Settlers Wiki": "森林教导 - Dungeon Settlers 维基",
 "森林蝌蚪 - Dungeon Settlers Wiki": "森林蝌蚪 - Dungeon Settlers 维基",
 "椅子 - Dungeon Settlers Wiki": "椅子 - Dungeon Settlers 维基",
 "植物之怒 - Dungeon Settlers Wiki": "植物之怒 - Dungeon Settlers 维基",
 "横扫斩 - Dungeon Settlers Wiki": "横扫斩 - Dungeon Settlers 维基",
 "横扫斩 range and area shown on a dungeon room": "横扫斩 在地下城房间中显示的射程和范围",
 "次级守护石 - Dungeon Settlers Wiki": "次级守护石 - Dungeon Settlers 维基",
 "次级守护石碑 - Dungeon Settlers Wiki": "次级守护石碑 - Dungeon Settlers 维基",
 "次级守护结界 - Dungeon Settlers Wiki": "次级守护结界 - Dungeon Settlers 维基",
 "正在使用不错的休闲室 - Dungeon Settlers Wiki": "正在使用不错的休闲室 - Dungeon Settlers 维基",
 "正在使用出色的休闲室 - Dungeon Settlers Wiki": "正在使用出色的休闲室 - Dungeon Settlers 维基",
 "正在使用平庸的休闲室 - Dungeon Settlers Wiki": "正在使用平庸的休闲室 - Dungeon Settlers 维基",
 "正在使用普通的休闲室 - Dungeon Settlers Wiki": "正在使用普通的休闲室 - Dungeon Settlers 维基",
 "正在使用极佳的休闲室 - Dungeon Settlers Wiki": "正在使用极佳的休闲室 - Dungeon Settlers 维基",
 "正在使用简陋的休闲室 - Dungeon Settlers Wiki": "正在使用简陋的休闲室 - Dungeon Settlers 维基",
 "正在使用豪华的休闲室 - Dungeon Settlers Wiki": "正在使用豪华的休闲室 - Dungeon Settlers 维基",
 "正在手术 - Dungeon Settlers Wiki": "正在手术 - Dungeon Settlers 维基",
 "武器格挡 - Dungeon Settlers Wiki": "武器格挡 - Dungeon Settlers 维基",
 "死路一条 - Dungeon Settlers Wiki": "死路一条 - Dungeon Settlers 维基",
 "毁灭劈斩 - Dungeon Settlers Wiki": "毁灭劈斩 - Dungeon Settlers 维基",
 "毁灭劈斩 range and area shown on a dungeon room": "毁灭劈斩 地下城房间上显示的射程与范围",
 "每恢复 60 点能量，就获得 1 层外壳效果， 最多 20 层。 Every 60 Energy recovered grants 1 Shell, up to a ceiling of 20 Shell. Level-up odds: 0.548% per offered slot": "每恢复 60 点能量，就获得 1 层外壳效果， 最多 20 层。 每恢复 60 能量获得 1 层外壳，上限 20 层外壳。 升级几率：每个提供的槽 0.548%",
 "每进行 3 次普通攻击后施加 2 层出血效果，持续 6 秒。 Every 3rd basic attack applies 2 stacks of Bleeding for 6 seconds. Level-up odds: 0.548% per offered slot": "每进行 3 次普通攻击后施加 2 层出血效果，持续 6 秒。 每第 3 次普通攻击施加 2 层出血，持续 6 秒。 升级几率：每个提供的槽 0.548%",
 "每进行 3 次普通攻击后施加 2 层燃烧效果，持续 6 秒。 Every 3rd basic attack applies 2 stacks of Burning for 6 seconds. Level-up odds: 0.548% per offered slot": "每进行 3 次普通攻击后施加 2 层燃烧效果，持续 6 秒。 每第 3 次普通攻击施加 2 层燃烧，持续 6 秒。 升级几率：每个提供的槽 0.548%",
 "水之精华 - Dungeon Settlers Wiki": "水之精华 - Dungeon Settlers 维基",
 "水晶甲壳 - Dungeon Settlers Wiki": "水晶甲壳 - Dungeon Settlers 维基",
 "水晶龟 - Dungeon Settlers Wiki": "水晶龟 - Dungeon Settlers 维基",
 "水魔法技能 资质 - Dungeon Settlers Wiki": "水魔法技能 资质 - Dungeon Settlers 维基",
 "水魔法技能树 - Dungeon Settlers Wiki": "水魔法技能树 - Dungeon Settlers 维基",
 "水魔法铭文 - Dungeon Settlers Wiki": "水魔法铭文 - Dungeon Settlers 维基",
 "沉重战锤铭文 - Dungeon Settlers Wiki": "沉重战锤铭文 - Dungeon Settlers 维基",
 "治愈之触 - Dungeon Settlers Wiki": "治愈之触 - Dungeon Settlers 维基",
 "治愈之触 range and area shown on a dungeon room": "治愈之触 地下城房间上显示的射程与范围",
 "沼泽守护者 - Dungeon Settlers Wiki": "沼泽守护者 - Dungeon Settlers 维基",
 "法力石洞窟 - Dungeon Settlers Wiki": "法力石洞窟 - Dungeon Settlers 维基",
 "法力石粉 - Dungeon Settlers Wiki": "法力石粉 - Dungeon Settlers 维基",
 "法力过载 - Dungeon Settlers Wiki": "法力过载 - Dungeon Settlers 维基",
 "法师 - Dungeon Settlers Wiki": "法师 - Dungeon Settlers 维基",
 "法师学徒宝典 - Dungeon Settlers Wiki": "法师学徒宝典 - Dungeon Settlers 维基",
 "法师宝典 - Dungeon Settlers Wiki": "法师宝典 - Dungeon Settlers 维基",
 "法术预热 - Dungeon Settlers Wiki": "法术预热 - Dungeon Settlers 维基",
 "法术预热 10 - Dungeon Settlers Wiki": "法术预热 10 - Dungeon Settlers 维基",
 "法杖工作台 - Dungeon Settlers Wiki": "法杖工作台 - Dungeon Settlers 维基",
 "泡泡撞击 - Dungeon Settlers Wiki": "泡泡撞击 - Dungeon Settlers 维基",
 "泡泡撞击 range and area on a dungeon room": "泡泡撞击 地下城房间上的射程与范围",
 "泡泡撞击 range and area shown on a dungeon room": "泡泡撞击 地下城房间上显示的射程与范围",
 "泡泡灵 - Dungeon Settlers Wiki": "泡泡灵 - Dungeon Settlers 维基",
 "泡泡蟾蜍 - Dungeon Settlers Wiki": "泡泡蟾蜍 - Dungeon Settlers 维基",
 "泡泡飞溅 - Dungeon Settlers Wiki": "泡泡飞溅 - Dungeon Settlers 维基",
 "泥浆 - Dungeon Settlers Wiki": "泥浆 - Dungeon Settlers 维基",
 "泥浆喷吐 - Dungeon Settlers Wiki": "泥浆喷吐 - Dungeon Settlers 维基",
 "泥浆喷吐 range and area on a dungeon room": "泥浆喷吐 地下城房间上的射程与范围",
 "泥浆喷吐 range and area shown on a dungeon room": "泥浆喷吐 地下城房间上显示的射程与范围",
 "泥浆斯洛格尔 - Dungeon Settlers Wiki": "泥浆斯洛格尔 - Dungeon Settlers 维基",
 "流亡领主 - Dungeon Settlers Wiki": "流亡领主 - Dungeon Settlers 维基",
 "流动商贩 - Dungeon Settlers Wiki": "流动商贩 - Dungeon Settlers 维基",
 "流放战士 - Dungeon Settlers Wiki": "流放战士 - Dungeon Settlers 维基",
 "流氓 - Dungeon Settlers Wiki": "流氓 - Dungeon Settlers 维基",
 "流水冲击 - Dungeon Settlers Wiki": "流水冲击 - Dungeon Settlers 维基",
 "流水冲击 range and area shown on a dungeon room": "流水冲击 在地下城房间中显示的射程和范围",
 "流水木法杖 - Dungeon Settlers Wiki": "流水木法杖 - Dungeon Settlers 维基",
 "流水甲壳法杖 - Dungeon Settlers Wiki": "流水甲壳法杖 - Dungeon Settlers 维基",
 "流水血木法杖 - Dungeon Settlers Wiki": "流水血木法杖 - Dungeon Settlers 维基",
 "流水铜法杖 - Dungeon Settlers Wiki": "流水铜法杖 - Dungeon Settlers 维基",
 "流水阿克伦法杖 - Dungeon Settlers Wiki": "流水阿克伦法杖 - Dungeon Settlers 维基",
 "流水骨法杖 - Dungeon Settlers Wiki": "流水骨法杖 - Dungeon Settlers 维基",
 "流浪者 - Dungeon Settlers Wiki": "流浪者 - Dungeon Settlers 维基",
 "浪潮循环 - Dungeon Settlers Wiki": "浪潮循环 - Dungeon Settlers 维基",
 "消耗品仓库 - Dungeon Settlers Wiki": "消耗品仓库 - Dungeon Settlers 维基",
 "消耗最近的 1 只泡泡灵，使冰川落至目标地格，将其中的单位击退 1 格，并对敌方单位造成魔法攻击力 150% 的魔法伤害。冰柱每秒都会对相邻敌方单位施加干扰效果，持续 2 秒。 1 energy - 15s cooldown Effects: • 干扰 (on enemy): -25% 命中几率 Summons: • 泡泡灵 (300 HP) attacks with 泡泡撞击: 对目标造成相当于魔法攻击力 100% 的魔法伤害。": "消耗最近的 1 只泡泡灵，使冰川落至目标地格，将其中的单位击退 1 格，并对敌方单位造成魔法攻击力 150% 的魔法伤害。冰柱每秒都会对相邻敌方单位施加干扰效果，持续 2 秒。 1 能量 - 15秒冷却 效果： • 干扰 (对敌人): -25% 命中几率 召唤： • 泡泡灵 (300 HP) 攻击时使用 泡泡撞击: 对目标造成相当于魔法攻击力 100% 的魔法伤害。",
 "消耗最近的 1 只泡泡灵，向目标友方单位赋予魔法攻击力 300% 的护盾，持续 20 秒。可在 3 格内弹跳至附近友方目标并赋予等量护盾，最多 4 次。优先选择命中次数较低的目标。 1 energy - 15s cooldown Effects: • 护盾 (on allies): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。 Summons: • 泡泡灵 (300 HP) attacks with 泡泡撞击: 对目标造成相当于魔法攻击力 100% 的魔法伤害。": "消耗最近的 1 只泡泡灵，向目标友方单位赋予魔法攻击力 300% 的护盾，持续 20 秒。可在 3 格内弹跳至附近友方目标并赋予等量护盾，最多 4 次。优先选择命中次数较低的目标。 1 能量 - 15秒冷却 效果： • 护盾 (对盟友): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。 召唤： • 泡泡灵 (300 HP) 攻击时使用 泡泡撞击: 对目标造成相当于魔法攻击力 100% 的魔法伤害。",
 "消耗最近的 1 只泡泡灵，在指定位置召唤一只泡泡蟾蜍。 单个单位最多可同时召唤 1 只泡泡蟾蜍，同一张地图上最多只能存在 1 只泡泡蟾蜍。 1 energy - 20s cooldown Summons: • 泡泡蟾蜍 (300 HP) attacks with 舌刺: 对目标造成魔法攻击力 100% 的魔法伤害，并施加 1 层虚弱效果，持续 5 秒。如果有敌人位于与目标相同或其后方的地格，也会受到相同的伤害和效果。": "消耗最近的 1 只泡泡灵，在指定位置召唤一只泡泡蟾蜍。 单个单位最多可同时召唤 1 只泡泡蟾蜍，同一张地图上最多只能存在 1 只泡泡蟾蜍。 1 能量 - 20秒冷却 召唤： • 泡泡蟾蜍 (300 HP) 攻击时使用 舌刺: 对目标造成魔法攻击力 100% 的魔法伤害，并施加 1 层虚弱效果，持续 5 秒。如果有敌人位于与目标相同或其后方的地格，也会受到相同的伤害和效果。",
 "液体怪物 - Dungeon Settlers Wiki": "液体怪物 - Dungeon Settlers 维基",
 "深水 - Dungeon Settlers Wiki": "深水 - Dungeon Settlers 维基",
 "深渊反弹 - Dungeon Settlers Wiki": "深渊反弹 - Dungeon Settlers 维基",
 "深渊大出血 - Dungeon Settlers Wiki": "深渊大出血 - Dungeon Settlers 维基",
 "深渊精英宝箱 (R1 Abyss Elite Treasure Chest)": "深渊精英宝箱 (R1 深渊精英宝箱)",
 "深渊精英宝箱 (R2 Abyss Elite Treasure Chest)": "深渊精英宝箱 (R2 深渊精英宝箱)",
 "深渊精英宝箱 - Dungeon Settlers Wiki": "深渊精英宝箱 - Dungeon Settlers 维基",
 "深渊首领宝箱 (R1 Abyss Boss Treasure Chest)": "深渊首领宝箱 (R1 深渊首领宝箱)",
 "深渊首领宝箱 (R2 Abyss Boss Treasure Chest)": "深渊首领宝箱 (R2 深渊首领宝箱)",
 "深渊首领宝箱 - Dungeon Settlers Wiki": "深渊首领宝箱 - Dungeon Settlers 维基",
 "淹没铭文 - Dungeon Settlers Wiki": "淹没铭文 - Dungeon Settlers 维基",
 "渐起的饥饿 - Dungeon Settlers Wiki": "渐起的饥饿 - Dungeon Settlers 维基",
 "温顺格洛斯 - Dungeon Settlers Wiki": "温顺格洛斯 - Dungeon Settlers 维基",
 "满月之狼 - Dungeon Settlers Wiki": "满月之狼 - Dungeon Settlers 维基",
 "满足 - Dungeon Settlers Wiki": "满足 - Dungeon Settlers 维基",
 "漂移 - Dungeon Settlers Wiki": "漂移 - Dungeon Settlers 维基",
 "漩涡 - Dungeon Settlers Wiki": "漩涡 - Dungeon Settlers 维基",
 "潜行 - Dungeon Settlers Wiki": "潜行 - Dungeon Settlers 维基",
 "潜行药水 - Dungeon Settlers Wiki": "潜行药水 - Dungeon Settlers 维基",
 "潮汐印记 - Dungeon Settlers Wiki": "潮汐印记 - Dungeon Settlers 维基",
 "潮汐印记 range and area shown on a dungeon room": "潮汐印记 在地下城房间中显示的射程和范围",
 "潮汐技能树 - Dungeon Settlers Wiki": "潮汐技能树 - Dungeon Settlers 维基",
 "潮汐标记 - Dungeon Settlers Wiki": "潮汐标记 - Dungeon Settlers 维基",
 "潮汐铭文 - Dungeon Settlers Wiki": "潮汐铭文 - Dungeon Settlers 维基",
 "潮起潮落 - Dungeon Settlers Wiki": "潮起潮落 - Dungeon Settlers 维基",
 "濒死 - Dungeon Settlers Wiki": "濒死 - Dungeon Settlers 维基",
 "濒死后遗症 - Dungeon Settlers Wiki": "濒死后遗症 - Dungeon Settlers 维基",
 "灌输真相 - Dungeon Settlers Wiki": "灌输真相 - Dungeon Settlers 维基",
 "火把 - Dungeon Settlers Wiki": "火把 - Dungeon Settlers 维基",
 "火把之光 - Dungeon Settlers Wiki": "火把之光 - Dungeon Settlers 维基",
 "火把架 - Dungeon Settlers Wiki": "火把架 - Dungeon Settlers 维基",
 "火焰化身 - Dungeon Settlers Wiki": "火焰化身 - Dungeon Settlers 维基",
 "火焰战斗法师 - Dungeon Settlers Wiki": "火焰战斗法师 - Dungeon Settlers 维基",
 "火焰披风 - Dungeon Settlers Wiki": "火焰披风 - Dungeon Settlers 维基",
 "火焰木法杖 - Dungeon Settlers Wiki": "火焰木法杖 - Dungeon Settlers 维基",
 "火焰甲壳法杖 - Dungeon Settlers Wiki": "火焰甲壳法杖 - Dungeon Settlers 维基",
 "火焰精华 - Dungeon Settlers Wiki": "火焰精华 - Dungeon Settlers 维基",
 "火焰血木法杖 - Dungeon Settlers Wiki": "火焰血木法杖 - Dungeon Settlers 维基",
 "火焰铜法杖 - Dungeon Settlers Wiki": "火焰铜法杖 - Dungeon Settlers 维基",
 "火焰阿克伦法杖 - Dungeon Settlers Wiki": "火焰阿克伦法杖 - Dungeon Settlers 维基",
 "火焰飞弹 - Dungeon Settlers Wiki": "火焰飞弹 - Dungeon Settlers 维基",
 "火焰飞弹 range and area shown on a dungeon room": "火焰飞弹 地下城房间上显示的射程与范围",
 "火焰骨法杖 - Dungeon Settlers Wiki": "火焰骨法杖 - Dungeon Settlers 维基",
 "火魔法技能 资质 - Dungeon Settlers Wiki": "火魔法技能 资质 - Dungeon Settlers 维基",
 "火魔法技能树 - Dungeon Settlers Wiki": "火魔法技能树 - Dungeon Settlers 维基",
 "火魔法铭文 - Dungeon Settlers Wiki": "火魔法铭文 - Dungeon Settlers 维基",
 "火龙爪战士 - Dungeon Settlers Wiki": "火龙爪战士 - Dungeon Settlers 维基",
 "灯笼架 - Dungeon Settlers Wiki": "灯笼架 - Dungeon Settlers 维基",
 "灰老鼠 - Dungeon Settlers Wiki": "灰老鼠 - Dungeon Settlers 维基",
 "灰老鼠笼 - Dungeon Settlers Wiki": "灰老鼠笼 - Dungeon Settlers 维基",
 "灰色怪鼠 - Dungeon Settlers Wiki": "灰色怪鼠 - Dungeon Settlers 维基",
 "灰色怪鼠笼 - Dungeon Settlers Wiki": "灰色怪鼠笼 - Dungeon Settlers 维基",
 "灵魂锁链 - Dungeon Settlers Wiki": "灵魂锁链 - Dungeon Settlers 维基",
 "灼伤免疫 - Dungeon Settlers Wiki": "灼伤免疫 - Dungeon Settlers 维基",
 "灼烧免疫 - Dungeon Settlers Wiki": "灼烧免疫 - Dungeon Settlers 维基",
 "点燃 - Dungeon Settlers Wiki": "点燃 - Dungeon Settlers 维基",
 "点燃自身，立即获得 2 层燃烧效果，持续 30 秒。在接下来的 30 秒内，魔法攻击力提升当前燃烧层数 * 12%。 5 energy - 15s cooldown Effects: • 燃烧 (on user): 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.": "点燃自身，立即获得 2 层燃烧效果，持续 30 秒。在接下来的 30 秒内，魔法攻击力提升当前燃烧层数 * 12%。 5 能量 - 15秒冷却 效果： • 燃烧 (对使用者): 每层每秒 3 魔法 伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加50层）。示例：10 层 = 30 魔法 伤害/秒。持续时间由施加该效果的技能决定。",
 "炽焰回响 - Dungeon Settlers Wiki": "炽焰回响 - Dungeon Settlers 维基",
 "炽焰回响 range and area on a dungeon room": "炽焰回响 地下城房间上的射程与范围",
 "炽焰回响 range and area shown on a dungeon room": "炽焰回响 地下城房间上显示的射程与范围",
 "炽焰回声 - Dungeon Settlers Wiki": "炽焰回声 - Dungeon Settlers 维基",
 "炽焰回声反弹 - Dungeon Settlers Wiki": "炽焰回声反弹 - Dungeon Settlers 维基",
 "烛台 - Dungeon Settlers Wiki": "烛台 - Dungeon Settlers 维基",
 "烤大头菜 - Dungeon Settlers Wiki": "烤大头菜 - Dungeon Settlers 维基",
 "烤大头菜 range and area shown on a dungeon room": "烤大头菜 地下城房间上显示的射程与范围",
 "烤肉 - Dungeon Settlers Wiki": "烤肉 - Dungeon Settlers 维基",
 "烤肉 range and area shown on a dungeon room": "烤肉 地下城房间上显示的射程与范围",
 "烹饪工作台 - Dungeon Settlers Wiki": "烹饪工作台 - Dungeon Settlers 维基",
 "烹饪能力 - Dungeon Settlers Wiki": "烹饪能力 - Dungeon Settlers 维基",
 "焚烧 - Dungeon Settlers Wiki": "焚烧 - Dungeon Settlers 维基",
 "焚烧 range and area shown on a dungeon room": "焚烧 地下城房间上显示的射程与范围",
