{
 " ({#} hits of {#})": " （{#} 次命中，共 {#}）",
 " ({#}/energy)": " （{#}/能量）",
 " +{#} more": " 另 +{#}",
 " - {#} per energy": " - 每能量 {#}",
 " groups Quests, Expedition Resolution, and Events.": " 彙總任務、探險決議和事件。",
 " lists the same goals under their own heading.": " 在自己的標題下列出相同的目標。",
 " page. Its last step is killing the ": " 頁面。最後一步是擊殺 ",
 " page. They are not random dungeon events.": " 頁面。它們不是隨機地下城事件。",
 " to the party, rather than handing you items.": " 到隊伍，而不是交給你物品。",
 "\" - it is not a Dungeon Settlers save file.": "” - 它不是地下城拓荒者存檔檔案。",
 "\" - this is not a Dungeon Settlers save.": "\" - 這不是 Dungeon Settlers 存檔。",
 "\" completed": "\" 已完成",
 "\" completed; never after": "\" 已完成；此後不再",
 "\" completes": "\" 完成",
 "\" completes)": "\" 完成後)",
 "\" completes; blocked after quest \"": "\" 完成後封鎖；任務完成後封鎖 \"",
 "\" completes; blocked once": "\" 完成後封鎖一次",
 "\" has finished": "\" 已完成",
 "\" has finished)": "\" 結束後封鎖)",
 "\" has no UnitProfileTable row - kept the template face.": "”沒有UnitProfileTable行 - 保留了模板面。",
 "\"\"Captain,": "““隊長，",
 "\"-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！！\" 當{0}撕碎生物的幾部分時，一聲尖銳的叫聲在空中迴盪。一旦它被完全拆解，一個微小的綠色精華在其核心被發現。至少，你的好奇心得到了滿足。",
 "\"...Hmph.\"": "“……哼。”",
 "\"...It's over.\"": "“……結束了。”",
 "\"...What": "“……什麼",
 "\"...What? Are you": "\"……什麼？你",
 "\"...What? Are you insane?\"": "“……什麼？你瘋了嗎？”",
 "\"...it's over.\"": "“……結束了。”",
 "\">open ›": "\">開啟 ›",
 "\"A second lock keeps Festering Burrow closed.\"": "“第二把鎖使潰爛地穴保持關閉。”",
 "\"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！” 你聽到附近傳來一聲尖叫，立刻認出那是同伴麗安娜的聲音。她被一群老鼠層層包圍，很快就在它們的攻擊中倒下了。",
 "\"Ah,": "\"啊，",
 "\"Ah, a customer....": "“啊，一位顧客……",
 "\"Ah...": "\"啊...",
 "\"Ah... Of course! That's it! Why did it ta...": "“啊……當然！就是它！為什麼花了這麼……",
 "\"Ah... Yes. So that's how it...": "“啊……是的。原來是這樣……”",
 "\"An": "“一個",
 "\"An expedition... Not a bad choice if I": "“探險嗎……若想調查，倒是個不錯的選擇，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.\"": "“探險嗎……若想調查，倒是個不錯的選擇，如果我 am 去調查 depths 地下城的。” After briefly scanning the mission papers, he mutters under his breath. \"But I still have orders 去調查 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.\"": "“探險嗎……若想調查，倒是個不錯的選擇，如果我 intend 去調查 deepest reaches 地下城的。” After briefly reviewing the mission documents, he murmurs under his breath. \"But I still have orders 去調查 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.\"": "“至少在用餐時，每個人都可以安心。”",
 "\"AttackSpeedPerModifier_-30\",": "\"AttackSpeedPerModifier_-30\",",
 "\"AttackSpeedPerModifier_20\",": "\"AttackSpeedPerModifier_20\",",
 "\"Bald\"": "\"光頭\"",
 "\"BaseRandomFoodRation\"": "“基礎隨機口糧”",
 "\"BaseRandomGazeMoon\"": "“基礎隨機凝視月亮”",
 "\"Be": "“要",
 "\"Best": "“最好",
 "\"Best not come any closer.\"": "“最好別再靠近了。”",
 "\"Beyond": "“超越",
 "\"Black\"": "\"Black\"",
 "\"Blitz\",": "\"閃擊\",",
 "\"Blitz\", \"Tide\"]": "\"閃擊\", \"潮汐\"]",
 "\"Blitz\"]": "\"閃擊\"]",
 "\"Blue\"": "藍色",
 "\"Blunt\",": "\"Blunt\",",
 "\"Blunt\", \"FireMagic\"]": "\"Blunt\", \"FireMagic\"]",
 "\"Blunt\"]": "\"Blunt\"]",
 "\"Bow\",": "\"弓\",",
 "\"Bow\", \"WaterMagic\"]": "\"弓\", \"水魔法\"]",
 "\"Bow\"]": "\"Bow\"]",
 "\"BowSkillAptit...": "\"BowSkillAptit...",
 "\"Bribe\"": "賄賂",
 "\"BuildingEnemy\"": "“建築敵人”",
 "\"Burst\",": "\"Burst\",",
 "\"Burst\"]": "\"Burst\"]",
 "\"Bwoooong-\"": "“嗚-”",
 "\"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...\"": "“嗚-” 你吹響探險號角後，探險隊員們紛紛聚攏過來。“關於設定和實現探險目標，我們得換個新思路了。”你清了清嗓子，繼續說道。“各位聽好。從現在開始，我們要……”",
 "\"By": "“透過",
 "\"Captain,": "“隊長，",
 "\"Captain...": "“船長……",
 "\"Captain... I found a strange vine.\" It looks like it could be quite useful.": "\"Captain... 我發現了一株奇怪的藤蔓。” 看起來能派上些用場。",
 "\"Caution\"": "\"注意\"",
 "\"Cavern_LittleFlesh\"": "\"Cavern_LittleFlesh\"",
 "\"Cavern_Mine\"": "\"Cavern_Mine\"",
 "\"Cavern_Poison\"": "\"Cavern_Poison\"",
 "\"Cavern_Standard\"": "\"Cavern_Standard\"",
 "\"Chief,": "“隊長，",
 "\"ChoiceE0001\"]": "\"選擇E0001\"]",
 "\"ChoiceE0201\"]": "\"ChoiceE0201\"]",
 "\"ChoiceF27001\"]": "\"ChoiceF27001\"]",
 "\"ChoiceF30001\"]": "\"ChoiceF30001\"]",
 "\"ChoiceF34001\"]": "\"ChoiceF34001\"]",
 "\"ChoiceF49111\"]": "\"ChoiceF49111\"]",
 "\"ChoiceF9111\"]": "選擇F9111",
 "\"ChoiceN12001\",": "選擇N12001",
 "\"ChoiceN12001\"]": "“選擇N12001”]",
 "\"ChoiceN12002\"]": "選擇",
 "\"ChoiceN14111\",": "選擇N14111",
 "\"ChoiceN14111\"]": "選擇",
 "\"ChoiceN14112\"]": "選擇",
 "\"ChoiceN16001\",": "選擇",
 "\"ChoiceN16001\"]": "你選擇了一個新的地下城，但你必須先擊敗它才能解鎖它。",
 "\"ChoiceN16002\"]": "選擇",
 "\"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\",": "選擇R8001",
 "\"ChoiceR8001\"]": "選擇R8001",
 "\"ChoiceR8002\"]": "選擇R8002",
 "\"ClearDungeon1\"": "清除地下城1",
 "\"Come": "“來吧",
 "\"Comman...": "“指揮...",
 "\"Commander,": "“指揮官，",
 "\"Commander, there's a": "“指揮官，這裡有個",
 "\"Commander, why don't we request expedition support from the Guild? Given": "“指揮官，要不要向公會申請探險支援？以",
 "\"Commander...": "“指揮官……",
 "\"Commander... I found a strange vine.\" It looks like it could be quite useful.": "\"Commander... 我發現了一株奇怪的藤蔓。” 看起來能派上些用場。",
 "\"CriticalChance_-10\"]": "\"CriticalChance_-10\"]",
 "\"CriticalChance_-5\"]": "\"CriticalChance_-5\"]",
 "\"CriticalChance_10\",": "\"CriticalChance_10\",",
 "\"CriticalDamageBonus...": "\"暴擊傷害加成...\"",
 "\"DamageTakenBonus_-{2}\"]": "承受傷害加成：-{2}",
 "\"DamageTakenBonus_{2}\"]": "承受傷害加成：{2}",
 "\"Damn! That": "“該死！那",
 "\"DecisionDismiss\"": "\"DecisionDismiss\"",
 "\"Default\"": "“預設”",
 "\"DefaultEnemy\"": "“預設敵人”",
 "\"Defence\"": "\"防禦\"",
 "\"DeputyCaptainElf\"": "精靈副隊長",
 "\"DeputyCaptainHuamn\"": "人類副隊長",
 "\"DeputyCaptainLizard\"": "蜥蜴人副隊長",
 "\"DeputyCaptainLycan\"": "狼人副隊長",
 "\"DeputyCaptainMia\"": "米婭副隊長",
 "\"DiscaredMagicPowerDevice\"": "\"DiscaredMagicPowerDevice\"",
 "\"Do": "\"你",
 "\"Do goblins... enjoy having insects drink their blood? How strange...\"": "“哥布林……喜歡讓昆蟲吸它們的血嗎？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\",": "\"閃避機率_15\",",
 "\"Don't": "“別",
 "\"Don't push yourself. A brief investigation will be": "“不必勉強。稍作調查就足夠",
 "\"Don't push yourself. A brief investigation will be enough.\"": "“不必勉強。稍作調查就足夠 enough.\"",
 "\"Dungeon1RandomCliff\"": "地下城1隨機懸崖",
 "\"Dungeon1RandomGreen\"": "“地下城1隨機綠色”",
 "\"Dungeon1RandomMusic\"": "“地下城1隨機音樂”",
 "\"Dungeon1RandomWatcher\"": "“地下城1隨機觀察者”",
 "\"Elf02_Blue\"": "精靈02_藍色",
 "\"Elf02_White\"": "精靈02_白色",
 "\"Elf03_Green\"": "精靈03_綠色",
 "\"Elf04_Green\"": "精靈04_綠色",
 "\"Elf06_Green\"": "精靈06_綠色",
 "\"Elf07_Blue\"": "“精靈07_藍色”",
 "\"Elf08_Blue\"": "精靈08_藍色",
 "\"Elf10_Blue\"": "精靈10_藍色",
 "\"Elf11_Green\"": "\"Elf11_Green\"",
 "\"ElfStandardMale_012\"": "精靈標準男性_012",
 "\"EndrossiQuestEnd2\"": "\"EndrossiQuestEnd2\"",
 "\"EndrossiQuestEnd3\"": "\"EndrossiQuestEnd3\"",
 "\"EndrossiQuestEnd4\"": "\"EndrossiQuestEnd4\"",
 "\"EnergyRegeneration_0.03\"]": "\"EnergyRegeneration_0.03\"]",
 "\"Equipment": "裝備",
 "\"Equipment_MainAccessory\"": "主飾品",
 "\"Equipment_Spear\"": "\"Equipment_Spear\"",
 "\"Equipment_SubAccessory\"": "副飾品",
 "\"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\"]": "\"處決\"]",
 "\"Expedition": "“探險",
 "\"Expedition Commander,": "“探險指揮官，",
 "\"ExpeditionHorn\"": "\"ExpeditionHorn\"",
 "\"ExpeditionHornNotActive\"": "探險號角未啟用",
 "\"ExpeditionTeamSupport3\"": "探險隊支援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\"": "層",
 "\"FloorDeco\"": "層裝飾",
 "\"Forest_Golem\"": "\"Forest_Golem\"",
 "\"Fortress\",": "\"Fortress\",",
 "\"Fortress\", \"Burst\"]": "\"Fortress\", \"Burst\"]",
 "\"Fortress\"]": "\"Fortress\"]",
 "\"Furniture\"": "\"傢俱\"",
 "\"Fwoooom-\"": "\"Fwoooom-\"",
 "\"Good.": "\"很好。",
 "\"Good. This should be enough to test my hypothesis.\"": "“很好。這應該足以驗證我的假設了。”",
 "\"GreatSwordSkillAptitude_-1\"]": "\"GreatSwordSkillAptitude_-1\"]",
 "\"Greatsword\",": "\"巨劍\",",
 "\"Greatsword\"]": "\"巨劍\"]",
 "\"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...”她在攙扶下艱難起身，重重地喘著粗氣。“和你在一起的傑克和伊萬呢？”聽到你的提問，她的臉色沉了下來，一言不發。這種反應也並不出乎預料。你沉思了一會，隨即向兩人下達了指令。“我們不能再遲疑了。需要找到這一層的傳送門，儘快離開這裡。”“指揮官，我知道傳送門在哪裡，但即使離開了地下城，‘荒蕪之地’中除了尖刺藤蔓和枯樹外，也沒有什麼能用的資源。所以最好是先在這裡收集一些資源，然後再回去。”你點了點頭，表示同意她的建議。",
 "\"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...”她在攙扶下艱難起身，重重地喘著粗氣。“和你在一起的傑克和伊萬呢？”聽到你的提問，她的臉色沉了下來，一言不發。看到預料中的反應，你沉思了一會，隨即向兩人下達了指令。“我們不能再遲疑了。需要儘快離開這裡。我們必須找到這一層某處的傳送門。”“指揮官，我知道傳送門在哪裡。但即使離開了地下城，‘荒蕪之地’中除了沒用的尖刺藤蔓和枯樹外什麼都沒有。所以最好是先在這裡收集一些資源，然後再回去。”你點了點頭，表示同意她的建議。",
 "\"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...\" 在攙扶下，她勉強 rise and struggles to catch her breath. “傑克和 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\"": "“困難”",
 "\"Harmony\",": "\"Harmony\",",
 "\"Harmony\", \"Blitz\"]": "\"Harmony\", \"Blitz\"]",
 "\"Harmony\"]": "\"Harmony\"]",
 "\"Hidden\"": "\"隱藏\"",
 "\"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，它似乎使用了帝國……",
 "\"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……”她緩慢地撥出一口氣，努力剋制自己的情緒。“當它開始跺地時要小心。那是它即將衝鋒的訊號。”",
 "\"Huh...\"": "“嗯……”",
 "\"HumanStandardFemale_021\"": "“人類標準女性_021”",
 "\"Humanity's": "“人類的",
 "\"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]": "“即使在埃洛斯帝國輝煌的時代，人類對神聖的渴望依然堅定不移，儘管帝國表現得彷彿沒有神靈存在。”--米格爾，市政廳秘書。對女神的信仰在大陸上廣泛傳播，成為大災變後支撐無數人心靈和生活的基石之一。人類對神聖的本能感知透過魔法石與女神雕像產生共鳴，極大地增強了個體的能力。這種現象被稱為“奉獻”。設施越高大宏偉，它能用更少的魔法石產生更大的精神和身體成長。這使得裝飾神殿尤為重要。[ROOM_PoorTemple] [ROOM_MediocreTemple] [ROOM_NormalTemple] [ROOM_DecentTemple]",
 "\"HungerRegeneration_-0.01\"]": "\"HungerRegeneration_-0.01\"]",
 "\"I heard that the expedition t...": "\"我聽說探險隊...",
 "\"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.\"": "\"我們應該花足夠的時間來對其進行研究。\"",
 "\"I'll": "\"我會",
 "\"I've": "“我曾",
 "\"I've been hearing stories about your group everywhere lately.\"": "\"最近，似乎到處都能聽到你們這支隊伍的傳聞。\"",
 "\"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，似乎到處都能聽到你們這支隊伍的傳聞。\" 觀察者的聲音從烏鴉的喙中傳出。 \"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，似乎到處都能聽到你們這支隊伍的傳聞。\" 觀察者的聲音從烏鴉的喙中傳出。 \"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": "“我收到報告，說副",
 "\"If": "\"如果",
 "\"Illustration_DiscardedMagicPowerDevice\"": "\"Illustration_DiscardedMagicPowerDevice\"",
 "\"Illustration_DiscardedSpecimen\"": "\"Illustration_DiscardedSpecimen\"",
 "\"Illustration_Endrossi\"": "\"Illustration_Endrossi\"",
 "\"Illustration_EndrossiAlphaAcidSlogel\"": "“插畫_恩德羅西·阿爾法酸史萊姆”",
 "\"Illustration_EndrossiElderGloth\"": "插畫_恩德羅西長老格洛斯",
 "\"Illustration_EndrossiMawmurk\"": "“插畫_恩德羅西·默莫克”",
 "\"Illustration_EndrossiWhiteMawmurk\"": "“插畫_恩德羅西·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\"": "插畫_佩裡恩廢棄的魔力裝置",
 "\"Illustration_PerionDiscardedSpecimen\"": "“插畫_佩裡翁廢棄樣本”",
 "\"Illustration_ReturnFromExpedition\"": "\"Illustration_ReturnFromExpedition\"",
 "\"Illustration_SmallGreenThing\"": "\"Illustration_SmallGreenThing\"",
 "\"Illustration_StrangeNiche\"": "\"Illustration_StrangeNiche\"",
 "\"Illustration_TheWatchingEntity\"": "\"Illustration_TheWatchingEntity\"",
 "\"Illustration_ThornvineCliff\"": "插畫_荊棘藤蔓懸崖",
 "\"Illustration_VentingFrustration\"": "\"Illustration_VentingFrustration\"",
 "\"Illustration_Xenon\"": "\"Illustration_Xenon\"",
 "\"Illustration_XenonAcidBug\"": "“插畫_異種酸蟲”",
 "\"Illustration_XenonHellLeech\"": "“插畫_異種地獄水蛭”",
 "\"Illustration_XenonMeatGrub\"": "“插畫_異種肉蛆”",
 "\"Illustration_XenonSporeInsect\"": "“插畫_異種孢子蟲”",
 "\"Illustration_YearningForExploration\"": "\"Illustration_YearningForExploration\"",
 "\"Insect\"": "“昆蟲”",
 "\"Is": "“是",
 "\"It": "\"它",
 "\"It has been": "“已經過去",
 "\"It has been many years since the Magic Empi...": "“自魔法帝國覆滅以來，已過去多年……",
 "\"It looks like an insect that should have gone extinct long ago... What mechanism could possibly keep it a...": "\"It looks 像是早該滅絕的昆蟲... 究竟什麼 mechanism could possibly keep it a...",
 "\"It seems": "“看來",
 "\"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.": "“看來我最近到處都聽到了關於你們團隊的故事。”檢查員的聲音從烏鴉的喙中傳出。“看起來你們終於像一支真正的探險隊了。就連公會也開始把你們當作一支相當受人尊敬的隊伍。”“想知道我們為什麼還活著，是嗎？”你抱怨著，烏鴉發出一聲叫聲，抖了抖羽毛。“好了，好了，別這樣。無論如何，你們從現在起得到的支援將有所不同。當然，我們也會期待相應的成果。”說完，烏鴉展開它漆黑的翅膀，消失在天際。",
 "\"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.": "“看來我們完成目標的速度變慢了，指揮官。”探險隊員開始懷疑我們的隊伍近期是否還有實現目標的能力。“不斷追逐一個明顯行不通的目標，難道不是在浪費時間嗎？”你原以為計劃很快就能完成，但事實證明這一切遠沒有預想中那麼簡單。你陷入了深思。",
 "\"It seems yo...": "\"看來你...",
 "\"It seems you're finally beginning to look ...": "\"看樣子你們總算開始像樣 ...",
 "\"It...": "\"那...",
 "\"Leader! I'm telling you, that one is suspicious no matter how you look at it! They...": "“領隊！我告訴你，那個人無論怎麼看都可疑！他們...",
 "\"Leader,": "“隊長，",
 "\"Let's": "\"讓我們",
 "\"Listen,": "“聽著，",
 "\"Long02_Black\"": "\"Long02_Black\"",
 "\"Long02_Blonde\"": "“長髮02_金色”",
 "\"Long02_Brown\"": "長髮02_棕色",
 "\"Long02_White\"": "\"Long02_White\"",
 "\"Long03_Blonde\"": "\"Long03_Blonde\"",
 "\"Long04_Black\"": "“長髮04_黑色”",
 "\"Long04_Blonde\"": "長髮04_金髮",
 "\"Long04_Brown\"": "長髮04_棕色",
 "\"Long04_Orange\"": "“長髮04_橙色”",
 "\"Long04_Red\"": "“長髮04_紅色”",
 "\"Long04_White\"": "長髮04_白色",
 "\"Long_Blonde\"": "\"Long_Blonde\"",
 "\"Long_Brown\"": "長髮_棕色",
 "\"Long_Orange\"": "“長髮_橙色”",
 "\"Long_Red\"": "“長_紅色”",
 "\"Long_White\"": "“長_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...": "“看看那些隨著運氣和技巧灑落在地板上的色彩。它們難道不讓你想起朱雀每次振翅時散落的羽毛嗎？",
 "\"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]": "“看看那些隨著運氣和技巧灑落在地板上的色彩。它們難道不讓你想起朱雀每次振翅時散落的羽毛嗎？”--王維，競技場播報員 娛樂室 人們既需要休息，也需要玩樂。這能讓他們在享受樂趣的同時提高效率。[ROOM_PoorRecreationRoom] [ROOM_MediocreRecreationRoom] [ROOM_NormalRecreationRoom] [ROOM_DecentRecreationRoom]",
 "\"Looks": "“看起來",
 "\"LycanTattoo_Yellow\"": "\"LycanTattoo_Yellow\"",
 "\"MAX\"": "\"MAX\"",
 "\"MagicAttackPowerPerModifier_-10\"]": "\"MagicAttackPowerPerModifier_-10\"]",
 "\"MagicAttackPowerPerModifier_10\"]": "\"MagicAttackPowerPerModifier_10\"]",
 "\"MagicAttackPowerPerModifier_100\"]": "\"魔法攻擊力每修正值_100\"]",
 "\"MagicAttackPowerPerModifier_20\"]": "魔法攻擊力修正值：20]",
 "\"MagicAttackPowerPerModifier_50\"]": "\"MagicAttackPowerPerModifier_50\"]",
 "\"MagicResistance_-15\"]": "\"MagicResistance_-15\"]",
 "\"MagicResistance_-8\"]": "\"MagicResistance_-8\"]",
 "\"Main8\"": "主線8",
 "\"MainAddedTutorial\"": "主線任務已新增教程",
 "\"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\"": "心情低於-3",
 "\"Muscles strike iron, iron strikes wood, and wood holds fast to magic stones.": "“肌肉擊打鋼鐵，鋼鐵擊打木材，木材緊握魔法石。",
 "\"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 探險隊員 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\"": "鬍子02_紅色",
 "\"Mustache_Black\"": "\"Mustache_Black\"",
 "\"Mustache_Brown\"": "\"Mustache_Brown\"",
 "\"Mustache_Orange\"": "鬍鬚_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！”你聽到{0}尖叫，冷冷地轉過頭去。無論怎麼看，這都太可疑了。沒有必要冒不必要的風險。少數成員顯得異常不安，但大多數人似乎鬆了一口氣。",
 "\"No,": "\"不，",
 "\"None\"": "\"無\"",
 "\"Normal\"": "\"普通\"",
 "\"Nothing": "“沒什麼",
 "\"Now": "\"現在",
 "\"Now I hear tales of you lot from here and there.\"": "\"如今我到處都聽到你們的傳聞。\"",
 "\"Now we can carry out most research here without difficult...": "“現在我們可以在這裡輕鬆進行大部分研究……”",
 "\"Oh,": "“哦，",
 "\"Oh... What an extraordinary discovery.\"": "\"哦……真是驚人的發現。\"",
 "\"Oh... what": "“哦...什麼",
 "\"Oh... what a re...": "\"哦...多麼驚...",
 "\"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]": "\"在戰場上，吃得好意味著你已經完成了任務的百分之八十。\" - 戰地廚師吉照 餐廳 食物可以緩解飢餓，但餐廳可以緩解人們一天中 lingering 的疲憊。 [ROOM_PoorDiningRoom] [ROOM_MediocreDiningRoom] [ROOM_NormalDiningRoom] [ROOM_DecentDiningRoom]",
 "\"Others": "“其他人",
 "\"Outstanding\"": "“傑出”",
 "\"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.": "「每房間機率」是匹配的房間槽在那些層上生成時，此節點的模板份額；一層有多個槽，因此實際出現率更高。點選節點檢視完整明細。",
 "\"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...”她艱難地喘著氣。“傑克和伊萬呢？”聽到你的提問，她的臉色沉了下來，一言不發。你停頓片刻，隨即向兩人下達了指令。“那我們得儘快離開這裡。需要找到這一層某處的傳送門。”“我知道傳送門在哪裡，但即使離開了地下城，‘荒蕪之地’裡也沒有什麼能用的資源。所以最好是先在這裡收集一些資源，然後再回去。”你點了點頭，表示同意她的建議。",
 "\"PhysicalAttackPowerPerModifier_10\"]": "\"PhysicalAttackPowerPerModifier_10\"]",
 "\"PhysicalAttackPowerPerModifier_100\",": "\"物理攻擊力每修正值_100\",",
 "\"PhysicalAttackPowerPerModifier_20\",": "物理攻擊力修正值：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\"": "“機率_選擇F45100”",
 "\"RankUp1to2\"": "\"RankUp1to2\"",
 "\"RankUp2to3\"": "\"RankUp2to3\"",
 "\"Really,": "“真的嗎，",
 "\"Recreation\"": "\"娛樂\"",
 "\"Red\"": "\"Red\"",
 "\"SFX_CraftingDefault\"": "SFX_CraftingDefault",
 "\"SFX_CraftingFabric\"": "“製作布料”音效",
 "\"Sandbox\"": "\"沙盒\"",
 "\"Shield\",": "\"Shield\",",
 "\"Shield\", \"Blunt\"]": "\"Shield\", \"Blunt\"]",
 "\"Shield\", \"Greatsword\"]": "\"Shield\", \"Greatsword\"]",
 "\"Shield\"]": "“護盾”]",
 "\"Short02_Orange\"": "短髮02_橙色",
 "\"Short03_Brown\"": "“短髮03_棕色”",
 "\"Short04_Brown\"": "“短髮04_棕色”",
 "\"Short04_Orange\"": "“短04_橙”",
 "\"Short04_Red\"": "“短04_紅”",
 "\"Short05_Black\"": "\"Short05_Black\"",
 "\"Short05_Blonde\"": "“短髮05_金色”",
 "\"Short05_Brown\"": "“短髮05_棕色”",
 "\"Short05_Red\"": "短髮05_紅色",
 "\"Short06_Brown\"": "短髮06_棕色",
 "\"Short06_Orange\"": "“短06_橙”",
 "\"Short07_Black\"": "短髮07_黑色",
 "\"Short07_Brown\"": "短髮07_棕色",
 "\"Short07_Orange\"": "短髮07_橙色",
 "\"Short07_Red\"": "“短髮07_紅色”",
 "\"Short08_Brown\"": "\"Short08_Brown\"",
 "\"Short08_Red\"": "“短08_紅”",
 "\"Short09_Black\"": "短髮09_黑色",
 "\"Short09_Red\"": "\"Short09_Red\"",
 "\"Short09_White\"": "\"Short09_White\"",
 "\"Short_Black\"": "短髮_黑色",
 "\"Short_Brown\"": "短髮_棕色",
 "\"Short_Red\"": "“短_紅”",
 "\"ShowAction\"": "\"ShowAction\"",
 "\"ShowChoiceAction_ChoiceF28100\"": "“顯示選擇行動_選擇F28100”",
 "\"ShowChoiceAction_ChoiceF28110\"": "“顯示選擇行動_選擇F28110”",
 "\"ShowChoiceAction_ChoiceF29110\"": "“顯示選擇行動_選擇F29110”",
 "\"ShowChoiceAction_ChoiceF34100\"": "“顯示選擇行動_選擇F34100”",
 "\"ShowChoiceAction_ChoiceN12100\"": "“顯示選擇動作_選擇N12100”",
 "\"ShowChoiceAction_ChoiceN14110\"": "\"ShowChoiceAction_ChoiceN14110\"",
 "\"ShowChoiceAction_ChoiceN14200\"": "“顯示選擇動作_選擇N14200”",
 "\"ShowChoiceAction_ChoiceN16100\"": "“顯示選擇動作_選擇N16100”",
 "\"ShowChoiceAction_ChoiceN17100\"": "“顯示選擇行動_選擇N17100”",
 "\"ShowChoiceAction_ChoiceN18100\"": "“顯示選擇行動_選擇N18100”",
 "\"ShowChoiceAction_ChoiceN2100\"": "“顯示選擇動作_選擇N2100”",
 "\"ShowChoiceAction_ChoiceN27100\"": "“顯示選擇行動_選擇N27100”",
 "\"ShowChoiceAction_ChoiceN4100\"": "“顯示選擇動作_選擇N4100”",
 "\"ShowChoiceAction_ChoiceN5100\"": "“顯示選擇動作_選擇N5100”",
 "\"ShowChoiceAction_ChoiceR14130\"": "\"ShowChoiceAction_ChoiceR14130\"",
 "\"ShowChoiceAction_ChoiceR15100\"": "\"ShowChoiceAction_ChoiceR15100\"",
 "\"ShowChoiceAction_ChoiceR19100\"": "\"ShowChoiceAction_ChoiceR19100\"",
 "\"ShowChoiceAction_ChoiceR5100\"": "\"ShowChoiceAction_ChoiceR5100\"",
 "\"ShowChoiceAction_ChoiceR5110\"": "\"ShowChoiceAction_ChoiceR5110\"",
 "\"ShowChoiceAction_ChoiceR6100\"": "“顯示選擇行動_選擇R6100”",
 "\"ShowChoiceAction_ChoiceR6110\"": "“顯示選擇行動_選擇R6110”",
 "\"ShowChoiceAction_ChoiceR8100\"": "“ShowChoiceAction_ChoiceR8100”",
 "\"ShowUI_Research\"": "“顯示UI_研究”",
 "\"Since": "“自從",
 "\"SlimUnisex\"": "“苗條中性”",
 "\"So": "“所以",