 "焚烧目标，造成魔法攻击力 300% 的魔法伤害，并额外造成燃烧层数 * 魔法攻击力 30% 的伤害，然后重置燃烧层数。 4 energy - 12s cooldown Effects: • 燃烧: 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.": "焚烧目标，造成魔法攻击力 300% 的魔法伤害，并额外造成燃烧层数 * 魔法攻击力 30% 的伤害，然后重置燃烧层数。 4 能量 - 12秒冷却 效果： • 燃烧: 每层每秒 3 魔法 伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加50层）。示例：10 层 = 30 魔法 伤害/秒。持续时间由施加该效果的技能决定。",
 "燃烧 - Dungeon Settlers Wiki": "燃烧 - Dungeon Settlers 维基",
 "燕麦 - Dungeon Settlers Wiki": "燕麦 - Dungeon Settlers 维基",
 "燕麦 <阶段 0> - Dungeon Settlers Wiki": "燕麦 <阶段 0> - Dungeon Settlers 维基",
 "燕麦 <阶段 1> - Dungeon Settlers Wiki": "燕麦 <阶段 1> - Dungeon Settlers 维基",
 "燕麦粥 - Dungeon Settlers Wiki": "燕麦粥 - Dungeon Settlers 维基",
 "燕麦粥 range and area shown on a dungeon room": "燕麦粥 地下城房间上显示的射程与范围",
 "燧石铭文 - Dungeon Settlers Wiki": "燧石铭文 - Dungeon Settlers 维基",
 "爆发技能树 - Dungeon Settlers Wiki": "爆发技能树 - Dungeon Settlers 维基",
 "爆发铭文 - Dungeon Settlers Wiki": "爆发铭文 - Dungeon Settlers 维基",
 "爆头 - Dungeon Settlers Wiki": "爆头 - Dungeon Settlers 维基",
 "爆炸性尸体 - Dungeon Settlers Wiki": "爆炸性尸体 - Dungeon Settlers 维基",
 "爆裂 - Dungeon Settlers Wiki": "爆裂 - Dungeon Settlers 维基",
 "爆裂 range and area shown on a dungeon room": "爆裂 地下城房间上显示的射程与范围",
 "物理抗性 - Dungeon Settlers Wiki": "物理抗性 - Dungeon Settlers 维基",
 "物理攻击力 - Dungeon Settlers Wiki": "物理攻击力 - Dungeon Settlers 维基",
 "物理攻击力最终系数 - Dungeon Settlers Wiki": "物理攻击力最终系数 - Dungeon Settlers 维基",
 "物理攻击药水 - Dungeon Settlers Wiki": "物理攻击药水 - Dungeon Settlers 维基",
 "特质 - Dungeon Settlers Wiki": "特质 - Dungeon Settlers 维基",
 "狂怒之术光环 - Dungeon Settlers Wiki": "狂怒之术光环 - Dungeon Settlers 维基",
 "狂战技能树 - Dungeon Settlers Wiki": "狂战技能树 - Dungeon Settlers 维基",
 "狂欢舞会 - Dungeon Settlers Wiki": "狂欢舞会 - Dungeon Settlers 维基",
 "狂野乱舞 - Dungeon Settlers Wiki": "狂野乱舞 - Dungeon Settlers 维基",
 "狂野乱舞 range and area shown on a dungeon room": "狂野乱舞 地下城房间上显示的射程与范围",
 "狙击 - Dungeon Settlers Wiki": "狙击 - Dungeon Settlers 维基",
 "狙击 range and area shown on a dungeon room": "狙击 地下城房间上显示的射程与范围",
 "狼人 - Dungeon Settlers Wiki": "狼人 - Dungeon Settlers 维基",
 "猎人 - Dungeon Settlers Wiki": "猎人 - Dungeon Settlers 维基",
 "猎人工作台 - Dungeon Settlers Wiki": "猎人工作台 - Dungeon Settlers 维基",
 "猛攻 - Dungeon Settlers Wiki": "猛攻 - Dungeon Settlers 维基",
 "玩腻了纸牌游戏 - Dungeon Settlers Wiki": "玩腻了纸牌游戏 - Dungeon Settlers 维基",
 "玩腻了飞镖游戏 - Dungeon Settlers Wiki": "玩腻了飞镖游戏 - Dungeon Settlers 维基",
 "玩腻了骰子游戏 - Dungeon Settlers Wiki": "玩腻了骰子游戏 - Dungeon Settlers 维基",
 "环绕之潮 - Dungeon Settlers Wiki": "环绕之潮 - Dungeon Settlers 维基",
 "瓢虫 - Dungeon Settlers Wiki": "瓢虫 - Dungeon Settlers 维基",
 "瓢虫冲锋 - Dungeon Settlers Wiki": "瓢虫冲锋 - Dungeon Settlers 维基",
 "瓢虫冲锋 range and area on a dungeon room": "瓢虫冲锋 地下城房间上的射程与范围",
 "瓢虫冲锋 range and area shown on a dungeon room": "瓢虫冲锋 地下城房间上显示的射程与范围",
 "生命之树 - Dungeon Settlers Wiki": "生命之树 - Dungeon Settlers 维基",
 "生命之树光环 (Trait) - Dungeon Settlers Wiki": "生命之树光环 (特质) - Dungeon Settlers 维基",
 "生命之树光环 - Dungeon Settlers Wiki": "生命之树光环 - Dungeon Settlers 维基",
 "生命之树是魔力的强大汇聚体，同时为周围的存在提供难以言表的韧性。但如果你从树的中心取出其核心，生命力将会消失。 Within 5 tiles: +5 Health Percentage Regeneration (continuous regen stat, no fixed tick).": "生命之树是魔力的强大汇聚体，同时为周围的存在提供难以言表的韧性。但如果你从树的中心取出其核心，生命力将会消失。 5 格内：+5 生命恢复（持续恢复属性，无固定跳秒）。",
 "生命之树：活力 - Dungeon Settlers Wiki": "生命之树：活力 - Dungeon Settlers 维基",
 "生命之焰 - Dungeon Settlers Wiki": "生命之焰 - Dungeon Settlers 维基",
 "生命值不足 20% 的敌人在受到伤害时会被立即处决。 对首领怪物无效。 Enemies at or below 20 percent HP are finished off after they take a hit. Level-up odds: 0.100% per offered slot": "生命值不足 20% 的敌人在受到伤害时会被立即处决。 对首领怪物无效。 生命值不高于 20% HP 的敌人在受到一次伤害后会被了结。 升级几率：每个提供的槽 0.100%",
 "生命值低于或等于50%时，魔法攻击提高20%，受到的伤害提高30%。 Effects: • 哥布林大祭司灵魂 (on the caster): 生命值为50%或更低时，魔法攻击力提高20%，受到的伤害提高30%。 每个角色只能装备一个灵魂特质。 如果已经拥有灵魂，则会将其覆盖。": "生命值低于或等于50%时，魔法攻击提高20%，受到的伤害提高30%。 效果： • 哥布林大祭司灵魂 (对施法者): 生命值为50%或更低时，魔法攻击力提高20%，受到的伤害提高30%。 每个角色只能装备一个灵魂特质。 如果已经拥有灵魂，则会将其覆盖。",
 "生命吸取 - Dungeon Settlers Wiki": "生命吸取 - Dungeon Settlers 维基",
 "生命强化 - Dungeon Settlers Wiki": "生命强化 - Dungeon Settlers 维基",
 "生命循环 - Dungeon Settlers Wiki": "生命循环 - Dungeon Settlers 维基",
 "生命恢复 - Dungeon Settlers Wiki": "生命恢复 - Dungeon Settlers 维基",
 "生命爆发 - Dungeon Settlers Wiki": "生命爆发 - Dungeon Settlers 维基",
 "生存技能 资质 - Dungeon Settlers Wiki": "生存技能 资质 - Dungeon Settlers 维基",
 "生存本能 - Dungeon Settlers Wiki": "生存本能 - Dungeon Settlers 维基",
 "生存者 - Dungeon Settlers Wiki": "生存者 - Dungeon Settlers 维基",
 "生皮 - Dungeon Settlers Wiki": "生皮 - Dungeon Settlers 维基",
 "生皮护甲的柔软度 - Dungeon Settlers Wiki": "生皮护甲的柔软度 - Dungeon Settlers 维基",
 "生皮柔软度（头盔） - Dungeon Settlers Wiki": "生皮柔软度（头盔） - Dungeon Settlers 维基",
 "用于怪物的占位影响器有多个待机动画 - Dungeon Settlers Wiki": "用于怪物的占位影响器有多个待机动画 - Dungeon Settlers 维基",
 "用剑柄打击目标，造成物理攻击力 120% 的物理伤害，并施加眩晕效果，持续 1 秒。 3 energy - 6s cooldown Effects: • 眩晕 (on enemy): 短时间内无法行动。": "用剑柄打击目标，造成物理攻击力 120% 的物理伤害，并施加眩晕效果，持续 1 秒。 3 能量 - 6秒冷却 效果： • 眩晕 (对敌人): 短时间内无法行动。",
 "用力冲击地面，使其震动。将周围所有单位击退 3 格，造成物理攻击力 200% 的物理伤害，并施加减速 (Slow)效果，持续 2 秒。 15s cooldown Effects: • 减速 (Slow) (on units in the area): -30% 移动速度": "用力冲击地面，使其震动。将周围所有单位击退 3 格，造成物理攻击力 200% 的物理伤害，并施加减速效果，持续 2 秒。 15秒冷却 效果： • 减速（对区域内的单位）：-30% 移动速度",
 "用力践踏地面，对附近所有敌人造成物理攻击力 30% 的物理伤害，并施加干扰效果，持续 15 秒，同时附加 1 层头晕效果。 6 energy - 30s cooldown Effects: • 干扰 (on enemy): -25% 命中几率 • 头晕 (on enemy): 当累计 2 层时，施加 眩晕，持续1 秒。施加 眩晕 时堆叠会重置。": "用力践踏地面，对附近所有敌人造成物理攻击力 30% 的物理伤害，并施加干扰效果，持续 15 秒，同时附加 1 层头晕效果。 6 能量 - 30秒冷却 效果： • 干扰 (对敌人): -25% 命中几率 • 头晕 (对敌人): 当累计 2 层时，施加 眩晕，持续1 秒。施加 眩晕 时堆叠会重置。",
 "用巨剑发起强力竖劈，对目标及其身后的单位造成物理攻击力 320% 的伤害，并施加眩晕效果，持续 1 秒。 该攻击也可能伤及友军。 5 energy - 12s cooldown Effects: • 眩晕 (on units in the area): 短时间内无法行动。": "用巨剑发起强力竖劈，对目标及其身后的单位造成物理攻击力 320% 的伤害，并施加眩晕效果，持续 1 秒。 该攻击也可能伤及友军。 5 能量 - 12秒冷却 效果： • 眩晕（对范围内的单位）：短时间内无法行动。",
 "用火焰披风包裹自身，获得等同于魔法攻击力 150% 的护盾，持续 10 秒；每 3 秒对相邻敌方单位造成相当于魔法攻击力 30% 的魔法伤害，并施加 1 层燃烧，持续 2 秒。 5 energy - 20s cooldown Effects: • 护盾 (on user): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。 • 燃烧 (on enemy): 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.": "用火焰披风包裹自身，获得等同于魔法攻击力 150% 的护盾，持续 10 秒；每 3 秒对相邻敌方单位造成相当于魔法攻击力 30% 的魔法伤害，并施加 1 层燃烧，持续 2 秒。 5 能量 - 20秒冷却 效果： • 护盾 (对使用者): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。 • 燃烧 (对敌人): 每层每秒 3 魔法 伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加50层）。示例：10 层 = 30 魔法 伤害/秒。持续时间由施加该效果的技能决定。",
 "甲壳剑 - Dungeon Settlers Wiki": "甲壳剑 - Dungeon Settlers 维基",
 "甲壳头盔 - Dungeon Settlers Wiki": "甲壳头盔 - Dungeon Settlers 维基",
 "甲壳巨剑 - Dungeon Settlers Wiki": "甲壳巨剑 - Dungeon Settlers 维基",
 "甲壳弓 - Dungeon Settlers Wiki": "甲壳弓 - Dungeon Settlers 维基",
 "甲壳护甲 - Dungeon Settlers Wiki": "甲壳护甲 - Dungeon Settlers 维基",
 "甲壳护盾 - Dungeon Settlers Wiki": "甲壳护盾 - Dungeon Settlers 维基",
 "甲壳棍 - Dungeon Settlers Wiki": "甲壳棍 - Dungeon Settlers 维基",
 "甲壳棍棒 - Dungeon Settlers Wiki": "甲壳棍棒 - Dungeon Settlers 维基",
 "甲壳箭 - Dungeon Settlers Wiki": "甲壳箭 - Dungeon Settlers 维基",
 "甲壳长矛 - Dungeon Settlers Wiki": "甲壳长矛 - Dungeon Settlers 维基",
 "略微增加命中几率。 Level-up odds: 4.75% per offered slot": "略微增加命中几率。 升级几率：每个提供的槽 4.75%",
 "略微增加总最大生命值。 Level-up odds: 4.75% per offered slot": "略微增加总最大生命值。 升级几率：每个提供的槽 4.75%",
 "略微增加攻击速度。 Level-up odds: 4.75% per offered slot": "略微增加攻击速度。 升级几率：每个提供的槽 4.75%",
 "略微增加暴击伤害加成。 Level-up odds: 4.75% per offered slot": "略微增加暴击伤害加成。 升级几率：每个提供的槽 4.75%",
 "略微增加暴击几率。 Level-up odds: 4.75% per offered slot": "略微增加暴击几率。 升级几率：每个提供的槽 4.75%",
 "略微增加最大能量。 Level-up odds: 4.75% per offered slot": "略微增加最大能量。 升级几率：每个提供的槽 4.75%",
 "略微增加最大负重。 Level-up odds: 4.75% per offered slot": "略微增加最大负重。 升级几率：每个提供的槽 4.75%",
 "略微增加格挡几率。 Level-up odds: 4.75% per offered slot": "略微增加格挡几率。 升级几率：每个提供的槽 4.75%",
 "略微增加物理抗性。 Level-up odds: 4.75% per offered slot": "略微增加物理抗性。 升级几率：每个提供的槽 4.75%",
 "略微增加物理攻击力。 Level-up odds: 4.75% per offered slot": "略微增加物理攻击力。 升级几率：每个提供的槽 4.75%",
 "略微增加生命吸取。 Level-up odds: 4.75% per offered slot": "略微增加生命吸取。 升级几率：每个提供的槽 4.75%",
 "略微增加生命恢复。 Level-up odds: 4.75% per offered slot": "略微增加生命恢复。 升级几率：每个提供的槽 4.75%",
 "略微增加闪避几率。 Level-up odds: 4.75% per offered slot": "略微增加闪避几率。 升级几率：每个提供的槽 4.75%",
 "略微增加魔法抗性。 Level-up odds: 4.75% per offered slot": "略微增加魔法抗性。 升级几率：每个提供的槽 4.75%",
 "略微增加魔法攻击力。 Level-up odds: 4.75% per offered slot": "略微增加魔法攻击力。 升级几率：每个提供的槽 4.75%",
 "略微提升冷却时间降低。 Level-up odds: 4.75% per offered slot": "略微提升冷却时间降低。 升级几率：每个提供的槽 4.75%",
 "略微提升格挡伤害减免。 Level-up odds: 4.75% per offered slot": "略微提升格挡伤害减免。 升级几率：每个提供的槽 4.75%",
 "略感满足 - Dungeon Settlers Wiki": "略感满足 - Dungeon Settlers 维基",
 "略有不满 - Dungeon Settlers Wiki": "略有不满 - Dungeon Settlers 维基",
 "疾速冲刺 - Dungeon Settlers Wiki": "疾速冲刺 - Dungeon Settlers 维基",
 "疾速冲刺 range and area shown on a dungeon room": "疾速冲刺 地下城房间上显示的射程与范围",
 "痛苦的天才 - Dungeon Settlers Wiki": "痛苦的天才 - Dungeon Settlers 维基",
 "白天 - Dungeon Settlers Wiki": "白天 - Dungeon Settlers 维基",
 "白色莫默克 - Dungeon Settlers Wiki": "白色莫默克 - Dungeon Settlers 维基",
 "白色莫默克狩猎 - Dungeon Settlers Wiki": "白色莫默克狩猎 - Dungeon Settlers 维基",
 "白色莫默克狩猎完成 - Dungeon Settlers Wiki": "白色莫默克狩猎完成 - Dungeon Settlers 维基",
 "白魔 - Dungeon Settlers Wiki": "白魔 - Dungeon Settlers 维基",
 "的 10%。 Adds 10 percent of your max HP as Magic Attack Power on every hit.": "的 10%。 每次命中将最大 HP 的 10% 作为魔法攻击力。",
 "的 10%。 Adds 10 percent of your max HP as Physical Attack Power on every hit.": "的 10%。 每次命中将最大 HP 的 10% 作为物理攻击力。",
 "的 60% 的物理伤害。 For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "的 60% 的物理伤害。 持续 8 秒：普通攻击变为 3 次打击，每次为 60% 物理攻击力。",
 "皮革 - Dungeon Settlers Wiki": "皮革 - Dungeon Settlers 维基",
 "皮革地毯 - Dungeon Settlers Wiki": "皮革地毯 - Dungeon Settlers 维基",
 "皮革头盔 - Dungeon Settlers Wiki": "皮革头盔 - Dungeon Settlers 维基",
 "皮革护甲 - Dungeon Settlers Wiki": "皮革护甲 - Dungeon Settlers 维基",
 "盆栽 - Dungeon Settlers Wiki": "盆栽 - Dungeon Settlers 维基",
 "盗窃 - Dungeon Settlers Wiki": "盗窃 - Dungeon Settlers 维基",
 "盗贼 - Dungeon Settlers Wiki": "盗贼 - Dungeon Settlers 维基",
 "目标地块上会长出一颗奇怪的种子，将该位置的单位击退 1 格，并对敌方单位造成魔法攻击力 150% 的魔法伤害。奇异种子能每秒为相邻的友方单位恢复魔法攻击力 15% 的当前生命值。 3 energy - 18s cooldown Summons: • 奇异种子 (150 HP) has Regeneration aura: 1范围内的单位获得相当于召唤者魔法攻击力15%的生命再生。20秒后，它会崩解并回归自然。": "目标地块上会长出一颗奇怪的种子，将该位置的单位击退 1 格，并对敌方单位造成魔法攻击力 150% 的魔法伤害。奇异种子能每秒为相邻的友方单位恢复魔法攻击力 15% 的当前生命值。 3 能量 - 18秒冷却 召唤：• 奇异种子 (150 HP) 具有恢复光环：1范围内的单位获得相当于召唤者魔法攻击力15%的生命再生。20秒后，它会崩解并回归自然。",
 "目标黏液喷雾草向四周甩出带刺藤蔓，缠住敌方单位并造成藤蔓魔法攻击力 100% 的魔法伤害，同时施加定身效果，持续 3 秒。 1 energy - 8s cooldown Effects: • 定身 (on allies): 无法从当前位置移动。": "目标黏液喷雾草向四周甩出带刺藤蔓，缠住敌方单位并造成藤蔓魔法攻击力 100% 的魔法伤害，同时施加定身效果，持续 3 秒。 1 能量 - 8秒冷却 效果： • 定身 (对盟友): 无法从当前位置移动。",
 "目睹他人死亡 - Dungeon Settlers Wiki": "目睹他人死亡 - Dungeon Settlers 维基",
 "盾技能 资质 - Dungeon Settlers Wiki": "盾技能 资质 - Dungeon Settlers 维基",
 "盾技能树 - Dungeon Settlers Wiki": "盾技能树 - Dungeon Settlers 维基",
 "盾牌熟练 - Dungeon Settlers Wiki": "盾牌熟练 - Dungeon Settlers 维基",
 "眩晕 - Dungeon Settlers Wiki": "眩晕 - Dungeon Settlers 维基",
 "眩晕免疫 - Dungeon Settlers Wiki": "眩晕免疫 - Dungeon Settlers 维基",
 "眩晕冲锋 - Dungeon Settlers Wiki": "眩晕冲锋 - Dungeon Settlers 维基",
 "眩晕冲锋 range and area shown on a dungeon room": "眩晕冲锋 地下城房间上显示的射程与范围",
 "眼球 - Dungeon Settlers Wiki": "眼球 - Dungeon Settlers 维基",
 "眼球灵魂 - Dungeon Settlers Wiki": "眼球灵魂 - Dungeon Settlers 维基",
 "眼球灵魂石 - Dungeon Settlers Wiki": "眼球灵魂石 - Dungeon Settlers 维基",
 "睡眠 - Dungeon Settlers Wiki": "睡眠 - Dungeon Settlers 维基",
 "睡眠紊乱 - Dungeon Settlers Wiki": "睡眠紊乱 - Dungeon Settlers 维基",
 "睡眠（床） - Dungeon Settlers Wiki": "睡眠（床） - Dungeon Settlers 维基",
 "睡眠（睡袋） - Dungeon Settlers Wiki": "睡眠（睡袋） - Dungeon Settlers 维基",
 "矛技能 资质 - Dungeon Settlers Wiki": "矛技能 资质 - Dungeon Settlers 维基",
 "矛技能树 - Dungeon Settlers Wiki": "矛技能树 - Dungeon Settlers 维基",
 "矮人 - Dungeon Settlers Wiki": "矮人 - Dungeon Settlers 维基",
 "矮人, 白魔, 塔尔 are also authored but not recruitable - see the": "矮人, 白魔, 塔尔 也已写入但不可招募 - 见",
 "石之践踏 - Dungeon Settlers Wiki": "石之践踏 - Dungeon Settlers 维基",
 "石之践踏 range and area on a dungeon room": "石之践踏 地下城房间上的射程与范围",
 "石之践踏 range and area shown on a dungeon room": "石之践踏 地下城房间上显示的射程与范围",
 "石制圆桌 - Dungeon Settlers Wiki": "石制圆桌 - Dungeon Settlers 维基",
 "石制壁炉 - Dungeon Settlers Wiki": "石制壁炉 - Dungeon Settlers 维基",
 "石制投射物仓库 - Dungeon Settlers Wiki": "石制投射物仓库 - Dungeon Settlers 维基",
 "石制消耗品仓库 - Dungeon Settlers Wiki": "石制消耗品仓库 - Dungeon Settlers 维基",
 "石制装备仓库 - Dungeon Settlers Wiki": "石制装备仓库 - Dungeon Settlers 维基",
 "石制资源仓库 - Dungeon Settlers Wiki": "石制资源仓库 - Dungeon Settlers 维基",
 "石制边桌 - Dungeon Settlers Wiki": "石制边桌 - Dungeon Settlers 维基",
 "石匠工作台 - Dungeon Settlers Wiki": "石匠工作台 - Dungeon Settlers 维基",
 "石地板 - Dungeon Settlers Wiki": "石地板 - Dungeon Settlers 维基",
 "石墙 - Dungeon Settlers Wiki": "石墙 - Dungeon Settlers 维基",
 "石床 - Dungeon Settlers Wiki": "石床 - Dungeon Settlers 维基",
 "石材 - Dungeon Settlers Wiki": "石材 - Dungeon Settlers 维基",
 "石材丰富 - Dungeon Settlers Wiki": "石材丰富 - Dungeon Settlers 维基",
 "石材堆 - Dungeon Settlers Wiki": "石材堆 - Dungeon Settlers 维基",
 "石柱 - Dungeon Settlers Wiki": "石柱 - Dungeon Settlers 维基",
 "石桌 - Dungeon Settlers Wiki": "石桌 - Dungeon Settlers 维基",
 "石椅 (Stone Dining Chair)": "石椅 (石餐椅)",
 "石椅 - Dungeon Settlers Wiki": "石椅 - Dungeon Settlers 维基",
 "石砖 - Dungeon Settlers Wiki": "石砖 - Dungeon Settlers 维基",
 "石衣柜 - Dungeon Settlers Wiki": "石衣柜 - Dungeon Settlers 维基",
 "石长凳 - Dungeon Settlers Wiki": "石长凳 - Dungeon Settlers 维基",
 "石门 - Dungeon Settlers Wiki": "石门 - Dungeon Settlers 维基",
 "矿工 - Dungeon Settlers Wiki": "矿工 - Dungeon Settlers 维基",
 "研究 - Dungeon Settlers Wiki": "研究 - Dungeon Settlers 维基",
 "研究工作台 - Dungeon Settlers Wiki": "研究工作台 - Dungeon Settlers 维基",
 "研究能力 - Dungeon Settlers Wiki": "研究能力 - Dungeon Settlers 维基",
 "砖 - Dungeon Settlers Wiki": "砖 - Dungeon Settlers 维基",
 "破坏 - Dungeon Settlers Wiki": "破坏 - Dungeon Settlers 维基",
 "破布与废料 - Dungeon Settlers Wiki": "破布与废料 - Dungeon Settlers 维基",
 "破损的古代森林书架 1 - Dungeon Settlers Wiki": "破损的古代森林书架 1 - Dungeon Settlers 维基",
 "破损的古代森林书架 2 - Dungeon Settlers Wiki": "破损的古代森林书架 2 - Dungeon Settlers 维基",
 "破损的古代森林书架（一侧） - Dungeon Settlers Wiki": "破损的古代森林书架（一侧） - Dungeon Settlers 维基",
 "破旧骷髅图腾 (Shabby Skull Totem1)": "破旧骷髅图腾 (破旧骷髅图腾1)",
 "破旧骷髅图腾 (Shabby Skull Totem2)": "破旧骷髅图腾 (破旧骷髅图腾2)",
 "破旧骷髅图腾 (Shabby Skull Totem3)": "破旧骷髅图腾 (破旧骷髅图腾3)",
 "破碎铭文 - Dungeon Settlers Wiki": "破碎铭文 - Dungeon Settlers 维基",
 "硬壳 - Dungeon Settlers Wiki": "硬壳 - Dungeon Settlers 维基",
 "硬直 - Dungeon Settlers Wiki": "硬直 - Dungeon Settlers 维基",
 "硬饼 - Dungeon Settlers Wiki": "硬饼 - Dungeon Settlers 维基",
 "祈祷所需资源系数 - Dungeon Settlers Wiki": "祈祷所需资源系数 - Dungeon Settlers 维基",
 "神圣铭文 - Dungeon Settlers Wiki": "神圣铭文 - Dungeon Settlers 维基",
 "神圣魔法技能 资质 - Dungeon Settlers Wiki": "神圣魔法技能 资质 - Dungeon Settlers 维基",
 "神射手 - Dungeon Settlers Wiki": "神射手 - Dungeon Settlers 维基",
 "神模式 - Dungeon Settlers Wiki": "神模式 - Dungeon Settlers 维基",
 "神秘声音 - Dungeon Settlers Wiki": "神秘声音 - Dungeon Settlers 维基",
 "神秘学者 - Dungeon Settlers Wiki": "神秘学者 - Dungeon Settlers 维基",
 "神秘野生草药 - Dungeon Settlers Wiki": "神秘野生草药 - Dungeon Settlers 维基",
 "神秘野生草药 range and area shown on a dungeon room": "神秘野生草药 地下城房间上显示的射程与范围",
 "神童 - Dungeon Settlers Wiki": "神童 - Dungeon Settlers 维基",
 "种子爆发 - Dungeon Settlers Wiki": "种子爆发 - Dungeon Settlers 维基",
 "种子爆发 range and area shown on a dungeon room": "种子爆发 地下城房间上显示的射程与范围",
 "种族仇恨 - Dungeon Settlers Wiki": "种族仇恨 - Dungeon Settlers 维基",
 "科技手册 - Dungeon Settlers Wiki": "科技手册 - Dungeon Settlers 维基",
 "科赛农 - Dungeon Settlers Wiki": "科赛农 - Dungeon Settlers 维基",
 "科赛农 - 地狱水蛭收集 - Dungeon Settlers Wiki": "科赛农 - 地狱水蛭收集 - Dungeon Settlers 维基",
 "科赛农 - 孢子虫调查 - Dungeon Settlers Wiki": "科赛农 - 孢子虫调查 - Dungeon Settlers 维基",
 "科赛农 - 肉蛆调查 - Dungeon Settlers Wiki": "科赛农 - 肉蛆调查 - Dungeon Settlers 维基",
 "科赛农 - 酸液虫调查 - Dungeon Settlers Wiki": "科赛农 - 酸液虫调查 - Dungeon Settlers 维基",
 "科赛农的猫 - Dungeon Settlers Wiki": "科赛农的猫 - Dungeon Settlers 维基",
 "移动速度 - Dungeon Settlers Wiki": "移动速度 - Dungeon Settlers 维基",
 "移动速度最终系数 - Dungeon Settlers Wiki": "移动速度最终系数 - Dungeon Settlers 维基",
 "移除地板 - Dungeon Settlers Wiki": "移除地板 - Dungeon Settlers 维基",
 "移除自身的定身和减速 (Slow)，并获得加速 (Haste)效果，持续 5 秒。 4 energy - 20s cooldown Effects: • 定身 (removes): 无法从当前位置移动。 • 减速 (Slow) (removes): -30% 移动速度 • 加速 (Haste) (on user): +40% 移动速度": "移除自身的定身和减速，并获得加速效果，持续 5 秒。 4 能量 - 20秒冷却 效果： • 定身 (移除): 无法从当前位置移动。 • 减速 (移除): -30% 移动速度 • 加速 (对使用者): +40% 移动速度",
 "稻草 - Dungeon Settlers Wiki": "稻草 - Dungeon Settlers 维基",
 "稻草人 - Dungeon Settlers Wiki": "稻草人 - Dungeon Settlers 维基",
 "稻草堆 - Dungeon Settlers Wiki": "稻草堆 - Dungeon Settlers 维基",
 "稻草墙 - Dungeon Settlers Wiki": "稻草墙 - Dungeon Settlers 维基",
 "稻草门 - Dungeon Settlers Wiki": "稻草门 - Dungeon Settlers 维基",
 "空坟墓 - Dungeon Settlers Wiki": "空坟墓 - Dungeon Settlers 维基",
 "空房间 minimum room layout": "空房间 最小房间布局",
 "空补给马车 - Dungeon Settlers Wiki": "空补给马车 - Dungeon Settlers 维基",
 "空马车 (Support Wagon Devastation Remnant)": "空马车 (毁灭补给马车遗迹)",
 "空马车 (Support Wagon Easy Remnant)": "空马车 (简单补给马车遗迹)",
 "空马车 (Support Wagon Hard Remnant)": "空马车 (困难补给马车遗迹)",
 "空马车 (Support Wagon Normal Remnant)": "空马车 (普通补给马车遗迹)",
 "空马车 (Support Wagon Very Hard Remnant)": "空马车 (极难补给马车遗迹)",
 "穿刺突 - Dungeon Settlers Wiki": "穿刺突 - Dungeon Settlers 维基",
 "穿刺突 range and area on a dungeon room": "穿刺突 地下城房间上的射程与范围",
 "穿刺突 range and area shown on a dungeon room": "穿刺突 在地下城房间中显示的射程和范围",
 "突进之术 (Stack) - Dungeon Settlers Wiki": "突进之术 (层) - Dungeon Settlers 维基",
 "突进之术 - Dungeon Settlers Wiki": "突进之术 - Dungeon Settlers 维基",
 "突进之术光环 - Dungeon Settlers Wiki": "突进之术光环 - Dungeon Settlers 维基",
 "窑炉 - Dungeon Settlers Wiki": "窑炉 - Dungeon Settlers 维基",
 "立即获得共生虫 (Player)特质。 Effects: • 共生虫 (Player) (on the caster): 生命值不大于 50% 时，会通过寄生在体内的共生虫 (Effect)自我恢复。": "立即获得共生虫 (玩家)特质。 效果： • 共生虫 (玩家) (对施法者): 生命值不大于 50% 时，会通过寄生在体内的共生虫 (效果)自我恢复。",
 "竖劈斩 - Dungeon Settlers Wiki": "竖劈斩 - Dungeon Settlers 维基",
 "竖劈斩 range and area shown on a dungeon room": "竖劈斩 在地下城房间中显示的射程和范围",
 "第一次毁灭 - Dungeon Settlers Wiki": "第一次毁灭 - Dungeon Settlers 维基",
 "等级 - Dungeon Settlers Wiki": "等级 - Dungeon Settlers 维基",
 "简陋的休闲室 minimum room layout": "简陋的休闲室 最小房间布局",
 "简陋的单人房 minimum room layout": "简陋的单人房 最小房间布局",
 "简陋的多人房 minimum room layout": "简陋的多人房 最小房间布局",
 "简陋的工坊 minimum room layout": "简陋的工坊 最小房间布局",
 "简陋的研究室 minimum room layout": "简陋的研究室 最小房间布局",
 "简陋的神殿 minimum room layout": "简陋的神殿 最小房间布局",
 "简陋的餐厅 minimum room layout": "简陋的餐厅 最小房间布局",
 "简陋的魔导工坊 minimum room layout": "简陋的魔导工坊 最小房间布局",
 "简陋补给马车 - Dungeon Settlers Wiki": "简陋补给马车 - Dungeon Settlers 维基",
 "箭雨 - Dungeon Settlers Wiki": "箭雨 - Dungeon Settlers 维基",
 "箭雨 range and area shown on a dungeon room": "箭雨 地下城房间上显示的射程与范围",
 "篝火 - Dungeon Settlers Wiki": "篝火 - Dungeon Settlers 维基",
 "粉碎铭文 - Dungeon Settlers Wiki": "粉碎铭文 - Dungeon Settlers 维基",
 "精准度 - Dungeon Settlers Wiki": "精准度 - Dungeon Settlers 维基",
 "精准药水 - Dungeon Settlers Wiki": "精准药水 - Dungeon Settlers 维基",
 "精力充沛 - Dungeon Settlers Wiki": "精力充沛 - Dungeon Settlers 维基",
 "精巧之刃 - Dungeon Settlers Wiki": "精巧之刃 - Dungeon Settlers 维基",
 "精心保存 (2) - Dungeon Settlers Wiki": "精心保存 (2) - Dungeon Settlers 维基",
 "精心保存 - Dungeon Settlers Wiki": "精心保存 - Dungeon Settlers 维基",
 "精灵 - Dungeon Settlers Wiki": "精灵 - Dungeon Settlers 维基",
 "精灵家园 - Dungeon Settlers Wiki": "精灵家园 - Dungeon Settlers 维基",
 "精炼红水晶 - Dungeon Settlers Wiki": "精炼红水晶 - Dungeon Settlers 维基",
 "精炼绿水晶 - Dungeon Settlers Wiki": "精炼绿水晶 - Dungeon Settlers 维基",
 "精炼蓝水晶 - Dungeon Settlers Wiki": "精炼蓝水晶 - Dungeon Settlers 维基",
 "精疲力尽 - Dungeon Settlers Wiki": "精疲力尽 - Dungeon Settlers 维基",
 "精神崩溃 - Dungeon Settlers Wiki": "精神崩溃 - Dungeon Settlers 维基",
 "精神崩溃：恐慌 - Dungeon Settlers Wiki": "精神崩溃：恐慌 - Dungeon Settlers 维基",
 "精神障碍 - Dungeon Settlers Wiki": "精神障碍 - Dungeon Settlers 维基",
 "精英怪物 - Dungeon Settlers Wiki": "精英怪物 - Dungeon Settlers 维基",
 "精英狩猎令 - Dungeon Settlers Wiki": "精英狩猎令 - Dungeon Settlers 维基",
 "紧急逃脱 - Dungeon Settlers Wiki": "紧急逃脱 - Dungeon Settlers 维基",
 "紧急逃脱 range and area on a dungeon room": "紧急逃脱 地下城房间上的射程与范围",
 "紧急逃脱 range and area shown on a dungeon room": "紧急逃脱 地下城房间上显示的射程与范围",
 "红水晶戒指 - Dungeon Settlers Wiki": "红水晶戒指 - Dungeon Settlers 维基",
 "红水晶木法杖 - Dungeon Settlers Wiki": "红水晶木法杖 - Dungeon Settlers 维基",
 "红水晶甲壳法杖 - Dungeon Settlers Wiki": "红水晶甲壳法杖 - Dungeon Settlers 维基",
 "红水晶矿石 - Dungeon Settlers Wiki": "红水晶矿石 - Dungeon Settlers 维基",
 "红水晶血木法杖 - Dungeon Settlers Wiki": "红水晶血木法杖 - Dungeon Settlers 维基",
 "红水晶项链 - Dungeon Settlers Wiki": "红水晶项链 - Dungeon Settlers 维基",
 "红水晶骨法杖 - Dungeon Settlers Wiki": "红水晶骨法杖 - Dungeon Settlers 维基",
 "红石魔像 - Dungeon Settlers Wiki": "红石魔像 - Dungeon Settlers 维基",
 "红老鼠 - Dungeon Settlers Wiki": "红老鼠 - Dungeon Settlers 维基",
 "红色怪鼠 - Dungeon Settlers Wiki": "红色怪鼠 - Dungeon Settlers 维基",
 "红色怪鼠 第2阶段 - Dungeon Settlers Wiki": "红色怪鼠 第2阶段 - Dungeon Settlers 维基",
 "红色怪鼠 第3阶段 - Dungeon Settlers Wiki": "红色怪鼠 第3阶段 - Dungeon Settlers 维基",
 "红色怪鼠灵魂 - Dungeon Settlers Wiki": "红色怪鼠灵魂 - Dungeon Settlers 维基",
 "红色怪鼠灵魂石 - Dungeon Settlers Wiki": "红色怪鼠灵魂石 - Dungeon Settlers 维基",
 "红色恐怖 - Dungeon Settlers Wiki": "红色恐怖 - Dungeon Settlers 维基",
 "红鬃 (Action) - Dungeon Settlers Wiki": "红鬃 (动作) - Dungeon Settlers 维基",
 "红鬃 - Dungeon Settlers Wiki": "红鬃 - Dungeon Settlers 维基",
 "终结者 - Dungeon Settlers Wiki": "终结者 - Dungeon Settlers 维基",
 "经验值 - Dungeon Settlers Wiki": "经验值 - Dungeon Settlers 维基",
 "经验加成 - Dungeon Settlers Wiki": "经验加成 - Dungeon Settlers 维基",
 "结界 - Dungeon Settlers Wiki": "结界 - Dungeon Settlers 维基",
 "绯红反冲 - Dungeon Settlers Wiki": "绯红反冲 - Dungeon Settlers 维基",
 "维护秩序 - Dungeon Settlers Wiki": "维护秩序 - Dungeon Settlers 维基",
 "绽放的回声花 - Dungeon Settlers Wiki": "绽放的回声花 - Dungeon Settlers 维基",
 "绿影 - Dungeon Settlers Wiki": "绿影 - Dungeon Settlers 维基",
 "绿水晶戒指 - Dungeon Settlers Wiki": "绿水晶戒指 - Dungeon Settlers 维基",
 "绿水晶木法杖 - Dungeon Settlers Wiki": "绿水晶木法杖 - Dungeon Settlers 维基",
 "绿水晶甲壳法杖 - Dungeon Settlers Wiki": "绿水晶甲壳法杖 - Dungeon Settlers 维基",
 "绿水晶矿石 - Dungeon Settlers Wiki": "绿水晶矿石 - Dungeon Settlers 维基",
 "绿水晶血木法杖 - Dungeon Settlers Wiki": "绿水晶血木法杖 - Dungeon Settlers 维基",
 "绿水晶项链 - Dungeon Settlers Wiki": "绿水晶项链 - Dungeon Settlers 维基",
 "绿水晶骨法杖 - Dungeon Settlers Wiki": "绿水晶骨法杖 - Dungeon Settlers 维基",
 "绿色调 - Dungeon Settlers Wiki": "绿色调 - Dungeon Settlers 维基",
 "缠绕藤蔓 - Dungeon Settlers Wiki": "缠绕藤蔓 - Dungeon Settlers 维基",
 "缠绕藤蔓 range and area shown on a dungeon room": "缠绕藤蔓 在地下城房间中显示的射程和范围",
 "翠叶精灵 - Dungeon Settlers Wiki": "翠叶精灵 - Dungeon Settlers 维基",
 "老虎机 - Dungeon Settlers Wiki": "老虎机 - Dungeon Settlers 维基",
 "耐久度 - Dungeon Settlers Wiki": "耐久度 - Dungeon Settlers 维基",
 "耕作能力 - Dungeon Settlers Wiki": "耕作能力 - Dungeon Settlers 维基",
 "聊过天 - Dungeon Settlers Wiki": "聊过天 - Dungeon Settlers 维基",
 "肉串 - Dungeon Settlers Wiki": "肉串 - Dungeon Settlers 维基",
 "肉串 range and area shown on a dungeon room": "肉串 地下城房间上显示的射程与范围",
 "肉干 - Dungeon Settlers Wiki": "肉干 - Dungeon Settlers 维基",
 "肉干 range and area shown on a dungeon room": "肉干 地下城房间上显示的射程与范围",
 "肉欲的罪恶感 - Dungeon Settlers Wiki": "肉欲的罪恶感 - Dungeon Settlers 维基",