 "\"So you really did kill it. I can't say I expected much...\"": "\"所以你還真把它殺了。我本來還沒抱多大期待……\"",
 "\"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]": "\"那麼，你打算花多少錢？\" - 傑克，狼人集市商人 商人室 商人帶來的不只是貨物。他們還帶來了定居點以外的訊息和可能性。商人室是一個生命線，可以在這裡出售不必要的物品併購買所需的貨物。 [ROOM_MerchantRoom]",
 "\"Spear\",": "\"Spear\",",
 "\"Spear\"]": "\"Spear\"]",
 "\"SpearSkillApt...": "\"SpearSkillApt...",
 "\"Special\"": "\"特殊\"",
 "\"Square\"": "“方形”",
 "\"Stake\",": "\"Stake\",",
 "\"Stake\"]": "\"Stake\"]",
 "\"Stalling\"": "“拖延”",
 "\"StandardMale\"": "“標準男性”",
 "\"Start": "\"起點",
 "\"Status\"": "\"狀態\"",
 "\"Sword\",": "\"劍\",",
 "\"Sword\"]": "\"劍\"]",
 "\"Take what you need. Just pay the right price.\"": "“拿你需要的。只要付對價格。”",
 "\"Take whatever you need. Just make sure you pay a fair price.\"": "“你需要什麼就拿走吧。只要確保你支付了合理的價格。”",
 "\"Thank you,": "“謝謝你，",
 "\"Thank you, Captain!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "\"Thank you, Captain!\" 隊員們領到了比平時更充足的食物，神情明顯滿意了許多，於是愉快地享用起來。",
 "\"Thank you, Commander!\" The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "\"Thank you, Commander!\" 隊員們領到了比平時更充足的食物，神情明顯滿意了許多，於是愉快地享用起來。",
 "\"That": "“那",
 "\"That expedition was exhausting too! I want to sleep in a warm bed right aw...\"": "“那次遠征也太累了！我真想立刻睡個暖和的覺……”",
 "\"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?": "“那次遠征也太累了！我真想立刻睡個暖和的覺……”隨著一聲響亮的伸展，{0}出現在傳送門前！幾名成員的臉色變得蒼白。{0}從未從地下城回來，他們怎麼會以這種方式回來呢？",
 "\"The": "“",
 "\"The Dungeon is becoming far more": "\"地下城正變得遠比",
 "\"The Dungeon is becoming far more dan...": "“地下城正變得出乎預料地危...",
 "\"The Dungeon is consuming the continent. If we fail to stop this calamity,": "“地下城正在侵蝕大地。若無法阻止這場災難，",
 "\"The Dungeon will not welcome us. It will test us without end and,": "\"地下城不會善待我們。它會無休無止地考驗我們，而且，",
 "\"The Golem cannot spawn.\"": "“巨石魔像無法生成。”",
 "\"The dungeon is encroaching on the continent. If we ca...": "\"地下城正在侵蝕大陸。如果我們無...",
 "\"The eyelids are heavier than a thousand weights, for no strongman can lift them...\"": "“眼皮重逾千斤，無人能將其抬起……”",
 "\"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]": "“眼皮比千鈞還重，再強壯的人也抬不起來……” - Girim，公會書記 探險隊員可以休息睡覺的臥室對他們的恢復至關重要。 單人房 與他人共用臥室會讓探險隊員覺得自己的私人空間受到了侵犯。若想獲得最高質量的睡眠，最好不要在同一房間內擺放兩張或更多床鋪。 [ROOM_PoorPrivateRoom] [ROOM_MediocrePrivateRoom] [ROOM_NormalPrivateRoom] [ROOM_DecentPrivateRoom] 多人房 當資源或空間有限時，探險隊員可能不得不睡在同一個地方。這或許無法大幅提升心情，但在戰略上可能仍有必要。 [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，今晚就到此為止吧。”",
 "\"Ther...": "“那…",
 "\"There is someone who insis...": "“有個人無論如何都堅...",
 "\"There's": "\"有",
 "\"There's a bloodsucking insect that goblin shamans appa...": "“有一種吸血昆蟲，哥布林薩滿似乎……",
 "\"They": "“它們",
 "\"They've": "“它們有",
 "\"This": "\"這",
 "\"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]": "“這個地方……是為我準備的……一個我可以傾注一切去揭示和發現的地方，我的昏暗、純潔，以及某種憂鬱……”--斯維亞託戈爾，東方研究會實驗室指揮官。工匠完成工具，而學者則會問這個工具還有什麼做不到的，並不斷在紙上奮筆疾書以尋找答案。[ROOM_PoorResearchLab] [ROOM_MediocreResearchLab] [ROOM_NormalResearchLab] [ROOM_DecentResearchLab]",
 "\"This takes us one step further. Excellen...": "\"我們又向前邁進了一步。幹得漂...",
 "\"Tide\",": "\"Tide\",",
 "\"Tide\", \"Harmony\"]": "\"潮汐\", \"和諧\"]",
 "\"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. ...": "\"老實說，我本沒想過你們這支隊伍能撐多久。不過，我得承認自己想錯了。 ...",
 "\"Understood.": "\"明白了。",
 "\"Understood.\"": "\"明白了。\"",
 "\"Very well. Then": "\"很好。那麼",
 "\"Very well. Then we shall make you": "“很好。那麼就讓你們變得",
 "\"Warrior\",": "\"戰士\",",
 "\"Warrior\"]": "\"戰士\"]",
 "\"WaterMagic\",": "\"WaterMagic\",",
 "\"WaterMagic\", \"NatureMagic\"]": "\"WaterMagic\", \"NatureMagic\"]",
 "\"WaterMagic\"]": "\"WaterMagic\"]",
 "\"WaterMagicSkillAptitude_2\",": "\"WaterMagicSkillAptitude_2\",",
 "\"We": "\"我們",
 "\"We can't": "“我們無法",
 "\"We should make some more ceramics and keep them ...": "“我們應該多製作一些陶瓷並儲備起來……”",
 "\"Wha...": "“什……",
 "\"What about Jack": "\"傑克呢",
 "\"What about Jack and": "“傑克和",
 "\"What about Jack and Ivan, who were with you?\"": "“和你在一起的傑克和伊萬呢？”",
 "\"What process": "\"什麼過程",
 "\"What process produces that ...": "“是什麼過程產生了那個……",
 "\"Whew...\"": "\"呼...\"",
 "\"White": "\"白色",
 "\"White\"": "白色",
 "\"With": "“有了",
 "\"Workbench\"": "\"工作臺\"",
 "\"Yellow\"": "\"Yellow\"",
 "\"You": "“你",
 "\"You'd better not come any closer.\"": "\"最好別再靠近了。\"",
 "\"You're here.\"": "\"來了啊。\"",
 "\"] .dsb-combo input": "\"] .dsb-combo input",
 "#1 damage": "#1 傷害",
 "#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)": "% 冷卻縮減)",
 "% crit dmg)": "% 暴擊傷害)",
 "% crit, +": "% 暴擊, +",
 "% dmg, +": "% 傷害, +",
 "% hit, consumed on use)": "% 命中，使用時消耗)",
 "% less dmg)": "% 減傷)",
 "% missing HP": "% 已損失 HP",
 "% of HP": "佔 HP%",
 "% of Max HP per tick": "% 最大 HP（每跳）",
 "% of its HP": "其 HP 的 %",
 "% of its Magic Atk)": "% 其魔法攻擊力)",
 "% of the vines are big.": "% 的藤蔓是大藤蔓。",
 "% of your HP": "佔你的 HP%",
 "% to": "% 至",
 "% total HP or below kills it instantly. Bosses are exempt.": "% 總 HP 及以下，會立刻將其擊殺。首領除外。",
 "%. There is no per-hit ceiling on the reflected number.": "%。反彈數值沒有單次上限。",
 "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers\\Saves\\": "%USERPROFILE%\\AppData\\LocalLow\\CanOpener\\Dungeon Settlers\\Saves\\",
 "&mdash; found in {#}": "&mdash; 見於 {#}",
 "&mdash; from {#}": "&mdash; 來自 {#}",
 "'><img loading='lazy' src='": "'><img loading='lazy' src='",
 "'Auto": "“自動",
 "'Bubbling(s)'": "'泡泡怪'",
 "'Bubblings'": "'泡泡怪'",
 "'Gatherable": "'可採集",
 "'Inventory'.": "“物品欄”。",
 "'Prioritiz...": "“優先...",
 "'Skip Safe Floor' bypasses it on repeat visits (where allowed)": "'跳過安全層' 在重複進入時繞過該層（在允許的情況下）",
 "'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) 當他們食用肉食食物時，並忽略全素食飲食通常的心情懲罰。",
 "(-2 心情) when they eat vegetarian food, and ignore the penalty for an all-meat diet.": "(-2 心情) 當他們食用素食食物時，並忽略全肉食飲食的懲罰。",
 "(-2 心情) whenever their XP bar is sitting at max, so level them up promptly.": "(-2 心情) 每當經驗條處於滿值時，所以要及時升級。",
 "(-2) is also applied.": "(-2) 也會施加。",
 "(10 burning stacks)": "(10 層燃燒)",
 "(10% ×4) - from": "(10% ×4) - 來自",
 "(10.34%) - from": "(10.34%) - 來自",
 "(10.71% ×2) - from": "(10.71% ×2) - 來自",
 "(100% attack power, magic, range 5).": "（100% 攻擊力，魔法，射程 5）。",
 "(100% attack power, physical, range 1).": "（100% 攻擊力，物理，射程 1）。",
 "(100% attack power, physical, range 3).": "（100% 攻擊力，物理，射程 3）。",
 "(100% ×10) - from": "(100% ×10) - 來自",
 "(100% ×12) - from": "(100% ×12) - 來自",
 "(100% ×13) - from": "(100% ×13) - 來自",
 "(100% ×16) - from": "(100% ×16) - 來自",
 "(100% ×18) - from": "(100% ×18) - 來自",
 "(100% ×2) - from": "(100% ×2) - 來自",
 "(100% ×20) - from": "(100% ×20) - 來自",
 "(100% ×25) - from": "(100% ×25) - 來自",
 "(100% ×3) - from": "(100% ×3) - 來自",
 "(100% ×30) - from": "(100% ×30) - 來自",
 "(100% ×32) - from": "(100% ×32) - 來自",
 "(100% ×4) - from": "(100% ×4) - 來自",
 "(100% ×40) - from": "(100% ×40) - 來自",
 "(100% ×48) - from": "(100% ×48) - 來自",
 "(100% ×5) - from": "(100% ×5) - 來自",
 "(100% ×50) - from": "(100% ×50) - 來自",
 "(100% ×6) - from": "(100% ×6) - 來自",
 "(100% ×8) - from": "(100% ×8) - 來自",
 "(100%) - from": "(100%) - 來自",
 "(11 chances over a full career).": "（完整生涯共 11 次機會）。",
 "(11.11%) - from": "(11.11%) - 來自",
 "(12.5%) - from": "(12.5%) - 來自",
 "(13.04%) - from": "(13.04%) - 來自",
 "(13.33% ×2) - from": "(13.33% ×2) - 來自",
 "(13.33% ×9) - from": "(13.33% ×9) - 來自",
 "(13.79%) - from": "(13.79%) - 來自",
 "(1440 = 1 day)": "(1440 = 1 天)",
 "(15.38%) - from": "(15.38%) - 來自",
 "(15.63% ×4) - from": "(15.63% ×4) - 來自",
 "(15.63% ×6) - from": "(15.63% ×6) - 來自",
 "(15.79% ×4) - from": "(15.79% ×4) - 來自",
 "(16%) - from": "(16%) - 來自",
 "(16.67% ×2) - from": "(16.67% ×2) - 來自",
 "(16.67% ×6) - from": "(16.67% ×6) - 來自",
 "(16.67%) - from": "(16.67%) - 來自",
 "(18.37%) - from": "(18.37%) - 來自",
 "(18.75% ×2) - from": "(18.75% ×2) - 來自",
 "(18.75%) - from": "(18.75%) - 來自",
 "(20% ×16) - from": "(20% ×16) - 來自",
 "(20% ×3) - from": "(20% ×3) - 來自",
 "(20% ×5) - from": "(20% ×5) - 來自",
 "(20% ×6) - from": "(20% ×6) - 來自",
 "(20%) - from": "(20%) - 來自",
 "(20.69% ×12) - from": "(20.69% ×12) - 來自",
 "(2000 HP)": "(2000 HP)",
 "(21.43% ×2) - from": "(21.43% ×2) - 來自",
 "(21.74%) - from": "(21.74%) - 來自",
 "(21.88% ×6) - from": "(21.88% ×6) - 來自",
 "(21.88% ×8) - from": "(21.88% ×8) - 來自",
 "(22.22% ×2, 11.11% ×4) - from": "(22.22% ×2, 11.11% ×4) - 來自",
 "(22.22%, 11.11% ×2) - from": "(22.22%, 11.11% ×2) - 來自",
 "(23.08%) - from": "(23.08%) - 來自",
 "(25% ×2) - from": "(25% ×2) - 來自",
 "(25% ×3) - from": "(25% ×3) - 來自",
 "(25% ×4) - from": "(25% ×4) - 來自",
 "(25% ×9) - from": "(25% ×9) - 來自",
 "(25.81% ×10) - from": "(25.81% ×10) - 來自",
 "(25.81%) - from": "(25.81%) - 來自",
 "(26.67% ×10) - from": "(26.67% ×10) - 來自",
 "(26.67% ×2) - from": "(26.67% ×2) - 來自",
 "(26.67% ×3) - from": "(26.67% ×3) - 來自",
 "(26.67% ×4) - from": "(26.67% ×4) - 來自",
 "(26.67% ×40) - from": "(26.67% ×40) - 來自",
 "(26.67% ×5) - from": "(26.67% ×5) - 來自",
 "(26.67% ×6) - from": "(26.67% ×6) - 來自",
 "(26.67% ×8) - from": "(26.67% ×8) - 來自",
 "(26.67%) - from": "(26.67%) - 來自",
 "(27.78%) - from": "(27.78%) - 來自",
 "(28.57% ×2) - from": "(28.57% ×2) - 來自",
 "(28.57% ×5) - from": "(28.57% ×5) - 來自",
 "(3.23%) - from": "(3.23%) - 來自",
 "(3/stack/s x 1 stacks) for 2 s =": "(3/層/秒 x 1 層) 持續 2 秒 =",
 "(3/stack/s x 1 stacks) for 5 s =": "(3/層/秒 x 1 層) 持續 5 秒 =",
 "(3/stack/s x 2 stacks) for 10 s =": "(3/層/秒 x 2 層) 持續 10 秒 =",
 "(3/stack/s x 2 stacks) for 5 s =": "(3/層/秒 x 2 層) 持續 5 秒 =",
 "(3/stack/s x 5 stacks) for 10 s =": "(3/層/秒 x 5 層) 持續 10 秒 =",
 "(30%) - from": "(30%) - 來自",
 "(31.58% ×4) - from": "(31.58% ×4) - 來自",
 "(32.26% ×11, 3.23% ×22) - from": "(32.26% ×11, 3.23% ×22) - 來自",
 "(32.26% ×13) - from": "(32.26% ×13) - 來自",
 "(32.26% ×15, 3.23% ×30) - from": "(32.26% ×15, 3.23% ×30) - 來自",
 "(32.26% ×2, 3.23% ×4) - from": "(32.26% ×2, 3.23% ×4) - 來自",
 "(32.26% ×3, 3.23% ×6) - from": "(32.26% ×3, 3.23% ×6) - 來自",
 "(32.26% ×3, 3.23% ×8) - from": "(32.26% ×3, 3.23% ×8) - 來自",
 "(32.26% ×5, 3.23% ×10) - from": "(32.26% ×5, 3.23% ×10) - 來自",
 "(32.26% ×6, 3.23% ×12) - from": "(32.26% ×6, 3.23% ×12) - 來自",
 "(32.26% ×8, 3.23% ×16) - from": "(32.26% ×8, 3.23% ×16) - 來自",
 "(32.26% ×9, 3.23% ×18) - from": "(32.26% ×9, 3.23% ×18) - 來自",
 "(32.26%, 3.23% ×2) - from": "(32.26%, 3.23% ×2) - 來自",
 "(3200 HP)": "(3200 HP)",
 "(33.33% ×10) - from": "(33.33% ×10) - 來自",
 "(33.33% ×12) - from": "(33.33% ×12) - 來自",
 "(33.33% ×12, 33.33% ×18, 33.33% ×24) - from": "(33.33% ×12, 33.33% ×18, 33.33% ×24) - 來自",
 "(33.33% ×15) - from": "(33.33% ×15) - 來自",
 "(33.33% ×18) - from": "(33.33% ×18) - 來自",
 "(33.33% ×2) - from": "(33.33% ×2) - 來自",
 "(33.33% ×2, 33.33% ×3, 33.33% ×4) - from": "(33.33% ×2, 33.33% ×3, 33.33% ×4) - 來自",
 "(33.33% ×24) - from": "(33.33% ×24) - 來自",
 "(33.33% ×36) - from": "(33.33% ×36) - 來自",
 "(33.33% ×4) - from": "(33.33% ×4) - 來自",
 "(33.33% ×6) - from": "(33.33% ×6) - 來自",
 "(33.33%) - from": "(33.33%) - 來自",
 "(34.29%) - from": "(34.29%) - 來自",
 "(35.29% ×20) - from": "(35.29% ×20) - 來自",
 "(35.29% ×30) - from": "(35.29% ×30) - 來自",
 "(37.04% ×2) - from": "(37.04% ×2) - 來自",
 "(38.46% ×150) - from": "(38.46% ×150) - 來自",
 "(38.46% ×2) - from": "(38.46% ×2) - 來自",
 "(38.46% ×20) - from": "(38.46% ×20) - 來自",
 "(38.46% ×3) - from": "(38.46% ×3) - 來自",
 "(4%) - from": "(4%) - 來自",
 "(4.55%) - from": "(4.55%) - 來自",
 "(40% ×10) - from": "(40% ×10) - 來自",
 "(40% ×4) - from": "(40% ×4) - 來自",
 "(40% ×8) - from": "(40% ×8) - 來自",
 "(40%) - from": "(40%) - 來自",
 "(45.45% ×2) - from": "(45.45% ×2) - 來自",
 "(5%) - from": "(5%) - 來自",
 "(5.88% ×2) - from": "(5.88% ×2) - 來自",
 "(5.88%) - from": "(5.88%) - 來自",
 "(5/stack/s x 3 stacks) for 6 s =": "(5/層/秒 x 3 層) 持續 6 秒 =",
 "(50% of price -": "(50% 的價格 -",
 "(50% ×12) - from": "(50% ×12) - 來自",
 "(50% ×12, 50% ×16) - from": "(50% ×12, 50% ×16) - 來自",
 "(50% ×15) - from": "(50% ×15) - 來自",
 "(50% ×16) - from": "(50% ×16) - 來自",
 "(50% ×18) - from": "(50% ×18) - 來自",
 "(50% ×2) - from": "(50% ×2) - 來自",
 "(50% ×2, 50% ×3) - from": "(50% ×2, 50% ×3) - 來自",
 "(50% ×20) - from": "(50% ×20) - 來自",
 "(50% ×20, 50% ×24) - from": "(50% ×20, 50% ×24) - 來自",
 "(50% ×24) - from": "(50% ×24) - 來自",
 "(50% ×3, 50% ×4) - from": "(50% ×3, 50% ×4) - 來自",
 "(50% ×4) - from": "(50% ×4) - 來自",
 "(50% ×4, 50% ×6) - from": "(50% ×4, 50% ×6) - 來自",
 "(50% ×5) - from": "(50% ×5) - 來自",
 "(50% ×6) - from": "(50% ×6) - 來自",
 "(50% ×8) - from": "(50% ×8) - 來自",
 "(50% ×9) - from": "(50% ×9) - 來自",
 "(50%) - from": "(50%) - 來自",
 "(50%, 25% ×2) - from": "(50%, 25% ×2) - 來自",
 "(50%, 50% ×2) - from": "(50%, 50% ×2) - 來自",
 "(53.57% ×6) - from": "(53.57% ×6) - 來自",
 "(55.56% ×2) - from": "(55.56% ×2) - 來自",
 "(58.82% ×15) - from": "(58.82% ×15) - 來自",
 "(58.82% ×20) - from": "(58.82% ×20) - 來自",
 "(58.82% ×23) - from": "(58.82% ×23) - 來自",
 "(58.82% ×30) - from": "(58.82% ×30) - 來自",
 "(58.82% ×45) - from": "(58.82% ×45) - 來自",
 "(6.67%) - from": "(6.67%) - 來自",
 "(60% ×5) - from": "(60% ×5) - 來自",
 "(61.22% ×4) - from": "(61.22% ×4) - 來自",
 "(62.5% ×10, 37.5% ×12) - from": "(62.5% ×10, 37.5% ×12) - 來自",
 "(62.5% ×4) - from": "(62.5% ×4) - 來自",
 "(62.5% ×6, 37.5% ×8) - from": "(62.5% ×6, 37.5% ×8) - 來自",
 "(65.22% ×4) - from": "(65.22% ×4) - 來自",
 "(66.67% ×12) - from": "(66.67% ×12) - 來自",
 "(66.67% ×2) - from": "(66.67% ×2) - 來自",
 "(66.67% ×2, 33.33% ×4) - from": "(66.67% ×2, 33.33% ×4) - 來自",
 "(66.67% ×20, 33.33% ×24) - from": "(66.67% ×20, 33.33% ×24) - 來自",
 "(66.67% ×4, 33.33% ×6) - from": "(66.67% ×4, 33.33% ×6) - 來自",
 "(66.67% ×4, 33.33% ×8) - from": "(66.67% ×4, 33.33% ×8) - 來自",
 "(66.67%, 33.33% ×2) - from": "(66.67%, 33.33% ×2) - 來自",
 "(68.97% ×2) - from": "(68.97% ×2) - 來自",
 "(7.14%) - from": "(7.14%) - 來自",
 "(7.41%) - from": "(7.41%) - 來自",
 "(7.69%) - from": "(7.69%) - 來自",
 "(75%) - from": "(75%) - 來自",
 "(76.92% ×3, 23.08% ×4) - from": "(76.92% ×3, 23.08% ×4) - 來自",
 "(8.57%) - from": "(8.57%) - 來自",
 "(80% ×2) - from": "(80% ×2) - 來自",
 "(80% ×8) - from": "(80% ×8) - 來自",
 "(800 HP)": "(800 HP)",
 "(86.96% ×5) - from": "(86.96% ×5) - 來自",
 "(9.09%) - from": "(9.09%) - 來自",
 "(9.68%) - from": "(9.68%) - 來自",
 "(90.91% ×2) - from": "(90.91% ×2) - 來自",
 "(90.91%, 9.09% ×2) - from": "(90.91%, 9.09% ×2) - 來自",
 "(95%) - from": "(95%) - 來自",
 "(Acceleration)": "（加速）",
 "(Applies": "（適用於",
 "(Blade Grinding)": "(打磨刀刃)",
 "(Crystal Shell) reflects magic damage. The reflect fraction sits at": "(水晶甲殼)反彈魔法傷害。反彈比例為",
 "(Debuff,": "（減益，",
 "(DecisionEnd)": "(DecisionEnd)",
 "(DecisionQuest)": "(DecisionQuest)",
 "(Effect)": "（效果）",
 "(Elf)": "(精靈)",
 "(Field": "(田地",
 "(Fixed)": "(固定)",
 "(Fortification)": "（防禦工事）",
 "(Haste)": "（急速）",
 "(Have": "（擁有",
 "(Hidden)": "(隱藏)",
 "(Human)": "(人類)",
 "(In": "(在",
 "(Infinite": "(無限",
 "(Lizardman)": "(蜥蜴人)",
 "(Lv1 Human)": "(Lv1 人類)",
 "(Lv1 LizardMan)": "(Lv1 蜥蜴人)",
 "(Lv2 Human)": "(Lv2 人類)",
 "(Lv2 LizardMan)": "(Lv2 蜥蜴人)",
 "(Lv3 Human)": "(Lv3 人類)",
 "(Lv4 Human)": "(Lv4 人類)",
 "(Lv5 Human)": "(Lv5 人類)",
 "(Lycan)": "(狼人)",
 "(Make sure to take a screenshot for the event!)": "（請務必為此時此刻截圖！）",
 "(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": "（僅",
 "(PS:": "(PS:",
 "(Pos)": "（位置）",
 "(Quick": "(快速",
 "(Random)": "(隨機)",
 "(Recruit Endrossi), started by no event in this build.": "(招募恩多爾西)，本版本中沒有任何事件會啟動。",
 "(Settlement)": "（定居點）",
 "(Spiny Carapace) reflects melee physical damage and the": "(帶刺甲殼)反彈近戰物理傷害，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.": "（劇透）設定中隱藏的幕後主使是埃爾羅斯帝國，官方概念文字寫明：「地下城核心是一種維持地下城的裝置，是為埃爾羅斯帝國的魔法實驗而創造的跨維度空間。」四件傳說遺物飾品把這條線索寫進了物品風味：男爵血淚（「來自埃爾羅斯帝國吸血鬼男爵的凝固淚滴」）、紅龍之息、冰冷之握和漩渦之潮，但它們的物品行已在 DS_B.0.4.11 中移除；僅文字鍵仍隨包釋出。德弗裡克吊墜（及其德弗裡克護符）是已釋出的傳說飾品。",
 "(Warning,": "（警告，",
 "(While equipped)": "(裝備中)",
 "(a 33% cut); R = 100 lets through": "（削減 33%）；R = 100 時放行",
 "(a decompile shows no combat code reads the": "（反編譯顯示沒有任何戰鬥程式碼讀取",
 "(after -": "(減免 -",
 "(agent instructions), and": "（智慧體說明），以及",
 "(already agreed": "(已同意",
 "(always on)": "(始終生效)",
 "(an 'Elven Homeland' environment and elf merchant) and an Empire-ruins relic cluster.": "（「精靈家園」環境和精靈商人）以及一處帝國廢墟遺物叢集。",
 "(and": "(以及",
 "(applied as PerModifier %). Easier settings weaken monster attack; harder ones raise both HP and attack.": "（按 PerModifier % 應用）。較易設定削弱怪物攻擊；較難設定同時提高 HP 和攻擊。",
 "(base": "(基礎",
 "(base area)": "（基地）",
 "(baseline)": "(基準)",
 "(below the cap).": "（低於上限）。",
 "(blind discovery) and": "（盲探）以及",
 "(blocked once the event \"": "(一旦發生事件 \"",
 "(bored debuff,": "(無聊減益,",
 "(by the weapon's damage type), adjusted by these, before the target's resistance:": "（按武器的傷害型別），再經以下項調整，然後才計算目標抗性：",
 "(cap: points stop here)": "(上限：點數到此為止)",
 "(construction)": "(建造)",
 "(cooking)": "(烹飪中)",
 "(costs {#})": "(費用 {#})",
 "(crafting)": "(製作中)",
 "(crit, guard, resistance, DoT math) -": "(暴擊、格擋、抗性、持續傷害計算) -",
 "(currently:": "(當前：",
 "(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.": "(每點能量傷害) 是該技能傷害除以該技能的能量消耗：它衡量法術把共享能量池轉化成傷害的效率。免費普通攻擊不消耗能量，因此沒有 DPE。",
 "(default event)": "(預設事件)",
 "(eating)": "(進食中)",
 "(empty)": "(空)",
 "(equipped)": "(裝備中)",
 "(factor x1.0, the game's design default); the game multiplies them by the factor below and rounds, never dropping below 1.": "（係數 x1.0，遊戲的設計預設值）；遊戲再乘以下方係數並四捨五入，且從不低於 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": "（較簡單的設定下重生更快、帶採集加成的環境效果也更多，因此隨時間總掉落更多），而且一次性的開局補給馬車在較簡單的",
 "(first kill)": "(首次擊殺)",
 "(floors 2-5): 13.8%-15.5% -> 61.6%-64.8% of the slot draw.": "（層 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;": "（層 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.": "（層 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": "（來自轉儲的",
 "(half health):": "(一半生命值)：",
 "(how damage, resistance and guard are computed) -": "(傷害、抗性和格擋如何計算) -",
 "(hunter, Veil of Silence)": "(獵人，寂靜帷幕)",
 "(index 0 is the safe floor), so floor 5 runs": "（索引 0 是安全層），因此第 5 層執行",
 "(ingredient amounts shown at Normal) -": "（材料數量按普通難度顯示） -",
 "(levels 2–12) a unit is offered": "（等級 2–12）單位會看到",
 "(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）：兩者都無視護盾，施加該效果的技能設定層數，每秒傷害固定且從不隨攻擊力提高。",
 "(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.": "（每單位最多 2 只，每張地圖最多 4 只）。擁抱之波、墜落冰川和召喚：泡泡蟾蜍會消耗泡泡靈；流水衝擊會先召喚自己的泡泡靈，再指揮全部泡泡靈；潮汐印記則把你的召喚物拉到標記格。泡泡靈不在場，這些法術就沒有可消耗的物件。",
 "(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)": "(通常為 1)",
 "(most often {#})": "(通常為 {#})",
 "(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": "(此後不再",
 "(no choice text - auto/system choice)": "(無選項文字 - 自動/系統選項)",
 "(no combat code reads it), so it shows what it would do if the developers activate it.": "(沒有戰鬥程式碼讀取它)，因此這裡顯示若開發者啟用後會發生什麼。",
 "(no dialog text - scripted sequence)": "(無對話文字 - 指令碼序列)",
 "(no name)": "(無名稱)",
 "(no notable spawns)": "（沒有值得注意的生成）",
 "(no saved units)": "(無已儲存單位)",
 "(number": "（數字",