 "肉炖菜 - Dungeon Settlers Wiki": "肉炖菜 - Dungeon Settlers 维基",
 "肉炖菜 range and area shown on a dungeon room": "肉炖菜 地下城房间上显示的射程与范围",
 "肉粥 - Dungeon Settlers Wiki": "肉粥 - Dungeon Settlers 维基",
 "肉粥 range and area shown on a dungeon room": "肉粥 地下城房间上显示的射程与范围",
 "肉蛆调查完成 - Dungeon Settlers Wiki": "肉蛆调查完成 - Dungeon Settlers 维基",
 "肥沃度 - Dungeon Settlers Wiki": "肥沃度 - Dungeon Settlers 维基",
 "能量 - Dungeon Settlers Wiki": "能量 - Dungeon Settlers 维基",
 "能量强化 - Dungeon Settlers Wiki": "能量强化 - Dungeon Settlers 维基",
 "能量恢复 - Dungeon Settlers Wiki": "能量恢复 - Dungeon Settlers 维基",
 "能量恢复最终系数 - Dungeon Settlers Wiki": "能量恢复最终系数 - Dungeon Settlers 维基",
 "脆弱 - Dungeon Settlers Wiki": "脆弱 - Dungeon Settlers 维基",
 "脉动岩石 - Dungeon Settlers Wiki": "脉动岩石 - Dungeon Settlers 维基",
 "腐化之下 - Dungeon Settlers Wiki": "腐化之下 - Dungeon Settlers 维基",
 "腐蚀 - Dungeon Settlers Wiki": "腐蚀 - Dungeon Settlers 维基",
 "自动修复 - Dungeon Settlers Wiki": "自动修复 - Dungeon Settlers 维基",
 "自我修复 - Dungeon Settlers Wiki": "自我修复 - Dungeon Settlers 维基",
 "自我厌恶 - Dungeon Settlers Wiki": "自我厌恶 - Dungeon Settlers 维基",
 "自然之灵 - Dungeon Settlers Wiki": "自然之灵 - Dungeon Settlers 维基",
 "自然木法杖 - Dungeon Settlers Wiki": "自然木法杖 - Dungeon Settlers 维基",
 "自然爱好者 - Dungeon Settlers Wiki": "自然爱好者 - Dungeon Settlers 维基",
 "自然甲壳法杖 - Dungeon Settlers Wiki": "自然甲壳法杖 - Dungeon Settlers 维基",
 "自然精华 - Dungeon Settlers Wiki": "自然精华 - Dungeon Settlers 维基",
 "自然绽放 - Dungeon Settlers Wiki": "自然绽放 - Dungeon Settlers 维基",
 "自然血木法杖 - Dungeon Settlers Wiki": "自然血木法杖 - Dungeon Settlers 维基",
 "自然铜法杖 - Dungeon Settlers Wiki": "自然铜法杖 - Dungeon Settlers 维基",
 "自然阿克伦法杖 - Dungeon Settlers Wiki": "自然阿克伦法杖 - Dungeon Settlers 维基",
 "自然骨法杖 - Dungeon Settlers Wiki": "自然骨法杖 - Dungeon Settlers 维基",
 "自然魔法技能 资质 - Dungeon Settlers Wiki": "自然魔法技能 资质 - Dungeon Settlers 维基",
 "自然魔法技能树 - Dungeon Settlers Wiki": "自然魔法技能树 - Dungeon Settlers 维基",
 "自然魔法铭文 - Dungeon Settlers Wiki": "自然魔法铭文 - Dungeon Settlers 维基",
 "自身获得进攻、猛攻和定身，持续 14 秒。 4 energy - 14s cooldown Effects: • 进攻 (on user): +30% 造成伤害 • 猛攻 (on user): +20% 物理攻击力 • 定身 (on user): 无法从当前位置移动。": "自身获得进攻、猛攻和定身，持续 14 秒。 4 能量 - 14秒冷却 效果： • 进攻 (对使用者): +30% 造成伤害 • 猛攻 (对使用者): +20% 物理攻击力 • 定身 (对使用者): 无法从当前位置移动。",
 "致命-无法成为目标 - Dungeon Settlers Wiki": "致命-无法成为目标 - Dungeon Settlers 维基",
 "致命弱点 - Dungeon Settlers Wiki": "致命弱点 - Dungeon Settlers 维基",
 "致命恐惧 - Dungeon Settlers Wiki": "致命恐惧 - Dungeon Settlers 维基",
 "致命恐惧 range and area shown on a dungeon room": "致命恐惧 地下城房间上显示的射程与范围",
 "致命裁决 - Dungeon Settlers Wiki": "致命裁决 - Dungeon Settlers 维基",
 "舌刺 - Dungeon Settlers Wiki": "舌刺 - Dungeon Settlers 维基",
 "舌刺 range and area on a dungeon room": "舌刺 地下城房间上的射程与范围",
 "舌刺 range and area shown on a dungeon room": "舌刺 地下城房间上显示的射程与范围",
 "艰难的处境 - Dungeon Settlers Wiki": "艰难的处境 - Dungeon Settlers 维基",
 "芜菁粥 - Dungeon Settlers Wiki": "芜菁粥 - Dungeon Settlers 维基",
 "花坛 - Dungeon Settlers Wiki": "花坛 - Dungeon Settlers 维基",
 "花瓣 - Dungeon Settlers Wiki": "花瓣 - Dungeon Settlers 维基",
 "花盆 - Dungeon Settlers Wiki": "花盆 - Dungeon Settlers 维基",
 "花花项链 - Dungeon Settlers Wiki": "花花项链 - Dungeon Settlers 维基",
 "花项链 - Dungeon Settlers Wiki": "花项链 - Dungeon Settlers 维基",
 "花香 (Aura) - Dungeon Settlers Wiki": "花香 (光环) - Dungeon Settlers 维基",
 "花香 (Scent) - Dungeon Settlers Wiki": "花香 (气味) - Dungeon Settlers 维基",
 "英雄精神 - Dungeon Settlers Wiki": "英雄精神 - Dungeon Settlers 维基",
 "荆棘岩壁 - Dungeon Settlers Wiki": "荆棘岩壁 - Dungeon Settlers 维基",
 "草粥 - Dungeon Settlers Wiki": "草粥 - Dungeon Settlers 维基",
 "草粥 range and area shown on a dungeon room": "草粥 地下城房间上显示的射程与范围",
 "药膏 - Dungeon Settlers Wiki": "药膏 - Dungeon Settlers 维基",
 "药膏 range and area shown on a dungeon room": "药膏 地下城房间上显示的射程与范围",
 "莫默克 - Dungeon Settlers Wiki": "莫默克 - Dungeon Settlers 维基",
 "莫默克狩猎 - Dungeon Settlers Wiki": "莫默克狩猎 - Dungeon Settlers 维基",
 "莫默克狩猎完成 - Dungeon Settlers Wiki": "莫默克狩猎完成 - Dungeon Settlers 维基",
 "莫默克笼 - Dungeon Settlers Wiki": "莫默克笼 - Dungeon Settlers 维基",
 "获得 20 层外壳效果，持续 10 秒。 20s cooldown Effects: • 外壳 (on the caster): 消耗1层堆叠，将受到的伤害降至1。该效果优先于格挡。": "获得 20 层外壳效果，持续 10 秒。 20秒冷却 效果： • 外壳（对施法者）：消耗1层堆叠，将受到的伤害降至1。该效果优先于格挡。",
 "获得加固 (Fortification)和减速 (Slow)效果，持续 25 秒。该技能持续期间，格挡伤害减免提高 35%。 5 energy - 30s cooldown Effects: • 加固 (Fortification) (on user): +35% 格挡几率 • 减速 (Slow) (on user): -30% 移动速度": "获得加固和减速效果，持续 25 秒。该技能持续期间，格挡伤害减免提高 35%。 5 能量 - 30秒冷却 效果： • 加固 (对使用者): +35% 格挡几率 • 减速 (对使用者): -30% 移动速度",
 "获得加固 (Fortification)效果，持续 12 秒，并在格挡近战攻击时对攻击者造成物理攻击力 200% 的物理伤害。 4 energy - 18s cooldown Effects: • 加固 (Fortification) (on user): +35% 格挡几率": "获得加固效果，持续 12 秒，并在格挡近战攻击时对攻击者造成物理攻击力 200% 的物理伤害。 4 能量 - 18秒冷却 效果： • 加固 (对使用者): +35% 格挡几率",
 "获得加速 (Haste)和加速 (Acceleration)效果，持续 30 秒，且所有黄石魔像获得最大的突进之术 (Stack)效果。 15s cooldown Effects: • 加速 (Haste) (on the caster): +40% 移动速度 • 加速 (Acceleration) (on the caster): +30% 攻击速度 • 突进之术 (on 黄石魔像): 受到 5 次伤害时，会对敌人发起冲锋。": "获得加速和加速效果，持续 30 秒，且所有黄石魔像获得最大的突进之术效果。 15秒冷却 效果： • 加速（对施法者）：+40% 移动速度 • 加速（对施法者）：+30% 攻击速度 • 突进之术（对黄石魔像）：受到 5 次伤害时，会对敌人发起冲锋。",
 "获得卫士技能树。获得 5 点辅技能点。 Level-up odds: 0.0455% per offered slot": "获得卫士技能树。获得 5 点辅技能点。升级几率：每个提供的槽 0.0455%",
 "获得地狱水蛭效果，持续 720 秒。 Effects: • 地狱水蛭 (on the caster): 暂时提升魔法能力。": "获得地狱水蛭效果，持续 720 秒。 效果： • 地狱水蛭 (对施法者): 暂时提升魔法能力。",
 "获得持续 12 秒的护盾，数值等同于已损失当前生命值的 120%。 3 energy - 18s cooldown Effects: • 护盾 (on user): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。": "获得持续 12 秒的护盾，数值等同于已损失当前生命值的 120%。 3 能量 - 18秒冷却 效果： • 护盾 (对使用者): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。",
 "获得持续100秒、数值为技能拥有者物理攻击力300%的护盾。 该技能将在后续更新中推出。 5 energy - 20s cooldown Effects: • 护盾 (on user): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。": "获得持续100秒、数值为技能拥有者物理攻击力300%的护盾。 该技能将在后续更新中推出。 5 能量 - 20秒冷却 效果： • 护盾 (对使用者): 阻挡对头部/身体的伤害，消耗与被阻挡的伤害等量的层数。",
 "获得钝器技能树。获得 5 点主技能点。 Level-up odds: 0.548% per offered slot": "获得钝器技能树。获得 5 点主技能点。 升级几率：每个提供的栏位 0.548%",
 "获得长矛技能树。获得 5 点主技能点。 Level-up odds: 0.548% per offered slot": "获得长矛技能树。获得 5 点主技能点。 升级几率：每个提供的槽 0.548%",
 "获得闪击技能树。获得 5 点辅技能点。 Level-up odds: 0.0455% per offered slot": "获得闪击技能树。获得 5 点辅技能点。 升级几率：每个提供的栏位 0.0455%",
 "萌芽甲壳铭文 - Dungeon Settlers Wiki": "萌芽甲壳铭文 - Dungeon Settlers 维基",
 "营火 - Dungeon Settlers Wiki": "营火 - Dungeon Settlers 维基",
 "营火的温暖 - Dungeon Settlers Wiki": "营火的温暖 - Dungeon Settlers 维基",
 "蒙福 - Dungeon Settlers Wiki": "蒙福 - Dungeon Settlers 维基",
 "蓝哥布尔手环 - Dungeon Settlers Wiki": "蓝哥布尔手环 - Dungeon Settlers 维基",
 "蓝哥布尔项链 - Dungeon Settlers Wiki": "蓝哥布尔项链 - Dungeon Settlers 维基",
 "蓝哥布林 - Dungeon Settlers Wiki": "蓝哥布林 - Dungeon Settlers 维基",
 "蓝图 - Dungeon Settlers Wiki": "蓝图 - Dungeon Settlers 维基",
 "蓝水晶戒指 - Dungeon Settlers Wiki": "蓝水晶戒指 - Dungeon Settlers 维基",
 "蓝水晶木法杖 - Dungeon Settlers Wiki": "蓝水晶木法杖 - Dungeon Settlers 维基",
 "蓝水晶甲壳法杖 - Dungeon Settlers Wiki": "蓝水晶甲壳法杖 - Dungeon Settlers 维基",
 "蓝水晶矿石 - Dungeon Settlers Wiki": "蓝水晶矿石 - Dungeon Settlers 维基",
 "蓝水晶血木法杖 - Dungeon Settlers Wiki": "蓝水晶血木法杖 - Dungeon Settlers 维基",
 "蓝水晶项链 - Dungeon Settlers Wiki": "蓝水晶项链 - Dungeon Settlers 维基",
 "蓝水晶骨法杖 - Dungeon Settlers Wiki": "蓝水晶骨法杖 - Dungeon Settlers 维基",
 "蓝石魔像 - Dungeon Settlers Wiki": "蓝石魔像 - Dungeon Settlers 维基",
 "蓝色醉蘑菇 (resource node) - Dungeon Settlers Wiki": "蓝色醉蘑菇 (资源节点) - Dungeon Settlers 维基",
 "蓝莓 - Dungeon Settlers Wiki": "蓝莓 - Dungeon Settlers 维基",
 "蓝血 - Dungeon Settlers Wiki": "蓝血 - Dungeon Settlers 维基",
 "藤蔓地狱 - Dungeon Settlers Wiki": "藤蔓地狱 - Dungeon Settlers 维基",
 "蘑菇 - Dungeon Settlers Wiki": "蘑菇 - Dungeon Settlers 维基",
 "蘑菇 range and area shown on a dungeon room": "蘑菇 地下城房间上显示的射程与范围",
 "蘑菇串 - Dungeon Settlers Wiki": "蘑菇串 - Dungeon Settlers 维基",
 "蘑菇串 range and area shown on a dungeon room": "蘑菇串 地下城房间上显示的射程与范围",
 "蘑菇炖菜 - Dungeon Settlers Wiki": "蘑菇炖菜 - Dungeon Settlers 维基",
 "蘑菇炖菜 range and area shown on a dungeon room": "蘑菇炖菜 地下城房间上显示的射程与范围",
 "虚弱 - Dungeon Settlers Wiki": "虚弱 - Dungeon Settlers 维基",
 "虫草 - Dungeon Settlers Wiki": "虫草 - Dungeon Settlers 维基",
 "蜂巢 - Dungeon Settlers Wiki": "蜂巢 - Dungeon Settlers 维基",
 "蜂王浆 - Dungeon Settlers Wiki": "蜂王浆 - Dungeon Settlers 维基",
 "蜂王浆 range and area shown on a dungeon room": "蜂王浆 地下城房间上显示的射程与范围",
 "蜜蜂 - Dungeon Settlers Wiki": "蜜蜂 - Dungeon Settlers 维基",
 "蜥蜴人 - Dungeon Settlers Wiki": "蜥蜴人 - Dungeon Settlers 维基",
 "血之树吸血 - Dungeon Settlers Wiki": "血之树吸血 - Dungeon Settlers 维基",
 "血木剑 - Dungeon Settlers Wiki": "血木剑 - Dungeon Settlers 维基",
 "血木原木 - Dungeon Settlers Wiki": "血木原木 - Dungeon Settlers 维基",
 "血木头盔 - Dungeon Settlers Wiki": "血木头盔 - Dungeon Settlers 维基",
 "血木巨剑 - Dungeon Settlers Wiki": "血木巨剑 - Dungeon Settlers 维基",
 "血木弓 - Dungeon Settlers Wiki": "血木弓 - Dungeon Settlers 维基",
 "血木护甲 - Dungeon Settlers Wiki": "血木护甲 - Dungeon Settlers 维基",
 "血木棍 - Dungeon Settlers Wiki": "血木棍 - Dungeon Settlers 维基",
 "血木棍棒 - Dungeon Settlers Wiki": "血木棍棒 - Dungeon Settlers 维基",
 "血木盾 - Dungeon Settlers Wiki": "血木盾 - Dungeon Settlers 维基",
 "血木矛 - Dungeon Settlers Wiki": "血木矛 - Dungeon Settlers 维基",
 "血木箭 - Dungeon Settlers Wiki": "血木箭 - Dungeon Settlers 维基",
 "血染果实 - Dungeon Settlers Wiki": "血染果实 - Dungeon Settlers 维基",
 "血染血树 (resource node) - Dungeon Settlers Wiki": "血染血树 (resource node) - Dungeon Settlers 维基",
 "血染铭文 - Dungeon Settlers Wiki": "血染铭文 - Dungeon Settlers 维基",
 "血泪 - Dungeon Settlers Wiki": "血泪 - Dungeon Settlers 维基",
 "血泪 range and area on a dungeon room": "血泪 地下城房间上的射程与范围",
 "血泪 range and area shown on a dungeon room": "血泪 地下城房间上显示的射程与范围",
 "血清：幻觉 - Dungeon Settlers Wiki": "血清：幻觉 - Dungeon Settlers 维基",
 "血清：脆弱 - Dungeon Settlers Wiki": "血清：脆弱 - Dungeon Settlers 维基",
 "血清：虚弱 - Dungeon Settlers Wiki": "血清：虚弱 - Dungeon Settlers 维基",
 "血清：虚无 - Dungeon Settlers Wiki": "血清：虚无 - Dungeon Settlers 维基",
 "血清：遗忘 - Dungeon Settlers Wiki": "血清：遗忘 - Dungeon Settlers 维基",
 "血清：麻木 - Dungeon Settlers Wiki": "血清：麻木 - Dungeon Settlers 维基",
 "血石戒指 - Dungeon Settlers Wiki": "血石戒指 - Dungeon Settlers 维基",
 "血腥抓挠 - Dungeon Settlers Wiki": "血腥抓挠 - Dungeon Settlers 维基",
 "血腥抓挠 range and area on a dungeon room": "血腥抓挠 地下城房间上的射程与范围",
 "血腥抓挠 range and area shown on a dungeon room": "血腥抓挠 在地下城房间中显示的射程和范围",
 "血雨 - Dungeon Settlers Wiki": "血雨 - Dungeon Settlers 维基",
 "血雨 range and area on a dungeon room": "血雨 地下城房间上的射程与范围",
 "血雨 range and area shown on a dungeon room": "血雨 地下城房间上显示的射程与范围",
 "补给充足 - Dungeon Settlers Wiki": "补给充足 - Dungeon Settlers 维基",
 "补给箱 - Dungeon Settlers Wiki": "补给箱 - Dungeon Settlers 维基",
 "补给马车 - Dungeon Settlers Wiki": "补给马车 - Dungeon Settlers 维基",
 "被亵渎的尸体 (resource node) - Dungeon Settlers Wiki": "被亵渎的尸体 (资源节点) - Dungeon Settlers 维基",
 "被封印的诅咒 - Dungeon Settlers Wiki": "被封印的诅咒 - Dungeon Settlers 维基",
 "被遗忘的神像 - Dungeon Settlers Wiki": "被遗忘的神像 - Dungeon Settlers 维基",
 "裂缝 - Dungeon Settlers Wiki": "裂缝 - Dungeon Settlers 维基",
 "装备仓库 - Dungeon Settlers Wiki": "装备仓库 - Dungeon Settlers 维基",
 "装饰品 (Alpha Near Portal Block)": "装饰品 (传送门附近 Alpha 方块)",
 "装饰品 (Basic Campsite Deco1)": "装饰品 (基础营地 装饰1)",
 "装饰品 (Basic Campsite Deco2)": "装饰品 (基础营地 装饰2)",
 "装饰品 (Bottom Circle Flower)": "装饰品 (底部圆形花)",
 "装饰品 (Bottom Rock Middle)": "装饰品 (底部中型岩石)",
 "装饰品 (Bottom Rock Small)": "装饰品 (底部小型岩石)",
 "装饰品 (Bottom Stem Flower)": "装饰品 (底部茎花)",
 "装饰品 (Broken Tree Trunk)": "装饰品 (破损树干)",
 "装饰品 (Decorative Ancient Brokentile A)": "装饰品 (装饰性古代碎砖 A)",
 "装饰品 (Decorative Ancient Brokentile B)": "装饰品 (装饰性古代碎砖 B)",
 "装饰品 (Decorative Bloody Wall Bush Down)": "装饰品 (装饰性血腥墙壁灌木 下)",
 "装饰品 (Decorative Bloody Wall Bush Left)": "装饰品 (装饰性血腥墙壁灌木 左)",
 "装饰品 (Decorative Bloody Wall Bush Right)": "装饰品 (装饰性血腥墙壁灌木 右)",
 "装饰品 (Decorative Bloody Wall Bush Up)": "装饰品 (装饰性血腥墙壁灌木 上)",
 "装饰品 (Decorative Broken Ancient Forest Bookshelf Side A)": "装饰品 (装饰性破损古代森林书架侧 A)",
 "装饰品 (Decorative Broken Ancient Forest Bookshelf Side B)": "装饰品 (装饰性破损古代森林书架侧 B)",
 "装饰品 (Decorative Flowing Blood)": "装饰品 (装饰性流动血迹)",
 "装饰品 (Decorative Large Blood)": "装饰品 (装饰性大片血迹)",
 "装饰品 (Decorative Mouse Head)": "装饰品 (装饰性老鼠头)",
 "装饰品 (Decorative Small Bush)": "装饰品 (装饰性小型灌木)",
 "装饰品 (Decorative Small Grass)": "装饰品 (装饰性小型草)",
 "装饰品 (Decorative Wall Blood A)": "装饰品 (装饰性墙壁血迹 A)",
 "装饰品 (Decorative Wall Blood B)": "装饰品 (装饰性墙壁血迹 B)",
 "装饰品 (Decorative Wall Bush)": "装饰品 (装饰性墙壁灌木)",
 "装饰品 (Decorative Wood Blood)": "装饰品 (装饰性木头血迹)",
 "装饰品 (Fallen Tree Horizontal)": "装饰品 (横向倒木)",
 "装饰品 (Fallen Tree Vertical)": "装饰品 (纵向倒木)",
 "装饰品 (Forest Round Hill)": "装饰品 (森林圆丘)",
 "装饰品 (Log On Stone Horizontal)": "装饰品 (横向石上原木)",
 "装饰品 (Log On Stone Vertical)": "装饰品 (纵向石上原木)",
 "装饰品 (Mana Pipe Horizontal)": "装饰品 (横向法力管道)",
 "装饰品 (Mana Pipe Vertical)": "装饰品 (纵向法力管道)",
 "装饰品 (Water Deco Forest)": "装饰品 (森林水装饰)",
 "装饰品 (Water Deco Shared)": "装饰品 (共用的水装饰)",
 "装饰品 - Dungeon Settlers Wiki": "装饰品 - Dungeon Settlers Wiki",
 "装饰品 90 - Dungeon Settlers Wiki": "装饰品 90 - Dungeon Settlers 维基",
 "观察佩里昂 - Dungeon Settlers Wiki": "观察佩里昂 - Dungeon Settlers 维基",
 "观察恩多尔西 - Dungeon Settlers Wiki": "观察恩多尔西 - Dungeon Settlers 维基",
 "观察科赛农 - Dungeon Settlers Wiki": "观察科赛农 - Dungeon Settlers 维基",
 "视野范围 - Dungeon Settlers Wiki": "视野范围 - Dungeon Settlers 维基",
 "视野范围 is the core number. The game's own description: \"在单位的视野范围内，可以查看周围区域和发现敌人。\" 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": "视野范围是核心数值。游戏自己的描述：\"在单位的视野范围内，可以查看周围区域和发现敌人。\" 它身兼两职 - 为己方驱散战争迷雾，也是怪物用来发现你的半径。它以",
 "记录方尖碑 - Dungeon Settlers Wiki": "记录方尖碑 - Dungeon Settlers 维基",
 "诅咒之子 - Dungeon Settlers Wiki": "诅咒之子 - Dungeon Settlers 维基",
 "诡异欢愉 - Dungeon Settlers Wiki": "诡异欢愉 - Dungeon Settlers 维基",
 "诡异痛楚 - Dungeon Settlers Wiki": "诡异痛楚 - Dungeon Settlers 维基",
 "豪华宝箱 (Luxurious Treasure Chest)": "豪华宝箱 (豪华宝箱)",
 "豪华宝箱 (R2 Luxurious Treasure Chest)": "豪华宝箱 (R2 豪华宝箱)",
 "豪华宝箱 - Dungeon Settlers Wiki": "豪华宝箱 - Dungeon Settlers 维基",
 "负重 - Dungeon Settlers Wiki": "负重 - Dungeon Settlers 维基",
 "负重药水 - Dungeon Settlers Wiki": "负重药水 - Dungeon Settlers 维基",
 "货物堆 1 - Dungeon Settlers Wiki": "货物堆 1 - Dungeon Settlers 维基",
 "货物堆 2 - Dungeon Settlers Wiki": "货物堆 2 - Dungeon Settlers 维基",
 "贵族冒险家 - Dungeon Settlers Wiki": "贵族冒险家 - Dungeon Settlers 维基",
 "贿赂 - Dungeon Settlers Wiki": "贿赂 - Dungeon Settlers 维基",
 "资源仓库 - Dungeon Settlers Wiki": "资源仓库 - Dungeon Settlers 维基",
 "赌徒 - Dungeon Settlers Wiki": "赌徒 - Dungeon Settlers 维基",
 "超载 - Dungeon Settlers Wiki": "超载 - Dungeon Settlers 维基",
 "跛行 - Dungeon Settlers Wiki": "跛行 - Dungeon Settlers 维基",
 "跳蚤群 (Env) - Dungeon Settlers Wiki": "跳蚤群 (环境) - Dungeon Settlers 维基",
 "跳蚤群 - Dungeon Settlers Wiki": "跳蚤群 - Dungeon Settlers 维基",
 "蹬踏 - Dungeon Settlers Wiki": "蹬踏 - Dungeon Settlers 维基",
 "蹬踏 range and area on a dungeon room": "蹬踏 地下城房间上的射程与范围",
 "蹬踏 range and area shown on a dungeon room": "蹬踏 地下城房间上显示的射程与范围",
 "躯干生命值 - Dungeon Settlers Wiki": "躯干生命值 - Dungeon Settlers 维基",
 "车夫 - Dungeon Settlers Wiki": "车夫 - Dungeon Settlers 维基",
 "辅技能点 - Dungeon Settlers Wiki": "辅技能点 - Dungeon Settlers 维基",
 "迅捷药水 - Dungeon Settlers Wiki": "迅捷药水 - Dungeon Settlers 维基",
 "迅速撤退 - Dungeon Settlers Wiki": "迅速撤退 - Dungeon Settlers 维基",
 "过期速度 - Dungeon Settlers Wiki": "过期速度 - Dungeon Settlers 维基",
 "近战物理攻击时，造成当前负重 15% 的额外物理伤害。 Adds 0.15 percent damage per point of carried Weight to melee physical hits.": "近战物理攻击时，造成当前负重 15% 的额外物理伤害。 近战物理命中每点携带负重增加 0.15% 伤害。",
 "进入深处 - Dungeon Settlers Wiki": "进入深处 - Dungeon Settlers 维基",
 "进化 - Dungeon Settlers Wiki": "进化 - Dungeon Settlers 维基",
 "进攻 - Dungeon Settlers Wiki": "进攻 - Dungeon Settlers 维基",
 "进行物理攻击时，伤害增加相当于重量5%的数值。 Effects: • 格洛特长老灵魂 (on the caster): 进行物理攻击时，伤害增加相当于重量5%的数值。 每个角色只能装备一个灵魂特质。 如果已经拥有灵魂，则会将其覆盖。": "进行物理攻击时，伤害增加相当于重量5%的数值。 效果： • 格洛特长老灵魂 (对施法者): 进行物理攻击时，伤害增加相当于重量5%的数值。 每个角色只能装备一个灵魂特质。 如果已经拥有灵魂，则会将其覆盖。",
 "远视 - Dungeon Settlers Wiki": "远视 - Dungeon Settlers 维基",
 "连环斩 - Dungeon Settlers Wiki": "连环斩 - Dungeon Settlers 维基",
 "连环斩 range and area shown on a dungeon room": "连环斩 地下城房间上显示的射程与范围",
 "连锁攻击 - Dungeon Settlers Wiki": "连锁攻击 - Dungeon Settlers 维基",
 "连锁攻击 range and area on a dungeon room": "连锁攻击 地下城房间上的射程与范围",
 "连锁攻击 range and area shown on a dungeon room": "连锁攻击 地下城房间上显示的射程与范围",
 "迟钝的味觉 (Neg) - Dungeon Settlers Wiki": "迟钝的味觉 (负面) - Dungeon Settlers 维基",
 "迟钝的味觉 (Pos) - Dungeon Settlers Wiki": "迟钝的味觉 (正面) - Dungeon Settlers 维基",
 "迟钝的舌头 - Dungeon Settlers Wiki": "迟钝的舌头 - Dungeon Settlers 维基",
 "逃兵 - Dungeon Settlers Wiki": "逃兵 - Dungeon Settlers 维基",
 "逃脱 - Dungeon Settlers Wiki": "逃脱 - Dungeon Settlers 维基",
 "逃跑 - Dungeon Settlers Wiki": "逃跑 - Dungeon Settlers 维基",
 "逃跑 range and area on a dungeon room": "逃跑 地下城房间上的射程与范围",
 "逃跑 range and area shown on a dungeon room": "逃跑 地下城房间上显示的射程与范围",
 "速射 - Dungeon Settlers Wiki": "速射 - Dungeon Settlers 维基",
 "造成伤害 - Dungeon Settlers Wiki": "造成伤害 - Dungeon Settlers 维基",
 "造成伤害时，伤害增加3% × 与目标的距离。 Effects: • 眼球灵魂 (on the caster): 造成伤害时，伤害提高3%×与目标之间的距离。 每个角色只能装备一个灵魂特质。 如果已经拥有灵魂，则会将其覆盖。": "造成伤害时，伤害增加3% × 与目标的距离。 效果： • 眼球灵魂 (对施法者): 造成伤害时，伤害提高3%×与目标之间的距离。 每个角色只能装备一个灵魂特质。 如果已经拥有灵魂，则会将其覆盖。",
 "造成物理伤害 - Dungeon Settlers Wiki": "造成物理伤害 - Dungeon Settlers 维基",
 "造成物理攻击力 180% 的物理伤害，并将目标击退 3 格。 对目标施加减速 (Slow)效果，持续 5 秒，同时施加破坏效果，持续 5 秒。 3 energy - 7s cooldown Effects: • 减速 (Slow) (on enemy): -30% 移动速度 • 破坏 (on enemy): -50 物理抗性": "造成物理攻击力 180% 的物理伤害，并将目标击退 3 格。 对目标施加减速效果，持续 5 秒，同时施加破坏效果，持续 5 秒。 3 能量 - 7秒冷却 效果： • 减速 (对敌人): -30% 移动速度 • 破坏 (对敌人): -50 物理抗性",
 "造成魔法伤害 - Dungeon Settlers Wiki": "造成魔法伤害 - Dungeon Settlers 维基",
 "造成魔法攻击力 100% 的魔法伤害，并施加 3 层出血效果，持续 10 秒。 Effects: • 出血 (on enemy): 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.": "造成魔法攻击力 100% 的魔法伤害，并施加 3 层出血效果，持续 10 秒。 效果： • 出血 (对敌人): 每层每秒 5 物理伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加 99 层）。示例：10 层 = 50 物理伤害/秒。持续时间由施加该效果的技能决定。",
 "遗弃同伴 - Dungeon Settlers Wiki": "遗弃同伴 - Dungeon Settlers 维基",
 "遗忘神像 - Dungeon Settlers Wiki": "遗忘神像 - Dungeon Settlers 维基",
 "遵从指令 - Dungeon Settlers Wiki": "遵从指令 - Dungeon Settlers 维基",
 "酋长保镖 - Dungeon Settlers Wiki": "酋长保镖 - Dungeon Settlers 维基",
 "酒馆服务生 - Dungeon Settlers Wiki": "酒馆服务生 - Dungeon Settlers 维基",
 "酸性斯洛格尔 - Dungeon Settlers Wiki": "酸性斯洛格尔 - Dungeon Settlers 维基",
 "酸液喷吐 - Dungeon Settlers Wiki": "酸液喷吐 - Dungeon Settlers 维基",
 "酸液喷吐 range and area on a dungeon room": "酸液喷吐 地下城房间上的射程与范围",
 "酸液喷吐 range and area shown on a dungeon room": "酸液喷吐 地下城房间上显示的射程与范围",
 "酸液扩散 - Dungeon Settlers Wiki": "酸液扩散 - Dungeon Settlers 维基",
 "酸液泼洒 - Dungeon Settlers Wiki": "酸液泼洒 - Dungeon Settlers 维基",
 "酸液泼洒 range and area on a dungeon room": "酸液泼洒 地下城房间上的射程与范围",
 "酸液泼洒 range and area shown on a dungeon room": "酸液泼洒 地下城房间上显示的射程与范围",
 "酸液虫 - Dungeon Settlers Wiki": "酸液虫 - Dungeon Settlers 维基",
 "酸液虫笼 - Dungeon Settlers Wiki": "酸液虫笼 - Dungeon Settlers 维基",
 "酸液虫调查完成 - Dungeon Settlers Wiki": "酸液虫调查完成 - Dungeon Settlers 维基",
 "采矿能力 - Dungeon Settlers Wiki": "采矿能力 - Dungeon Settlers 维基",
 "采集能力 - Dungeon Settlers Wiki": "采集能力 - Dungeon Settlers 维基",
 "释放强烈的杀气，对敌方单位造成物理攻击力 30% 的物理伤害，并施加 3 层暴露的弱点和减速 (Slow)效果，持续 10 秒。 4 energy - 15s cooldown Effects: • 暴露的弱点 (on enemy): 在剩余的命中次数内被击中时无法闪避，且必定为暴击。 • 减速 (Slow) (on enemy): -30% 移动速度": "释放强烈的杀气，对敌方单位造成物理攻击力 30% 的物理伤害，并施加 3 层暴露的弱点和减速效果，持续 10 秒。 4 能量 - 15秒冷却 效果： • 暴露的弱点（对敌人）：在剩余的命中次数内被击中时无法闪避，且必定为暴击。 • 减速（对敌人）：-30% 移动速度",
 "野兽森林 (Env) - Dungeon Settlers Wiki": "野兽森林 (环境) - Dungeon Settlers 维基",
 "野兽森林 - Dungeon Settlers Wiki": "野兽森林 - Dungeon Settlers 维基",
 "野兽猎人 - Dungeon Settlers Wiki": "野兽猎人 - Dungeon Settlers 维基",
 "野性屏障 - Dungeon Settlers Wiki": "野性屏障 - Dungeon Settlers 维基",
 "野狗 - Dungeon Settlers Wiki": "野狗 - Dungeon Settlers 维基",
 "野生草药 - Dungeon Settlers Wiki": "野生草药 - Dungeon Settlers 维基",
 "野生草药 range and area shown on a dungeon room": "野生草药 地下城房间上显示的射程与范围",
 "野生长草 - Dungeon Settlers Wiki": "野生长草 - Dungeon Settlers 维基",
 "金属冲锋 - Dungeon Settlers Wiki": "金属冲锋 - Dungeon Settlers 维基",
 "金属冲锋 range and area on a dungeon room": "金属冲锋 地下城房间上的射程与范围",
 "金属冲锋 range and area shown on a dungeon room": "金属冲锋 地下城房间上显示的射程与范围",
 "金属圣甲虫 - Dungeon Settlers Wiki": "金属圣甲虫 - Dungeon Settlers 维基",
 "金属圣甲虫笼 - Dungeon Settlers Wiki": "金属圣甲虫笼 - Dungeon Settlers 维基",
 "金矿铭文 (Inscription) - Dungeon Settlers Wiki": "金矿铭文 (铭文) - Dungeon Settlers 维基",
 "金矿铭文 - Dungeon Settlers Wiki": "金矿铭文 - Dungeon Settlers 维基",
 "针蜘蛛 - Dungeon Settlers Wiki": "针蜘蛛 - Dungeon Settlers 维基",
 "钝器技能 资质 - Dungeon Settlers Wiki": "钝器技能 资质 - Dungeon Settlers 维基",
 "钝器技能树 - Dungeon Settlers Wiki": "钝器技能树 - Dungeon Settlers 维基",
 "钝器铭文 - Dungeon Settlers Wiki": "钝器铭文 - Dungeon Settlers 维基",
 "铁制头盔 - Dungeon Settlers Wiki": "铁制头盔 - Dungeon Settlers 维基",
 "铁制巨剑 - Dungeon Settlers Wiki": "铁制巨剑 - Dungeon Settlers 维基",
 "铁制护甲 - Dungeon Settlers Wiki": "铁制护甲 - Dungeon Settlers 维基",
 "铁匠 - Dungeon Settlers Wiki": "铁匠 - Dungeon Settlers 维基",
 "铁墙 - Dungeon Settlers Wiki": "铁墙 - Dungeon Settlers 维基",
 "铁甲 - Dungeon Settlers Wiki": "铁甲 - Dungeon Settlers 维基",
 "铁矿脉 - Dungeon Settlers Wiki": "铁矿脉 - Dungeon Settlers 维基",
 "铁索抓取 - Dungeon Settlers Wiki": "铁索抓取 - Dungeon Settlers 维基",
 "铁索抓取 range and area on a dungeon room": "铁索抓取 地下城房间上的射程与范围",
 "铁索抓取 range and area shown on a dungeon room": "铁索抓取 地下城房间上显示的射程与范围",
 "铁肤药水 - Dungeon Settlers Wiki": "铁肤药水 - Dungeon Settlers 维基",
 "铁锭 - Dungeon Settlers Wiki": "铁锭 - Dungeon Settlers 维基",
 "铜制巨剑 - Dungeon Settlers Wiki": "铜制巨剑 - Dungeon Settlers 维基",
 "铜剑 - Dungeon Settlers Wiki": "铜剑 - Dungeon Settlers 维基",
 "铜头盔 - Dungeon Settlers Wiki": "铜头盔 - Dungeon Settlers 维基",
 "铜弓 - Dungeon Settlers Wiki": "铜弓 - Dungeon Settlers 维基",
 "铜护甲 - Dungeon Settlers Wiki": "铜护甲 - Dungeon Settlers 维基",
 "铜棒 - Dungeon Settlers Wiki": "铜棒 - Dungeon Settlers 维基",
 "铜盾 - Dungeon Settlers Wiki": "铜盾 - Dungeon Settlers 维基",
 "铜矛 - Dungeon Settlers Wiki": "铜矛 - Dungeon Settlers 维基",
 "铜矿石 - Dungeon Settlers Wiki": "铜矿石 - Dungeon Settlers 维基",
 "铜箭 - Dungeon Settlers Wiki": "铜箭 - Dungeon Settlers 维基",
 "铜钉头锤 - Dungeon Settlers Wiki": "铜钉头锤 - Dungeon Settlers 维基",
 "铜锭 - Dungeon Settlers Wiki": "铜锭 - Dungeon Settlers 维基",
 "银戒指 - Dungeon Settlers Wiki": "银戒指 - Dungeon Settlers 维基",
 "银矿石 - Dungeon Settlers Wiki": "银矿石 - Dungeon Settlers 维基",
 "银锭 - Dungeon Settlers Wiki": "银锭 - Dungeon Settlers 维基",
 "银项链 - Dungeon Settlers Wiki": "银项链 - Dungeon Settlers 维基",
 "铸造工作台 - Dungeon Settlers Wiki": "铸造工作台 - Dungeon Settlers 维基",
 "链甲骑士哨兵 - Dungeon Settlers Wiki": "链甲骑士哨兵 - Dungeon Settlers 维基",
 "链甲骑士哨兵灵魂石 - Dungeon Settlers Wiki": "链甲骑士哨兵灵魂石 - Dungeon Settlers 维基",
 "锁链骑士哨兵灵魂 - Dungeon Settlers Wiki": "锁链骑士哨兵灵魂 - Dungeon Settlers 维基",
 "锋刃 - Dungeon Settlers Wiki": "锋刃 - Dungeon Settlers 维基",
 "锋利度 - Dungeon Settlers Wiki": "锋利度 - Dungeon Settlers 维基",
 "锐刃 - Dungeon Settlers Wiki": "锐刃 - Dungeon Settlers 维基",
 "锚定 - Dungeon Settlers Wiki": "锚定 - Dungeon Settlers 维基",
 "锤击 - Dungeon Settlers Wiki": "锤击 - Dungeon Settlers 维基",
 "锤击 range and area shown on a dungeon room": "锤击 地下城房间上显示的射程与范围",
 "镇民 - Dungeon Settlers Wiki": "镇民 - Dungeon Settlers 维基",