 "(on": "(對",
 "(on allies)": "(對盟友)",
 "(on condition)": "(有條件時)",
 "(on enemy)": "(對敵人)",
 "(on the caster)": "(對施法者)",
 "(on units in the area)": "(對區域內的單位)",
 "(on units)": "(對單位)",
 "(on user)": "(對使用者)",
 "(once per cast)": "(每次施放 1 次)",
 "(override)": "(覆蓋)",
 "(per hit taken)": "（每次受擊）",
 "(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)": "(祈禱)",
 "(prefers-reduced-motion: reduce)": "(prefers-reduced-motion: reduce)",
 "(quality ≥ {#})": "(品質 ≥ {#})",
 "(range 1)": "（射程 1）",
 "(range 1, Direction radius 2 area up to 2 targets)": "（射程 1，方向半徑 2 範圍最多 2 個目標）",
 "(raw table values) -": "（原始表數值） -",
 "(raw table values).": "（原始表數值）。",
 "(reflect never reduces it)": "(反彈不會降低它)",
 "(removes)": "(移除)",
 "(requires": "(需要",
 "(requires quest \"": "(需要任務 \"",
 "(researching)": "(研究中)",
 "(room)": "（房間）",
 "(scholar)": "(學者)",
 "(scholar, Festering Burrow)": "(學者，潰爛地穴)",
 "(set in the menu bar)": "(在選單欄中設定)",
 "(site map for LLMs),": "（面向 LLMs 的網站地圖），",
 "(sleeping)": "(睡覺中)",
 "(source unconfirmed)": "(來源未確認)",
 "(spawn pool)": "(生成池)",
 "(spoilers).": "（劇透）。",
 "(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.": "（天賦成長、生成擲骰、裝備詞綴）使用您選擇的擲骰品質。遊戲會單獨擲骰每個升級，因此實際角色會圍繞這些平均值波動。",
 "(the Early Access build, DS_B.0.4.11 onward)": "（搶先體驗版本，DS_B.0.4.11 起）",
 "(the baked enum says": "（烘焙列舉顯示",
 "(the game's current-build cap).": "（遊戲當前版本上限）。",
 "(the interaction spawns this statue and monsters).": "（互動會生成此雕像和怪物）。",
 "(the product name lost its \"(Alpha)\" / \"(Playtest)\" suffix with the Early Access release)": "（產品名在搶先體驗釋出時去掉了“(Alpha)” / “(Playtest)”字尾）",
 "(timed)": "（限時）",
 "(to": "(在",
 "(typeless)": "（無型別）",
 "(unit name)": "(單位名稱)",
 "(unlock)": "(解鎖)",
 "(unset)": "(未設定)",
 "(up to": "(最大層數時最多",
 "(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; {#})": "（價格的 {#}% &mdash; {#}）",
 "({#}% of price - {#})": "({#}% 的價格 - {#})",
 "({#}/energy)": "({#}/能量)",
 "({#}/stack/s x {#} stacks) for {#} s =": "({#}/層/秒 x {#} 層) 持續 {#} 秒 =",
 "({0} or screen": "({0} 或螢幕",
 "(~Floor": "(~層",
 "(±30%) and the +3 Perception Elixir are": "(±30%) 和 +3 感知靈藥",
 "(眼球), most sit at": "(眼球)，大多數為",
 ") - a per-attack-type multiplier on the aggro/threat a unit generates:": "）- 按攻擊型別施加在單位產生的仇恨/威脅上的倍率：",
 ") - about": "）- 約",
 ") - each row below shows the floor and the chance of that room being rolled.": ") - 下方每行顯示該層以及抽出該房間的機率。",
 ") - re-read the UnitVisualType enum from the dump.": "）- 從轉儲中重新讀取UnitVisualType列舉。",
 ") - 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.": "）- 怪物在此威脅半徑內交戰。因為它等於標準的 8 格視野，大多數怪物會在同一距離發現你並投入。",
 ") and opens the neighbour (": "）並開啟相鄰區域（",
 ") and protects weapon durability.": "），並保護武器耐久。",
 ") but": "），但",
 ") does tie Perception to sight at 0.02 per point, but with the live coefficient at 0 it appears inactive. So the": ") 確實把感知與視野按每點 0.02 綁在一起，但實裝係數為 0，看起來未生效。因此",
 ") generates there. Festering Burrow's floor 5 generates": "）在此生成。潰爛地穴的第 5 層按",
 ") 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.": "）卻索引 FloatValue[0] = 8，那樣會變成每層 +8%（達上限時 +48%） - 資料裡很可能是佔位索引錯誤。真實的每層數值（6% 還是 8%）沒有遊戲內測試就無法確認；無論哪種，6 層上限都是確定的。",
 ") is a choice, and its item outcomes are 5": "）是一次選擇，其物品結果為 5",
 ") is authored as a constant, but a decompile of DS_B.0.4.19 shows": ") 在資料中寫為常量，但對 DS_B.0.4.19 的反編譯顯示",
 ") 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.": ") 是原來完整的巨石魔像首領競技場，改裝成墓地營地。這是對區域 0 首領已被擊敗的設定致敬。",
 ") 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).": "）讀取同一套網格視野和仇恨資料 - 不是三維視野錐射線檢測。打斷視線時察覺是否衰減，資料裡沒有寫明（推斷會重置或下降，未經確認）。",
 "), exactly cancelling the night penalty. Granted by": ")，正好抵消夜間懲罰。來源：",
 "), 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，已完成的區域還有通關首領。當前版本（DS_B.0.4.19）中僅前 2 個已完整建成；其餘為已命名槽位或內部生成器主題。",
 "), not in the shipped data tables.": "），而不是在隨附的資料表中。",
 "), stacking on top of the flat tier scaling.": "），疊加在固定檔位縮放之上。",
 "), which generates one new recruit exactly like a normal candidate roll - race, background and traits all random.": "), 會像普通候選人抽取一樣生成一名新招募物件 - 種族、出身和特質全部隨機。",
 "), worst to best.": "），從最差到最好。",
 "). A mixed-race roster wants a mixed pantry.": "）。混種族隊伍需要混合食材。",
 "). A standard 8-tile monster effectively sees only": "）。標準的 8 格怪物實際只能看到",
 "). Breaking line of sight around a corner hides you even at point-blank range.": ")。在拐角處打斷視線，即使貼臉也能藏身。",
 "). Combat and management difficulty are picked independently; the top tier is": "）。戰鬥難度和管理難度分開選擇；最高檔是",
 "). Crit chance starts at 8% and gains +0.3% per Perception.": "）。暴擊機率從 8% 起，感知每 1 點 +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": "）。可按區域或生物型別篩選，或按名稱或掉落物品搜尋。點選怪物可檢視完整屬性、技能、生成房間和掉落表。生物的",
 "). Floor n runs dungeon phase": "）。第 n 層執行地下城階段",
 "). Frame timing is approximate.": ")。幀時間僅為近似值。",
 "). 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.": "）。它作用於池中包含該房間的每一層，從不作用於隨機地下城事件，並在報告事件完成或關閉時結束。",
 "). Its layout may have changed, so the generator will not touch it. Update the wiki data first.": "）新。其佈局可能已更改，因此生成器不會對其進行處理。請先更新維基資料。",
 "). Level-up odds: 0.0455% per offered slot, 0.227% per roll of 5 slots; shared evenly by the 44": ")。升級機率：每個提供的槽 0.0455%，每擲 5 個槽 0.227%；由 44 個均分",
 "). Level-up odds: 0.100% per offered slot, 0.499% per roll of 5 slots; shared evenly by the 3": "）。升級機率：每個提供的槽 0.100%，每 5 槽一擲為 0.499%；由 3 個均分",
 "). Level-up odds: 0.548% per offered slot, 2.71% per roll of 5 slots; shared evenly by the 31": "）。升級機率：每個提供的槽 0.548%，每 5 槽一擲為 2.71%；由 31 個均分",
 "). Level-up odds: 4.75% per offered slot, 21.6% per roll of 5 slots; shared evenly by the 17": "）。升級機率：每個提供的槽 4.75%，每 5 槽一擲為 21.6%；由 17 個均分",
 "). Melee draws 30% more aggro, so it steers which of your units a monster fixates on - a tanking lever, not initial spotting.": ")。近戰多拉 30% 仇恨，因此它決定怪物盯上你哪名單位 - 這是坦克槓桿，不是初次發現。",
 "). 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）會削減視野，長時間探險會逐日疊加越來越重的地下城停留心情懲罰。進去，打到目標，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 個技能裡，185 個完全不消耗耐久度；其餘每次使用消耗：2 耐久度對應 51 個技能，1 耐久度對應 16 個技能，3 耐久度對應 1 個技能。因為消耗按每次行動計算，一把武器可以揮舞數百到數千次才需要修理。",
 "). Only the Elder Gloth offer requires Festering Burrow.": "）。只有格洛斯長老的任務需要潰爛地穴。",
 "). Please report this - the save writer is out of step with the stat model.": "）。請報告此問題 - 存檔寫入器與統計模型不一致。",
 "). Quoted blocks are verbatim in-game text from DS_B.0.4.19.": "）。引用塊是 DS_B.0.4.19 的遊戲內原文。",
 "). So a 100-damage hit shaves 10 off each armor piece; a 300-damage hit shaves 30.": ")。因此 100 點傷害的命中會從每件護甲削去 10；300 點傷害的命中會削去 30。",
 "). The Vampire Potion adds a temporary": "）。吸血藥水會臨時加上",
 "). The expedition result screen then offers": "）。隨後探險結果介面提供",
 "). The guild merchant is the one level-based trader: on each restock the game appends your current": "）。公會商人是唯一按等級變化的商人：每次補貨時遊戲會接上你當前的",
 "). The headline answers:": "）。要點如下：",
 "). This shortens a monster's reach, but it clips your own scouts' sight too.": ")。這會縮短怪物的觸及距離，但也會裁掉你自己偵察單位的視野。",
 "). Units track head and body HP separately; emptying either bar downs the unit.": "）。單位分別記錄頭部和身體 HP；任一條清空即擊倒該單位。",
 "): from": ")：從",
 "); outside that window it is night.": "）；該時段之外就是夜晚。",
 "); the PerModifier % is where affecters, inscriptions and difficulty apply (e.g.": "）；PerModifier % 是效果施加者、銘文和難度生效的位置（例如",
 "); the growth system's fallback base is": "）；成長系統的回退基礎值是",
 "); the rest are authored in the game files but switched off. See also": ")；其餘已寫入遊戲檔案但未開啟。另見",
 "* estimated from this spell's single coefficient - the shared recipe engine has no entry for it, so extra hits are not counted.": "* 由該法術的單一系數估算 - 共享配方引擎沒有該條目，因此未計入額外命中。",
 "**{#}** (`{#}`, {#} items)": "**{#}** (`{#}`, {#} 物品)",
 "+ 10 more changed...": "+ 另外10個已更改...",
 "+ 11 more...": "+ 另外 11 項...",
 "+ 129 more changed...": "+ 129 更多已更改...",
 "+ 13 more changed...": "另有13項更改...",
 "+ 146 more...": "+ 146 更多...",
 "+ 15 more...": "+ 額外15個...",
 "+ 16 more changed...": "+ 另外 16 項已更改...",
 "+ 17 more changed...": "+ 另外 17 項已更改...",
 "+ 2 more changed...": "+ 另有 2 項更改...",
 "+ 32 more...": "+ 另外 32 個...",
 "+ 35 more changed...": "+ 另外 35 項已更改...",
 "+ 4 more changed...": "還有 4 項更改...",
 "+ 44 more changed...": "+ 另外 44 項已更改...",
 "+ 48 more changed...": "另有 48 項更改……",
 "+ 486 more changed...": "另有 486 項已更改...",
 "+ 493 more changed...": "還有 493 項更改...",
 "+ 659 more...": "+ 659 更多...",
 "+ 8 more changed...": "另有 8 項更改...",
 "+ 84 more...": "+ 84 更多...",
 "+ 86 more changed...": "+ 86 更多已更改...",
 "+ 90 more...": "+ 90 更多...",
 "+ Add a random settler": "+ 新增隨機開拓者",
 "+ Brawler 2": "+ 鬥士 2",
 "+ Female": "+ 女性",
 "+ Mud": "+ 泥漿",
 "+ New character": "+ 新角色",
 "+ RMB : Show all interactions": "+ 右鍵：顯示所有互動",
 "+ Thrower 2": "+ 投擲者 2",
 "+ talent growth per level + flat bonuses, then": "+ 每級天賦成長 + 固定加成，然後",
 "+ {#}": "另 {#}",
 "+ Σ (major stat x its coefficient) + flat bonuses, then": "+ Σ（主屬性 x 其係數）+ 固定加成，然後",
 "++virtue)": "++美德)",
 "+1 / ~33 / -1 - player-visible": "+1 / ~33 / -1 - 玩家可見",
 "+1 / ~8 / 0 - player-visible": "+1 / ~8 / 0 - 玩家可見",
 "+10 Phys & Magic Resist on hit": "命中時物理與魔法抗性 +10",
 "+10 Phys & Magic Resist per hit": "每次命中 +10 物理抗性與魔法抗性",
 "+10% Crit on kill (10s)": "擊殺時 +10% 暴擊（10秒）",
 "+10% Crit per kill": "每次擊殺 +10% 暴擊",
 "+10% Critical Chance": "+10% 暴擊機率",
 "+10% hit and +5% crit per surrounding unit. Defined in the data but not active in this build, since no code reads it": "周圍每個單位 +10% 命中和 +5% 暴擊。資料中有定義，但此版本未生效，因為沒有程式碼讀取它",
 "+10% hit chance": "+10% 命中機率",
 "+10% hit-chance bonus": "+10% 命中機率加成",
 "+100 gold": "+100 金幣",
 "+1000 gold": "+1000 金幣",
 "+120% damage at 0 HP": "0 HP 時傷害 +120%",
 "+1221 / ~1210 / -127 - player-visible": "+1221 / ~1210 / -127 - player-visible",
 "+15% experience gained": "+15% 獲得經驗",
 "+150 contribution": "+150 貢獻點",
 "+150 each": "各 +150",
 "+2 more...": "+2 更多...",
 "+20% Damage Dealt at 0 HP": "0 HP 時造成傷害 +20%",
 "+200 contribution": "+200 貢獻點",
 "+200 gold": "+200 金幣",
 "+3 more...": "+3 更多...",
 "+30% Crit": "+30% 暴擊",
 "+30% Crit (3 stacks)": "+30% 暴擊（3 層）",
 "+30% Critical Chance": "+30% 暴擊機率",
 "+30% damage dealt but +20% damage taken.": "+30% 造成傷害，但 +20% 受到傷害。",
 "+300 gold": "+300 金幣",
 "+323 / ~1190 / -189 - player-visible": "+323 / ~1190 / -189 - 玩家可見",
 "+38 / ~50 / 0 - player-visible": "+38 / ~50 / 0 - 玩家可見",
 "+4 more...": "+4 項...",
 "+41 more spawn rows not shown.": "另有 +41 條生成行未顯示。",
 "+43 / ~133 / -6 - player-visible": "+43 / ~133 / -6 - 玩家可見",
 "+5 / ~5 / 0 - player-visible": "+5 / ~5 / 0 - 玩家可見",
 "+5 more...": "+5 項...",
 "+5% critical chance": "+5% 暴擊機率",
 "+5% critical-chance bonus": "+5% 暴擊機率加成",
 "+50 contribution": "+50 貢獻點",
 "+50 gold": "+50 金幣",
 "+500 gold": "+500 金幣",
 "+500 gold. That surcharge is often a bargain against the 2.00% Rare / 0.300% Legendary roll odds.": "+500 金幣。相對 2.00% 稀有 / 0.300% 傳說的抽取機率，這筆加價往往划算。",
 "+6 / ~33 / -1 - player-visible": "+6 / ~33 / -1 - 玩家可見",
 "+6 more...": "+6 項...",
 "+6% Phys Atk on skill use (8s)": "使用技能時 +6% 物理攻擊力（8秒）",
 "+777 gold": "+777 金幣",
 "+80 contribution": "+80 貢獻點",
 "+800 gold": "+800 金幣",
 "+Pop": "+人口",
 "+WIL)": "+WIL)",
 "+percent": "+百分比",
 "+{#} Main, +{#} Sub": "+{#} 主技能點，+{#} 輔技能點",
 "+{#} hidden": "+{#} 隱藏",
 "+{#} more": "+{#} 更多",
 "+{#} more attacks not shown.": "另有 {#} 次攻擊未顯示。",
 "+{#}% Crit forever": "+{#}% 暴擊永久",
 "+{#}% hit, +{#}% crit": "+{#}% 命中，+{#}% 暴擊",
 ", ...) means. Values shown as extracted.": ", ...) 的含義。數值按提取結果原樣顯示。",
 ", 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）。它不會減少你受到的那次命中 - 你承受全部傷害，攻擊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）。不比較傷害骰，越過閾值後再被碰到即為必定擊殺。",
 ", FloatValues [10, 2000, 10]). Once you hit the cap the gold stops, and the inscription permanently converts into": "，FloatValues [10, 2000, 10]）。達到上限後不再獲得金幣，銘文永久轉變為",
 ", FloatValues [60, 1, 20]). Each Shell is consumed by one incoming hit to": "，FloatValues [60, 1, 20]）。每層外殼被一次來襲命中消耗，用以",
 ", High-grade": "，高階",
 ", Mid-grade": "，中級",
 ", 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": ", 已新增 - 點選移除",
 ", an elite monster, not the region's clear boss.": "結束，那是一隻精英怪物，不是該區域的通關首領。",
 ", an elite rat with": "，一隻精英鼠，擁有",
 ", 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.": "施加減益時才會觸發，而護盾只對會被打到的單位有價值，護盾迴圈按職責標註 - 後排施法者身上的護盾組合並不過強。每張卡片寫明施加的效果、目標和頻率。11 套協同：2 套過強，8 套強，1 套視情況。",
 ", and each has a hard stack cap. The damage ignores defense and shields and does": "，並且各自有硬性層數上限。該傷害無視防禦和護盾，並且",
 ", and guild quests ask you to stockpile food above a given one.": "，並且公會任務會要求你把食物儲備到高於給定值。",
 ", and inline": "填充，以及行內",
 ", 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.": "，並且數值取決於目標的最大生命值，而非施法者的攻擊力。持續時間由施加該效果的技能決定。",
 ", and the amount is set by your campaign's": "，數值由戰役的",
 ", and the stat's own tooltip lists only Physical Attack, Magic Attack, Critical Chance and Cooking. A dormant growth constant (": "，該屬性自身的提示只列出物理攻擊力、魔法攻擊力、暴擊機率和烹飪。一個休眠的成長常數 (",
 ", and there are no rare gathering nodes - you farm it through the": "，並且沒有稀有資源節點 - 透過以下途徑刷取",
 ", and various bugs may occur.": "，並可能出現各種錯誤。",
 ", as above. The boss floor was reachable all along.": "，如上所述。首領層一直都可以到達。",
 ", both picked at campaign start and both running the same five tiers (": "，均在戰役開始時選擇，且都使用相同的五檔（",
 ", caps the region below the boss phase, so the boss room could never generate.": "，將區域限制在首領階段之下，因此首領房間永遠無法生成。",
 ", chosen - click to remove": ", 已選擇 - 點選移除",
 ", cited at 4 call sites at the bottom of this page.": "，引用見本頁底部的 4 處呼叫點。",
 ", 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": "，各自封住其區域的盡頭。下方每項屬性、攻擊和掉落均來自遊戲自身的資料表（首領是任何帶有",
 ", enemies only) and enters combat once it reaches": "，僅敵人）並在達到",
 ", exactly 3 in-game days": "，正好 3 遊戲內天",
 ", free random settlers) and authored-but-gated future special recruits? See": "，免費隨機開拓者）以及已編寫但鎖定的未來特殊招募？參見",
 ", i.e. the head bar and the body bar added together, not either one on its own. Barrier is not counted.": "，即頭部條與身體條相加，而不是單獨看其中一條。護盾不計入。",
 ", ignoring defense and shields. The amount is fixed: it": "，無視防禦和護盾。數值是固定的：它",
 ", ignoring defense. It": "，無視防禦。該效果",
 ", is the one-step main quest of the": "，是",
 ", it drops nothing directly (the Abyss rewards you through its treasure chests).": "，它不會直接掉落物品（無盡深淵透過其寶箱給予獎勵）。",
 ", monster": ", 怪物",
 ", monster damage x": ", 怪物傷害 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": "，而不是每個房間。一個區域的每一層只抽取一份編寫好的佈局，所以「每層」才是正確的粒度 - 每層只擲出一份佈局。下方按每個區域和每一層，列出特殊房間型別（事件、寶藏、女神像、精英、地下城核心……）出現的機率，以及稀有資源節點（血樹等）的每層機率。層的展開圖見",
 ", not whether you are first noticed.": "，而不是你是否先被發現。",
 ", one of the best early mana-stone injections in the game (": ", 是遊戲前期最好的法力石注入之一（",
 ", or what each node yields on": "，或各節點的產出見",
 ", per": ", 依據",
 ", range {#}": ", 射程 {#}",
 ", ranged x": "，遠端 x",
 ", respawn every": ", 每隔",
 ", roster is": "，名冊：",
 ", 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.": "，因此下方每個編號池都是該探險等級提供的庫存 - 等級越高，池越大越好。資料裡只有 1–3 階，與當前版本探險等級上限 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": "，因此加成從第一個側翼單位就開始計算（沒有「免費」的第一個單位）：三名攻擊者圍住一名敵人會提供 +30% 命中、+15% 暴擊。因為戰鬥路徑不分陣營，它也會",
 ", 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 小時。之後每天都是完整的 24 小時。",
 ", so they always agree.": "完全相同的傷害模型，因此始終一致。",
 ", standing on and around the tile the room boss stood on - one per tile, so you walk into the whole group at once.": "，站在房間首領所站的瓷磚上和周圍--每塊瓷磚一個，所以你一次性走進整個隊伍。",
 ", straight through armor. Poison is the odd one out: it is": "，直接穿透護甲。中毒是例外：它是",
 ", the": "、",
 ", the Golem-memorial camp. That spawn requires the Giant Stone Golem kill record.": ", 魔像紀念營地。該重新整理需要巨石魔像的擊殺記錄。",
 ", the game multiplies the room's template weight by 10 - but": "，遊戲將該房間的模板權重乘以 10 - 但",
 ", the game multiplies the room's template weight by 10:": "，遊戲將該房間的模板權重乘以 10：",
 ", the item breaks: equipment is unequipped and must be repaired before it works again. Two separate things wear your gear -": "時，物品會損壞：裝備會被卸下，必須修理後才能再用。有兩件不同的事會磨損你的裝備 -",
 ", the nearest lower tier that can.": "，最近的較低等級可以。",
 ", the refresh timer, the reroll button, and the member cap.": "、重新整理計時器、重新整理按鈕，以及成員上限。",
 ", up to a lifetime cap of": "，累計上限為",
 ", where R is your resistance to that damage type (diminishing-returns curve, community-verified). So R = 50 lets through 100/150 =": "，其中 R 是你對該傷害型別的抗性（收益遞減曲線，社群已驗證）。因此 R = 50 時放行 100/150 =",
 ", which is newer than the build this site knows (": "，比本網站所知的版本（",
 ", while a 无尽深渊格洛斯幼崽 is nearsighted at": "，而無盡深淵格洛斯幼崽近視，視野為",
 ", while the": "，而這些",
 ", you can descend to deeper floors o...": "，可以下降到更深的樓層或...",
 ", 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.": "，主線任務 0 至 主線任務 8）同時充當教程主線，你做對事情時會自動推進，所以把它當作待辦清單。",
 "- +1 energy per melee physical critical hit": "- +1 energy per 近戰物理暴擊 hit",
 "- +1 stack per cast (x2 with Fireproof); +30% Magic Attack Power per stack for 30s": "- 每次施放+1層（防火時x2）；每層+30%魔法攻擊力，持續30秒",
 "- +10% cooldown reduction each time you gain a Barrier": "- 每次獲得屏障時，冷卻時間縮短10%",
 "- +20% to all Barrier you gain": "- 你獲得的所有護盾 +20%",
 "- +8% damage per Burning stack on the target you hit": "- 你擊中的目標身上每層燃燒效果，傷害提高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": "- 目標身上2層，然後最多彈跳8次到附近的敵人",
 "- 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 - 從 DS_B.0.3.21 更新 - B.0.3.21 和 B.0.3.26 之間未標記的臨時版本",
 "- 2026-06-15 - updated from Build 23725069 - Steam buildid 23739108 - current build": "- 2026-06-15 - 從 Build 23725069 更新 - Steam buildid 23739108 - 當前版本",
 "- 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 - 從 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 - 從 DS_B.0.3.44 更新 - 搶先體驗版釋出 (Steam appid 2798330, buildid 25096615) - 已釋出遊戲的首個版本；安裝已從“Dungeon Settlers Playtest”移至“Dungeon Settlers”",
 "- 2026-09-05 - updated from DS_B.0.4.11 - Steam buildid 25124554": "- 2026-09-05 - 從 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 - 從 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 - 從 DS_B.0.4.17 更新 - Steam buildid 25154317",
 "- 300% Magic Attack Power + stacks x30%, then resets the stacks": "- 300%魔法攻擊力 + 每層堆疊x30%，然後重置堆疊",
 "- 4% chance per skill use to summon an extra Bubbling": "每次使用技能有4%的機率額外召喚一個泡泡",
 "- 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": "- 對區域造成400%魔法攻擊力傷害，並對所有擊中的目標施加5層燃燒效果，持續10秒（友軍傷害）--自DS_B.0.4.17版本以來的第二個堆疊來源，不再是引爆器",
 "- A tutorial is available.": "- 提供教程。",
 "- Additional research trees": "- 額外的研究樹",
 "- AtkSpd": "- 攻擊速度",
 "- Barrier = 20% of each hit you take from an enemy you taunted": "- 屏障 = 你從被你嘲諷的敵人那裡受到的每次攻擊的20%",
 "- Bored:": "- 無聊：",
 "- Boss": "- Boss",
 "- Chain Slash is a single-target melee skill, so using it applies Exposed Flaw": "- 連環斬是單體近戰技能，因此使用它會施加“暴露弱點”",
 "- Chain Slash's 4 hits all crit under Exposed Flaw, so +4 energy": "- 連環斬的4次攻擊在“暴露弱點”下都會暴擊，因此+4能量",
 "- Core": "- Core",
 "- Corridor": "- 走廊",
 "- Crit": "- 暴擊",
 "- Defeat Red": "- 擊敗紅色",
 "- Elite": "- Elite",
 "- EliteTreasure": "- EliteTreasure",
 "- Elves can be recruited": "- 可招募精靈",
 "- Entry": "- Entry",
 "- From:": "- 來自:",
 "- Girim, Guild Scribe": "- 吉里姆，公會書記",
 "- 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": "- 在任務表中，但此版本沒有任何內容會啟動它，也沒有事件會對其完成作出反應",
 "- MAtk": "- 魔攻",
 "- MagRes": "- 魔法抗性",
 "- Main SP": "- 主技能點",
 "- Maximum expedition members: 5": "- 探險隊員上限：5",
 "- Maximum expedition members: 6": "- 探險隊員上限：6",
 "- More items": "- 更多物品",
 "- Not needed if using Battlemage without a fire staff.": "- 使用火焰戰鬥法師且不帶火焰法杖時不需要。",
 "- PAtk": "- 物理攻擊力",
 "- Phase 1 Unique": "- 階段 1 獨特",
 "- Phase 2": "- 階段 2",
 "- Phase 2 Unique": "- 第 2 階段獨特",
 "- PhysRes": "- 物理抗性",
 "- Rain": "- 下雨",
 "- Region 1 Common": "- 區域 1 普通",
 "- Region 2 Common": "- 區域 2 普通",
 "- Regions 3-6 and their bosses": "- 第 3-6 區域及其首領",
 "- Reported to": "- 報告給",
 "- Res": "- 抗性",
 "- Reward: 1": "- 獎勵：1",
 "- Reward: 10": "- 獎勵：10",
 "- Reward: 2": "- 獎勵：2",
 "- Reward: 3": "- 獎勵：3",
 "- Reward: 4": "- 獎勵：4",
 "- Reward: 8": "- 獎勵：8",
 "- SafeFloor": "- SafeFloor",
 "- Source not recorded in the game data": "- 遊戲資料中未記錄來源",
 "- Sub SP": "- 輔技能點",
 "- This is the most basic starting point.": "- 這是最基礎的起點。",
 "- Tier 1, column 1": "- 第 1 層，第 1 列",
 "- Tier 1, column 2": "- 第 1 檔，第 2 列",
 "- Tier 1, column 3": "- 第 1 階，第 3 列",
 "- Tier 2, column 1": "- 第 2 檔，第 1 列",
 "- Tier 2, column 2": "- 第 2 階，第 2 列",
 "- Tier 2, column 3": "- 第 2 層，第 3 列",
 "- Tier 3, column 2": "- 第 3 階，第 2 列",
 "- Tier 4, column 1": "- 第 4 階，第 1 列",
 "- Tier 4, column 2": "- 第 4 階，第 2 列",
 "- Tier 4, column 3": "- 第 4 階，第 3 列",
 "- Treasure": "- Treasure",
 "- XP": "- 經驗",
 "- Xenon summons 3 ladybugs within 3 tiles (SKILL_SummonLadybug).": "- 科賽農在 3 格內召喚 3 只瓢蟲 (SKILL_SummonLadybug)。",
 "- a Tadpole that has swallowed 3 corpses evolves.": "- 吞下 3 具屍體的蝌蚪會進化。",
 "- 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": "- 一個快速模擬單位（護甲、體質、等級、可選加成）或你已儲存的名冊單位之一 - 再按該目標的抗性減免，顯示為",
 "- a weakened Medium Slime splits into small slimes.": "- 虛弱的中型史萊姆會分裂成小型史萊姆。",
 "- advanced overrides on": "- 高階覆蓋已開啟",
 "- after swallowing 3 corpses.": "- 吞噬 3 具屍體後。",
 "- and this takes precedence over guard.": "- 並且此效果優先於格擋。",
 "- applied region-wide while the region's floors are depleted": "- 在該區域各層枯竭期間作用於整個區域",
 "- applied to monsters by the chosen difficulty setting": "- 由所選難度設定施加到怪物",
 "- awareness has hit the threshold; it locks on and engages.": "- 察覺已達到閾值；它鎖定並交戰。",
 "- binds to room": "- 繫結到房間",
 "- carried by": "- 攜帶者：",
 "- combat difficulty": "- 戰鬥難度",
 "- commands it": "- 指揮它",
 "- consumes 1 of them": "- 消耗其中 1 個",
 "- default": "- 預設",
 "- each uses one inscription": "- 每棵佔用一條銘文",
 "- enemies surrounding one of your units would get the same benefit against it.": "- 包圍你一名單位的敵人也會對該單位獲得同樣的好處。",
 "- 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.": "- 遊戲可抽出的每種戰役開局：場景型別 × 管理難度，含初始單位、物品和地圖建築。測試/平衡行是僅供開發者使用的預設。",
 "- every table as JSON plus a manifest.": "- 每張表均為 JSON，另附清單。",
 "- every time you use a single-target melee skill": "- 每次你使用單體近戰技能",
 "- extra skill tree:": "- 額外技能樹：",
 "- fights alongside the Giant Stone Golem in its boss room; Stone Raise grants it max Art of Rush stacks during the fight (SKILL_StoneRaise).": "- 在其首領房間與巨石魔像並肩作戰；戰鬥期間岩石崛起賦予其最大層數的突進之術 (SKILL_StoneRaise)。",
 "- from {#}": "- 來自 {#}",
 "- 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.": "的內容 - 未來的武器型別、種族、魔法學派、系統和區域 - 外加 DS_B.0.4.11 移除的休眠物品行記錄。標有 (spoiler) 的條目會揭示遊戲尚未在遊玩中展示的劇情細節。",
 "- got": "- 得到",
 "- granted by:": "- 來源：",
 "- grants the": "- 賦予",
 "- guarantees crits against that enemy": "- 保證對該敵人暴擊",
 "- idle or patrolling; it has not seen you.": "- 閒置或巡邏；它還沒看到你。",
 "- is shown as a section inside its own entry, not as a separate boss.": "中戰鬥的腐化形態，作為其條目內的一節顯示，而不是單獨的首領。",
 "- lines show unlock requirements - top-right corner = energy cost per cast (skill-point cost shows on hover)": "- 線條表示解鎖條件 - 右上角 = 每次施放的能量消耗（懸停時顯示技能點消耗）",
 "- locks in HP = your Magic Attack Power + 300 and Magic Attack = 0.5 x your Magic Attack Power + 16.9 at summon time": "- 召喚時鎖定HP = 你的魔法攻擊力 + 300，魔法攻擊 = 0.5 x 你的魔法攻擊力 + 16.9",
 "- lv": "- 等級",
 "- never after": "- 此後不再",
 "- no room layout ships in this build, so it is never placed": "- 此版本沒有附帶房間佈局，因此永遠不會放置",
 "- 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、購買或擊殺掉落。一層生成時，遊戲會把它放入上方列出的房間/區域佈局中；你派遣單位就地採集。",
 "- not present in DropTable (unresolved)": "- DropTable 中不存在（未解決）",
 "- one of your units has entered its sight; awareness is building.": "- 你的一個單位進入了它的視野；察覺正在積累。",
 "- one trigger per Exposed Flaw application": "- 每次施加暴露的弱點觸發一次",
 "- one trigger per debuff per enemy hit by the stomp": "- 踐踏擊中的每個敵人、每個減益觸發一次",
 "- optional: heals 4% of missing health per Burning application": "- 可選：每次施加燃燒治療已損失生命值的 4%",
 "- paste it wherever the site owner listens.": "- 請貼上到站點所有者檢視的地方。",
 "- 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、房間品質、天氣、環境、戰鬥、待遇等。介面量表最高顯示為 30，但實際數值沒有硬上限。以下每個來源均直接取自",
 "- physical / magic hit": "- 物理 / 魔法命中",
 "- pick members (up to": "- 選擇成員 (最多",
 "- plus Slow; 15s cooldown": "- 附加減速；15秒冷卻",
 "- re-armed each time Fire Cloak's Burning lands, so ~once a second while enemies are adjacent": "- 每次火焰披風的燃燒命中都會重新觸發，因此敵人相鄰時約每秒一次",
 "- recruits roll a sum in [": "- 招募擲出合計，範圍 [",
 "- 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、金礦、處決、已損失 HP 銘文、持續傷害、外殼抵擋和臨時增益 - 並給出精確公式、演算示例，以及每個上限允許的最大值。每個數字都從 DS_B.0.4.19 遊戲表實時讀取。",
 "- requires": "- 需要",
 "- res": "- res",
 "- see the description for the exact behavior.": "- 確切行為見說明。",
 "- see the note at the top of this page.": "- 見本頁頂部的說明。",
 "- single target, 30s; also +50% damage to it and -30% damage from others": "- 單目標，30秒；同時對其造成+50%傷害，來自其他人的傷害-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": "- 這樣就能一眼看出 \"這裡能採集什麼\"；詳細的節點、怪物和寶箱表在其下方。在篩選框中輸入物品名稱即可跳到其來源。各房間型別和稀有節點的每層生成機率見",
 "- spent to power this skill (spawn Bubblings with Summon Bubbling).": "- 用於驅動此技能（用召喚：泡泡靈生成泡泡靈）。",
 "- stock chance 100%, qty 1, fixed price": "- 庫存機率 100%，數量 1，固定價格",
 "- stock chance 100%, qty 10–15, price -25%...+25%": "- 庫存機率 100%，數量 10–15，價格 -25%...+25%",
 "- stock chance 100%, qty 10–20, price -25%...+25%": "- 庫存機率 100%，數量 10–20，價格 -25%...+25%",
 "- stock chance 100%, qty 10–20, price 25%...+50%": "- 庫存機率 100%，數量 10–20，價格 25%...+50%",
 "- stock chance 100%, qty 16–24, price 25%...+50%": "- 庫存機率 100%，數量 16–24，價格 25%...+50%",
 "- stock chance 100%, qty 1–2, price -25%...+25%": "- 庫存機率 100%，數量 1–2，價格 -25%...+25%",
 "- stock chance 100%, qty 20–30, price -25%...+25%": "- 庫存機率 100%，數量 20–30，價格 -25%...+25%",
 "- stock chance 100%, qty 2–3, price -25%...+25%": "- 庫存機率 100%，數量 2–3，價格 -25%...+25%",
 "- stock chance 100%, qty 30–20, price -25%...+25%": "- 庫存機率 100%，數量 30–20，價格 -25%...+25%",
 "- stock chance 100%, qty 30–45, price -25%...+25%": "- 庫存機率 100%，數量 30–45，價格 -25%...+25%",
 "- stock chance 100%, qty 3–4, price -100%...-50%": "- 庫存機率 100%，數量 3–4，價格 -100%...-50%",
 "- stock chance 100%, qty 3–4, price -25%...+25%": "- 庫存機率 100%，數量 3–4，價格 -25%...+25%",
 "- stock chance 100%, qty 40–60, price -25%...+25%": "- 庫存機率 100%，數量 40–60，價格 -25%...+25%",
 "- stock chance 100%, qty 4–6, price -25%...+25%": "- 庫存機率 100%，數量 4–6，價格 -25%...+25%",
 "- stock chance 100%, qty 60–90, price -25%...+25%": "- 庫存機率 100%，數量 60–90，價格 -25%...+25%",
 "- stock chance 100%, qty 80–120, price -25%...+25%": "- 庫存機率 100%，數量 80–120，價格 -25%...+25%",
 "- stock chance 100%, qty 8–12, price 25%...+50%": "- 庫存機率 100%，數量 8–12，價格 25%...+50%",
 "- stock chance 30%, qty 1–2, price 0%...+25%": "- 庫存機率 30%，數量 1–2，價格 0%...+25%",
 "- stock chance 5%, qty 1, price -25%...+25%": "- 庫存機率 5%，數量 1，價格 -25%...+25%",
 "- stock chance 50%, qty 1–2, price -25%...+25%": "- 庫存機率 50%，數量 1–2，價格 -25%...+25%",
 "- stock chance 50%, qty 2–3, price -100%...-50%": "- 庫存機率 50%，數量 2–3，價格 -100%...-50%",
 "- stock chance 50%, qty 2–3, price -25%...+25%": "- 庫存機率 50%，數量 2–3，價格 -25%...+25%",
 "- stock chance 50%, qty 2–3, price 25%...+50%": "- 庫存機率 50%，數量 2–3，價格 25%...+50%",
 "- stock chance 50%, qty 3–4, price -25%...+25%": "- 庫存機率 50%，數量 3–4，價格 -25%...+25%",
 "- stock chance 50%, qty 4–6, price -100%...-50%": "- 庫存機率 50%，數量 4–6，價格 -100%...-50%",
 "- stock chance 50%, qty 4–6, price -25%...+25%": "- 庫存機率 50%，數量 4–6，價格 -25%...+25%",
 "- targets it": "- 以它為目標",
 "- the average damage of one cast on a single target, crit folded in.": "排名 - 對單一目標一次施放的平均傷害，已計入暴擊。",
 "- the baseline: no bonus, no malus": "- 基準：無加成，無減益",
 "- the corrupted form fought in the endless": "- 即在",
 "- the game will show its usual version prompt when you load it.": "- 遊戲載入時會顯示其常規版本提示。",
 "- the hit and crit resolution has no positional or surrounding-unit term, and the constant is never loaded. So it currently has": "- 命中和暴擊結算沒有位置或周圍單位項，該常量從未被載入。所以它目前",
 "- the taunt itself is a debuff, so it also fires Guard Barrier": "- 嘲諷本身是一個減益效果，所以它也會觸發格擋屏障",
 "- this background appears to have been released; treat the note below as historical.": "- 此出身似乎已經發布；請將下方說明視為歷史記錄。",
 "- to all nearby enemies": "- 對附近所有敵人",
 "- to all nearby enemies (30s cooldown)": "- 對附近所有敵人（30 秒冷卻）",
 "- to every adjacent enemy, once a second for the 10s aura": "- 每秒對每個相鄰敵人，持續 10 秒光環",
 "- use": "；請用",
 "- when a Barrier expires, heal 20% of its remaining value": "- 護盾到期時，治療其剩餘值的 20%",
 "- when a unit or structure you summoned is destroyed": "- 當你召喚的單位或建築被摧毀時",
 "- when weakened / at low HP, onto adjacent empty tiles.": "- 虛弱時 / HP 低時，移到相鄰空格。",
 "- whole nearby pack": "- 附近所有敵人",
 "- 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 簡單, x0.67 普通, x1 困難, x1 極難, x1 毀滅 (四捨五入，從不低於 1)。將滑鼠懸停在任意數量上即可檢視各難度下的花費。",
 "- you are defending, not swinging. Better weapons also carry more durability, so they both hit harder and last longer.": "- 你在防禦，不是在揮擊。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": "- 你對標記敵人的近戰暴擊返還能量",
 "- {#} 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).": "- 生命之樹是魔力的強大匯聚體，同時為周圍的存在提供難以言表的韌性。但如果你從樹的中心取出其核心，生命力將會消失。 5 格內：+5 生命恢復（持續恢復屬性，無固定跳秒）。",
 "-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 金幣",
 "-25% Hit Chance.": "-25% 命中機率。",
 "-25% to +25%": "-25% 至 +25%",
 "-30% Movement Speed.": "-30% 移動速度。",
 "-4 to -1": "-4 至 -1",
 "-50 health": "-50 生命值",
 "-60px 0px 0px 0px": "-60px 0px 0px 0px",
 "-80 contribution": "-80 貢獻點",
 "-80 health": "-80 生命值",
 "-adjusted": "-調整後",
 "-{#} 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": "。近戰攻擊者比遠端多拉約 30% 仇恨，因此前排會自然把怪物的注意力從你的施法者身上拉開。這影響的是",
 ". 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": "。在遊戲二進位制的字串字面量中搜尋，B.0.3.40、B.0.3.44 和 DS_B.0.4.11 中均無引用。層的階段來自",
 ". All four give the same aura; the race decides which trait NEW expedition members learn.": "。四種均提供相同光環；種族決定新加入的探險成員學習哪種特質。",
 ". Also hits allies in the area": "。範圍內的盟友也會被擊中",
 ". Attacks with {#} ({#}% {#}{#}{#})": ". 以 {#} 攻擊（{#}% {#}{#}{#}）",
 ". Bigger radius = it spots you from farther off.": "。半徑越大 = 它從更遠處發現你。",
 ". Clearing a region is the one and only thing that opens the next one.": ". 通關一個區域是開啟下一個區域的唯一條件。",
 ". Click to change, or the cross to remove.": ". 點選可更改，或點叉號移除。",
 ". Consumes {#} {#}": ". 消耗 {#} {#}",
 ". Datamined text also hints at a future": ". 從資料中挖出的文字也暗示未來會有",
 ". 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. ": "。事件不是一條任務線。它們是帶有選擇的場景。 ",
 ". Every hit that lands drains equipment durability in proportion to the damage, at a roughly 10% durability-loss factor per hit.": "。每次命中都會按傷害比例消耗裝備耐久度，每次命中大約 10% 的耐久損耗係數。",
 ". Every unit - your settlers and every monster alike - carries a": "。每個單位 - 你的開拓者和每個怪物一樣 - 都帶有一個",
 ". Hover a card for its full description.": "。懸停卡片可檢視完整說明。",
 ". 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).": "。抽取數量隨戰鬥難度變化（簡單 2 個正面，普通 1 個正面，困難 1 個正面 + 1 個負面，直至毀滅 1 個正面 + 3 個負面）。",
 ". In the current data 2 slots are filled:": "。當前資料中填了 2 個槽：",
 ". In this build a unit stops at level": "。在此版本中，單位停在",
 ". It is a small staging area with no enemies, where you regroup before descending into the real dungeon.": ". 這是一個沒有敵人的小型準備區，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.": "。它有血腥抓撓和鼠群召喚作為後援。",
 ". It stacks up to": "。最多疊加",
 ". It uses:": ". 使用：",
 ". Keep mood high and stress stays low. Which band a unit sits in:": "。保持心情高，壓力就會低。單位所處區間：",
 ". Let the game discard stale dungeon data itself.": "。讓遊戲自己丟棄過期的地下城資料。",
 ". Low-level settlers are easily pleased (positive mood); high-level ones expect more and drift negative, more so on harder management settings.": "。低等級開拓者容易滿足（正面心情）；高等級開拓者期望更高，心情容易偏負，管理設定越難越明顯。",
 ". Most of them pay contribution points and apply": "。其中大多數發放貢獻點並施加",
 ". Most units see": "。大多數單位能看到",
 ". No compiled code reads those constants, and the hit/crit resolution has no positioning term, so encirclement has": "。沒有已編譯程式碼讀取這些常數，命中/暴擊結算也沒有站位項，因此包圍",
 ". Nothing in these tables consumes it:": ". 這些表中沒有任何內容會消耗它：",
 ". On a unit whose needs you can keep met it is one of the best stat sticks in the game.": "。在需求能持續滿足的單位身上，它是遊戲裡最好的屬性裝之一。",
 ". Player-side units default to": "。玩家方單位預設為",
 ". Resistance never reaches full immunity, and each point is worth slightly less than the last.": "。抗性永遠不會達到完全免疫，每一點的價值都略低於前一點。",
 ". Same convention in construction costs, starting items, deconstruct returns and event grants.": "。同樣約定用於建造花費、初始物品、拆除返還和事件授予。",
 ". See Expedition Resolution below, and the full list on the ": "。見下方的探險決議，完整列表見 ",
 ". See the": "。參見",
 ". 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).": "。設定一個心情後，圖表會顯示壓力的走向 - “如果心情一直如此”（實際開拓者的心情會隨增益消退和需求變化而波動）。",
 ". Step off the safe floor and the count starts again from the bottom, with a fresh 1440 in-game minutes before the next step.": "。離開安全層後，計時從底部重新開始，距離下一階段還有全新的 1440 遊戲內分鐘。",
 ". Talent growth per level is set by the stat's talent tier (Poor to Genius) times the level-up offering multiplier - see": "。每級天賦成長由該屬性的天賦層級（較差到天才）乘上升級供奉倍率決定 - 見",
 ". That is how a caster can pick up, say, Water Magic.": "。施法者就是這樣學會水魔法的。",
 ". The campaign begins at": ". 戰役開始於",
 ". The coefficients are the table below (": "。係數見下表（",
 ". The durability routine receives the": "。耐久度程式接收的是",
 ". The game treats an empty dict as \"there is data to restore\", finds nothing, and hangs in an": "。遊戲把空字典當成“有資料可還原”，結果什麼都找不到，然後卡在",
 ". The loss on each piece is": "。每件的損耗為",
 ". The pool depends on the piece.": "。詞綴池取決於該件飾品。",
 ". The prayer consumes": "。祈禱會消耗",
 ". The room itself is rolled on floor 1 in about": "。該房間本身在第 1 層約",
 ". The room itself is rolled on floor 13 in about": "。該房間本身在第 13 層約",
 ". The room itself is rolled on floor 15 in about": "。該房間本身在第 15 層約",
 ". The room itself is rolled on floor 16 in about": "。該房間本身在第 16 層約",
 ". The room itself is rolled on floor 17 in about": "。該房間本身在第 17 層約",
 ". The room itself is rolled on floor 18 in about": "。該房間本身在第 18 層約",
 ". The room itself is rolled on floor 19 in about": "。該房間本身在第 19 層約",
 ". The room itself is rolled on floor 2 in about": "。該房間本身在第 2 層約",
 ". The room itself is rolled on floor 3 in about": "。該房間本身在第 3 層約",
 ". The room itself is rolled on floor 4 in about": "。該房間本身在第 4 層約",
 ". The room itself is rolled on floor 6 in about": "。該房間本身在第 6 層約",
 ". The room itself is rolled on floor 9 in about": "。該房間本身在第 9 層約",
 ". The step term is 1'440 minutes, per": ". 每檔期限為 1'440 分鐘，依據",
 ". 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.": "。兩者不一致，因此無法僅從表中確定確切的怪物反彈百分比（50% 與 100%），玩家可見的反射銘文（100%）是明確的。",
 ". They are Abyss variants of nearly every creature in the game, and the roster runs from the low end up to the top:": "。它們是遊戲中幾乎每種生物的無盡深淵變體，名冊從低階排到最高階：",
 ". They are not stored in the save.": "。它們不寫入存檔。",
 ". Up to {#} on the field": ". 場上最多 {#} 個",
 ". Weapons come in one-handed types that can carry a shield and two-handed types that block the shield slot.": "。武器分為可佩戴盾的單手型別，以及佔用盾槽的雙手型別。",
 ". Weapons contribute a flat attack value on top of the wearer's stat-derived attack, and gear can carry": "。武器在穿戴者由屬性得出的攻擊力之上提供固定攻擊值，裝備還可以帶有",
 ". While a player unit stays in a monster's sight, the monster builds": "。當玩家單位留在怪物視野內時，怪物會積累",
 ". You can flip each separately later in Settings.": "。之後可在設定中分別開關每一項。",
 ". You can inspect a candidate to reveal hidden talents before you commit.": "。在確認之前，你可以檢視候選人來揭示隱藏天賦。",
 ". You must find the path that leads to it.": "。你必須找到通往它的路徑。",
 "...Let's lose ourselves in the music": "……讓我們沉浸在音樂中",
 ".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，受魔法抗性減免）。這與上方命中同時結算 - 請加到持續 DPS 上。",
 "/tick": "/跳",
 "0 (broken)": "0 (損壞)",
 "0 (empty) to 5 (full) per floor": "每層 0（空）到 5（滿）",
 "0 6px": "0 6px",
 "0 filtered of": "0 已過濾，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.": "目標無燃燒時為 0，50 層上限時最高 577（每層約增加 12）。不消耗層數。",
 "0% to +25%": "0% 至 +25%",
 "0.1 x the damage of the hit": "0.1 x 該次傷害",
 "0.2x the median physical active per cast": "0.2倍，中位數 物理（每次施法主動）",
 "0.4x the median magic active per cast": "每次施放為魔法主動中位數的 0.4 倍",
 "0.4x the median physical active per cast": "每次施放為物理主動中位數的 0.4 倍",
 "0.5 gold": "0.5 金幣",
 "0.5x mana-stone cost, 1x stat gain": "0.5x 法力石消耗，1x 屬性提升",
 "0.5x the median physical active per cast": "每次施放相當於中位數物理主動的 0.5 倍",
 "0.6x the median physical active per cast": "每次施放為物理主動中位數的 0.6 倍",
 "0.8x the median physical active per cast": "每次施放為物理主動中位數的 0.8 倍",
 "0.9x the median physical active per cast": "每次施放為物理主動中位數的 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（其餘為夜晚；夜晚降低視野）",
 "08:00 (first day is only 16 hours)": "08:00（第一天只有 16 小時）",
 "0x the median magic active per cast": "每次施放為魔法主動中位數的 0 倍",
 "1 (None)": "1 (無)",
 "1 (Primary)": "1 (主要)",
 "1 (no stack)": "1（無疊加）",
 "1 Constitution = +9 Max HP": "1 體質 = +9 最大 HP",
 "1 Entry": "1 入口",
 "1 Intelligence = +1.2 Magic Attack": "1 智力 = +1.2 魔法攻擊力",
 "1 Shell": "1 層外殼",
 "1 Shell per 60 Energy recovered": "每恢復 60 能量獲得 1 層外殼",
 "1 Stack": "1 層",
 "1 Strength = +1 Physical Attack": "1 力量 = +1 物理攻擊力",
 "1 combo": "1 套組合",
 "1 decimal": "1 位小數",
 "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秒冷卻",
 "1 energy to cast - 20s cooldown": "施放消耗 1 能量 - 20秒冷卻",
 "1 energy to cast - 8s cooldown": "施放消耗 1 能量 - 8秒冷卻",
 "1 entries": "1 條",
 "1 gold": "1 金幣",
 "1 in-game day": "遊戲內 1 天",
 "1 instance only": "僅 1 個例項",
 "1 magic": "1 魔法",
 "1 members are Level 2 or higher": "1 名成員達到 2 級或更高",
 "1 min": "1 分鐘",
 "1 of 17 random bonuses": "17 項隨機加成中的 1 項",
 "1 on the field": "場上 1 個",
 "1 or more": "1 個或以上",
 "1 other template(s) competing for this slot": "另有 1 個模板爭奪此槽",
 "1 per in-game minute": "每遊戲內分鐘 1 點",
 "1 rooms": "1 房間",
 "1 scene step": "1 個場景步驟",
 "1 second": "1 秒",
 "1 step": "1 步",
 "1 step - 1 decision": "1 步 - 1 項決策",
 "1 target: 105 dmg (21.1/energy) | 3 targets: 316 dmg (63.2/energy)": "1 個目標：105 傷害（21.1/能量） | 3 個目標：316 傷害（63.2/能量）",