 "镶宝石甲虫 - Dungeon Settlers Wiki": "镶宝石甲虫 - Dungeon Settlers 维基",
 "长矛猛击 - Dungeon Settlers Wiki": "长矛猛击 - Dungeon Settlers 维基",
 "长矛猛击 range and area shown on a dungeon room": "长矛猛击 地下城房间上显示的射程与范围",
 "长矛铭文 - Dungeon Settlers Wiki": "长矛铭文 - Dungeon Settlers 维基",
 "门 - Dungeon Settlers Wiki": "门 - Dungeon Settlers 维基",
 "闪击技能树 - Dungeon Settlers Wiki": "闪击技能树 - Dungeon Settlers 维基",
 "闪击铭文 - Dungeon Settlers Wiki": "闪击铭文 - Dungeon Settlers 维基",
 "闪避几率 - Dungeon Settlers Wiki": "闪避几率 - Dungeon Settlers 维基",
 "闪避药水 - Dungeon Settlers Wiki": "闪避药水 - Dungeon Settlers 维基",
 "防反架势 - Dungeon Settlers Wiki": "防反架势 - Dungeon Settlers 维基",
 "防御:近战 - Dungeon Settlers Wiki": "防御:近战 - Dungeon Settlers 维基",
 "防御之艺 (Stack) - Dungeon Settlers Wiki": "防御之艺 (层) - Dungeon Settlers 维基",
 "防御之艺 - Dungeon Settlers Wiki": "防御之艺 - Dungeon Settlers 维基",
 "防御术式光环 - Dungeon Settlers Wiki": "防御术式光环 - Dungeon Settlers 维基",
 "防火 - Dungeon Settlers Wiki": "防火 - Dungeon Settlers 维基",
 "阵列技能树 - Dungeon Settlers Wiki": "阵列技能树 - Dungeon Settlers 维基",
 "阿克伦 - Dungeon Settlers Wiki": "阿克伦 - Dungeon Settlers 维基",
 "阿克伦剑 - Dungeon Settlers Wiki": "阿克伦剑 - Dungeon Settlers 维基",
 "阿克伦头盔 - Dungeon Settlers Wiki": "阿克伦头盔 - Dungeon Settlers 维基",
 "阿克伦巨剑 - Dungeon Settlers Wiki": "阿克伦巨剑 - Dungeon Settlers 维基",
 "阿克伦弓 - Dungeon Settlers Wiki": "阿克伦弓 - Dungeon Settlers 维基",
 "阿克伦护甲 - Dungeon Settlers Wiki": "阿克伦护甲 - Dungeon Settlers 维基",
 "阿克伦棒 - Dungeon Settlers Wiki": "阿克伦棒 - Dungeon Settlers 维基",
 "阿克伦盾牌 - Dungeon Settlers Wiki": "阿克伦盾牌 - Dungeon Settlers 维基",
 "阿克伦矛 - Dungeon Settlers Wiki": "阿克伦矛 - Dungeon Settlers 维基",
 "阿克伦箭 - Dungeon Settlers Wiki": "阿克伦箭 - Dungeon Settlers 维基",
 "阿克伦钉头锤 - Dungeon Settlers Wiki": "阿克伦钉头锤 - Dungeon Settlers 维基",
 "阿尔法酸性斯洛格尔 - Dungeon Settlers Wiki": "阿尔法酸性斯洛格尔 - Dungeon Settlers 维基",
 "阿尔法酸性斯洛格尔灵魂 - Dungeon Settlers Wiki": "阿尔法酸性斯洛格尔灵魂 - Dungeon Settlers 维基",
 "阿尔法酸性斯洛格尔灵魂石 - Dungeon Settlers Wiki": "阿尔法酸性斯洛格尔灵魂石 - Dungeon Settlers 维基",
 "阿尔法酸性斯洛格尔狩猎 - Dungeon Settlers Wiki": "阿尔法酸性斯洛格尔狩猎 - Dungeon Settlers 维基",
 "阿尔法酸性斯洛格尔狩猎完成 - Dungeon Settlers Wiki": "阿尔法酸性斯洛格尔狩猎完成 - Dungeon Settlers 维基",
 "阿里克 - Dungeon Settlers Wiki": "阿里克 - Dungeon Settlers 维基",
 "陶制食物仓库 - Dungeon Settlers Wiki": "陶制食物仓库 - Dungeon Settlers 维基",
 "陶器堆 - Dungeon Settlers Wiki": "陶器堆 - Dungeon Settlers 维基",
 "陶瓷 - Dungeon Settlers Wiki": "陶瓷 - Dungeon Settlers 维基",
 "雄性格洛斯 - Dungeon Settlers Wiki": "雄性格洛斯 - Dungeon Settlers 维基",
 "雄性格洛斯笼 - Dungeon Settlers Wiki": "雄性格洛斯笼 - Dungeon Settlers 维基",
 "集中精神后发射火焰投射物，对范围内的所有单位造成魔法攻击力 400% 的魔法伤害。 施加5层燃烧，持续10秒。 此攻击也可能伤害友方。 7 energy - 30s cooldown Effects: • 燃烧 (on enemy): 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.": "集中精神后发射火焰投射物，对范围内的所有单位造成魔法攻击力 400% 的魔法伤害。 施加5层燃烧，持续10秒。 此攻击也可能伤害友方。 7 能量 - 30秒冷却 效果： • 燃烧（对敌人）：每层每秒 3 魔法 伤害，无视防御和护盾（固定值，不随攻击力提高；最多叠加50层）。示例：10 层 = 30 魔法 伤害/秒。持续时间由施加该效果的技能决定。",
 "集中精神，获得猛攻和加固 (Fortification)效果，持续15秒。 该技能将在后续更新中推出。 5 energy - 20s cooldown Effects: • 猛攻 (on user): +20% 物理攻击力 • 加固 (Fortification) (on user): +35% 格挡几率": "集中精神，获得猛攻和加固效果，持续15秒。 该技能将在后续更新中推出。 5 能量 - 20秒冷却 效果： • 猛攻 (对使用者): +20% 物理攻击力 • 加固 (对使用者): +35% 格挡几率",
 "雌性格洛斯 - Dungeon Settlers Wiki": "雌性格洛斯 - Dungeon Settlers 维基",
 "雨 - Dungeon Settlers Wiki": "雨 - Dungeon Settlers 维基",
 "静谧安宁 - Dungeon Settlers Wiki": "静谧安宁 - Dungeon Settlers 维基",
 "非常不满 - Dungeon Settlers Wiki": "非常不满 - Dungeon Settlers 维基",
 "非常满足 - Dungeon Settlers Wiki": "非常满足 - Dungeon Settlers 维基",
 "非常疲惫 - Dungeon Settlers Wiki": "非常疲惫 - Dungeon Settlers 维基",
 "非常饥饿 - Dungeon Settlers Wiki": "非常饥饿 - Dungeon Settlers 维基",
 "韧性铭文 - Dungeon Settlers Wiki": "韧性铭文 - Dungeon Settlers 维基",
 "额外泡泡 - Dungeon Settlers Wiki": "额外泡泡 - Dungeon Settlers 维基",
 "风暴铭文 - Dungeon Settlers Wiki": "风暴铭文 - Dungeon Settlers 维基",
 "飞镖盘 - Dungeon Settlers Wiki": "飞镖盘 - Dungeon Settlers 维基",
 "食物 - Dungeon Settlers Wiki": "食物 - Dungeon Settlers 维基",
 "食物仓库 - Dungeon Settlers Wiki": "食物仓库 - Dungeon Settlers 维基",
 "食物补给 - Dungeon Settlers Wiki": "食物补给 - Dungeon Settlers 维基",
 "食用 - Dungeon Settlers Wiki": "食用 - Dungeon Settlers 维基",
 "食用 range and area shown on a dungeon room": "食用 地下城房间上显示的射程与范围",
 "食用了怪物烤肉 - Dungeon Settlers Wiki": "食用了怪物烤肉 - Dungeon Settlers 维基",
 "食用优质生肉 - Dungeon Settlers Wiki": "食用优质生肉 - Dungeon Settlers 维基",
 "食用肉串 - Dungeon Settlers Wiki": "食用肉串 - Dungeon Settlers 维基",
 "食用肉干 - Dungeon Settlers Wiki": "食用肉干 - Dungeon Settlers 维基",
 "食用肉炖菜 - Dungeon Settlers Wiki": "食用肉炖菜 - Dungeon Settlers 维基",
 "食用草药 - Dungeon Settlers Wiki": "食用草药 - Dungeon Settlers 维基",
 "食用蘑菇串 - Dungeon Settlers Wiki": "食用蘑菇串 - Dungeon Settlers 维基",
 "食用蘑菇炖菜 - Dungeon Settlers Wiki": "食用蘑菇炖菜 - Dungeon Settlers 维基",
 "食用蜂王浆 - Dungeon Settlers Wiki": "食用蜂王浆 - Dungeon Settlers 维基",
 "饥肠辘辘 - Dungeon Settlers Wiki": "饥肠辘辘 - Dungeon Settlers 维基",
 "饥饿 - Dungeon Settlers Wiki": "饥饿 - Dungeon Settlers 维基",
 "饥饿恢复 - Dungeon Settlers Wiki": "饥饿恢复 - Dungeon Settlers 维基",
 "饰品工作台 - Dungeon Settlers Wiki": "饰品工作台 - Dungeon Settlers 维基",
 "饱腹 - Dungeon Settlers Wiki": "饱腹 - Dungeon Settlers 维基",
 "首领怪物 - Dungeon Settlers Wiki": "首领怪物 - Dungeon Settlers 维基",
 "驯化能力 - Dungeon Settlers Wiki": "驯化能力 - Dungeon Settlers 维基",
 "骨制头盔 - Dungeon Settlers Wiki": "骨制头盔 - Dungeon Settlers 维基",
 "骨制巨剑 - Dungeon Settlers Wiki": "骨制巨剑 - Dungeon Settlers 维基",
 "骨制护甲 - Dungeon Settlers Wiki": "骨制护甲 - Dungeon Settlers 维基",
 "骨制棍棒 - Dungeon Settlers Wiki": "骨制棍棒 - Dungeon Settlers 维基",
 "骨剑 - Dungeon Settlers Wiki": "骨剑 - Dungeon Settlers 维基",
 "骨头 - Dungeon Settlers Wiki": "骨头 - Dungeon Settlers 维基",
 "骨弓 - Dungeon Settlers Wiki": "骨弓 - Dungeon Settlers 维基",
 "骨棍 - Dungeon Settlers Wiki": "骨棍 - Dungeon Settlers 维基",
 "骨盾 - Dungeon Settlers Wiki": "骨盾 - Dungeon Settlers 维基",
 "骨矛 - Dungeon Settlers Wiki": "骨矛 - Dungeon Settlers 维基",
 "骨箭 - Dungeon Settlers Wiki": "骨箭 - Dungeon Settlers 维基",
 "骨粉 - Dungeon Settlers Wiki": "骨粉 - Dungeon Settlers 维基",
 "骰子游戏桌 - Dungeon Settlers Wiki": "骰子游戏桌 - Dungeon Settlers 维基",
 "高涨的不满 - Dungeon Settlers Wiki": "高涨的不满 - Dungeon Settlers 维基",
 "高级冷却铭文 - Dungeon Settlers Wiki": "高级冷却铭文 - Dungeon Settlers 维基",
 "高级吸血铭文 - Dungeon Settlers Wiki": "高级吸血铭文 - Dungeon Settlers 维基",
 "高级命中铭文 - Dungeon Settlers Wiki": "高级命中铭文 - Dungeon Settlers 维基",
 "高级恢复铭文 - Dungeon Settlers Wiki": "高级恢复铭文 - Dungeon Settlers 维基",
 "高级攻速铭文 - Dungeon Settlers Wiki": "高级攻速铭文 - Dungeon Settlers 维基",
 "高级暴伤铭文 - Dungeon Settlers Wiki": "高级暴伤铭文 - Dungeon Settlers 维基",
 "高级暴击铭文 - Dungeon Settlers Wiki": "高级暴击铭文 - Dungeon Settlers 维基",
 "高级格挡减伤铭文 - Dungeon Settlers Wiki": "高级格挡减伤铭文 - Dungeon Settlers 维基",
 "高级格挡铭文 - Dungeon Settlers Wiki": "高级格挡铭文 - Dungeon Settlers 维基",
 "高级物抗铭文 - Dungeon Settlers Wiki": "高级物抗铭文 - Dungeon Settlers 维基",
 "高级物攻铭文 - Dungeon Settlers Wiki": "高级物攻铭文 - Dungeon Settlers 维基",
 "高级生命铭文 - Dungeon Settlers Wiki": "高级生命铭文 - Dungeon Settlers 维基",
 "高级能量铭文 - Dungeon Settlers Wiki": "高级能量铭文 - Dungeon Settlers 维基",
 "高级负重铭文 - Dungeon Settlers Wiki": "高级负重铭文 - Dungeon Settlers 维基",
 "高级闪避铭文 - Dungeon Settlers Wiki": "高级闪避铭文 - Dungeon Settlers 维基",
 "高级魔抗铭文 - Dungeon Settlers Wiki": "高级魔抗铭文 - Dungeon Settlers 维基",
 "高级魔攻铭文 - Dungeon Settlers Wiki": "高级魔攻铭文 - Dungeon Settlers 维基",
 "高阶深渊宝箱 (R1 Abyss High Treasure Chest)": "高阶深渊宝箱 (R1 高阶深渊宝箱)",
 "高阶深渊宝箱 (R2 Abyss High Treasure Chest)": "高阶深渊宝箱 (R2 高阶深渊宝箱)",
 "高阶深渊宝箱 - Dungeon Settlers Wiki": "高阶深渊宝箱 - Dungeon Settlers 维基",
 "鬼怪棍棒 - Dungeon Settlers Wiki": "鬼怪棍棒 - Dungeon Settlers 维基",
 "魔力装置调查完成 - Dungeon Settlers Wiki": "魔力装置调查完成 - Dungeon Settlers 维基",
 "魔力饱和 - Dungeon Settlers Wiki": "魔力饱和 - Dungeon Settlers 维基",
 "魔抗药水 - Dungeon Settlers Wiki": "魔抗药水 - Dungeon Settlers 维基",
 "魔法书 - Dungeon Settlers Wiki": "魔法书 - Dungeon Settlers 维基",
 "魔法增幅 - Dungeon Settlers Wiki": "魔法增幅 - Dungeon Settlers 维基",
 "魔法工作台 - Dungeon Settlers Wiki": "魔法工作台 - Dungeon Settlers 维基",
 "魔法废料堆 1 (resource node) - Dungeon Settlers Wiki": "魔法废料堆 1 (resource node) - Dungeon Settlers 维基",
 "魔法废料堆 2 (resource node) - Dungeon Settlers Wiki": "魔法废料堆 2 (resource node) - Dungeon Settlers 维基",
 "魔法废料堆 3 (resource node) - Dungeon Settlers Wiki": "魔法废料堆 3 (resource node) - Dungeon Settlers 维基",
 "魔法惩击铭文 - Dungeon Settlers Wiki": "魔法惩击铭文 - Dungeon Settlers 维基",
 "魔法抗性 - Dungeon Settlers Wiki": "魔法抗性 - Dungeon Settlers 维基",
 "魔法攻击力 - Dungeon Settlers Wiki": "魔法攻击力 - Dungeon Settlers 维基",
 "魔法攻击力最终系数 - Dungeon Settlers Wiki": "魔法攻击力最终系数 - Dungeon Settlers 维基",
 "魔法攻击药水 - Dungeon Settlers Wiki": "魔法攻击药水 - Dungeon Settlers 维基",
 "鲁玛果 - Dungeon Settlers Wiki": "鲁玛果 - Dungeon Settlers 维基",
 "鲁玛果 range and area shown on a dungeon room": "鲁玛果 地下城房间上显示的射程与范围",
 "鲁玛树 (resource node) - Dungeon Settlers Wiki": "鲁玛树 (资源节点) - Dungeon Settlers 维基",
 "鲁莽突击 - Dungeon Settlers Wiki": "鲁莽突击 - Dungeon Settlers 维基",
 "鳞片工匠 - Dungeon Settlers Wiki": "鳞片工匠 - Dungeon Settlers 维基",
 "鹿角兔 - Dungeon Settlers Wiki": "鹿角兔 - Dungeon Settlers 维基",
 "黄油手 - Dungeon Settlers Wiki": "黄油手 - Dungeon Settlers 维基",
 "黄石魔像 - Dungeon Settlers Wiki": "黄石魔像 - Dungeon Settlers 维基",
 "黏土 - Dungeon Settlers Wiki": "黏土 - Dungeon Settlers 维基",
 "黏性垫床草 - Dungeon Settlers Wiki": "黏性垫床草 - Dungeon Settlers 维基",
 "黏液喷雾草 - Dungeon Settlers Wiki": "黏液喷雾草 - Dungeon Settlers 维基",
 "黏液喷雾草 range and area shown on a dungeon room": "黏液喷雾草 在地下城房间中显示的射程和范围",
 "黑暗低语 (Env) - Dungeon Settlers Wiki": "黑暗低语 (环境) - Dungeon Settlers 维基",
 "黑暗低语 - Dungeon Settlers Wiki": "黑暗低语 - Dungeon Settlers 维基",
 "黑暗洞穴 - Dungeon Settlers Wiki": "黑暗洞穴 - Dungeon Settlers 维基",
 "黑暗魔法技能 资质 - Dungeon Settlers Wiki": "黑暗魔法技能 资质 - Dungeon Settlers 维基",
 "黑色血清 - Dungeon Settlers Wiki": "黑色血清 - Dungeon Settlers 维基",
 "黑荆棘藤蔓 - Dungeon Settlers Wiki": "黑荆棘藤蔓 - Dungeon Settlers 维基",
 "鼓舞人心 - Dungeon Settlers Wiki": "鼓舞人心 - Dungeon Settlers 维基",
 "鼓舞嚎叫 - Dungeon Settlers Wiki": "鼓舞嚎叫 - Dungeon Settlers 维基",
 "鼓舞嚎叫 range and area on a dungeon room": "鼓舞嚎叫 地下城房间上的射程与范围",
 "鼓舞嚎叫 range and area shown on a dungeon room": "鼓舞嚎叫 地下城房间上显示的射程与范围",
 "鼠群 - Dungeon Settlers Wiki": "鼠群 - Dungeon Settlers 维基",
 "鼾声如雷 - Dungeon Settlers Wiki": "鼾声如雷 - Dungeon Settlers 维基",
 "齿轮 - Dungeon Settlers Wiki": "齿轮 - Dungeon Settlers 维基",
 "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> 까마귀는 고개를 갸웃거리며 당신을 바라봅니다. <color=#a69085>\"하지만 결국에는 사람에 달린 일이지. 자네가 조금만 성의를 보여준다면... 내가 조금 더 의욕적으로 평가할 수 있을 것 같은데.\"</color> 당신은 곧이어 감독관의 불순한 의도를 알아차리고 쉽게 대답하지 못합니다. <color=#a69085>\"흠, 아닐세 뭐. 그냥 그럴수도 있다는거지.\"</color> 까마귀는 제자리에서 좀이 쑤시는 듯 날개를": "一只乌鸦悄悄地飞过荆棘藤蔓，落在你面前。它的眼睛变成了蓝色，然后你听到了监察官的声音。<color=#a69085>“探险队长，我正在准备对探险队最近的行动进行评估。”</color>乌鸦歪着头看着你。<color=#a69085>“但最终，这取决于人。如果你能表现出一点诚意……我可能会更有动力进行评估。”</color>你很快就察觉到监察官的邪恶意图，无法轻易回答。<color=#a69085>“嗯，没什么。我只是说这可能发生。”</color>乌鸦焦躁不安地拍打着翅膀。",
 "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": "一只乌鸦飞过荆棘藤蔓，落在你面前。它的眼眸染上蓝光，随后观察者的声音传了出来。 <color=#a69085>\"探险指挥官，我最近正准备对探险队运营情况进行评估。\"</color><color=#a69085>\"</color> 乌鸦歪着头望向你。 <color=#a69085>\"</color>不过说到底，一切还是取决于人。只要你稍微表现一点诚意... 我或许就能更积极地进行评估。<color=#a69085>\"</color> 你很快察觉观察者不怀好意，一时难以回答。 <color=#a69085>\"</color",
 "각레벨에서다음레벨로올라가기위해필요한아이템의'종류'키값을의미함.(0}은사용하지않는플레이스홀더이며값은\"None\"으로고정한다.": "指从每一级升到下一级所需物品的「种类」键值。(0}是未使用的占位符，值固定为 \"None\"。",
 "개발자의 편지 ver.Stove": "开发者的信 ver.Stove",