 "1 target: 106 dmg (106/energy) | 3 targets: 318 dmg (318/energy)": "1 個目標：106 傷害（106/能量） | 3 個目標：318 傷害（318/能量）",
 "1 target: 129 dmg (32.3/energy) | 3 targets: 388 dmg (97/energy)": "1 個目標：129 傷害（32.3/能量） | 3 個目標：388 傷害（97/能量）",
 "1 target: 148 dmg (37/energy) | 3 targets: 444 dmg (111.1/energy)": "1 個目標：148 傷害（37/能量） | 3 個目標：444 傷害（111.1/能量）",
 "1 target: 158 dmg (158/energy) | 3 targets: 474 dmg (474/energy)": "1 個目標：158 傷害（158/能量） | 3 個目標：474 傷害（474/能量）",
 "1 target: 159 dmg (31.8/energy) | 3 targets: 477 dmg (95.4/energy)": "1 個目標：159 傷害（31.8/能量） | 3 個目標：477 傷害（95.4/能量）",
 "1 target: 182 dmg (18.2/energy) | 3 targets: 547 dmg (54.7/energy)": "1 個目標：182 傷害（18.2/能量） | 3 個目標：547 傷害（54.7/能量）",
 "1 target: 182 dmg (91.2/energy) | 3 targets: 547 dmg (273.5/energy)": "1 個目標：182 傷害 (91.2/能量) | 3 個目標：547 傷害 (273.5/能量)",
 "1 target: 182 dmg | 3 targets: 547 dmg": "1 個目標：182 傷害 | 3 個目標：547 傷害",
 "1 target: 183 dmg | 3 targets: 550 dmg": "1 個目標：183 傷害 | 3 個目標：550 傷害",
 "1 target: 241 dmg (48.3/energy) | 3 targets: 724 dmg (144.9/energy)": "1 個目標：241 傷害 (48.3/能量) | 3 個目標：724 傷害 (144.9/能量)",
 "1 target: 269 dmg (67.4/energy) | 3 targets: 808 dmg (202.1/energy)": "1 個目標：269 傷害（67.4/能量） | 3 個目標：808 傷害（202.1/能量）",
 "1 target: 27 dmg (4.6/energy) | 3 targets: 82 dmg (13.7/energy)": "1 個目標：27 傷害（4.6/能量） | 3 個目標：82 傷害（13.7/能量）",
 "1 target: 274 dmg | 3 targets: 821 dmg": "1 個目標：274 傷害 | 3 個目標：821 傷害",
 "1 target: 345 dmg (69/energy) | 2 targets: 690 dmg (138/energy)": "1 個目標：345 傷害（69/能量） | 2 個目標：690 傷害（138/能量）",
 "1 target: 384 dmg (54.9/energy) | 3 targets: 1,153 dmg (164.7/energy)": "1 個目標：384 傷害 (54.9/能量) | 3 個目標：1,153 傷害 (164.7/能量)",
 "1 target: 52 dmg | 3 targets: 157 dmg": "1 個目標：52 傷害 | 3 個目標：157 傷害",
 "1 target: 65 dmg | 2 targets: 131 dmg": "1 個目標：65 傷害 | 2 個目標：131 傷害",
 "1 target: 65 dmg | 3 targets: 196 dmg": "1 個目標：65 傷害 | 3 個目標：196 傷害",
 "1 target: 91 dmg | 3 targets: 274 dmg": "1 個目標：91 傷害 | 3 個目標：274 傷害",
 "1 target: {#} | {#} targets: {#}": "1 個目標：{#} | {#} 個目標：{#}",
 "1 text entries had their wording or punctuation tidied.": "1 條文字的措辭或標點已整理。",
 "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": "目標最大生命值的 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 秒造成目標最大生命值 1% 的無型別傷害，無視防禦。不可疊加；隨目標最大生命值縮放，不隨施法者攻擊力縮放。示例：500 HP 的目標每 10 秒受到 5 傷害。持續時間由施加該效果的技能決定。",
 "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": "目標最大生命值的 1% 作為無屬性傷害，每 10 秒一次，無視防禦。不可疊加；隨目標的最大生命值縮放，不隨施法者的攻擊力縮放。示例：500 HP 的目標即每 10 秒 5 傷害。持續時間由施加該效果的技能決定。這與",
 "1% of the target's Max Health every second": "每秒目標最大生命值的 1%",
 "1'080 seconds": "1'080 秒",
 "1-second": "1秒",
 "1. Race": "1. 種族",
 "1. Raise your Expedition Reputation Rank": "1. 提升探險等級",
 "1.1x the median physical active per cast": "1.1倍，中位數 物理（每次施法主動）",
 "1.2x the median physical active per cast": "每次施放為物理主動中位數的 1.2 倍",
 "1.3x the median physical active per cast": "每次施放為物理主動中位數的 1.3 倍",
 "1.4x the median physical active per cast": "每次施放為物理主動中位數的 1.4 倍",
 "1.5 gold": "1.5 金幣",
 "1.5x damage": "1.5x 傷害",
 "1.5x the median magic active per cast": "每次施放為魔法主動中位數的 1.5 倍",
 "1.6x the median physical active per cast": "每次施放為物理主動中位數的 1.6 倍",
 "1.7x the median physical active per cast": "每次施放為物理主動中位數的 1.7 倍",
 "10 Shells": "10 層外殼",
 "10 critical hits is 100 gold. 200 of them exhausts the budget.": "10 次暴擊為 100 金幣。其中 200 次會耗盡額度。",
 "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秒冷卻",
 "10 gold": "10 金幣",
 "10 gold per critical hit": "每次暴擊 10 金幣",
 "10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "每次暴擊 10 金幣，上限 2,000 金幣；達到最大層數時 +10% 暴擊機率。",
 "10 min": "10 分鐘",
 "10 other template(s) competing for this slot": "另有 10 個模板爭奪此槽",
 "10 percent of the damage the basic attack just dealt. Physical attack power is never read anywhere in the routine.": "普通攻擊剛剛造成的傷害的 10%。該流程中任何地方都不會讀取物理攻擊力。",
 "10 resolutions": "10 項探險決議",
 "10 rooms": "10 房間",
 "10 scene steps": "10 個場景步驟",
 "10 skill points to unlock": "解鎖需 10 技能點",
 "10 to 20 resolutions": "10 至 20 項探險決議",
 "10% / kill": "10% / 擊殺",
 "10-second global cooldown": "10 秒全域性冷卻",
 "10.34% / kill": "10.34% / 擊殺",
 "10.71% / kill": "10.71% / 擊殺",
 "100 HP": "100 HP",
 "100 each": "各 100",
 "100 gold": "100 金幣",
 "100 resource rows - 21 nodes - 60 monster-drop rows - 34 chest rows": "100 條資源 - 21 個節點 - 60 條怪物掉落 - 34 條寶箱",
 "100% / kill": "100% / 擊殺",
 "100% / open": "100% / 開啟",
 "100% magic": "100% 魔法",
 "100% magic + 180% magic": "100% 魔法 + 180% 魔法",
 "100% of post-defense damage (no per-hit cap)": "防禦後傷害的 100%（無單次命中上限）",
 "100% physical": "100% 物理",
 "100% private: the file is read inside your browser and never uploaded anywhere.": "100% 私密：檔案在瀏覽器內讀取，絕不會上傳到任何地方。",
 "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：檔案在瀏覽器內讀取，絕不會上傳到任何地方。你的原始檔案絕不會被改動 - 你會得到一份新副本供下載。",
 "1000 HP": "1000 HP",
 "1000 gold": "1000 金幣",
 "101 physical": "101 物理",
 "101 physical damage / target": "101 物理傷害 / 目標",
 "105 magic": "105 魔法",
 "105 magic damage / target": "105 魔法傷害 / 目標",
 "106 magic": "106 魔法",
 "1065 gold": "1065 金幣",
 "108 gold": "108 金幣",
 "108 physical": "108 物理",
 "108 physical damage / target": "108 物理傷害 / 目標",
 "109 physical": "109 物理",
 "109 physical damage / target": "109 物理傷害 / 目標",
 "109 physical damage / target - 36.5 per energy": "109 物理傷害 / 目標 - 每能量 36.5",
 "10s cooldown": "10秒冷卻",
 "10×1 tiles": "10×1 格",
 "10×2 tiles": "10×2 格",
 "11 gold": "11 金幣",
 "11 other template(s) competing for this slot": "另有 11 個模板爭奪此槽",
 "11.11% / kill": "11.11% / 擊殺",
 "11.5 gold": "11.5 金幣",
 "110 gold": "110 金幣",
 "113.5 gold": "113.5 金幣",
 "118 gold": "118 金幣",
 "12 gold": "12 金幣",
 "12 in-game hours": "遊戲內 12 小時",
 "12 other template(s) competing for this slot": "另有 12 個模板爭奪此槽",
 "12 skill points to unlock": "解鎖需 12 技能點",
 "12.5% / kill": "12.5% / 擊殺",
 "120 HP": "120 HP",
 "120 gold": "120 金幣",
 "120 gold at level 1 to roughly 4'200 at level 12, with a random swing of -30% / +30% on top.": "120 金幣（等級 1）升至大約 4'200（等級 12），並額外疊加 -30% / +30% 的隨機浮動。",
 "1200 gold": "1200 金幣",
 "1200 min": "1200 分鐘",
 "12000 ticks (≈0.19 days)": "12000 刻 (≈0.19 天)",
 "122 gold": "122 金幣",
 "122.5 gold": "122.5 金幣",
 "123 gold": "123 金幣",
 "125 gold": "125 金幣",
 "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 (曼哈頓半徑 2)：最多 13 個目標，若每個格子都被擊中則總計 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 (曼哈頓半徑 2)：最多 13 個目標，若每個格子都被擊中則總計 4,997。範圍內的盟友也會被命中",
 "13 gold": "13 金幣",
 "13 other template(s) competing for this slot": "另有 13 個模板爭奪此槽",
 "13.04% / open": "13.04% / 開啟",
 "13.33% / kill": "13.33% / 擊殺",
 "13.79% / kill": "13.79% / 擊殺",
 "130 gold": "130 金幣",
 "130% physical + 130% magic": "130% 物理 + 130% 魔法",
 "131 magic damage / target": "131 魔法傷害 / 目標",
 "132 gold": "132 金幣",
 "135 seconds": "135 秒",
 "13500 ticks (≈0.21 days)": "13500 刻 (≈0.21 天)",
 "137 physical damage / target": "137 物理傷害 / 目標",
 "14 gold": "14 金幣",
 "14 skill points to unlock": "解鎖需 14 技能點",
 "140 gold": "140 金幣",
 "142.5 gold": "142.5 金幣",
 "144 physical attack": "144 物理攻擊力",
 "1440 min": "1440 分鐘",
 "1440 min (1 in-game day)": "1440 分鐘（遊戲內 1 天）",
 "146 physical": "146 物理",
 "146 physical damage / target": "146 物理傷害 / 目標",
 "147 gold": "147 金幣",
 "148 gold": "148 金幣",
 "148 physical": "148 物理",
 "15 damage/second": "15 傷害/秒",
 "15 gold": "15 金幣",
 "15 in-game days": "15 遊戲內天",
 "15 min": "15 分鐘",
 "15 other template(s) competing for this slot": "另有 15 個模板爭奪此槽",
 "15 stacks = +150 each": "15 層 = 各 +150",
 "15 total": "總計 15",
 "15.38% / kill": "15.38% / 擊殺",
 "15.63% / kill": "15.63% / 擊殺",
 "15.79% / kill": "15.79% / 擊殺",
 "150 / sec": "150 / 秒",
 "150 HP": "150 HP",
 "150 gold": "150 金幣",
 "150 magic damage per second": "每秒 150 魔法傷害",
 "150 physical attack power, a 100 percent coefficient basic attack, target at 0 resistance, critical damage bonus at the default 50 percent.": "150 物理攻擊力，係數 100% 的普通攻擊，目標抗性為 0，暴擊傷害加成為預設的 50%。",
 "150 total": "總計 150",
 "150% physical": "150% 物理",
 "1500 gold": "1500 金幣",
 "152 gold": "152 金幣",
 "157.5 gold": "157.5 金幣",
 "158 magic": "158 魔法",
 "159 magic": "159 魔法",
 "159 magic damage / target - 53 per energy": "159 魔法傷害 / 目標 - 每能量 53",
 "15s cooldown": "15秒冷卻",
 "16 gold": "16 金幣",
 "16.67% / kill": "16.67% / 擊殺",
 "16.67% / open": "16.67% / 開啟",
 "162 gold": "162 金幣",
 "167.5 gold": "167.5 金幣",
 "16s cooldown": "16秒冷卻",
 "17 gold": "17 金幣",
 "17 other template(s) competing for this slot": "另有 17 個模板爭奪此槽",
 "17 steps": "17 個步驟",
 "17.5 gold": "17.5 金幣",
 "173 gold": "173 金幣",
 "18 gold": "18 金幣",
 "18 min": "18 分鐘",
 "18 resolutions offered here, each +10": "18 項探險決議在此提供，每項 +10",
 "18.37% / kill": "18.37% / 擊殺",
 "18.75% / open": "18.75% / 開啟",
 "180 gold": "180 金幣",
 "181 physical": "181 物理",
 "181 physical damage / target - 60.4 per energy": "181 物理傷害 / 目標 - 每能量 60.4",
 "182 physical": "182 物理",
 "182 physical damage / target - 36.5 per energy": "182 物理傷害 / 目標 - 每能量 36.5",
 "184 gold": "184 金幣",
 "184.5 gold": "184.5 金幣",
 "185 resource rows - 42 nodes - 60 monster-drop rows - 51 chest rows": "185 行資源 - 42 個節點 - 60 行怪物掉落 - 51 行寶箱",
 "189 gold": "189 金幣",
 "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 件飾品，分屬 2 個系和 15 個套裝。套裝即該裝備所用的材料。沒有自身材料的裝備自成一個套裝。此處每個數字都是物品自身的數值。開拓者的屬性會額外疊加。",
 "19 gold": "19 金幣",
 "191 physical": "191 物理",
 "191 physical damage / target - 47.9 per energy": "191 物理傷害 / 目標 - 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 屬性提升",
 "1x speed": "1x 速度",
 "1x the median magic active per cast": "1倍，中位數 魔法（每次施法主動）",
 "1×1 tiles": "1×1 地塊",
 "1×2 tiles": "1×2 格",
 "1×3 tiles": "1×3 地塊",
 "2 (Primary)": "2 (主要)",
 "2 Stacks - Add a reward to monster meat": "2 層 - 為怪物肉新增獎勵",
 "2 accessories": "2 個飾品",
 "2 campaign bosses": "2 個戰役首領",
 "2 cells (Direction radius 2): up to 2 targets, 690 total if every cell is hit. Also hits allies in the area": "2 格（方向半徑 2）：最多 2 個目標，若每格都命中則合計 690。範圍內也會命中盟友",
 "2 combos": "2種組合",
 "2 decimals": "2 位小數",
 "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秒冷卻",
 "2 energy to cast - 8s cooldown": "施放消耗 2 能量 - 8秒冷卻",
 "2 entries": "2 條",
 "2 in-game days": "遊戲內 2 天",
 "2 members are below Level 2": "2 名成員低於等級 2",
 "2 members are below Level 3": "2 名成員低於等級 3",
 "2 members are below Level 5": "2 名成員低於等級 5",
 "2 of 5 random bonuses": "5 項隨機加成中的 2 項",
 "2 of 6 random bonuses": "6 項隨機加成中的 2 項",
 "2 of the 8 slots are filled; every later slot is NULL.": "8 個槽中填了 2 個；之後每個槽均為 NULL。",
 "2 or More Members at Level 2": "2個或更多成員達到2級",
 "2 or more": "2 或更多",
 "2 or more members are alive": "2 名或更多成員存活",
 "2 or more members have": "2 名或以上成員擁有",
 "2 scene steps": "2 個場景步驟",
 "2 steps": "2 個步驟",
 "2 steps - 1 decision": "2 個步驟 - 1 項決策",
 "2 steps - 2 decisions - loops": "2 個步驟 - 2 項決策 - 迴圈",
 "2 tiles": "2 格",
 "2 to 5": "2 至 5",
 "2 중첩이 누적되면 1초 간 기절을 부여합니다. (PS : 기절 부여하면서 스택이 초기화됨)": "疊加2層後，施加1秒眩暈。（注意：施加眩暈時，層數會重置。）",
 "2'160 seconds": "2'160 秒",
 "2. Humans and Lizardmen are available from the start.": "2. 人類和蜥蜴人從一開始就可以招募。",
 "2. Level & Growth": "2. 等級與成長",
 "2. Wait for the board to refresh": "2. 等待招募板重新整理",
 "2.1x the median physical active per cast": "每次施放為物理主動中位數的 2.1 倍",
 "2.4x the median magic active per cast": "每次施放為魔法主動中位數的 2.4 倍",
 "2.4x the median physical active per cast": "每次施放為物理主動中位數的 2.4 倍",
 "2.5 gold": "2.5 金幣",
 "20 Constitution": "20 體質",
 "20 Shell stacks": "20 層外殼",
 "20 Shells (each blocks one hit to 1 dmg)": "20 層外殼（每層將一次命中降為 1 傷害）",
 "20 Str / 15 Agi / 12 Per": "20 力量 / 15 敏捷 / 12 感知",
 "20 descending floors": "20 層下行樓層",
 "20 gold": "20 金幣",
 "20 of them carry a combat layout of their own": "其中 20 個有自己的戰鬥佈局",
 "20 resolutions offered here, each +10": "20 項探險決議在此提供，每項 +10",
 "20% / kill": "20% / 擊殺",
 "20% / open": "20% / 開啟",
 "20% of its combined HP or below": "合計 HP 的 20% 及以下",
 "20, each with its own combat layout": "20，每層都有自己的戰鬥佈局",
 "20.69% / kill": "20.69% / 擊殺",
 "200 HP": "200 HP",
 "200 gold": "200 金幣",
 "200% magic": "200% 魔法",
 "200% physical": "200% 物理",
 "2000 gold": "2000 金幣",
 "2000 gold, then +10% Crit": "2000 金幣，然後 +10% 暴擊",
 "204 damage / target": "204 傷害 / 目標",
 "209.5 gold": "209.5 金幣",
 "20s cooldown": "20秒冷卻",
 "21 other template(s) competing for this slot": "另有 21 個模板爭奪此槽",
 "21.43% / kill": "21.43% / 擊殺",
 "21.5 gold": "21.5 金幣",
 "21.74% / open": "21.74% / 開啟",
 "21.88% / kill": "21.88% / 擊殺",
 "211 magic": "211 魔法",
 "211 magic damage / target - 210.7 per energy": "211 魔法傷害 / 目標 - 每能量 210.7",
 "211 physical": "211 物理",
 "211 physical damage / target - 70.4 per energy": "211 物理傷害 / 目標 - 每能量 70.4",
 "216 gold": "216 金幣",
 "217 physical": "217 物理",
 "217 physical damage / target - 54.3 per energy": "217 物理傷害 / 目標 - 每能量 54.3",
 "22 gold": "22 金幣",
 "22 other template(s) competing for this slot": "另有 22 個模板競爭此槽",
 "22 resource rows - 22 chest rows": "22 行資源 - 22 行寶箱",
 "220 gold": "220 金幣",
 "222.5 gold": "222.5 金幣",
 "226 gold": "226 金幣",
 "227 gold": "227 金幣",
 "23 gold": "23 金幣",
 "23.08% / open": "23.08% / 開啟",
 "23.5 gold": "23.5 金幣",
 "237 physical": "237 物理",
 "237 physical damage / target - 79 per energy": "237 物理傷害 / 目標 - 每能量 79",
 "237.5 gold": "237.5 金幣",
 "24 / 48 / 72 / 96 / 120 / 144 cumulative hours. Dormant (Dev_NotUsed, no alert/affecter/event consumes it)": "累計 24 / 48 / 72 / 96 / 120 / 144 小時。休眠（Dev_NotUsed，沒有警報/效果施加者/事件會消耗它）",
 "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 件護甲和副手，分屬 3 個系和 11 個套裝。套裝即該裝備所用的材料。此處每個數字都是物品自身的數值。開拓者的屬性會額外疊加。",
 "24 backgrounds": "24 個出身",
 "24 gold": "24 金幣",
 "24 hours make a day": "24 小時為 1 天",
 "240 gold": "240 金幣",
 "24000 ticks (≈0.37 days)": "24000 刻 (≈0.37 天)",
 "241 physical": "241 物理",
 "241 physical damage / target": "241 物理傷害 / 目標",
 "242.5 gold": "242.5 金幣",
 "244 gold": "244 金幣",
 "245 gold": "245 金幣",
 "25 gold": "25 金幣",
 "25 other template(s) competing for this slot": "另有 25 個模板爭奪此槽",
 "25% / kill": "25% / 擊殺",
 "25% to +50%": "25% 至 +50%",
 "25.81% / kill": "25.81% / 擊殺",
 "250 gold": "250 金幣",
 "254 magic": "254 魔法",
 "254 magic damage / target - 84.8 per energy": "254 魔法傷害 / 目標 - 每能量 84.8",
 "26 gold": "26 金幣",
 "26 magic damage / target": "26 魔法傷害 / 目標",
 "26.3/energy": "26.3/能量",
 "260 gold": "260 金幣",
 "267 physical": "267 物理",
 "267 physical damage / target - 66.6 per energy": "267 物理傷害 / 目標 - 每能量 66.6",
 "269 physical": "269 物理",
 "27 backgrounds": "27 出身",
 "27 gold": "27 金幣",
 "27 physical": "27 物理",
 "27 physical damage / target": "27 物理傷害 / 目標",
 "27.5 gold": "27.5 金幣",
 "27.78% / open": "27.78% / 開啟",
 "274 physical": "274 物理",
 "274 physical damage / target": "274 物理傷害 / 目標",
 "274 physical damage / target - 91.2 per energy": "274 物理傷害 / 目標 - 每能量 91.2",
 "28 gold": "28 金幣",
 "28.57% / kill": "28.57% / 擊殺",
 "285 gold": "285 金幣",
 "286 gold": "286 金幣",
 "288 magic": "288 魔法",
 "288 magic damage / target - 72.1 per energy": "288 魔法傷害 / 目標 - 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.": "目標無燃燒時為 288，50 層上限時最高 1,730（每層約增加 29）。起爆會消耗層數。",
 "2880 min (2 in-game days)": "2880 分鐘（遊戲內 2 天）",
 "29 backgrounds": "29 個出身",
 "29 gold": "29 金幣",
 "29 resolutions offered here, each +10 to +20": "29 項探險決議在此提供，每項 +10 至 +20",
 "29.5 gold": "29.5 金幣",
 "292 physical": "292 物理",
 "292 physical damage / target - 97.3 per energy": "292 物理傷害 / 目標 - 每能量 97.3",
 "294 gold": "294 金幣",
 "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 屬性提升",
 "2x the median magic active per cast": "每次施放為魔法主動中位數的 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 層",
 "3 backgrounds": "3 出身",
 "3 basic attacks is one payout of 2 Bleeding stacks.": "3 次普通攻擊結算 1 次，施加 2 層出血。",
 "3 basic attacks is one payout of 2 Burning stacks.": "3 次普通攻擊結算 1 次，施加 2 層燃燒。",
 "3 cells (ConeExceptMe radius 1): up to 3 targets, 547 total if every cell is hit": "3 格 (ConeExceptMe 半徑 1)：最多 3 個目標，若每格都命中則合計 547",
 "3 cells (Direction radius 3): up to 3 targets, 444 total if every cell is hit": "3 格（方向半徑 3）：最多 3 個目標，若每格都命中則合計 444",
 "3 combos": "3 套組合",
 "3 damage/second": "3 傷害/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秒冷卻",
 "3 energy to cast - 12s cooldown": "施放消耗 3 能量 - 12秒冷卻",
 "3 energy to cast - 15s cooldown": "施放消耗 3 能量 - 15秒冷卻",
 "3 energy to cast - 18s cooldown": "施放消耗 3 能量 - 18秒冷卻",
 "3 energy to cast - 20s cooldown": "施放消耗 3 能量 - 20秒冷卻",
 "3 energy to cast - 6s cooldown": "施放消耗 3 能量 - 6秒冷卻",
 "3 energy to cast - 7s cooldown": "施放消耗 3 能量 - 7秒冷卻",
 "3 energy to cast - 8s cooldown": "施放消耗 3 能量 - 8秒冷卻",
 "3 entries": "3 條",
 "3 gold": "3 金幣",
 "3 in-game days": "遊戲內 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.": "每層每秒 3 魔法 傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加50層）。示例：10 層 = 30 魔法 傷害/秒。持續時間由施加該效果的技能決定。",
 "3 magic per stack": "每層 3 魔法",
 "3 magic per stack / sec": "每層每秒 3 點魔法",
 "3 min": "3 分鐘",
 "3 other template(s) competing for this slot": "另有 3 個模板爭奪此槽",
 "3 per stack per second": "每層每秒 3",
 "3 scene steps": "3 個場景步驟",
 "3 steps": "3 個步驟",
 "3 steps - 1 decision": "3 個步驟 - 1 項決策",
 "3 steps - 1 decision - 1 roll": "3 個步驟 - 1 項決策 - 1 次抽取",
 "3 steps - 1 decision - loops": "3 個步驟 - 1 項決策 - 迴圈",
 "3 steps - 2 decisions": "3 個步驟 - 2 項決策",
 "3 tiles": "3 格",
 "3 중첩이 누적되면 5초 간 기절을 부여합니다. (PS : 기절 부여하면서 스택이 초기화됨)": "疊加3層後，施加5秒眩暈。（注意：施加眩暈時，層數會重置。）",
 "3-Man": "3人",
 "3. Background": "3. 出身",
 "3. Reroll the board by hand": "3. 手動重新整理招募板",
 "3.23% / kill": "3.23% / 擊殺",
 "3.5x speed": "3.5x 速度",
 "30 gold": "30 金幣",
 "30 physical": "30 物理",
 "30 total": "總計 30",
 "30% / open": "30% / 開啟",
 "30% dmg in 2 squares on crit basic": "暴擊普通攻擊對 2 格造成 30% 傷害",
 "30% head / 70% body": "30% 頭部 / 70% 身體",
 "30% of damage": "傷害的 30%",
 "30% physical": "30% 物理",
 "300 gold": "300 金幣",
 "300% physical": "300% 物理",
 "3000 HP": "3000 HP",
 "303 gold": "303 金幣",
 "304 gold": "304 金幣",
 "31.58% / kill": "31.58% / 擊殺",
 "315 gold": "315 金幣",
 "32 gold": "32 金幣",
 "32 physical": "32 物理",
 "32 physical damage / target - 8.1 per energy": "32 物理傷害 / 目標 - 每能量 8.1",
 "32.26% / kill": "32.26% / 擊殺",
 "33 gold": "33 金幣",
 "33.33% / kill": "33.33% / 擊殺",
 "33.33% / open": "33.33% / 開啟",
 "335 gold": "335 金幣",
 "34.29% / kill": "34.29% / 擊殺",
 "34.45% / kill": "34.45% / 擊殺",
 "340 gold": "340 金幣",
 "345 physical": "345 物理",
 "35 gold": "35 金幣",
 "35 room templates": "35 個房間模板",
 "35 rooms": "35 房間",
 "35.29% / open": "35.29% / 開啟",
 "36 gold": "36 金幣",
 "36 min": "36 分鐘",
 "36.5 gold": "36.5 金幣",
 "360 gold": "360 金幣",
 "365 physical": "365 物理",
 "365 physical damage / target - 121.6 per energy": "365 物理傷害 / 目標 - 每能量 121.6",
 "368 gold": "368 金幣",
 "369 gold": "369 金幣",
 "37 gold": "37 金幣",
 "378 gold": "378 金幣",
 "38 direct only, up to 68 per hit target with the full 30 burn damage from one application.": "僅 38 直接傷害，算上一次施加的全部 30 點燃燒傷害，每個被擊中目標最高 68。",
 "38 gold": "38 金幣",
 "38 magic": "38 魔法",
 "38 magic damage / target - 9.6 per energy": "38 魔法傷害 / 目標 - 每能量 9.6",
 "38.46% / open": "38.46% / 開啟",
 "380 HP / 90.7 Magic Attack": "380 HP / 90.7 魔法攻擊力",
 "384 direct only, up to 534 per hit target with the full 150 burn damage from one application.": "僅 384 直接傷害，算上一次施加的全部 150 點燃燒傷害，每個被擊中目標最高 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": "每次施放為魔法主動中位數的 3 倍",
 "3×1 tiles": "3×1 格",
 "3×2 tiles": "3×2 地塊",
 "3×3 tiles": "3×3 格",
 "3×4 tiles": "3×4 格",
 "4 Stacks": "4 層",
 "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秒冷卻",
 "4 energy to cast - 12s cooldown": "施放消耗 4 能量 - 12秒冷卻",
 "4 energy to cast - 14s cooldown": "施放消耗 4 能量 - 14秒冷卻",
 "4 energy to cast - 15s cooldown": "施放消耗 4 能量 - 15秒冷卻",
 "4 energy to cast - 18s cooldown": "施放消耗 4 能量 - 18秒冷卻",
 "4 energy to cast - 20s cooldown": "施放消耗 4 能量 - 20秒冷卻",
 "4 energy to cast - 30s cooldown": "施放消耗 4 能量 - 30秒冷卻",
 "4 entries": "4 條",
 "4 gold": "4 金幣",
 "4 other template(s) competing for this slot": "另有 4 個模板爭奪此槽",
 "4 rooms": "4 房間",
 "4 steps": "4 個步驟",
 "4 steps - 1 decision": "4 個步驟 - 1 項決策",
 "4 steps - 1 decision - 1 roll": "4 個步驟 - 1 項決策 - 1 次抽取",
 "4 steps - 2 decisions - loops": "4 個步驟 - 2 項決策 - 迴圈",
 "4 tiles": "4 格",
 "4'320 in-game minutes": "4'320 遊戲內分鐘",
 "4'500 total HP": "總計 4'500 HP",
 "4. Individual Traits": "4. 個人特質",
 "4. Make room under the member cap": "4. 在成員上限下留出空位",
 "4.5 gold": "4.5 金幣",
 "4.5 hours of real time": "4.5 小時真實時間",
 "40 gold": "40 金幣",
 "40 physical": "40 物理",
 "40% / kill": "40% / 擊殺",
 "40% / open": "40% / 開啟",
 "400 gold": "400 金幣",
 "419 gold": "419 金幣",
 "42 Abyss variants": "42 種無盡深淵變體",
 "42 gold": "42 金幣",
 "42 unique Abyss monsters": "42 種獨特的無盡深淵怪物",
 "43 gold": "43 金幣",
 "432 gold": "432 金幣",
 "4320 min": "4320 分鐘",
 "4320 min (3 in-game days)": "4320 分鐘（遊戲內 3 天）",
 "44 gold": "44 金幣",
 "440 gold": "440 金幣",
 "445 gold": "445 金幣",
 "448 engine/game constants; dev comments document FloatValues indices.": "448 條引擎/遊戲常量；開發者備註記錄 FloatValues 各下標的含義。",
 "45 HP": "45 HP",
 "45 magic": "45 魔法",
 "45 ticks make a minute": "45 刻為 1 分鐘",
 "45.45% / kill": "45.45% / 擊殺",
 "450 gold": "450 金幣",
 "452 gold": "452 金幣",
 "456 physical damage / target": "456 物理傷害 / 目標",
 "46 sources": "46 個來源",
 "47 gold": "47 金幣",
 "475 gold": "475 金幣",
 "48 gold": "48 金幣",
 "48.5 gold": "48.5 金幣",
 "480 gold": "480 金幣",
 "485 gold": "485 金幣",
 "485 physical": "485 物理",
 "485 physical damage / target - 97 per energy": "485 物理傷害 / 目標 - 每能量 97",
 "488 gold": "488 金幣",
 "49 gold": "49 金幣",
 "495 / sec": "495 / 秒",
 "495 physical damage per second": "每秒 495 物理傷害",
 "4_Hard": "4_Hard",
 "4_Normal": "4_Normal",
 "4x the median magic active per cast": "每次施放為魔法主動中位數的 4 倍",
 "4×1 tiles": "4×1 格",
 "4×2 tiles": "4×2 格",
 "4×3 tiles": "4×3 地塊",
 "4×4 tiles": "4×4 地塊",
 "4×5 tiles": "4×5 格",
 "5 (GAMESYSTEM_Dungeon_MaxFloor)": "5（GAMESYSTEM_Dungeon_MaxFloor）",
 "5 Stacks": "5 層",
 "5 cells (Manhattan radius 1): up to 5 targets, 790 total if every cell is hit. Also hits allies in the area": "5 格（曼哈頓半徑 1）：最多 5 個目標，若每格都命中則合計 790。範圍內也會命中盟友",
 "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秒冷卻",
 "5 energy to cast - 12s cooldown": "施放消耗 5 能量 - 12秒冷卻",
 "5 energy to cast - 15s cooldown": "施放消耗 5 能量 - 15秒冷卻",
 "5 energy to cast - 20s cooldown": "施放消耗 5 能量 - 20秒冷卻",
 "5 energy to cast - 30s cooldown": "施放消耗 5 能量 - 30秒冷卻",
 "5 energy to cast - 8s cooldown": "施放消耗 5 能量 - 8秒冷卻",
 "5 entries": "5 條",
 "5 floors": "5 層",
 "5 floors -": "5 層 -",
 "5 gold": "5 金幣",
 "5 in-game minutes": "5 個遊戲內分鐘",
 "5 inscription choices": "5 個銘文選項",
 "5 min": "5 分鐘",
 "5 misc edibles sit outside those classes. The racial diet rules read the class:": "另有 5 種雜項食物不在這些類別中。種族飲食規則讀取該類別：",
 "5 other template(s) competing for this slot": "另有 5 個模板競爭此槽",
 "5 per stack per second": "每層每秒 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.": "每層每秒 5 物理傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 99 層）。示例：10 層 = 50 物理傷害/秒。持續時間由施加該效果的技能決定。",
 "5 physical per stack": "每層 5 點物理",
 "5 physical per stack / sec": "每層每秒 5 點物理",
 "5 random inscriptions": "5 條隨機銘文",
 "5 scene steps": "5 個場景步驟",
 "5 skill points to unlock": "解鎖需 5 技能點",
 "5 slots are offered per roll": "每次擲骰提供 5 個槽",
 "5 stacks x 3 days = 15 in-game days (~4.5 real hours at 1x)": "5 疊 x 3 天 = 15 遊戲內天（1x 下約 4.5 真實小時）",
 "5 steps - 2 decisions - 1 roll - loops": "5 個步驟 - 2 項決策 - 1 次抽取 - 迴圈",
 "5 tiles": "5 格",
 "5 victims": "5 個目標",
 "5, with a Retry button that rerolls all of them": "5 個，帶有重試按鈕，可重擲全部選項",
 "5. Skill Trees": "5. 技能樹",
 "5.88% / open": "5.88% / 開啟",
 "50 (150/s at max)": "50 (滿層時 150/秒)",
 "50 gold": "50 金幣",
 "50 stacks = 150/sec": "50 層 = 150/秒",
 "50% / kill": "50% / 擊殺",
 "50% / open": "50% / 開啟",
 "50% missing HP": "已損失 50% HP",
 "500 gold": "500 金幣",
 "500% physical": "500% 物理",
 "53.57% / kill": "53.57% / 擊殺",
 "532.5 gold": "532.5 金幣",
 "54 gold": "54 金幣",
 "54 min": "54 分鐘",
 "54000 ticks (≈0.83 days)": "54000 刻 (≈0.83 天)",
 "55 gold": "55 金幣",
 "55.56% / open": "55.56% / 開啟",
 "56 gold": "56 金幣",
 "572 gold": "572 金幣",
 "58 gold": "58 金幣",
 "58.82% / open": "58.82% / 開啟",
 "59 gold": "59 金幣",
 "5th": "第5",
 "5×3 tiles": "5×3 地塊",
 "5×4 tiles": "5×4 地塊",
 "6 Stacks": "6 層",
 "6 additions, 35 changes and 1 removals across 7 data tables.": "7 個資料表中有 6 項新增、35 項更改和 1 項移除。",
 "6 damage/second": "6 傷害/秒",
 "6 energy = 1 to cast + 5 for the Bubbling it consumes.": "6 能量 = 1 用於施放 + 5 用於所消耗的泡泡靈。",
 "6 energy = 4 to cast + 2 for the Bubbling it consumes.": "6 能量 = 4 用於施放 + 2 用於所消耗的泡泡靈。",
 "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秒冷卻",
 "6 entries": "6 條",
 "6 gold": "6 金幣",
 "6 other template(s) competing for this slot": "另有 6 個模板爭奪此槽",
 "6 skill points to unlock": "解鎖需 6 技能點",
 "6 skills - click to collapse": "6 技能 - 點選摺疊",
 "6 stacks (see note)": "6 層（見註釋）",
 "6 steps - 2 decisions - 2 rolls - loops": "6 個步驟 - 2 項決策 - 2 次抽取 - 迴圈",
 "6 steps - 4 decisions - 1 roll - loops": "6 個步驟 - 4 項決策 - 1 次抽取 - 迴圈",
 "6 tiles": "6 格",
 "6 total": "總計 6",
 "6. Inscriptions": "6. 銘文",
 "60 Energy": "60 能量",
 "60 Energy is 1 Shell.": "60 能量為 1 外殼。",
 "60 gold": "60 金幣",
 "60 minutes make an hour": "60 分鐘為 1 小時",
 "60 total": "總計 60",
 "600 gold": "600 金幣",
 "600 min": "600 分鐘",
 "606 gold": "606 金幣",
 "61 gold": "61 金幣",
 "61.22% / kill": "61.22% / 擊殺",
 "61.5 gold": "61.5 金幣",
 "62.5% / open": "62.5% / 開啟",
 "630 gold": "630 金幣",
 "64 gold": "64 金幣",
 "64'800 ticks": "64'800 刻",
 "65 magic": "65 魔法",
 "65 magic damage / target": "65 魔法 傷害 / 目標",
 "65 magic damage / target - 21.8 per energy": "65 魔法傷害 / 目標 - 每能量 21.8",
 "65.22% / open": "65.22% / 開啟",
 "66 gold": "66 金幣",
 "66 pages": "66 頁",
 "68.97% / kill": "68.97% / 擊殺",
 "680 gold": "680 金幣",
 "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，分屬 10 個系和 7 個套裝。套裝即該裝備所用的材料。此處每個數字都是物品自身的數值。開拓者的屬性會額外疊加。",
 "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（方向半徑 7）：最多 7 個目標，若每格都命中則合計 1,113",
 "7 energy = 5 to cast + 2 for the Bubbling it consumes.": "7 能量 = 5 用於施放 + 2 用於所消耗的泡泡靈。",
 "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秒冷卻",
 "7 equipment slots": "7 個裝備槽",
 "7 gold": "7 金幣",
 "7 in-game days": "遊戲內 7 天",
 "7 per unit": "每個單位 7 個",
 "7 steps - 4 decisions - 1 roll - loops": "7 個步驟 - 4 項決策 - 1 次抽取 - 迴圈",
 "7 tiles": "7 格",
 "7. Soul Stones & Acquired Traits": "7. 靈魂石與後天特質",
 "7.14% / kill": "7.14% / 擊殺",
 "7.5 gold": "7.5 金幣",
 "7.69% / kill": "7.69% / 擊殺",
 "70 gold": "70 金幣",
 "70.37% / open": "70.37% / 開啟",
 "72 gold": "72 金幣",
 "72000 ticks (≈1.1 days)": "72000 刻 (≈1.1 天)",
 "73 gold": "73 金幣",
 "73 physical": "73 物理",
 "73 physical damage / target": "73 物理傷害 / 目標",
 "73.5 gold": "73.5 金幣",
 "74 gold": "74 金幣",
 "74 physical": "74 物理",
 "74 physical damage / target": "74 物理傷害 / 目標",
 "75 gold": "75 金幣",
 "75% physical": "75% 物理",
 "750 gold": "750 金幣",
 "76 gold": "76 金幣",
 "77.78% / kill": "77.78% / 擊殺",
 "79 sources": "79 個來源",
 "7s cooldown": "7秒冷卻",
 "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 寶藏",
 "8 gold": "8 金幣",
 "8 min": "8 分鐘",
 "8 other template(s) competing for this slot": "另有 8 個模板爭奪此槽",
 "8 skill points to unlock": "解鎖需 8 技能點",
 "8 steps": "8 步",
 "8 steps - 7 decisions": "8 個步驟 - 7 項決策",
 "8 tiles": "8 格",
 "8. Equipment": "8. 裝備",
 "8.5 gold": "8.5 金幣",
 "8.57% / kill": "8.57% / 擊殺",
 "80% physical, 2 hits": "80% 物理，2 次命中",
 "800 HP": "800 HP",
 "800 gold": "800 金幣",
 "81 gold": "81 金幣",
 "84 gold": "84 金幣",
 "86.5 gold": "86.5 金幣",
 "88 gold": "88 金幣",
 "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（方形半徑 1）：最多 8 個目標，以施法者為中心，若每格都命中則合計 2,156。範圍內也會命中盟友",
 "9 cells (Square radius 1): up to 8 targets centered on the caster, 219 total if every cell is hit": "9 格（方形半徑 1）：最多 8 個目標，以施法者為中心，若每格都命中則合計 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（方形半徑 1）：最多 9 個目標，若每格都命中則合計 1,164。範圍內也會命中盟友",
 "9 gold": "9 金幣",
 "9 magic per second to nearby enemies for 10 s": "對附近敵人每秒 9 魔法，持續 10 秒",
 "9 other template(s) competing for this slot": "另有 9 個模板在競爭此槽",
 "9 steps": "9 個步驟",
 "9. Advanced - input my stats": "9. 高階 - 輸入我的屬性",
 "9.09% / kill": "9.09% / 擊殺",
 "9.68% / kill": "9.68% / 擊殺",
 "90 total": "總計 90",
 "900 gold": "900 金幣",
 "900 min": "900 分鐘",
 "9000 ticks (≈0.14 days)": "9000 刻 (≈0.14 天)",
 "904 gold": "904 金幣",
 "91 physical": "91 物理",
 "91 physical damage / target": "91 物理傷害 / 目標",
 "96 direct only, up to 156 per hit target with the full 60 burn damage from one application.": "僅 96 直接傷害，算上一次施加的全部 60 點燃燒傷害，每個被擊中目標最高 156。",
 "96 gold": "96 金幣",
 "96 magic": "96 魔法",
 "96 magic damage / target": "96 魔法傷害 / 目標",
 "97 gold": "97 金幣",
 "97 magic": "97 魔法",
 "98 gold": "98 金幣",
 "99 (495/s at max)": "99 (滿層 495/秒)",
 "99 physical": "99 物理",
 "99 physical damage / target": "99 物理傷害 / 目標",
 "99 stacks = 495/sec": "99 層 = 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.": "：\"保持未被發現且無法成為目標。如果你對敵人造成傷害，該效果會立即結束。\" 硬性開/關標誌。資料中有定義，但當前沒有任何可獲得的物品、特質或技能會賦予。",
 ": 2 appear here per visit, alongside 2×": ": 每次訪問此處出現 2 只，另有 2×",
 ": 2 appear here per visit, alongside 3×": ": 每次訪問此處出現 2 只，另有 3×",
 ": 2 appear here per visit. The room itself is rolled on floor 1 / floor 2 in about": ": 每次訪問此處出現 2 只。該房間本身在第 1 層 / 第 2 層約",
 ": 2 appear here per visit. The room itself is rolled on floor 5 in about": ": 每次訪問此處出現 2 只。該房間本身在第 5 層約",
 ": 3 appear here per visit, alongside 1×": ": 每次訪問此處出現 3 只，另有 1×",
 ": 3 appear here per visit, alongside 2×": ": 每次訪問此處出現 3 只，另有 2×",
 ": 4 appear here per visit, alongside 2×": ": 每次訪問此處出現 4 只，另有 2×",
 ": 4 appear here per visit, alongside 3×": ": 每次訪問此處出現 4 只，另有 3×",
 ": a scripted lesson. Tutorial events drive it. See Tutorial below.": "：一段指令碼教學。由教程事件驅動。見下方教程。",
 ": a successful guard cuts the damage by": "：格擋成功時將傷害削減",
 ": accepting the request runs the": ": 接受該請求會執行",
 ": an auto-advancing chain. No NPC hands it out. See Main story below.": "：一條自動推進的任務鏈。沒有非玩家角色發放。見下方主線劇情。",
 ": building": ": 建築",
 ": each DropTable row has three slots (item key, percentage, amount). A slot may reference another": "：每條 DropTable 行有三個槽位（物品鍵、百分比、數量）。一個槽位可以引用另一個",
 ": 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.": ": 每列是一層科技等級，需科技手冊和探險等級才能解鎖。線條將研究專案連線到需要它的專案；角上的數字是完成所需的需求量。點選任意節點可跳到下方表格中對應的行。",
 ": each hit rolls": "：每次命中擲出",
 ": 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": "：遊戲內每分鐘，開拓者的壓力會按心情 x -0.03 變化，所以開心的開拓者會平靜下來，不開心的會積壓壓力，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.": "：來自具名人物的狩獵和研究。物品獎勵在你再次與他們交談時發放，此處顯示的每項獎勵都讀自該事件資料。",
 ": instantly executes any non-boss enemy that takes damage while at 20% combined HP (head + body) or less.": "：立即處決任何受到傷害時合計 HP（頭部 + 身體）為 20% 或更低的非首領敵人。",
 ": it repairs": "：它修復",
 ": item": ": 物品",
 ": list entries like": "：列表條目如",
 ": look up": "：查閱",
 ": monster": ": 怪物",
 ": multiplies damage by": "：將傷害乘以",
 ": no more gold, but a standing +10% Crit - which makes future crits (and other crit-payout effects) come faster.": "：不再獲得金幣，但保留固定 +10% 暴擊，這會讓後續暴擊（以及其他暴擊獎勵效果）來得更快。",
 ": no shippable": "：沒有可運輸的",
 ": one appears here per visit, alongside 2×": ": 每次訪問此處出現 1 只，另有 2×",
 ": one appears here per visit, alongside 3×": ": 每次訪問此處出現 1 只，另有 3×",
 ": one appears here per visit, alongside 4×": ": 每次訪問此處出現 1 只，另有 4×",
 ": one appears here per visit. The room itself is rolled on floor 1 / floor 2 in about": ": 每次訪問此處出現 1 只。該房間本身在第 1 層 / 第 2 層約",
 ": one appears here per visit. The room itself is rolled on floor 10 in about": ": 每次訪問此處出現 1 只。該房間本身在第 10 層約",
 ": one appears here per visit. The room itself is rolled on floor 20 in about": ": 每次訪問此處出現 1 只。該房間本身在第 20 層約",
 ": one appears here per visit. The room itself is rolled on floor 5 in about": ": 每次訪問此處出現 1 只。該房間本身在第 5 層約",
 ": only": ": 只",
 ": packed for every character (": "：為每個角色打包（",
 ": portrait \"": "：肖像“",
 ": raises every one of the unit's 6 talents by one tier, capped at Genius.": "：將該單位的 6 項天賦各提高一檔，上限為天才。",
 ": repeatable settlement goals. They raise ": "：可重複的據點目標。它們提升 ",
 ": target": ": 目標",
 ": target HP": ": 目標 HP",
 ": target HP x": ": 目標 HP x",
 ": the Korean": "：韓文",
 ": the backpack was full, so": "：揹包滿了，所以",
 ": the game would show different attributes than the builder does (": "：遊戲將顯示與構築器不同的屬性（",
 ": the listed routes are unsourced (no unit, building or room references them) - effectively unobtainable.": ": 列出的路徑無來源（沒有單位、建築或房間引用它們） - 實際上無法獲得。",
 ": themed expedition dungeons you unlock in order by clearing the one before it. Each region has a fixed number of": ": 按主題劃分的探險地下城，需按順序通關前一個才能解鎖。每個區域有固定數量的",
 ": this build has no": "：此構建沒有",
 ": this character can use the": "：該角色可以使用",
 ": unit": ": 單位",
 ": 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.": "：普通攻擊暴擊時，還會對附近敵人造成範圍傷害（傷害型別與該攻擊相同）。",
 ": 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.": ": 你的探險同一時間只擁有一個等級。收集足夠的貢獻點後會提升，每一級都會解鎖更多據點內容：成員、招募候選人、種族、房間品質和研究。其背後的資料表名為 ClanRankTable，因此舊連結會寫成 Clan Rank。該表定義了 7 個等級；本版本可達到 3 級。",
 "; R = 200 lets through": "；R = 200 時放行",
 "; a fourth kill only refreshes the timer, it does not push past the cap.": "；第四次擊殺只重新整理計時，不會突破上限。",
 "; blocked after quest \"": "; 任務完成後封鎖 \"",
 "; blocked once": "；一旦封鎖",
 "; blocked once the event \"": "; 一旦發生事件 \"",
 "; click any name for its full effect.": "；點選任意名稱檢視完整效果。",
 "; effects adjust this channel, and the main stat page lists them all.": "；效果會調整此通道，主屬性頁會列出全部。",
 "; never after": "; 此後不再",
 "; pressing it commits the transition and marks the region cleared (": "；按下後確認此次轉換，並將該區域標記為已通關（",
 "; requires quest \"": "; 需要任務 \"",
 "; see the": "；詳見",
 "; stacks up to {#}": "; 最多疊加{#}層",
 "<b>{#}%</b> of {#} HP": "<b>{#}%</b> 的 {#} HP",
 "= (summoner's Magic Attack Power x 0.5) + the summon's base Magic Attack Power": "= (召喚者的魔法攻擊力 x 0.5) + 召喚物的基礎魔法攻擊力",
 "= (summoner's Magic Attack Power x 1) + the summon's base HP": "= (召喚者的魔法攻擊力 x 1) + 召喚物的基礎 HP",
 "= +50% HP).": "= +50% HP）。",
 "= 10 + expected talent growth + flat modifiers, then x(1 + sum of % modifiers).": "= 10 + 預期天賦成長 + 固定修正值，然後 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.": "= 每疊加 4'320 遊戲內分鐘（3 個遊戲內日）。一層被刷到 0 需要 15 個遊戲內日（1 倍速下約 4.5 現實小時）才能完全回滿。",
 "= 8). It matches the standard 8-tile sight, so for most monsters spotting and engaging happen at the same distance.": "= 8)。它等於標準的 8 格視野，因此對大多數怪物來說，發現和交戰發生在同一距離。",
 "= Tech Book tier required": "= 所需科技手冊等級",
 "= a building ability;": "= 建築能力；",
 "= a player-unit skill - learnable from a skill tree (browse them on the": "= 玩家單位技能 - 可從技能樹學習（在",
 "= base": "= 基礎",
 "= default + sum(major x coefficient) + flat modifiers, then x(1 + sum of % modifiers).": "= 預設值 + sum(主要屬性 x 係數) + 固定修正值，然後 x(1 + % 修正值之和)。",
 "= granted or triggered by an item;": "= 由物品授予或觸發；",
 "= 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），並且已預先放置下方列出的建築、擺件和物品堆。區域型別是它能填入的營地欄位；裝飾風格是繪製所用的圖塊集。這是你家園據點的佈局，不是地下城的一層。",
 "= not currently obtainable. The": "= 當前無法獲得。",
 "= research workload -": "= 研究需求量 -",
 "= sum of the above =": "= 以上合計 =",
 "= summoner Magic Attack x 0.5 + creature base attack": "= 召喚者魔法攻擊力 x 0.5 + 生物基礎攻擊力",
 "= summoner Magic Attack x 1 + creature base HP": "= 召喚者魔法攻擊力 x 1 + 生物基礎 HP",
 "= target HP / DPS": "= 目標 HP / DPS",
 "= the status exists on Player units / Other units / Items / Buildings. Percent stats are additive percentage modifiers; talent scaling shows how each point of a major talent contributes to the stat for player units. Click a status to see everything that can impact it - items, inscriptions, traits, skills and monsters.": "= 該狀態存在於玩家單位 / 其他單位 / 物品 / 建築。百分比屬性為加算百分比修正；天賦成長顯示玩家單位上每點主屬性對該數值的貢獻。點選一個狀態可檢視所有能影響它的內容 - 物品、銘文、特質、技能和怪物。",
 "= used by non-enemy units;": "= 非敵方單位使用；",
 "= used only by enemy units;": "= 僅敵方單位使用；",
 "=100%), orange >=50%, green": "=100%），橙色 >=50%，綠色",
 "@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”法術只造成魔法傷害。冰霜風味的能力屬於水魔法的表現，不是單獨的傷害型別。",
 "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 傷害的命中在接近 0 HP 時最多恢復 60 HP，一半 HP 時恢復 30 HP，滿 HP 時無恢復（所造成傷害的 30%，再乘以已損失 HP 的比例）。",
 "A Barrier-generating engine to amplify": "一個屏障生成引擎，用於放大",
 "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。具有驚人的力量。",
 "A Intermediate elemental stone containing the essence of life.": "一塊蘊含生命精華的中級元素石。",
 "A Intermediate elemental stone infused with powerful water energy.": "一塊注入了強大水能量的中級元素石。",
 "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, 警惕危險。 Gains 夜視.",
 "A barrier that absorbs one impact envelops your skin.": "一層吸收一次衝擊的屏障包裹著你的皮膚。",
 "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.": "藏在蔓延下的據點場地會在爆炸露出它時被發現，該區域列出的建築和物品堆會隨之生成。單位走進已露出的場地也會發現它。",
 "A basic attack deals damage equal to the attacker's": "普通攻擊造成的傷害等於攻擊者的",
 "A basic axe made of copper.": "A basic 銅製斧頭。",
 "A basic axe made of wood.": "A basic 木製斧頭。",
 "A basic dagger made of copper.": "一把基本的銅製匕首。",
 "A basic first aid kit containing essential medical supplies.": "一個包含基本醫療用品的急救包。",
 "A basic grain resource used for cooking.": "一種用於烹飪的基本穀物資源。",
 "A basic mace made of copper.": "一把基本的銅製釘頭錘。",
 "A basic one-handed sword made of copper.": "一把基本的銅製單手劍。",
 "A basic piece of armor made of leather.": "A basic piece of 由皮革製成的護甲。",
 "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 守護石會抵消掉 staying in the dungeon.",
 "A basic spear crafted from lightweight wood.": "一把由輕質木材製成的基本長矛。",
 "A basic spear made of copper.": "一把基本的銅矛。",
 "A basic storage": "一個基礎儲藏室",
 "A basic storage container for storing food. Applies 精心保存 to stored items.": "一個用於存放食物的基礎儲藏容器。對存放的物品施加精心儲存。",
 "A basic storage for": "一個基礎儲藏室，用於",
 "A basic storage for keeping food.": "一個用於存放食物的基礎儲藏室。",
 "A battle where multiple mages exist that are problematic if left unattended.": "一場有多名法師的戰鬥，若不處理會很麻煩。",