 "건너편에서 시끄러운 소리가 들려오기 시작합니다. 북이 울리는 소리, 흥겨운 피리 소리, 알 수 없는 언어의 중얼거림이 뒤섞인 소리는 점점 가까워지더니, 곧 불꽃처럼 밝게 빛나는 사람 형상의 존재들이 춤을 추며 모습을 드러냅니다. <color=#a69085>\"우리는 ?!@%@$%!(해독불가)가 될 겁니다! ?!@%@$%!(해독불가)꽃의 가격은 예언 그대로 천정부지로 오를 겁니다!\"</color> 그들은 흥분한 채 떠들어대지만, 당신은 그들의 말을 거의 알아들을 수 없습니다. <color=#a69085>\"마침내 영원한 삶을 쟁취할 거고요! 모든 것을 해결할 수 있습니다. 우리가 우리 자신의 정신을 이해하기만 한다면!\"</color> 기이한 냄새와 엇박자를 내는 북소리, 그리고": "喧闹声从对面传来。鼓声、欢快的笛声和无法辨认的低语声混杂在一起，越来越近，很快，火焰般明亮的人形生物跳着舞出现了。<color=#a69085>“我们将会成为？！@%@$%！（无法解读）！？！@%@$%！（无法解读）花的价格将如预言般飙升！”</color>他们兴奋地叫嚷着，但你几乎听不懂他们的话。<color=#a69085>“我们最终将获得永生！一切问题都能解决，只要我们理解自己的精神！”</color>伴随着奇异的气味和不合拍的鼓声，以及",
 "건너편에서 시끄러운 소리가 들려오기 시작합니다. 북이 울리는 소리, 흥겨운 피리 소리, 알 수 없는 언어의 중얼거림이 뒤섞인 소리는 점점 가까워지더니, 곧 불꽃처럼 밝게 빛나는 사람 형상의 존재들이 춤을 추며 모습을 드러냅니다. <color=#a69085>\"우리는 @##$@#(해독불가)가 될 겁니다! @##$@#(해독불가)꽃의 가격은 예언 그대로 천정부지로 오를 겁니다!\"</color> 그들은 흥분한 채 떠들어대지만, 당신은 그들의 말을 거의 알아들을 수 없습니다. <color=#a69085>\"마침내 영원한 삶을 쟁취할 거고요! 모든 것을 해결할 수 있습니다. 우리가 우리 자신의 정신을 이해하기만 한다면!\"</color> 기이한 냄새와 엇박자를 내는 북소리, 그리고 요란한": "对面开始传来嘈杂的声音。鼓声、欢快的笛声和无法辨认的低语声混杂在一起，越来越近，很快，火焰般明亮的人形生物跳着舞出现了。<color=#a69085>“我们将成为@##$@#（无法解读）！@##$@#（无法解读）花的价格将如预言般飙升！”</color>他们兴奋地叫嚷着，但你几乎听不懂他们的话。<color=#a69085>“我们最终将获得永生！一切问题都能解决。只要我们理解自己的思想！”</color>奇怪的气味、不合拍的鼓声和喧闹的",
 "고기를 틈새 앞에 내밀자 가느다란 살줄기들이 뻗어 나와 고기만 감싸 갑니다. 고기가 어둠 속으로 사라진 뒤, 방 전체가 한 번 크게 수축합니다. <color=#a69085>'라.. 거스트 스티즘..' </color> 씹는 소리는 들리지 않습니다. 어쩌면 들을 수 없는 건지도 모릅니다. 대신 따뜻한 진동이 바닥을 타고 단원들의 발밑을 지나갑니다. 잠시 후 틈새가 다시 벌어집니다. 다음 것을 기다리는 모양입니다": "你把肉伸到裂缝前，细长的肉丝伸出来，只缠住了肉。肉消失在黑暗中后，整个房间猛地收缩了一下。<color=#a69085>“拉……格斯特·斯蒂兹姆……”</color>没有咀嚼声。也许根本听不到。取而代之的是一股温暖的震动沿着地板穿过队员们的脚下。片刻之后，裂缝再次张开。似乎在等待下一个。",
 "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": "一个戴着面具的人站在关着昆虫的木笼旁。他观察了许久笼中的酸液虫，随后低头写下了一些什么。他身边的猫瞥了你一眼，却并未表现出多少兴趣。你靠近打了声招呼，但他似乎对昆虫的兴趣比对你要大得多，头也不回地指向酸液虫道： <color=#a69085>“这些家伙会吐出酸液，自己的身体却不会溶解。不觉得有趣吗？再多观察一些活体，应该就能弄清楚原理……”</color> 他若无其事地从笔记本上撕下一页递给你。 <color=#a69085>“找到酸液虫并展开调查。只要把结果告诉我就行",
 "그녀는 사냥감을 갈무리하던 중, 당신의 기척을 느끼고 재빠르게 몸을 돌립니다. <color=#a69085>\"거기서 더 다가오지 않는 게 좋을 거야.\"</color> 그녀의 눈빛은 매섭게 당신을 겨누고 있고, 손은 언제든 활시위를 당길 수 있도록 걸려 있습니다. 당신은 천천히 두 손을 들어 보이며 한 걸음 뒤로 물러섭니다. <color=#a69085>\"적대할 생각은 없소.\"</color> <color=#a69085>\"...길드 탐사단 놈들은 믿을 게 못 되지. 하나같이 약해빠졌고.\"</color> 그녀는 발치에 널브러진 거대한 짐승의 사체를 가리키며 비웃습니다. <color=#a69085>\"아마 오래 못 가 머모크 밥이나 될걸?\"</color> 탐사 단원 몇이 그녀의": "她正在处理猎物，察觉到你的气息后迅速转身。<color=#a69085>“你最好别再靠近了。”</color>她的目光锐利地盯着你，手随时准备拉弓。你慢慢举起双手，后退一步。<color=#a69085>“我无意与你为敌。”</color><color=#a69085>“……公会探险队的人都不可信。一个比一个弱。”</color>她指着脚边巨大的野兽尸体，嘲讽道。<color=#a69085>“恐怕他们活不了多久，就会成为莫莫克的食物吧？”</color>几名探险队员被她的",
 "그녀는 사냥감을 갈무리하던 중, 당신의 기척을 느끼고 재빠르게 몸을 돌립니다. <color=#a69085>\"거기서 더 다가오지 않는 게 좋을 거야.\"</color> 그녀의 손은 언제든 활시위를 당길 수 있도록 준비되어 있습니다. 당신은 천천히 두 손을 들어 보이며 뒤로 물러섭니다. <color=#a69085>\"적대할 생각은 없소.\"</color> <color=#a69085>\"...길드 탐사단 놈들은 믿을 게 못 되지. 하나같이 약해빠졌고.\"</color> 그녀는 발치에 널브러진 거대한 짐승의 사체를 가리키며 비웃습니다. <color=#a69085>\"아마 오래 못 가 머모크 밥이나 될걸?\"</color> 탐사 단원 몇이 그녀의 노골적인 도발에 얼굴을 굳히며 앞으로 나서려 합": "她正在处理猎物，突然察觉到你的存在，迅速转身。<color=#a69085>“你最好别再靠近了。”</color>她的手随时准备拉弓。你慢慢举起双手，向后退去。<color=#a69085>“我无意与你为敌。”</color><color=#a69085>“……公会探险队的人都不可信。他们一个比一个弱。”</color>她指着脚下那具巨大的野兽尸体，嘲讽道。<color=#a69085>“他们大概很快就会成为默莫克的食物吧？”</color>几名探险队员被她赤裸裸的挑衅激怒，脸色铁青地想要上前。",
 "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color> 그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.": "他再次看着虫子的素描，像自言自语一样嘟囔着。 <color=#a69085>\"哥布林们... 喜欢被虫子吸血吗？真奇怪...\"</color> 他抚摸着灰色毛的猫，陷入沉思。",
 "그는 손으로 턱을 괴고 혼잣말로 중얼거립니다. <color=#a69085>\"진작 멸종했어야 하는 곤충 같은데... 대체 어떤 원리일까.\"</color> 그는 다시 연구에 몰두하기 시작합니다.": "他用手托着下巴，自言自语地嘟囔着。 <color=#a69085>\"这昆虫早该灭绝了才对... 究竟是什么原理。\"</color> 他又埋头研究起来。",
 "그들의 얼굴에 기묘한 미소가 번집니다. <color=#a69085>\"좋습니다. 그렇다면 &%$&하게 해드리겠습니다.\"</color> 순간 수많은 목소리와 형상, 알 수 없는 지식이 당신과 단원들의 머릿속으로 한꺼번에 밀려듭니다. 모든 것이 이전보다 선명하게 보이기 시작했지만, 그와 함께 차라리 몰랐으면 좋았을 진실들까지도 깨닫고 맙니다. 정신을 차리자 그것들은 이미 자취를 감추었습니다. 당신은 어느 때 보다 세상을 뚜렷하게 인식하지만 동시에 설명하기 어려운 괴로움을 느낍니다.": "他们脸上泛起奇异的微笑。<color=#a69085>“很好。那么，我将让你们&%$&。”</color>瞬间，无数的声音、形象和未知的知识涌入你和队员们的脑海。一切都变得比以前更清晰，但与此同时，你也领悟了那些宁愿不知道的真相。当你回过神来时，它们已经消失了。你比任何时候都更清晰地感知世界，但同时又感到一种难以言喻的痛苦。",
 "그들의 얼굴에 기묘한 미소가 번집니다. <color=#a69085>\"좋습니다. 그렇다면 @##$@하게 해드리겠습니다.\"</color> 순간 수많은 목소리와 형상, 알 수 없는 지식이 당신과 단원들의 머릿속으로 한꺼번에 밀려듭니다. 모든 것이 이전보다 선명하게 보이기 시작했지만, 그와 함께 차라리 몰랐으면 좋았을 진실들까지도 깨닫고 맙니다. 정신을 차리자 그것들은 이미 자취를 감추었습니다. 당신은 어느 때 보다 세상을 뚜렷하게 인식하지만 동시에 설명하기 어려운 괴로움을 느낍니다.": "他们脸上泛起奇异的微笑。<color=#a69085>“很好。那么，我将让你们@##$@。”</color>瞬间，无数的声音、形象和未知的知识涌入你和队员们的脑海。一切都变得比以前更清晰，但与此同时，你也领悟了那些宁愿不知道的真相。当你回过神来时，它们已经消失了。你比任何时候都更清晰地感知世界，但同时又感到一种难以言喻的痛苦。",
 "근처 수풀에서 바스락거리던 {0}이(가) 당신을 부릅니다. <color=#a69085>\"단장, 여기 숨겨진 구멍이 있습니다.\"</color> 나뭇가지와 잎을 걷어내자, 무너진 나무 안쪽으로 아래로 이어지는 좁은 구멍이 보입니다.": "在附近的灌木丛中沙沙作响的{0}叫住了你。<color=#a69085>“队长，这里有一个隐藏的洞。”</color> 拨开树枝和树叶，一棵倒下的树里面露出了一个通向下面的狭窄洞口。",
 "근처 수풀을 살피던 {0}이(가) 당신에게 손짓합니다. <color=#a69085>\"<color=#a69085>\"단장, 여기 굴이 있습니다.\"</color>\"</color> 나뭇가지를 걷어내자 쓰러진 나무 밑동 아래로 좁은 굴이 드러납니다. 입구에는 짧은 털 몇 가닥과 반쯤 씹힌 뿌리가 걸려 있습니다. 안에서는 흙과 짐승 냄새가 납니다. 주인은 보이지 않습니다.": "正在附近灌木丛中查看的{0}向你招手。<color=#a69085>“队长，这里有个洞穴。”</color> 拨开树枝，一棵倒下的树桩下露出了一个狭窄的洞穴。洞口挂着几根短毛和半啃的树根。里面散发着泥土和野兽的气味。主人不见踪影。",
 "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": "一只乌鸦自远方飞来，落在你的前臂上。 <color=#a69085>“老实说，我本没想过你们这支队伍能撑多久。不过，我得承认自己想错了。能在失落之地活下来本身就绝非易事。”</color> <color=#a69085>“要是公会能提供更多支持，或许我们还能取得更大成果，观察者。”</color> <color=#a69085>“行了行了，我知道了。我会给你们送去一些补给，可要好好使用。而且，似乎也有些人对加入你们的探险抱有兴趣。”</color> 乌鸦歪了歪头，用喙毫不客气地啄了啄你的胸口。 <color=#a69085>“不过可别太得意忘形",
 "다섯 번째 고기가 사라지자 방 안에 불에 무언가가 타는 듯한 생강과 겨자가 섞인 냄새가 번집니다. 그러나 단원들이 맡았다고 말하는 냄새는 서로 다릅니다. 누군가는 향신료 냄새를, 누군가는 탄 지방 냄새를, 누군가는 오래전에 떠난 집의 식탁 냄새를 맡았다고 합니다. <color=#a69085>잘그락 즈극 우드득</color> 틈새 안쪽에서 혀가 없는 입이 입맛을 다시는 듯한 소리가 들립니다.": "第五块肉消失后，房间里弥漫着一股生姜和芥末混合着某种燃烧物的气味。然而，队员们闻到的气味却各不相同。有人闻到了香料味，有人闻到了烧焦的脂肪味，还有人闻到了早已离去的家中餐桌的气味。<color=#a69085>咔嚓 吱嘎 咯吱</color> 裂缝深处传来无舌之口咂嘴的声音。",
 "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": "正与你讨论探险队运营的{0}小心翼翼地开口道： <color=#a69085>\"指挥官，要不要向公会申请探险支援？以现在的情况，或许能得到一些帮助。\"</color> 你点头后，{0}吹出了一声节奏错乱的口哨信号。不久，一只乌鸦飞过来落在你面前，开始进行联络。你说明探险队当前的处境并请求公会支援，观察者面露难色。 <color=#a69085>\"公会的支援也有优先顺序。要给你们提供支援，就必须动用其他探险队应得的份额...\"</color> 乌鸦轻轻抖动翅膀",
 "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 말을 잇습니다": "正与你讨论探险队运营的{0}小心翼翼地开口道： <color=#a69085>\"指挥官，要不要向公会申请探险支援？以现在的情况，或许能得到一些帮助。\"</color> 你点头后，{0}吹出了一声节奏错乱的口哨信号。不久，一只乌鸦飞过来落在你面前，开始进行联络。你说明探险队当前的处境并请求公会支援，观察者面露难色。 <color=#a69085>\"公会的支援也有优先顺序。要给你们提供支援，就必须动用其他探险队应得的份额...\"</color> 乌鸦轻轻抖动翅膀 말을 잇습니다",
 "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.": "你皱着眉头，坚定地说：“其他人也需要休息，今天就到此为止吧。”狼人团员们遗憾地互相看了看，然后慢慢低下头。“……明白了，团长。”定居点很快恢复了宁静。其他团员们松了口气，似乎对你的决定很满意，重新入睡。而狼人们则遗憾地望着明亮的月亮，最终悄然散去。",
 "당신은 바닥에 벌어진 틈새를 발견합니다. 당신은 어둠 속에서 무엇인가의 시선을 느낍니다. <color=#a69085>둥,둥,둥</color> 살점 바닥의 안쪽에서 박동이 들려옵니다. 그것은 당신의 반응을 기다립니다.": "你发现地板上有一个裂缝。你感觉到黑暗中有什么东西在盯着你。<color=#a69085>咚，咚，咚</color>，肉质地板内部传来搏动声。它在等待你的反应。",
 "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.": "你突然意识到有人在看着你。环顾四周，什么都没有，你抬头望去。那里有一团形状奇特的云。它似乎有某种意志，诡异地笑着。<color=#a69085>“这个世界充满了痛苦，还是快乐？”</color>你感到被它的存在压倒，无法动弹。<color=#a69085>“还是欲望？”</color>你本能地选择了问题的答案。",
 "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.": "你叹了口气，耸了耸肩。<color=#a69085>“如果那是你们的习俗，那也没办法。但是，不要太过分。”</color>得到你的允许后，狼人成员们仿佛等候多时一般，仰头望向月亮。嗷呜呜呜！！嗷呜呜呜呜！！整个夜晚，定居点里回荡着洪亮的嚎叫声。第二天早上，狼人成员们带着某种轻松的表情开始了新的一天，而其他成员们则因为彻夜未眠而脸色憔悴，不停地打着哈欠，不满地看着狼人们。",
 "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.": "发现你的恩多尔西本想表现出高兴的样子，却又立刻移开了视线。她漫不经心地翻着箭袋，装作若无其事地开口道：<color=#a69085>“什么啊，又是你？”</color>短暂的沉默后，她瞥了一眼森林深处。<color=#a69085>“最近森林似乎平静了一些。追捕猎物也比以前容易了。”</color>她的周围整齐地摆放着刚处理好的皮革、骨头以及从猎物身上获得的副产品。",
 "당신의 말을 들은 단원들의 눈이 커집니다. 그들의 표정은 피로에서 놀라움과 기쁨으로 순식간에 바뀝니다. 대화의 분위기가 순간적으로 부드러워집니다. <color=#a69085>\"정말입니까, 단장?\"</color> 방금까지 소리치며 화내던 것이 무색하게 {0}이/가 입꼬리를 올린채로 당신에게 묻습니다. <color=#a69085>\"아무렴, 자네들의 고생을 잘 알고 있네. 이 금화로 당분간의 피로를 풀고 더 힘내줬으면 좋겠군.\"</color> 당신의 결정에 그들의 얼굴에는 웃음이 번지고, 이내 만족한 듯 각자의 자리로 다시 돌아갑니다.": "听到您的话，队员们的眼睛都睁大了。他们的表情瞬间从疲惫变成了惊讶和喜悦。谈话的气氛立刻变得柔和起来。<color=#a69085>“真的吗，队长？”</color> 刚才还在大喊大叫的{0}，此刻嘴角上扬，向您问道。<color=#a69085>“当然，我深知你们的辛苦。希望这些金币能让你们暂时缓解疲劳，然后更有力气地继续努力。”</color> 您的决定让他们脸上绽放出笑容，然后心满意足地回到了各自的岗位。",
 "당신의 말을 들은 단원들의 표정이 놀라움과 기쁨으로 바뀌며 험악했던 분위기가 누그러집니다. <color=#a69085>\"정말입니까, 단장?\"</color> 방금까지 화를 내던 것이 무색하게 {0}이/가 웃으며 묻습니다. <color=#a69085>\"아무렴. 자네들의 고생은 잘 알고 있네. 이 금화로 피로를 풀고 다시 힘내줬으면 좋겠군.\"</color> 당신의 결정에 단원들은 만족한 듯 웃으며 각자의 자리로 돌아갑니다.": "听到你的话，队员们的表情从惊讶变成了喜悦，紧张的气氛也随之缓和。<color=#a69085>“是真的吗，队长？”</color> 刚才还在生气的{0}笑着问道，仿佛刚才的怒气不复存在。<color=#a69085>“当然。我很清楚你们的辛苦。希望这些金币能让你们消除疲劳，重新振作起来。”</color> 队员们对你的决定感到满意，笑着回到了各自的岗位。",
 "당신의 설득에 잠시 조용해지나 싶었지만, 단원들의 불만은 쉽게 가라앉지 않았습니다. {0}가 다시 한번 크게 외칩니다. <color=#a69085>\"더 이상 감언이설로 우리를 달래려 하지 마시오! 이미 참을 만큼 많이 참았고, 진정하고 단장의 이야기를 시간은 지났습니다!\"</color> 단원들의 불만은 점점 더 커지고, 방 안의 긴장감은 더욱 고조됩니다. 안타깝게도 당신의 시도는 실패로 돌아갔고, 그들은 여전히 분노와 피로에 찬 상태로 당신을 바라봅니다. 결국 아무것도 해결된 것이 없자 무거운 공기가 맴돕니다.": "你的劝说似乎让大家安静了一会儿，但队员们的不满并没有轻易平息。{0}再次大声喊道：<color=#a69085>“别再用甜言蜜语哄骗我们了！我们已经忍无可忍，现在不是冷静下来听团长说话的时候了！”</color>队员们的不满情绪越来越高涨，房间里的紧张气氛也随之加剧。不幸的是，你的尝试失败了，他们仍然愤怒而疲惫地看着你。最终，什么都没有解决，沉重的气氛弥漫开来。",
 "당신의 설득에 잠시 조용해지나 싶었지만, 단원들의 불만은 쉽게 가라앉지 않았습니다. {0}가 다시 한번 크게 외칩니다. <color=#a69085>\"더 이상 감언이설로 우리를 달래려 하지 마시오! 이미 참을 만큼 많이 참았고, 진정하고 단장의 이야기를 시간은 지났습니다!\"</color> 단원들의 불만은 점점 더 커지고, 방 안의 긴장감은 더욱 고조됩니다. 안타깝게도 당신의 시도는 실패로 돌아갔고, 그들은 여전히 분노와 피로에 찬 상태로 당신을 바라봅니다. 상황은 더욱 위태로워지고, 단원들의 스트레스는 당장이라도 터질 것 같습니다. 대화 끝에 아무것도 해결된 것이 없자 무거운 공기가 맴돕니다.": "你的劝说似乎让大家安静了一会儿，但队员们的不满并没有轻易平息。{0}再次大声喊道：<color=#a69085>“别再用甜言蜜语哄骗我们了！我们已经忍无可忍，现在不是冷静下来听团长说话的时候了！”</color>队员们的不满情绪越来越高涨，房间里的紧张气氛也随之加剧。不幸的是，你的尝试失败了，他们仍然愤怒而疲惫地看着你。情况变得更加危急，队员们的压力似乎随时都会爆发。谈话结束后，什么都没有解决，沉重的气氛弥漫开来。",
 "당신이 고개를 끄덕이자 그는 다시 자신의 생각에 몰두합니다. <color=#a69085>\"어떤 원리로 몸속에서 산이 만들어지는 걸까...\"</color> 그는 수첩을 끄적거리기 시작했고, 더 이상 당신에게 관심을 두지 않는 듯합니다.": "你点点头，他便又沉浸在自己的思绪中。<color=#a69085>“酸液在体内形成的原理是什么呢……”</color>他开始在笔记本上涂写，似乎不再关注你。",
 "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.": "你点头后，他像是内心毫无波澜般再次望向酸液虫。看着它们活动的样子，他像自言自语般喃喃道： <color=#a69085>“那些酸液究竟是怎么产生的……？”</color> 他继续记录，似乎不再关心你的存在。",
 "당신이 관찰 기록을 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.": "你递上观察记录，他默默地翻开笔记本，快速浏览着内容。短暂的沉默后，他的笔尖开始快速移动。<color=#a69085>“哦……真有趣。”</color>他凝视着酸性虫许久，然后慢慢地点了点头。<color=#a69085>“它的体液具有强酸性，但外壳却丝毫没有被腐蚀。这不仅仅是耐酸那么简单。似乎有某种不同的原理在起作用……真是太棒了！”</color>他仿佛完全没有注意到你，只是看着酸性虫，发出了感叹。",
 "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.": "当你搬出规矩，拿走所有赌注时，{0}哭丧着脸。<color=#a69085>“不，团长，这算什么！这是暴行！”</color>你耸耸肩，挥手赶走了{0}和团员们。",
 "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.": "你援引纪律，拿走了所有的赌注，{0}的脸拉了下来。<color=#a69085>“不，指挥官，这是什么东西！这是暴行！”</color>你耸耸肩，挥手赶走了{0}和他的手下。",
 "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.": "当你递上魔法装置的调查记录时，佩里翁用疲惫的眼睛慢慢地扫视着。<color=#a69085>“嗯……看来确实使用了帝国魔法技术。正如所知，其危险性也相当大。”</color>他在报告上写下几点内容后，向你表示感谢。<color=#a69085>“地下城从外部吸取生命力，然后再次加工，将其转化为强大的魔法能量。虽然我们无法完全理解……”</color>他像头痛一样叹了口气。",
 "당신이 메모를 받아들자 그는 만족스럽게 고개를 끄덕입니다. <color=#a69085>\"아, 참고로 포자충은 숲 깊은 곳에서만 서식하는걸 잊지 말게.\"</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.": "你接过笔记，他满意地点点头。<color=#a69085>“哦，对了，别忘了孢子虫只栖息在森林深处。”</color>他再次看着孢子虫，自言自语般地嘟囔着。<color=#a69085>“这么小的孢子，怎么能让生物变得如此虚弱呢……”</color>他似乎已经忘记了你的存在，再次沉浸在观察中。",
 "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.": "你接过笔记后，他满意地点了点头。 <color=#a69085>“很好。有这些就足以验证假设了。”</color> 他再次望向孢子虫，自言自语般喃喃道： <color=#a69085>“那么小的孢子，究竟是如何让生物变得如此脆弱的……？”</color> 他仿佛早已忘记了你的存在，再次沉浸在了观察之中。",
 "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.": "当你展示狩猎的证据时，她的脸色僵住了。<color=#a69085>“……这是什么。”</color>她立刻摇头，尖锐地反驳道。<color=#a69085>“那家伙不是那么容易死的怪物。别为了炫耀而撒谎。”</color>但最终她也找不到更多的话了。<color=#a69085>“……哈。”</color>她抹了把脸，苦涩地笑了。<color=#a69085>“该死，你们足够强大。虽然我不想承认，但这是事实。哼……”</color>然后她变得傲娇起来，似乎有些不好意思地把视线转向别处。",