 "A battle where multiple mages exist that are problematic if left unattended. - Dungeon Settlers Wiki": "一場有多名法師的戰鬥，若不處理會很麻煩。 - Dungeon Settlers 維基",
 "A battle where multiple mages exist that are problematic if left unattended. map": "一場有多名法師的戰鬥，若不處理會很麻煩。地圖",
 "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful.": "一場必須在戰術上考慮物理/魔法反射的戰鬥。除反射外，規格也設定得相當強。",
 "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": "一場必須在戰術上考慮物理/魔法反射的戰鬥。除反射外，規格也設定得相當強。 - Dungeon Settlers 維基",
 "A battle where you must tactically account for physical/magic reflection. Apart from reflection, the specs are set to be quite powerful. map": "一場必須在戰術上考慮物理/魔法反射的戰鬥。除反射外，規格也設定得相當強。地圖",
 "A beast that": "一頭野獸",
 "A beast that all Gloths obey at the mere": "一頭所有格洛斯僅憑其",
 "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.": "格洛斯只是聽到它低沉的呼吸聲便會俯首。這頭龐然巨獸體型巨大、破壞力驚人。巨口不僅能輕易咬碎岩石，還能一次吞下數只哥布林。",
 "A beast that lives in caves. It": "生活在洞穴中的野獸。它",
 "A beast that lives in caves. It attacks enemies that enter its territory.": "生活在洞穴中的野獸。它會攻擊進入其領地的敵人。",
 "A bid for playing.": "出價遊玩。",
 "A bigger offering grows stats faster and costs more mana stones. Least is picked.": "更大的祭品會讓屬性成長更快，也消耗更多法力石。已選較少。",
 "A blue-glowing mushroom that can cause hallucinations when consumed.": "A blue-glowing 食用後可能會引起幻覺的蘑菇。",
 "A blue-glowing object so cold it sends shivers down the spine just by looking at it.": "A blue-glowing 如此寒冷，僅看一眼就會令人不寒而慄的物體。",
 "A bow": "一把弓",
 "A bow crafted from the bones of beasts.": "A bow crafted 用獸骨製成。",
 "A bow made": "一把弓由",
 "A bow made of carapace.": "一把由甲殼製成的弓。",
 "A bow reinforced with": "一把經加固的弓，材料為",
 "A bow reinforced with bronze fittings.": "一把經加固的弓，材料為 bronze fittings.",
 "A bow reinforced with copper fittings.": "一把經加固的弓，材料為 copper fittings.",
 "A bow reinforced with tin fittings.": "一把經加固的弓，材料為 tin fittings.",
 "A brilliant red stone infused with intense fire energy.": "一塊注入了強烈火焰能量的璀璨紅石。",
 "A candidate also comes with a": "候選人還帶有",
 "A candidate's price is built from two parts. The": "候選人的價格由兩部分構成。",
 "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.": "一張染成紅色的地毯。",
 "A catastrophe has struck. The wicked": "災難降臨了世界。邪惡的",
 "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.": "災難降臨了世界。邪惡的地下城核心以阿克提恩為名，正迅速將整個大陸變成一片荒蕪之地。 ## 作為地下城公會派出的探險指揮官，你必須建立前哨基地，並摧毀位於地下城最深處的地下城核心阿克提恩。 ## 提示：可透過右上角的幫助選單或按下 CapsLock 鍵，重新檢視所有教程內容和操作鍵位。",
 "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.": "災難降臨了世界。邪惡的地下城核心阿克提恩正迅速將整個大陸變成一片荒蕪之地。 ## 作為地下城公會派出的探險指揮官，你必須建立前哨基地，並摧毀位於地下城最深處的地下城核心阿克提恩。 ## 提示：可透過螢幕右上角的幫助選單或按下 CapsLock 鍵，重新檢視遊戲操作和所有教程內容。",
 "A character can hold only": "角色同時只能持有",
 "A clamor begins to rise from across the way.": "路的對面開始傳來一陣喧鬧聲。",
 "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.": "路的對面開始傳來一陣喧鬧聲。 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.": "路的對面開始傳來一陣喧鬧聲。 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.": "一個由甲殼製成的棍棒。",
 "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（或用怪物製成）的收集物，用於尚未完成的馴化系統。本版本仍附帶的 7 顆石頭，使用時各授予一項靈魂特質。",
 "A combat axe made of Arcron.": "A combat 以阿克倫為材料製成的斧。",
 "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.": "由主屬性和裝備算出的戰鬥屬性，例如物理攻擊力、最大生命值、攻擊速度、暴擊機率或抗性。遊戲內顯示為每項主屬性的「每項屬性 +X」貢獻。",
 "A common animal bone.": "一根普通的動物骨頭。",
 "A condensed essence containing mid-grade fire elemental energy.": "一種濃縮的精華，蘊含中級火焰元素能量。",
 "A condensed essence containing mid-grade nature elemental energy.": "一種濃縮的精華，蘊含中級自然元素能量。",
 "A condensed essence containing mid-grade water elemental energy.": "一種濃縮的精華，蘊含中級水元素能量。",
 "A configurable what-if caster.": "可配置的假設施法者。",
 "A core part of machinery.": "機械的核心部分。",
 "A critical basic attack applies 5 stacks of Bleeding to the target for 10 seconds.": "暴擊的普通攻擊對目標施加 5 層出血，持續 10 秒。",
 "A critical basic attack applies 5 stacks of Burning to the target for 10 seconds.": "暴擊的普通攻擊對目標施加 5 層燃燒，持續 10 秒。",
 "A critical hit deals 1.5x damage.": "暴擊造成 1.5 倍傷害。",
 "A crow quietly flies": "一隻烏鴉悄悄地飛過",
 "A crow quietly flies through the thorny vines and lands on your forearm.": "一隻烏鴉悄悄地飛過荊棘藤蔓，落在你的前臂上。",
 "A crystal condensed from clear, pristine water.": "由清澈純淨的水凝結而成的水晶。",
 "A crystal that constantly emits faint flames.": "能夠持續發出微弱火光的水晶。",
 "A dark crimson blood from a monster rat.": "A dark 來自一隻的深紅色血液 monster rat.",
 "A decompile of this build shows encirclement is": "對本版本反編譯顯示，包圍",
 "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo.": "一場精心設計的戰鬥：投擲者束縛敵人的腳，裝甲昆蟲衝入打出兇狠連擊。",
 "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo. - Dungeon Settlers Wiki": "一場精心設計的戰鬥：投擲者束縛敵人的腳，裝甲昆蟲衝入打出兇狠連擊。 - Dungeon Settlers 維基",
 "A deliberate battle where Throwers bind enemies' feet and Armored Insects charge in for a vicious combo. map": "一場精心設計的戰鬥：投擲者束縛敵人的腳，裝甲昆蟲衝入打出兇狠連擊。地圖",
 "A dining chair carved from stone.": "一張由石頭雕刻而成的餐椅。",
 "A dining chair made of wood.": "一把木製餐椅。",
 "A dish": "一道菜餚",
 "A dish made by roasting": "一道烤制而成的菜餚",
 "A dish made by roasting an entire chunk of monster meat.": "一道烤制而成的菜餚 an entire chunk of monster meat.",
 "A dish of finely chopped turnips mixed with fresh vegetables.": "A dish of 細碎大頭菜 mixed with 新鮮蔬菜。",
 "A dish that somewhat improves the nauseating taste of grass porridge.": "一道能稍微改善草粥令人作嘔味道的菜餚。",
 "A dug-up grave exudes a foreboding presence.": "A dug-up 墳墓散發出不祥的氣息。",
 "A dungeon area on the expedition map. 2 are playable (Veil of Silence, Festering Burrow); the rest are placeholders or internal biomes.": "探險地圖上的一處地下城區域。2 個可玩（寂靜帷幕、潰爛地穴）；其餘為佔位或內部生物群系。",
 "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": "用遊戲層種子回放的地下城層：存檔為一層記下的 CurrentSeed，不是開局時遊戲顯示的戰役程式碼。本頁對該種子跑遊戲自己的抽取流，因此佈局變體和每個事件房間都精確。其他房間顯示遊戲交給佈局引擎的候選列表，最終選擇在引擎內部完成。下方排列由該引擎搭建：遊戲所用生成器的移植，並與本站已記錄的層逐格核對。來自存檔、已有記錄的層按其真實格子位置繪製，並會標明。任務報告的生成加成不在這次回放裡：某個 NPC 的任務報告未交時，該 NPC 房間權重更高。參見",
 "A durable bow combining iron and wood.": "一把結合了鐵和木材的耐用弓。",
 "A durable club crafted from Bloodwood.": "由血木製成的耐用木棒。",
 "A durable frontline unit": "一個耐用的前線單位",
 "A durable spear crafted from Bloodwood.": "A durable 由血木製成的矛。",
 "A dyed": "一張染色的",
 "A few are non-linear:": "少數是非線性的：",
 "A few combat constants worth knowing:": "幾個值得了解的戰鬥常量：",
 "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.": "少數技能用攻擊速度去除表上的冷卻，而不是 (1 + 冷卻縮減 / {#})。冷卻縮減不進這條路徑。表冷卻為 0 的技能兩種除法都到不了。",
 "A fiery red crystal that burns like flames.": "一塊如火焰般燃燒的火紅色水晶。",
 "A finely crafted silver necklace.": "做工精細的銀製項鍊。",
 "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.": "做工精細的銀製項鍊。可從飾品攻擊屬性、飾品防禦屬性或飾品功能屬性中獲得隨機屬性。",
 "A finely ground": "一種細磨的",
 "A finely ground bone powder.": "一種細磨的骨粉。",
 "A floor ground all the way down to 0: 5 stacks x 3 days =": "一層被刷到 0：5 疊 x 3 天 =",
 "A flowerbed": "花壇",
 "A flowerbed adorned with bright yellow flowers.": "一個裝飾著亮黃色花朵的花壇。",
 "A flowerbed adorned with pink flowers.": "一個裝飾著粉色花朵的花壇。",
 "A foul-smelling and grotesque lump of meat.": "A foul-smelling 且形狀怪異的肉塊。",
 "A frontline melee build that takes hits": "會捱打的前線近戰構築",
 "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.": "前線近戰/坦克種族，側重採礦和馴化。從探險等級 1 即可招募（各等級權重見上方標籤）。使用僅男性的程式化名字池。設定為 '古老巨龍的後裔'，與遊戲未釋出的巨龍設定相關。",
 "A full field of 2 deals about": "場上滿員 2 個約造成",
 "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。你的小隊走進去即可開始遊戲。",
 "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.": "完整建成的首領，使用鎖鏈機制（EnsnaringChains、SoulChain）以及哨兵警報/哨兵懲擊/劍之屏障。它作為已放置的首領存在，且自 B.0.3.40 起登記為該區域的通關首領（GAMESYSTEM_Dungeon_UnitForClearRegion 的槽 1）；其首領房間為階段 5 模板，該區域第 5 層執行階段 5（GAMESYSTEM_Dungeon_PhaseUnit），因此這是預設流程中通關該區域的戰鬥。該區域的小首領檔包括格洛斯長老和哥布林首席薩滿。",
 "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.": "尚無房間或內容的未來區域槽。不要將其與單獨的無限深淵無盡地下城模式（內部區域 'Abyss'）混淆，那是另一套系統，不是探險地圖區域。",
 "A future region that exists only as a name and expedition-map slot; no rooms, monsters or loot yet.": "一個僅有名稱和探險地圖槽位的未來區域；尚無房間、怪物或掉落。",
 "A game floor seed is a whole 32-bit number. Check the CurrentSeed field in your save file.": "遊戲層種子是一個完整的 32 位整數。請檢視存檔裡的 CurrentSeed 欄位。",
 "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.": "遊戲層種子是存檔為你當前所在層記錄的 CurrentSeed。它不是開局時遊戲顯示的戰役程式碼，並且只有與上方所選的區域和層一起才有意義。",
 "A gaunt man sets down an enormous backpack and begins laying out his wares one by one.": "一個瘦骨嶙峋的男人放下了一個巨大的揹包，開始一件一件地擺放他的商品。",
 "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.": "一個瘦骨嶙峋的男人放下了一個巨大的揹包，開始一件一件地擺放他的商品。當他注意到你時，他的嘴角露出了狡黠的笑容。“啊，一位顧客。你來得正是時候。”他立起一塊大牌子，用一隻手敲了敲。“--今日特惠！”“我今天心情很好。相信我，這樣的機會可不常有。”他拿起一件商品，做作地擦拭一番，然後放回展示架上。",
 "A glowing red stone infused with the fiery spirit of flames.": "一塊閃著紅光、注入火焰之靈的石頭。",
 "A good effect will be added later": "稍後將新增正面效果",
 "A greatsword": "一把巨劍",
 "A greatsword crafted from hardened carapace.": "A greatsword crafted 由堅硬的甲殼製成。",
 "A green crystal pulsating with the energy of life.": "一塊跳動著生命能量的綠色水晶。",
 "A gruff male voice soon issues from its beak.": "喙中傳出了略顯沙啞的男性嗓音。",
 "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.": "一種因地下城傳送門流出的腐化魔力而生長在荒蕪之地的有害植物。附近的土地會變成腐化地面，無法通行。你可以使用女神之淚清除荊棘藤蔓並擴大聚落範圍。",
 "A health-restoring tonic brewed from antlers.": "A health-restoring 由鹿角熬製的藥劑。",
 "A heavy": "一根沉重的",
 "A heavy and sturdy club made from beast bones.": "由野獸骨頭製成的沉重而堅固的木棒。",
 "A heavy club": "一根沉重的棍棒",
 "A heavy club that delivers powerful blows.": "能打出強力打擊的沉重棍棒。",
 "A heavy iron club designed for crushing blows.": "一根沉重的鐵棍，旨在造成毀滅性打擊。",
 "A helmet made of bronze.": "由青銅製成的頭盔。",
 "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.": "一套狩獵與採集迴圈。每項研究任務在野外發放，隨後要回到科賽農處完成報告任務，上交研究可獲得科技手冊。",
 "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.": "一場因無盡深淵才存在、正常情況下不會出現的大規模戰鬥。需要爆發傷害來壓過多名雌性格洛斯的治療，並迅速解決雄性。",
 "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": "一場因無盡深淵才存在、正常情況下不會出現的大規模戰鬥。需要爆發傷害來壓過多名雌性格洛斯的治療，並迅速解決雄性。 - Dungeon Settlers 維基",
 "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": "一場因無盡深淵才存在、正常情況下不會出現的大規模戰鬥。需要爆發傷害來壓過多名雌性格洛斯的治療，並迅速解決雄性。地圖",
 "A last-resort emergency food.": "一份最後的緊急食物。",
 "A leftover object placed in the world by scripts or events (for example the Support Wagon that delivers your starting kit).": "指令碼或事件放在世界中的殘留物體（例如送來起始物資的補給馬車）。",
 "A life infused stone that carries the scent of fresh leaves.": "一塊注入生命、帶著新鮮樹葉香氣的石頭。",
 "A life-infused stone that carries the scent of fresh leaves.": "A life-infused 散發著新鮮樹葉香氣的石頭。",
 "A long-abandoned mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "A long-abandoned 礦井中，瀰漫著沉重的陰鬱氣息。生鏽的門扉在風中吱嘎作響，露出通向地底深處的黑暗隧道。",
 "A mace made of bronze.": "青銅製的釘頭錘。",
 "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.": "一種已在荒蕪之地紮根的邪惡植物，由地下城傳送門滲出的腐化魔力催生。其帶刺藤蔓散發令人心神不寧的陰暗氣息，周圍土壤會腐化為腐化地面。注意：這是未實裝功能。日後將加入清除荊棘藤蔓和腐化地面的功能。",
 "A man": "一個男人",
 "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.": "手動重新整理恰好消耗當前等級的重新整理價格（團隊金幣，永不低於 0）。金幣不足時，遊戲顯示金幣不足通知，且不會發生任何事。重新整理成功也會重置自動重新整理計時器。",
 "A masked figure stands beside a wooden cage filled with insects.": "一個戴著面具的人站在關著昆蟲的木籠旁。",
 "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.\"": "一個戴著面具的人站在關著昆蟲的木籠旁。他觀察了許久籠中的酸液蟲，隨後低頭寫下了一些什麼。他身邊的貓瞥了你一眼，卻並未表現出多少興趣。你靠近打了聲招呼，但他似乎對昆蟲的興趣比對你要大得多，頭也不回地指向酸液蟲道：“這些傢伙會吐出酸液，自己的身體卻不會溶解。不覺得有趣嗎？再多觀察一些活體，應該就能弄清楚原理……”他若無其事地從筆記本上撕下一頁遞給你。“找到酸液蟲並展開調查。只要把結果告訴我就行。”",
 "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...": "一個戴著面具的人站在關著昆蟲的木籠旁。 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.\"": "一個戴著面具的人站在裝滿昆蟲的木籠旁。你走近並表明自己的存在，但他似乎對昆蟲比對你更感興趣。他甚至頭也不回，指向一隻酸液蟲。“它們噴酸，自己的身體卻不會溶解。很奇妙，不是嗎？我想，觀察它們爆開的那一刻，還能學到更多...”他隨手從筆記本上撕下一頁遞給你。“記下酸液蟲爆開的瞬間，再回來向我報告。作為回報，我會分享我的研究成果。”",
 "A meat dish with a crispy exterior and a juicy interior.": "一道外酥裡嫩的肉菜。",
 "A melee weapon (sword / greatsword / blunt)": "近戰武器（劍/大劍/鈍器）",
 "A melee weapon and single-target melee skills": "近戰武器和單體近戰技能",
 "A member has": "有一名成員",
 "A member has died": "有一名成員死亡",
 "A member has {#}": "一名成員擁有 {#}",
 "A member says a scripted line": "有一名成員說出一句指令碼臺詞",
 "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.": "精神崩潰會將壓力重置為 {#}，並使該單位進入精神崩潰狀態 {#} 天，另有 {#} 天後遺症。它不會立即致命 - 只有在崩潰期間第二次達到上限才會死亡。",
 "A mid-grade fire": "中級火焰",
 "A mid-grade nature": "中級自然",
 "A mid-grade water": "中級水",
 "A moist stone that seems to be perpetually covered in water droplets.": "一塊溼潤的石頭，似乎總是覆蓋著水滴。",
 "A moment later, the crevice twists a...": "片刻之後，裂縫扭曲著……",
 "A moment later, the fissure twists as though retching and spits Mana Sto...": "片刻之後，裂隙像乾嘔一樣扭曲，吐出法力石...",
 "A monster hits you for": "一隻怪物對你造成",
 "A monster runs through three combat states": "怪物會經歷三種戰鬥狀態",
 "A named inscription takes its rarity's chance divided by the number of inscriptions that share the rarity.": "一條具名銘文的機率，等於其稀有度機率除以同稀有度銘文的數量。",
 "A natural ore containing silver.": "一種含有銀的天然礦石。",
 "A naturally growing herb with healing properties.": "一種具有治療特性的天然草藥。",
 "A nature-infused staff crafted from Bloodwood.": "A nature-infused 由血木製成的法杖。",
 "A necklace adorned with garnet gems.": "鑲嵌有石榴石的項鍊。",
 "A necklace adorned with garnet gems. You can gain random stats from 饰品攻击属性.": "鑲嵌有石榴石的項鍊。可從飾品攻擊屬性中獲得隨機屬性。",
 "A necklace adorned with opal gems.": "鑲嵌有貓眼石的項鍊。",
 "A necklace adorned with opal gems. You can gain random stats from 饰品防御属性.": "鑲嵌有貓眼石的項鍊。可從飾品防禦屬性中獲得隨機屬性。",
 "A necklace adorned with peridot gems.": "鑲嵌有橄欖石的項鍊。",
 "A necklace adorned with peridot gems. You can gain random stats from 饰品功能属性.": "鑲嵌有橄欖石的項鍊。可從飾品功能屬性中獲得隨機屬性。",
 "A necklace embedded with blue crystal.": "鑲嵌有藍色水晶的項鍊。",
 "A necklace embedded with blue crystal. You can gain random stats from 饰品防御属性.": "鑲嵌有藍色水晶的項鍊。可從飾品防禦屬性中獲得隨機屬性。",
 "A necklace embedded with green crystal.": "鑲嵌有綠色水晶的項鍊。",
 "A necklace embedded with green crystal. You can gain random stats from 饰品功能属性.": "鑲嵌有綠色水晶的項鍊。可從飾品功能屬性中獲得隨機屬性。",
 "A necklace embedded with red crystal.": "鑲嵌有紅色水晶的項鍊。",
 "A necklace embedded with red crystal. You can gain random stats from 饰品攻击属性.": "鑲嵌有紅色水晶的項鍊。可從飾品攻擊屬性中獲得隨機屬性。",
 "A new campaign starts with a cap of": "新戰役的成員上限為",
 "A new campaign starts with a cap of {#} members. Every rank adds its own bonus on top of the previous ranks:": "新戰役的成員上限為 {#}。每一級都會在之前各級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.": "新的公共冷卻只有比剩餘時間更長時才會替換。",
 "A new member": "一名新成員",
 "A new member joins the expedition": "一名新成員加入探險",
 "A new one is offered every {#} to {#}.": "每隔 {#} 至 {#} 會提供一項新的。",
 "A new one is offered every {#}.": "每隔 {#} 會提供一項新的。",
 "A nimble dagger made of Arcron.": "A nimble 以阿克倫為材料製成的匕首。",
 "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 探險隊員們走到你面前。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.": "非戰鬥工作技能（採礦、伐木、研究、農業、製作、烹飪、馴化、醫療、建造），決定單位完成據點任務的好壞；受主屬性、種族和房間品質提升。",
 "A notice is shown": "顯示一條通知",
 "A notice is shown; Time passes: 1 min; Clan gold +300": "顯示一條通知；時間流逝：1 分鐘；團隊金幣 +300",
 "A nutritious dish made with tender turnips and grains.": "一份用嫩蕪菁和穀物製成的營養菜餚。",
 "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.": "資料中還有一套並行的內部 \"x0.02\" 成長模型，但是未使用的佔位。實際生效的是每點固定值模型。",
 "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.": "按層計算的「新鮮度」計數，從 5（滿）降到 0（枯竭）。一層降到 0 時，整個區域會遭受枯竭地下城效果，所有掉落率降低 50%，直到隨時間恢復。",
 "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.": "按屬性劃分的評級（較差、中等、優秀、卓越、天才），決定每項主屬性每次升級獲得多少點。更高的天賦層級意味著更快成長。",
 "A percentage modifier applied to all damage taken by the target. Positive values increase incoming damage, while negative values reduce it.": "作用於目標所受全部傷害的百分比修正值。正值會提高受到的傷害，負值會降低受到的傷害。",
 "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.": "永久的造成傷害加成會在此雙重生效，一次在基礎命中上，再一次在每次濺射自己的區間上。淹沒只會單次生效，因為它的加成只作用於產生基礎命中的那一次結算。",
 "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.": "單位在升級時獲得、或招募時自帶的永久類特質加成。銘文可提供屬性提升、整棵技能樹或特殊效果，稀有度為普通/優秀/稀有/傳說。共計 95 條。",
 "A piece with no material of its own is its own set.": "沒有自身材料的裝備自成一個套裝。",
 "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，但能暫時抵擋飢餓。",
 "A portal used for": "用於",
 "A portal used for inter-floor movement in dungeons.": "用於地下城內層間移動的傳送門。",
 "A pottery storage": "一個陶製儲藏室",
 "A pottery storage container for storing food. Applies 精心保存 (2) to stored items.": "一個用於存放食物的陶製儲藏容器。對存放的物品施加精心儲存 (2)。",
 "A pottery storage for food.": "用於儲存食物的陶製儲物箱。",
 "A powerful two-handed greatsword made of Arcron.": "A powerful 以阿克倫為材料製成的雙手巨劍。",
 "A pulse echoes from beneath the...": "一陣搏動從下方迴響...",
 "A pulse sound...": "搏動聲...",
 "A pure essence of fire, an essential material in alchemy.": "純淨的火焰精華，鍊金過程中不可或缺的材料。",
 "A pure essence of nature, an essential material in alchemy.": "純淨的自然精華，鍊金過程中不可或缺的材料。",
 "A pure essence of water, an essential material in alchemy.": "純淨的水之精華，鍊金術中的重要材料。",
 "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.": "選項會執行 SpawnUnitPresetBase_<preset>_<x>/<y> 的任務彙報就是招募：該動作在基礎地圖上以 Player-faction 單位生成該 CandidatePresetTable 預設，因此角色在你彙報任務的瞬間加入你的團隊。之後沒有其他步驟再招募他們。",
 "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.": "一個種族只能從權重首次大於零的等級開始被抽到。一個在所有等級權重都為零的種族在當前版本中無法招募，表中會列出它們。",
 "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.": "招募權重在每一探險等級都為零的種族無法招募；探險等級表和種族頁面從現行表得出該名單（在 DS_B.0.4.11 中是矮人、白魔和塔爾）。三者都有完整設定：矮人（山地工匠，暗示未來的製作/採礦加成；僅有特質圖示），白魔（劇透：「拋棄同族、倒向人類的叛徒」，暗示存在隱藏的魔族陣營；完全沒有美術），以及塔爾（「面具」；每個單位本應有獨特個性；三者中美術準備最充分）。狼人在更早版本中僅作鋪墊，自 B.0.3.40 起即可招募，參見種族頁面。",
 "A race's special mechanic, triggered by its condition.": "種族的特殊機制，由其條件觸發。",
 "A radiant green stone brimming with the boundless energy of nature.": "一塊散發著光芒的綠色石頭，充滿了大自然的無限能量。",
 "A raven flies in from afar and lands upon your forearm.": "一隻烏鴉自遠方飛來，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.": "一隻烏鴉自遠方飛來，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.": "一隻烏鴉自遠方飛來，落在你的前臂上。“老實說，我本沒想過你們這支隊伍能撐多久。不過，我得承認自己想錯了。能在失落之地活下來本身就絕非易事。”“要是公會能提供更多支援，或許我們還能取得更大成果，觀察者。”“行了行了，我知道了。我會給你們送去一些補給，可要好好使用。而且，似乎也有些人對加入你們的探險抱有興趣。”烏鴉歪了歪頭，用喙毫不客氣地啄了啄你的胸口。“不過可別太得意忘形。你們前面的路還長著呢。繼續保持，明白嗎？”說完這些，烏鴉粗野地拍打了幾下翅膀，隨後便消失在黑暗之中。",
 "A raven flies over the thorny vines and lands before you.": "一隻烏鴉飛過荊棘藤蔓，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.": "一隻烏鴉飛過荊棘藤蔓，落在你面前。它的眼眸染上藍光，隨後從喙中傳出了觀察者的聲音。",
 "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.": "一隻烏鴉飛過荊棘藤蔓，落在你面前。它的眼眸染上藍光，隨後從喙中傳出了觀察者的聲音。“探險隊長，我正準備評估你們最近的探險管理。”烏鴉歪著頭望向你。“不過說到底，這些事還是取決於人。只要你稍微表示一點...意思，我評估時或許會更有幹勁。”你很快察覺觀察者不懷好意，一時難以回答。“嗯？不，不，沒什麼。我只是說有這種可能而已。”烏鴉像是坐立不安般拍打著翅膀，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.": "一隻烏鴉飛過荊棘藤蔓，落在你面前。它的眼眸染上藍光，隨後從喙中傳出了觀察者的聲音。 “探險指揮官， 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.": "一隻烏鴉飛過荊棘藤蔓，落在你面前。它的眼眸染上藍光，隨後從喙中傳出了觀察者的聲音。“探險指揮官，我最近正準備對探險隊運營情況進行評估。”烏鴉歪著頭望向你。“不過說到底，一切還是取決於人。只要你稍微表現一點……表示，我或許就能更積極地進行評估。”你很快察覺觀察者不懷好意，一時難以回答。“嗯？不，沒什麼。我只是說有這種可能而已。”烏鴉像是坐立不安般拍打著翅膀，等待你的回答。",
 "A raven flies over the thorny vines and settles on your arm.": "一隻烏鴉越過荊棘藤蔓飛來，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.\"": "一隻烏鴉越過荊棘藤蔓飛來，落在你的手臂上。 它的雙眼泛起藍光，喙中傳出了一位男性的聲音。 \"地下城正變得遠比 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.\"": "一隻烏鴉越過荊棘藤蔓飛來，落在你的手臂上。它的雙眼泛起藍光，喙中傳出了一位男性的聲音。“地下城正變得出乎預料地危險。先按照公會的標準指南，做好在那裡生存所需的基本準備。”“別擔心，觀察者。注意事項我都已熟記。”你的回答仍然沒有消去他不太信任的表情。“還真是自信……罷了，親身經歷後你就會明白。祝你武運昌隆，探險隊長。”",
 "A raven perched on your forearm glows with blue eyes.": "停在你前臂上的烏鴉雙眼發著藍光。",
 "A raven quietly flies through the thorned vines and lands upon your forearm.": "一隻烏鴉悄悄地飛過帶刺的藤蔓，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.": "一隻烏鴉悄悄地飛過帶刺的藤蔓，落在你的前臂上。它的眼睛開始慢慢發出微弱的藍光。",
 "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?\"": "一隻烏鴉悄無聲息地穿過長滿尖刺的藤蔓，落在你的前臂上。它的雙眼緩緩亮起微弱的藍光。“有個人無論如何都堅持要加入你的探險。我已經警告過好幾次這裡不是什麼玩愚蠢遊戲的地方，但他們就是不肯聽。”烏鴉短促地叫了一聲，抬頭看向你。“既然他們如此固執，我決定把這件事交由你來判斷。你會怎麼做呢，指揮官？”",
 "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.": "招募單位的出身特質決定它可選擇的主要技能樹和輔助技能樹。本版本中有 41 種出身帶有技能樹傾向。",
 "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.": "招募單位的出身（城市守衛、偷獵者、法師等），決定其起始技能樹，並可帶有個別特質。41 種出身對應不同的武器/魔法技能樹組合。",
 "A red-glowing fruit occasionally found on Luma trees.": "A red-glowing 偶爾能在魯瑪樹上找到的果實。",
 "A refined chunk of pure silver.": "一塊精煉的純銀。",
 "A refined silver ingot used for making jewelry and accessories.": "用於製作首飾和飾品的精煉銀錠。",
 "A ring adorned with garnet gems.": "鑲嵌有石榴石的戒指。",
 "A ring adorned with garnet gems. You can gain random stats from 饰品攻击属性.": "鑲嵌有石榴石的戒指。可從飾品攻擊屬性中獲得隨機屬性。",
 "A ring adorned with opal gems.": "鑲嵌有貓眼石的戒指。",
 "A ring adorned with opal gems. You can gain random stats from 饰品防御属性.": "鑲嵌有貓眼石的戒指。可從飾品防禦屬性中獲得隨機屬性。",
 "A ring adorned with peridot gems.": "鑲嵌有橄欖石的戒指。",
 "A ring adorned with peridot gems. You can gain random stats from 饰品功能属性.": "鑲嵌有橄欖石的戒指。可從飾品功能屬性中獲得隨機屬性。",
 "A ring embedded with blue crystal.": "鑲嵌有藍色水晶的戒指。",
 "A ring embedded with blue crystal. You can gain random stats from 饰品防御属性.": "鑲嵌有藍色水晶的戒指。可從飾品防禦屬性中獲得隨機屬性。",
 "A ring embedded with green crystal.": "鑲嵌有綠色水晶的戒指。",
 "A ring embedded with green crystal. You can gain random stats from 饰品功能属性.": "鑲嵌有綠色水晶的戒指。可從飾品功能屬性中獲得隨機屬性。",
 "A ring embedded with red crystal.": "鑲嵌有紅色水晶的戒指。",
 "A ring embedded with red crystal. You can gain random stats from 饰品攻击属性.": "鑲嵌有紅色水晶的戒指。可從飾品攻擊屬性中獲得隨機屬性。",
 "A roasted monster meat dish.": "一道烤怪物肉菜餚。",
 "A rod made from processed carapace.": "A rod 由加工過的製成 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.": "僅當房間是 NPCSpawnConditionTable 的 SpawnDungeonRoomKey，該非玩家角色行可以在此生成（符合其類別的生成格、每條 RequiredRecord 為 true、沒有 ProhibitedRecord 為 true），且該非玩家角色有待處理的報告：其關聯事件（EventNpcMappingTable）中有一條型別為 Npc、不可重複、尚未完成或關閉、且 StartCondition 透過正向 QuestFinish 標記指向已完成任務的事件，該房間才會被提升。",
 "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": "房間會被認定為它所滿足條件中優先順序最高的型別：所需傢俱（按建築子型別和品質）、最小室內面積（牆壁內側的地板格）、牆/地板平均品質以及裝飾總品質。每個",
 "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.": "進入一個地下城區域的行程。探險期間共享戰役時鐘仍在走，紮營過久會觸發逐步加重的地下城崩壞壓力。",
 "A scarecrow in the boss room.": "首領房間裡的稻草人。",
 "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.": "遊戲資料中附帶的排程常數（累計戰役小時 24 / 48 / 72 / 96 / 120 / 144），本用於逐步加重的地下城崩壞事件，但在當前版本中處於休眠：它被標記為 Dev_NotUsed，沒有任何警報、效果施加者或事件會消耗它。你實際感受到的長期探險壓力是地下城停留（D1-D4）心情階梯。",
 "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.": "一個“像被附身般喃喃自語怪話”的學者。他發放兩項調查，每項之後都有報告任務，第二次報告後他會加入你的據點。",
 "A scroll inscribed with magic that instantly teleports the user to the settlement when used.": "一張刻有魔法的卷軸，使用後可立即將使用者傳送回定居點。",
 "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 ": "獨立於主線劇情的另一條鏈。17 個教程事件教授操作，每個場景會開始對應的任務。這些場景位於 ",
 "A separate chain teaches the controls:": "另一條鏈教授操作：",
 "A serum that": "一種血清，",
 "A serum that grants the power to instantly restore a fainted being.": "一種血清，能瞬間恢復一個昏厥的生物。",
 "A serum that rescues a unit that has entered the 濒死 state due to 严重受伤, but causes temporary side effects.": "一種血清，能救助因嚴重受傷而進入瀕死狀態的單位，但會造成暫時的副作用。",
 "A set is the material the piece is made of.": "套裝指該件裝備所用的材料。",
 "A set of equipment for making a simple camp in the dungeon.": "一套用於在地下城中搭建簡易營地的裝備。",
 "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、食物品質、環境和事件驅動。心情低會損害表現；平均心情持續偏低會觸發士氣危機事件。",
 "A sharp spear crafted from Bloodwood.": "用血木製成的鋒利長矛。",
 "A shell useful for armor crafting. Extremely tough and resistant to impact.": "可用於護甲製作的殼。非常堅韌且耐衝擊。",
 "A shield can never be combined with a spear, a bow or a staff on the same unit.": "同一單位不能把盾與矛、弓或法杖同時裝備。",
 "A shield made of bronze.": "青銅製的盾牌。",
 "A shimmering blue stone imbued with the refreshing energy of water.": "一塊閃爍著藍色光芒的石頭，蘊含著清新的水能量。",
 "A short while later, they": "過了一會兒，他們",
 "A silver containing ore that can be refined into ingots.": "含銀的天然礦石。",
 "A silver-containing ore that can be refined into ingots.": "A silver-containing 可精煉成錠的礦石。",
 "A simple": "簡單的",
 "A simple but practical wooden bow.": "一把簡單實用的木弓。",
 "A simple yet elegant silver ring.": "簡約而優雅的銀製戒指。",
 "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.": "簡約而優雅的銀製戒指。可從飾品攻擊屬性、飾品防禦屬性或飾品功能屬性中獲得隨機屬性。",
 "A simple yet sturdy wooden club.": "一根簡單而堅固的木棒。",
 "A simple, basic wooden arrow.": "一根簡單、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.": "表冷卻為 0 的技能，只要冷卻檢查成功，仍會啟動公共冷卻。",
 "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": "小藤蔓覆蓋自身周圍",
 "A small vine holds the creep within {#} tiles of itself, a big vine within {#} tiles. About {#}% of the vines are big.": "小型藤蔓覆蓋自身周圍 {#} 格內的蔓延，大型藤蔓覆蓋 {#} 格。約 {#}% 的藤蔓為大型。",
 "A soft and fragrant": "柔軟芬芳的",
 "A soft and fragrant petal.": "柔軟芬芳的花瓣。",
 "A soldier belonging to the guild.": "一名隸屬於公會計程車兵。",
 "A solid spear made of iron.": "A solid 鐵製長矛。",
 "A space fully suitable for conducting": "一處完全適合進行",
 "A space fully suitable for conducting in-depth research.": "一處完全適合進行 in-depth research.",
 "A space prepared for work. Increases work speed.": "一個為工作準備的空間。提高工作速度。",
 "A spear carved from the": "一把長矛，雕自",
 "A spear carved from the bones of a beast.": "一把長矛，雕自 bones of a beast.",
 "A spear made": "一把長矛由",
 "A spear made of bronze.": "由青銅製成的長矛。",
 "A spear made of carapace.": "一把由甲殼製成的長矛。",
 "A special Rare dungeon metal used for high-end released gear, sitting outside the ordinary metal ladder.": "一種用於已釋出高階裝備的特殊稀有地下城金屬，處在普通金屬階梯之外。",
 "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.": "噴霧每 4 秒命中一次，短於每次噴霧施加的減速和干擾的持續時間，所以留在範圍內的敵人會無間斷保持這兩種效果。",
 "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.": "地下城裡的小隊在跟時間賽跑。從踏上非安全層的那一刻起，每個單位都帶有地下城停留減益，小隊在下面每過完整的遊戲內一天，減益就加重。共有 4 個階段；單位只帶當前那一個。",
 "A staff made of": "一根由",
 "A staff made of blood-soaked wood and blue crystal.": "A staff made of blood-soaked wood 和藍色水晶。",
 "A staff made of blood-soaked wood and green crystal.": "A staff made of blood-soaked wood 和綠色水晶。",
 "A staff made of blood-soaked wood and red crystal.": "A staff made of blood-soaked wood 和紅色水晶。",
 "A staff made of blue crystal and bone.": "由藍色水晶和骨頭製成的法杖。",
 "A staff made of blue crystal and iron.": "由藍色水晶和鐵製成的法杖。",
 "A staff made of green crystal and bone.": "由綠色水晶和骨頭製成的法杖。",
 "A staff made of green crystal and iron.": "由綠色水晶和鐵製成的法杖。",
 "A staff made of red crystal and bone.": "一根由紅色水晶和骨頭製成的法杖。",
 "A staff made of red crystal and iron.": "一根由紅色水晶和鐵製成的法杖。",
 "A standard block of metal made by melting copper ore.": "透過熔鍊銅礦石製成的標準金屬塊。",
 "A standing mood modifier every settler carries based on its": "每個開拓者常駐的心情修正，取決於其",
 "A standing mood modifier every settler carries based on its level and the campaign's management difficulty.": "每個拓荒者依等級和戰役管理難度常駐帶著的心情修正。",
 "A stone": "一塊石頭",
 "A stone containing the sealed soul of a": "一塊封印著如下靈魂的石頭",
 "A stone containing the sealed soul of a red monster rat.": "一塊封印著如下靈魂的石頭 red monster rat.",
 "A stone containing the soul of a": "一塊包含著如下靈魂的石頭",
 "A stone containing the soul of a blood-infused slime.": "一塊包含著如下靈魂的石頭 blood-infused slime.",
 "A stone imbued with the soul of a powerful": "蘊含強大",
 "A stone imbued with the soul of a powerful Chain": "蘊含強大鍊甲靈魂的石頭",
 "A stone imbued with the soul of a powerful Chain Knigh tSentinel.": "蘊含強大鍊甲靈魂的石頭 Knigh tSentinel.",
 "A stone imbued with the soul of a powerful ElderGlothSoul.": "蘊含強大 ElderGlothSoul.",
 "A stone imbued with the soul of a powerful GoblinChiefShaman.": "蘊含強大 GoblinChiefShaman.",
 "A stone that feels slightly warm when held.": "一塊握在手中略微發熱的石頭。",
 "A stone that seals the soul of a monster rat.": "一塊封印著怪物鼠靈魂的石頭。",
 "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.": "維持地下城維度的劇情裝置；設定揭示它是埃爾羅斯帝國的實驗。也作為固定掉落互動物出現。",
 "A strange seed sprouts from the target tile, knocking back units in that location by {0} tiles and dealing {1}% of": "目標地塊上會長出一顆奇怪的種子，將該位置的單位擊退 {0} 格，並造成 {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.": "目標地塊上會長出一顆奇怪的種子，將該位置的單位擊退 {0} 格，並造成 {1}% 的 魔法攻擊力 as damage to enemy units. The strange seed heals adjacent friendly units for {2}% of 魔法攻擊力 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.": "目標地塊上會長出一顆奇怪的種子，將該位置的單位擊退 {0} 格，並造成 {1}% 的 魔法攻擊力 as damage to enemy units. The strange seed heals adjacent friendly units' 當前生命值 for {2}% of 魔法攻擊力 every second.",
 "A strange smile spreads across their faces.": "他們的臉上浮現出詭異的微笑。",
 "A stronger caster makes tougher, harder-hitting summons. Full per-creature numbers are on the": "施法者越強，召喚物越耐打、打得越重。各生物的完整數值見",
 "A sturdy axe made": "一把堅固的斧頭，由",
 "A sturdy axe made from Bloodwood.": "一把堅固的斧頭，由 from Bloodwood.",
 "A sturdy axe made of": "一把堅固的斧頭，由 of",
 "A sturdy axe made of refined iron.": "一把堅固的斧頭，由 of refined iron.",
 "A sturdy bow": "一把堅固的弓",
 "A sturdy bow crafted from Bloodwood.": "一把用血木製成的堅固的弓。",
 "A sturdy bow made of Arcron.": "一把堅固的奧術弓。",
 "A sturdy fireplace made of stone.": "堅固的石制壁爐。",
 "A sturdy fireplace made of stone. Warms the interior and allows for cooking.": "堅固的石制壁爐。 Warms the interior and allows for cooking.",
 "A sturdy gear made of metal, transmitting power within various mechanical devices.": "一個堅固的金屬齒輪，在各種機械裝置中傳遞動力。",
 "A sturdy suit of armor made of Arcron.": "A sturdy suit of 以阿克倫為材料製成的護甲。",
 "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.": "召喚物繼承其主人的魔法攻擊力：全額計入 HP，一半計入自身魔法攻擊力，兩者都加在該生物的基礎值上。部分能力（泡泡靈的死亡爆炸或護盾）則直接讀取召喚者當前的魔法攻擊力。",
 "A summon spawns mirroring the summoner's": "召喚物生成時會映象召喚者的",
 "A summon's": "召喚物的",
 "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 召喚者的魔法攻擊力 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 召喚者的魔法攻擊力 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).": "偏輔助/施法的種族。精靈在探險等級 2 變為可招募，這是精靈權重首次非零的等級（見上方各等級標籤）。研究和耕作加成使他們成為出色的據點工人。從資料中挖出的文字暗示未來會有精靈主題區域或招募擴充套件（精靈家園環境與精靈商人）。",
 "A sword": "一把劍",
 "A sword crafted from hardened carapace.": "A sword crafted 由堅硬的甲殼製成。",
 "A tainted and decaying corpse.": "受到褻瀆的腐爛屍體。",
 "A temporary damage-absorbing shield pool (a status/affecter, distinct from an equipped shield). Water Magic is the main source of ally barriers.": "暫時吸收傷害的護盾池（一種狀態/效果施加者，有別於裝備的盾牌）。水魔法是盟友護盾的主要來源。",
 "A test unit": "測試單位",
 "A thick, slow-cooked meat porridge.": "一份濃稠慢燉的肉粥。",
 "A thrusting spear made of Arcron.": "A thrusting 以阿克倫為材料製成的矛。",
 "A total party wipe on an expedition, which triggers its own events (First Annihilation and follow-ups).": "探險中全隊覆滅，會觸發它自己的事件（第一次毀滅及後續）。",
 "A tough but": "堅硬但",
 "A tough but long-lasting dried biscuit.": "一種堅硬但耐儲存的幹餅。",
 "A tough grass that thrives in harsh environments.": "一種在惡劣環境中茁壯成長的堅韌草。",
 "A turnip dish softened by roasting over fire.": "一道用火烤軟的蘿蔔菜。",
 "A turnip roasted over a fire. It gives off a sweet aroma.": "一個在火上烤過的蘿蔔。散發出甜美的香氣。",
 "A two-handed weapon uses both hands, so it cannot hold a shield.": "雙手武器佔用雙手，因此無法持盾。",
 "A type of": "一種",
 "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 探險等級. A 規模較小、不起眼的 expedition for now. - 探險隊員上限：5 - 可招募精靈 - 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 探險等級. 一支已經開始嶄露頭角的探險隊 a name for itself. - 探險隊員上限：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 探險等級. 一支已經開始嶄露頭角的探險隊 its presence known. - 探險隊員上限：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 探險等級. For now, it is still a 規模較小、不起眼的 expedition. - 探險隊員上限：5 - 可招募精靈 - More items available from 公會商人",
 "A unit at full HP gets nothing at all.": "滿 HP 的單位完全得不到任何東西。",
 "A unit has six": "每個單位有六項",
 "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.": "在此版本中單位停在等級 5，因此有 4 次升級抽取，被提供傳說的機率為 5.83%。",
 "A unit stops at level {#} in this build, so it gets {#} level-up rolls and a {#} chance of ever being offered a {#}.": "本版本中單位止於 {#} 級，因此獲得 {#} 次升級抽取，有 {#} 的機率會被提供 {#}。",
 "A unit with": "一個擁有",
 "A unit's innate trait.": "單位的固有特質。",
 "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).": "單位對某一武器型別或魔法流派（劍、弓、火魔法等）的熟練度，會縮放該武器的效果。種族有標誌資質（例如人類在劍/巨劍/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.)": "表示累計戰役經過時間達到多少「小時」後會發生地下城崩壞的值。（設計備註：目前很難知道累計據點時間對應多少實際現實遊玩時間，因此也很難知道通關前每場戰役會發生多少次崩壞。所以目前只設定了首次地下城崩壞的觸發時間。等我們核對平衡後再調整。）",
 "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.": "用於調整攻擊命中頭部的基礎機率的變數（按比率調整骰子值）。若該值為 -1，則必定命中頭部。若該值為 0，則不做調整。若該值為 1，則命中頭部的機率減半。此調整的用意是：如果僅按頭部 HP / 總最大 HP 判斷機率，考慮到頭部命中的重要性，該機率會過高。但若降低頭部 HP 來壓低該機率，一旦命中頭部又會過強。反過來，提高頭部 HP 也會提高被命中頭部的機率，造成兩難。",
 "A wooden staff": "木製法杖",
 "A wooden staff embedded with blue crystal.": "一根鑲嵌著藍色水晶的木杖。",
 "A wooden staff embedded with green crystal.": "鑲嵌著綠色水晶的木製法杖。",
 "A wooden staff embedded with red crystal.": "一根鑲嵌著紅色水晶的木杖。",
 "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.\"": "存在一個工坊，但在複雜的製作方面仍有許多不足。似乎需要一個更高效的工作環境。“這種級別的裝置有其侷限性。讓我們好好佈置一下工坊吧。”",
 "A wriggling giant grub. Used as food.": "一條蠕動的巨型幼蟲。用作食物。",
 "A {#} appears on the map": "一個 {#} 出現在地圖上",
 "A {#} settler": "一名 {#} 開拓者",
 "A {#} settler appears on the map": "一名 {#} 開拓者出現在地圖上",
 "A {0}% accuracy bonus is applied per unit surrounding the target.": "目標周圍每有一個單位，施加 {0}% 命中加成。",
 "A {0}% critical hit chance bonus is applied per unit surrounding the target.": "目標周圍每有一個單位，施加 {0}% 暴擊機率加成。",
 "A 潜行 potion breaks contact cleanly, but the first hit you land drops it.": "一瓶潛行藥水會乾淨地斷開接觸，但你打出的第一下就會讓它結束。",
 "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 格視野) 會從房間另一頭髮現你，而你可以摸到無盡深淵格洛斯幼崽 (4 格視野) 旁邊幾格。大多數是 8。",
 "AFFECTER Mandrake Scream": "影響者 曼德拉草尖叫",
 "AFFECTER Operate": "影響者操作",
 "AFFECTER Witness Dead": "影響者 見證死亡",
 "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": "警報：彈藥不足",
 "ALERT Low Ammo DESC1": "你的彈藥不足！",
 "ALERT Low Ammo DESC2": "你可以在城鎮中購買彈藥，或者在地下城中找到它。",
 "ALERT No Ammo": "警報：沒有彈藥",
 "ALERT Show Event": "顯示事件",
 "ALERT Show Guide": "顯示指南",
 "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": "資質與能力",
 "AVAILABLE BACKGROUND TRAITS (weight)": "可用出身特質 (權重)",
 "AVAILABLE INDIVIDUAL TRAITS (weight)": "可用個體特質 (權重)",
 "Abandoned": "廢棄",
 "Abandoned Farm": "廢棄農場",
 "Abandoned Hut Chest1": "廢棄小屋寶箱1",
 "Abandoned Infirmary": "廢棄醫務室",
 "Abandoned Mine": "廢棄礦井",
 "Abandoned Mine Safe Floor Chain Knight Sentinel": "廢棄礦井 安全層 鎖鏈騎士哨兵",
 "Abandoned Mine Safe Floor Corridor 1": "廢棄礦井安全層走廊 1",
 "Abandoned Mine Safe Floor Entry": "廢棄礦井安全層入口",
 "Abandoned Mine always uses its safe floor - skip is disabled (ShouldForceSafeFloor)": "廢棄礦井始終使用其安全層 - 跳過被禁用（ShouldForceSafeFloor）",
 "Abandoned Mine forces its safe floor. The force check returns true only for that region, so the skip option is ignored there.": "廢棄礦井強制使用其安全層。強制檢查僅對該區域返回 true，因此那裡會忽略跳過選項。",
 "Abandoned Village 1": "廢棄村莊 1",
 "Abandoned Village 2": "廢棄村莊 2",
 "Abandoned Village 3": "廢棄村莊 3",
 "Abandoned Village 4": "廢棄村莊 4",
 "Abandoned Village 5": "廢棄村莊 5",
 "AbandonedMine": "AbandonedMine",
 "Abandons the running Expedition Resolution": "放棄正在進行的探險決議",
 "Aberration": "畸變",
 "Abilities scale on": "能力縮放基於",
 "Ability scaling": "能力縮放",
 "Abnormal Beast": "異常野獸",
 "About 120 gold (level 1) up to about 4'200 gold (level 12), plus a random swing of -30% / +30%": "約 120 金幣（等級 1）到約 4'200 金幣（等級 12），外加 -30% / +30% 的隨機浮動",
 "About 18 minutes": "約 18 分鐘",
 "About 18 real minutes at 1x speed": "1 倍速下約 18 真實分鐘",
 "About 2-5 total across the 6 stats at generation": "生成時 6 項屬性合計約 2-5",
 "About 30% head / 70% body": "約 30% 頭部 / 70% 身體",
 "About 5 tiles from the summoner": "距離召喚者約 5 格",
 "Above,": "上方，",
 "Absent": "空缺",
 "Absolute (can't be removed)": "絕對（不可移除）",
 "Abundant": "豐富",
 "Abundant Mana Stones GAMESYSTEM_Environment_{affecterName}": "豐饒魔力石 GAMESYSTEM_Environment_{affecterName}",
 "Abundant Stone GAMESYSTEM_Environment_{affecterName}": "石材豐富 GAMESYSTEM_Environment_{affecterName}",
 "Abundant Timber GAMESYSTEM_Environment_{affecterName}": "木材豐富 GAMESYSTEM_Environment_{affecterName}",
 "AbundantStone": "AbundantStone",
 "AbundantWood": "AbundantWood",
 "Abyss Common Boss Portal": "深淵普通首領傳送門",
 "Abyss Common Combat Floor1": "深淵普通戰鬥 第1層",
 "Abyss Common Combat Floor10": "深淵普通戰鬥第10層",
 "Abyss Common Combat Floor11": "深淵普通戰鬥層11",
 "Abyss Common Combat Floor12": "深淵普通戰鬥層12",
 "Abyss Common Combat Floor13": "深淵普通戰鬥層13",
 "Abyss Common Combat Floor14": "深淵普通戰鬥層14",
 "Abyss Common Combat Floor15": "深淵普通戰鬥層15",
 "Abyss Common Combat Floor16": "無盡深淵 普通戰鬥 層16",
 "Abyss Common Combat Floor17": "無盡深淵 普通戰鬥 層17",
 "Abyss Common Combat Floor18": "深淵普通戰鬥層18",
 "Abyss Common Combat Floor19": "無盡深淵 普通戰鬥 層19",
 "Abyss Common Combat Floor2": "深淵普通戰鬥 第2層",
 "Abyss Common Combat Floor20": "深淵普通戰鬥層20",
 "Abyss Common Combat Floor3": "深淵普通戰鬥 第3層",
 "Abyss Common Combat Floor4": "深淵普通戰鬥 第4層",
 "Abyss Common Combat Floor5": "深淵普通戰鬥第5層",
 "Abyss Common Combat Floor6": "深淵普通戰鬥第6層",
 "Abyss Common Combat Floor7": "深淵普通戰鬥第7層",
 "Abyss Common Combat Floor8": "深淵普通戰鬥第8層",
 "Abyss Common Combat Floor9": "深淵普通戰鬥第9層",
 "Abyss Common Entry": "深淵普通入口",
 "Abyss Common Horizontal Corridor 1": "Abyss 普通橫向走廊 1",
 "Abyss Common Horizontal Corridor 2": "Abyss 普通橫向走廊 2",
 "Abyss Common Horizontal Corridor 3": "Abyss 普通橫向走廊 3",
 "Abyss Common Horizontal Corridor Block": "無盡深淵 普通橫向走廊 區塊",
 "Abyss Common Portal": "深淵普通傳送門",
 "Abyss Common Treasure Floor R1 Hight": "無盡深淵 普通寶物層 R1 高階",
 "Abyss Common Treasure Floor R1 Low": "無盡深淵 普通寶物層 R1 低階",
 "Abyss Common Treasure Floor R2 Hight": "無盡深淵 普通寶物層 R2 高階",
 "Abyss Common Treasure Floor R2 Low": "無盡深淵 普通寶物層 R2 低階",
 "Abyss Common Treasure Floor1": "深淵普通寶藏層1",
 "Abyss Common Treasure Floor10": "無盡深淵 普通寶物層10",
 "Abyss Common Treasure Floor15": "無盡深淵 普通寶物層15",
 "Abyss Common Treasure Floor2": "深淵普通寶藏層2",
 "Abyss Common Treasure Floor20": "無盡深淵 普通寶物層20",
 "Abyss Common Treasure Floor3": "深淵普通寶藏層3",
 "Abyss Common Treasure Floor4": "深淵普通寶藏 第4層",
 "Abyss Common Treasure Floor5": "無盡深淵 普通寶物層5",
 "Abyss Common Treasure Floor6": "深淵普通寶藏 第6層",
 "Abyss Common Treasure Floor7": "深淵普通寶藏 第7層",
 "Abyss Common Treasure Floor8": "深淵普通寶藏 第8層",
 "Abyss Common Treasure Floor9": "深淵普通寶藏 第9層",
 "Abyss F1": "無盡深淵 F1",
 "Abyss F1-F11": "無盡深淵 1-11 層",
 "Abyss F1-F2": "無盡深淵 1-2 層",
 "Abyss F10": "無盡深淵 F10",
 "Abyss F13": "無盡深淵 F13",
 "Abyss F13-F17": "無盡深淵 13-17 層",
 "Abyss F13-F18": "無盡深淵 13-18 層",
 "Abyss F14-F19": "無盡深淵 14-19 層",
 "Abyss F15": "無盡深淵 F15",
 "Abyss F16": "無盡深淵 F16",
 "Abyss F17": "無盡深淵 F17",
 "Abyss F18": "無盡深淵 F18",
 "Abyss F19": "無盡深淵 F19",
 "