 "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.": "当你展示狩猎的证据时，她的脸色僵住了。<color=#a69085>“那家伙可不是那么容易死的怪物。别为了炫耀而撒谎。”</color>但她最终找不到更多的话。<color=#a69085>“……哈。”</color>她抹了抹脸，苦涩地笑了。<color=#a69085>“该死，你们足够强大。虽然我不想承认，但这是事实。切……”</color>然后她变得傲慢，害羞地把目光转向别处。",
 "당신이 손사래를 치자 단원들은 머리를 긁으며 각자의 자리로 돌아갑니다. 분명 탐사단장에게는 이미 좋은 계획이 있을 것이 분명합니다! TIP : [ITEM_ExpeditionHorn]을 사용하여 탐사단 결단을 재개할 수 있습니다.": "你挥了挥手，队员们挠着头回到了各自的位置。探险队长肯定已经有了很好的计划！提示：使用[ITEM_ExpeditionHorn]可以重新开始探险队的决策。",
 "당신이 손사래를 치자 단원들은 머리를 긁으며 각자의 자리로 돌아갑니다. 분명 탐사단장에게는 이미 좋은 계획이 있을 것이 분명합니다! TIP : [ITEM_ExpeditionHorn]을 사용하여 탐사단 결단을 재개할 수 있습니다. [ITEM_ExpeditionHorn]는, 길드 상인이 판매 합니다. 탐사단 결단을 수행하여 소정의 공헌도를 획득 할 수 있습니다.": "你摆了摆手，探险队员们挠着头回到了各自的岗位。探险指挥官肯定早已有了好计划！提示：使用 [ITEM_ExpeditionHorn] 可以继续进行探险决议。[ITEM_ExpeditionHorn] 可从公会商人处购买。执行探险决议可获得少量贡献点。",
 "당신이 손사래를 치자 단원들은 머리를 긁으며 각자의 자리로 돌아갑니다. 분명 탐사단장에게는 이미 좋은 계획이 있을 것이 분명합니다! TIP : [ITEM_ExpeditionHorn]을 사용하여 탐사단 결단을 재개할 수 있습니다. [ITEM_ExpeditionHorn]은, 길드 상인이 판매 합니다. 탐사단 결단을 수행하여 소정의 공헌도를 획득 할 수 있습니다.": "你摆了摆手，探险队员们挠着头回到了各自的岗位。探险指挥官肯定早已有了好计划！提示：使用 [ITEM_ExpeditionHorn] 可以继续进行探险决议。[ITEM_ExpeditionHorn] 可从公会商人处购买。执行探险决议可获得少量贡献点。",
 "당신이 손사래를 치자 단원들은 머리를 긁으며 각자의 자리로 돌아갑니다. 분명 탐사단장에게는 이미 좋은 계획이 있을 것이 분명합니다! TIP : [ITEM_ExpeditionHorn]을 사용하여 탐사단 결단을 재개할 수 있습니다. 탐사단 결단을 수행하여 소정의 공헌도를 획득 할 수 있습니다.": "你挥了挥手，队员们挠着头回到了各自的位置。探险队长肯定已经有了好计划！提示：你可以使用[ITEM_ExpeditionHorn]重新开始探险决策。完成探险决策可以获得少量贡献度。",
 "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.": "你递上调查结果后，他默默翻开笔记本浏览其中的内容。短暂的沉默后，他的笔尖飞快地动了起来。 <color=#a69085>“哦...真有趣。”</color> 他久久注视着酸液虫，然后缓缓点头。 <color=#a69085>“体液具有强酸性，外壳却完全不会被腐蚀。这可不只是耐酸而已，似乎有别的机制...太有趣了！”</color> 他完全没把你放在眼里，只顾望着酸液虫发出赞叹。",
 "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.": "当你邀请她加入探险队时，恩德罗茜悄悄地将目光投向森林深处。<color=#a69085>“在那片森林的深处，住着一只巨大的怪物，普通的箭矢根本无法伤它分毫。即使是最好的猎人，也可能轻易丧命。”</color>她握着弓的手微微颤抖。<color=#a69085>“在杀死那个怪物为我姐姐报仇之前，我一刻也无法安宁。”</color>你从她的声音中感受到了强烈压抑的悲伤和愤怒。",
 "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.": "垂直猛烈挥舞大剑，对目标所在格和目标正后方格的单位造成物理攻击力{0}%的物理伤害，并施加{1}秒[AFFECTER_Stun]。",
 "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.": "垂直猛烈挥舞大剑，对目标所在格和目标正后方格的单位造成物理攻击力{0}%的物理伤害，命中时施加{1}秒[AFFECTER_Stun]。",
 "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.": "重置所有已学技能，并返还技能点。",
 "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": "夜深人静，定居点外传来一声长长的嚎叫。嗷呜！！嗷呜！！你被惊醒，走出屋外，看到包括{0}和{1}在内的狼人成员正仰望着巨大的满月，放声嚎叫。<color=#a69085>“这大半夜的，你们在干什么？”</color>你困惑地问道，{0}转过头回答道：<color=#a69085>“据说月亮上居住着我们祖先的灵魂。他们现在仍在无尽的平原上奔跑，守护着他们的后代。”</color>{0}再次仰望月亮，微笑着说：<color=#a69085>“在这样又大又亮的月夜，我们的声音会传达给祖先。”</color>",
 "불괴쥐 재매치 인데 2마리 ver. 일정 이상의 탱킹력과 지속딜링 능력이 필요하다.": "不朽鼠重赛，2只版本。需要一定程度的坦克能力和持续输出能力。",
 "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.": "一个瘦骨嶙峋的男人放下巨大的背包，一件一件地摆放着商品。他发现了你，嘴角咧开，狡黠地笑着说：“哦，有客人来了。你来得正是时候。”他立起一块大牌子，然后拍了拍它--今日特惠！“我今天心情好。我向你保证，这样的机会可不常有。”他拿起一件商品，假装擦拭一番，然后又放回了货架上。",
 "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.": "三角协同战斗，以前通常是先杀死蝌蚪更有利，而这场战斗则陷入了先杀死斗士还是先杀死蝌蚪的两难境地。",
 "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.": "新任副指挥官 {0} 平静地环视队员们。 <color=#a69085>\"地下城正在侵蚀大陆。若无法阻止这场灾难，森林、河流，最终连世界树也会枯竭。\"</color> 短暂沉默后，{0} 以坚定的声音继续说道。 <color=#a69085>\"请记住。神圣的世界树祝福将与我们同行。\"</color> 队员们神色凝重，坚定了决心。",
 "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.": "新任副指挥官 {0} 把队员们召集到篝火前。 <color=#a69085>\"地下城不会欢迎我们。它会无尽地试炼我们，最终想把我们吞没。\"</color> 短暂沉默后，{0} 慢慢环视队员们。 <color=#a69085>\"可是光害怕能解决什么？要结束这场末日，必须有人迈出第一步。让我们一起走进最深的黑暗。\"</color> 探险队员们为 {0} 的演说欢呼呐喊。每个人心中都涌起坚定的决心。",
 "소란스러운 웅성거림과 함께 단원들이 당신을 찾아옵니다. 그중 {0}이(가) 결심한 듯 앞으로 나섭니다. <color=#a69085>\"더 이상 참을 수 없습니다. 목숨을 걸고 있지만 음식은 형편없고 휴식 시간도 부족합니다!\"</color> {0}이(가) 격앙된 목소리로 외치자 다른 단원들도 씩씩거리며 동조합니다. <color=#a69085>\"맞소! 더 이상 참을 수 없소!\"</color> 지친 단원들이 잇달아 불만을 쏟아내며 분위기가 험악해집니다. 이내 당신이 손을 들어 {0}을(를) 제지하자, 모두가 당신의 말을 기다립니다.": "伴随着嘈杂的喧哗声，队员们找到了你。其中 {0} 似乎下定决心，向前一步。<color=#a69085>“我们再也受不了了。我们冒着生命危险，但食物糟糕，休息时间也不够！”</color> {0} 激动地喊道，其他队员也喘着粗气表示赞同。<color=#a69085>“没错！我们再也受不了了！”</color> 疲惫的队员们接连抱怨，气氛变得紧张起来。你举起手制止了 {0}，所有人都等待着你的话。",
 "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 {": "在一片嘈杂的议论声中，队员们来到你面前。其中有人像是下定决心般率先站了出来。 <color=#a69085>“我们已经忍无可忍了。我们在拿命冒险，可吃的却糟糕透顶，连休息时间都不够！”</color> {0}情绪激动地喊道。他的脸上交织着疲惫与愤怒。 <color=#a69085>“没错！我们再也受不了了！”</color> 其他队员也气呼呼地附和，说他说得对。他们的脸上充满极度的疲惫和愤怒。 紧接着，{0}发泄不满的声音越来越激烈，房间里的紧张气氛不断升高。 队员们都已筋疲力尽，局势看起来十分危险。很快，你举起手{",
 "스스로 {0}초 동안 [AFFECTER_Offensive], [AFFECTER_Rush]과 [AFFECTER_Rooting]를 얻습니다.": "你获得 [AFFECTER_Offensive]、[AFFECTER_Rush] 和 [AFFECTER_Rooting] 效果，持续 {0} 秒。",
 "스스로 {0}초 동안 [AFFECTER_Rush]과 [AFFECTER_Rooting]를 얻습니다.": "你获得 [AFFECTER_Rush] 和 [AFFECTER_Rooting] 效果，持续 {0} 秒。",
 "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.",
 "안녕하세요. STOVE를 통해 던전 세틀러즈를 플레이해주셔서 정말 감사합니다. 오랜 시간 업데이트를 전해드리지 못했음에도 게임을 잊지 않고 다시 찾아와 주셔서 감사드립니다. 앞으로 신규 콘텐츠는 Steam과 동일한 시기에 업데이트될 예정입니다. 기존 세이브도 최대한 이어서 플레이하실 수 있도록 호환 작업을 진행했습니다. 다만 그동안 삭제되거나 변경된 아이템과 건물들이 있어, 예전에 플레이하셨던 정착지와는 조금 다른 모습이 되어 있을 수 있습니다. 기존 세이브로 계속해서 보스를 잡고 새로운 지역으로 나아가셔도 좋지만, 1지역에도 새로운 이벤트 룸과 NPC를 비롯해 여러 콘텐츠가 추가된 만큼 새롭게 시작해보시는 것도 추천드립니다. <color=#a69085>게임의 아주 초기 모습부터 함": "您好。非常感谢您通过 STOVE 玩《地下城拓荒者》。尽管我们很久没有发布更新，但您没有忘记游戏并再次回来，我们对此深表感谢。未来，新内容将与 Steam 同步更新。我们已经进行了兼容性工作，以便您尽可能地继续玩旧存档。但是，由于在此期间删除或更改了一些物品和建筑物，您以前玩过的定居点可能会有所不同。您可以继续使用旧存档击败 Boss 并前往新区域，但我们也建议您重新开始，因为区域 1 也添加了新的事件室、NPC 和各种其他内容。<color=#a69085>从游戏的最早期开始，我们就一直致力于",
 "여섯 번째 고기를 삼킨 틈새는 여섯 번 천천히 수축한 뒤 움직임을 멈춥니다. <color=#a69085>끼기긱! 틱... 시식.. 팅!</color> 침묵 속에서 유리병끼리 부딪히는 듯한 맑은 소리가 세 차례 울립니다. 그렇습니다 방금 전에 우리가 들었던 그 소리는 생물의 몸 안에서 날 수 없는 소리였었습니다. 틈새는 이전보다 깊고 넓게 벌어진 채, 다시 한번 손이 내밀어지기를 기다립니다.": "吞下第六块肉后，裂缝缓慢收缩了六次，然后停止了蠕动。<color=#a69085>吱嘎！咔嗒……嘶嘶……叮！</color> 在寂静中，清脆的玻璃瓶碰撞声响了三次。是的，我们刚才听到的声音不可能是生物体内发出的。裂缝比以前更深更宽地张开着，等待着再次伸出的手。",
 "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": "准备好就本次探险成果发表讲话后，所有人都聚集过来。他们的眼神从未如此炽热，满怀希望。 你环视四周的队员，然后缓缓开口。 <color=#a69085>“我们成功了！我们征服了寂静帷幕，那片黑暗而危险的森林。这是在场每一个人的勇气与决心所造就的成果，任何障碍、任何威胁，都未能动摇我们坚定的意志。”</color> 听了你的话，探险队员们鼓掌欢呼，纷纷响应。他们的脸上透出自豪。 <color=#a69085>“无论遇到什么困难，我们都要彼此信任，一起前进！”</color> 随着你的示意，残",
 "이벤트용 변수 현재 빌드의 맥스 지역 체크용. 해당 지역의 마지막 층 까지 도달 하면 탐사열망 (더 깊은 곳으로) 이벤트 안뜸 (int)DungeonRegion값임": "用于事件的变量，检查当前构建的最大区域。如果到达该区域的最后一层，则不会触发探索渴望（更深处）事件。(int)DungeonRegion值",
 "인접한 적 유닛에게 {5}초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "每 {5} 秒对相邻的敌方单位造成相当于魔法攻击力 {2}% 的魔法伤害，并在 {4} 秒内施加 {3} 层 [AFFECTER_Burning]。",
 "인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "每秒对相邻的敌方单位造成相当于魔法攻击力 {2}% 的魔法伤害，并在 {4} 秒内施加 {3} 层 [AFFECTER_Burning]。",
 "잠시 주변이 조용해지자 당신은 깊은 숨을 들이쉬고, 천천히 말을 이어갑니다. <color=#a69085>\"자네들이 얼마나 힘들게 싸우고 있는지, 그리고 우리가 함께 얼마나 많은 어려움을 극복해왔는지 잘 알고 있네. 지금 우리는 중요한 기로에 서 있어. 만약 우리가 이 상황을 잘 넘긴다면 더 큰 보상과 더 좋은 환경을 만들 수 있을 걸세.\"</color> 당신의 말에 단원들의 얼굴에 조금씩 변화가 생기기 시작합니다. {0}의 얼굴에도 약간의 이해와 공감의 표정이 떠오릅니다. <color=#a69085>\"현재 자원은 부족하지만, 곧 해결될걸세. 그때까지 조금만 더 견디고 힘을 모아주게. 부탁하네.\"</color> <color=#a69085>\"알겠습니다, 단장. 당신의 진심이 느껴": "周围暂时安静下来，你深吸一口气，然后慢慢地继续说道。<color=#a69085>“我深知你们战斗得多么艰辛，也知道我们一起克服了多少困难。现在我们正处于一个重要的关头。如果我们能顺利度过这个难关，就能获得更大的回报和更好的环境。”</color>你的话让队员们的脸上开始出现细微的变化。{0}的脸上也流露出了一丝理解和认同。<color=#a69085>“虽然目前资源不足，但很快就会解决。在那之前，请大家再坚持一下，齐心协力。拜托了。”</color><color=#a69085>“明白了，队长。我感受到了你的真心。”</color>",
 "잠시 주변이 조용해지자 당신은 천천히 말을 이어갑니다. <color=#a69085>\"자네들이 얼마나 힘들게 싸우고 있는지 잘 알고 있네. 지금은 힘들겠지만, 이 고비만 넘긴다면 상황이 훨씬 더 나아질걸세.\"</color> 당신의 말에 단원들의 표정이 조금씩 누그러집니다. <color=#a69085>\"그러니 조금만 더 견뎌주게. 자네들의 고생을 헛되게 하지는 않겠네.\"</color> <color=#a69085>\"알겠습니다, 단장. 조금만 더 힘내보겠습니다.\"</color> {0}을(를) 비롯한 단원들은 고개를 끄덕이며 당신의 말을 받아들입니다.": "周围暂时安静下来，你慢慢地继续说道。<color=#a69085>“我深知你们战斗得多么艰辛。虽然现在很困难，但只要度过这个难关，情况就会好转很多。”</color>你的话让队员们的表情逐渐缓和。<color=#a69085>“所以请大家再坚持一下。我不会让你们的辛劳白费的。”</color><color=#a69085>“明白了，队长。我们会再努力一下的。”</color>包括{0}在内的队员们都点点头，接受了你的话。",
 "정신을 집중하여 범위 내의 모든 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히 고 {1}초 동안 {2}의 [AFFECTER_Burning]를 부여하는 불꽃 투사체를 날립니다.": "集中精神，向范围内所有单位发射火焰投射物，造成相当于魔法攻击力 {0}% 的魔法伤害，并在 {1} 秒内施加 {2} 层 [AFFECTER_Burning]。",
 "정신을 집중하여 범위 내의 모든 유닛에게 마법 공격력의 {0}%의 마법 피해를 입히는 불꽃 투사체를 날립니다. 대상이 보유중인 [AFFECTER_Burning] * {1}만큼 피해량이 증가합니다.": "集中精神，向范围内所有单位发射火焰投射物，造成相当于魔法攻击力 {0}% 的魔法伤害。目标拥有的 [AFFECTER_Burning] 每层使伤害提高 {1}。",
 "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 몇 마리 터트려 보": "泽农将视线从酸虫身上移开，看向附近的孢子虫。他盯着它看了一会儿，嘴角慢慢上扬。<color=#a69085>“一开始我还以为它是酸虫的亲戚呢。”</color>他用棍子戳了戳孢子虫的身体，它便喷出了孢子。<color=#a69085>“那些被孢子覆盖的生物比平时更容易受伤。它既不是毒也不是酸。”</color>他匆忙地在笔记本上写了几行字。<color=#a69085>“虽然是同一种昆虫，但捕食方式却完全不同……真美。”</color>过了一会儿，他撕下一张纸条递给你。<color=#a69085>“去炸几只孢子虫看看吧。”",
 "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": "科赛农将视线从酸液虫处移开，转而望向附近的孢子虫。看了一会儿，他的嘴角渐渐扬起。 <color=#a69085>“起初我还以为它只是酸液虫的近亲。”</color> 他用木棍戳了戳孢子虫的身体，它随即喷出孢子。 <color=#a69085>“沾上那些孢子的生物，比平时更容易受伤。但这东西既不是毒，也不是酸。”</color> 他飞快地在笔记本上写下了几行字。 <color=#a69085>“明明同为昆虫，狩猎方式却截然不同...真是美丽。”</color> 片刻后，他撕下一页笔记递给你。 <color=#a69085>“再调查一些孢子虫",
 "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.": "在指定位置召唤 {0} 个“泡泡怪”。泡泡怪会攻击附近的敌人，并在死亡时爆炸，对附近的敌人造成相当于魔法攻击力 {1}% 的魔法伤害，并为附近的友军提供一个持续 {5} 秒的护盾，护盾值为魔法攻击力 {2}%。每个单位最多可以同时召唤 {3} 个泡泡怪，地图上最多可以同时存在 {4} 个泡泡怪。DEV(JH)：泡泡怪的魔法攻击力/生命值增长取决于召唤者的属性，这仅通过代码实现。没有向用户显示的说明，因此您必须亲自召唤它们才能知道。泡泡溅射的伤害取决于“召唤者”的魔法攻击力。泡泡猛击的伤害取决于“泡泡怪”的魔法攻击力。",
 "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.": "探险队的最终目标是摧毁拥有自我意识的地下城阿克泰翁的核心，以结束降临世界的恐怖末日。最近的探险未能取得显著成果，探险队员们似乎有些按捺不住了。<color=#a69085>“队长，下次探险我们是不是可以深入一些？”</color>在所有队员聚集的地方，有人大声提议。<color=#a69085>“如果我们止步于此，所有人都会认为我们是懦夫。”</color>你深思熟虑后意识到，在队员们充满干劲的现在，正是迈向探险下一阶段的好机会。",
 "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.": "在持续探索的过程中，{0}报告说在附近的岩壁上发现了一个奇怪的裂缝。<color=#a69085>“这东西扎到人肯定很疼。”</color>你观察着长满荆棘的裂缝，发现里面有什么东西在闪闪发光。",
 "퍼센트 (ex) 10 => 10% 추가 증가)": "百分比（例如：10 => 额外增加10%）",
 "퍼센트 (ex) 10 => 10% 추가 증가) (260728) 최소값은 -99%가 되도록 하한캡을 두었다. 즉, -100%를 해서 무적이 될수는 없다. 왜냐하면, 그렇게 되면 껍질이 차감이 안된다거나, 기믹적 문제가 생기기 때문.": "百分比（例如：10 => 额外增加10%）（260728）设置了下限，最小值为-99%。也就是说，不能通过-100%来达到无敌。因为那样会导致护甲无法扣除，或者出现机制问题。",
 "핀볼 타임 PS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.": "弹珠台时间 PS：如果地图太大，铁甲虫可能会逃离战斗，因此在测试时可能需要调整大小。",
 "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다": "赋予该单位[AFFECTER_Leadership]",
 "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.": "披上火焰斗篷，在{0}秒内获得相当于魔法攻击力{1}%的护盾，并对相邻的敌方单位每{5}秒造成相当于魔法攻击力{2}%的魔法伤害，并在{4}秒内施加{3}层[AFFECTER_Burning]。",
 "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.": "披上火焰斗篷，在{0}秒内获得相当于魔法攻击力{1}%的护盾，并对相邻的敌方单位每秒造成相当于魔法攻击力{2}%的魔法伤害，并在{4}秒内施加{3}层[AFFECTER_Burning]。",
 "（15.63% ×6） - from": "（15.63% ×6） - 来自",
 "，持续 20 秒。该效果的触发间隔为 60 秒。 At combat start, a barrier worth twice your missing HP for 20 seconds.": "，持续 20 秒。该效果的触发间隔为 60 秒。 战斗开始时，获得相当于已损失 HP 两倍的护盾，持续 20 秒。",
 "，持续10秒。 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.)": "，持续10秒。 普通攻击造成 100% 魔法攻击力的魔法伤害，并施加 2 层燃烧，持续 10 秒。（增益持续时间：技能行写 5 秒，数据槽写 20 秒 - 游戏内验证待进行。）",
 "，持续2秒。 For 10 seconds: a shield of 150% Magic Attack; adjacent enemies take 30% Magic Attack per second and 1 Burning stack for 2 seconds.": "，持续2秒。 持续 10 秒：获得 150% 魔法攻击力的护盾；相邻敌人每秒受到 30% 魔法攻击力，并施加 1 层燃烧，持续 2 秒。",
 "，持续5秒。40秒后，它会崩解并回归自然。 Its first spray lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.": "，持续5秒。40秒后，它会崩解并回归自然。 首次喷射在召唤 2 秒后落地，之后每 4 秒再喷射一次。",
 "，持续5秒。40秒后，它会崩解并回归自然。每1秒攻击一次。 Its first attack lands 1 second after it is summoned, and one more follows every second after that.": "，持续5秒。40秒后，它会崩解并回归自然。每1秒攻击一次。 召唤后 1 秒打出第一次攻击，之后每秒再打一次。"
}
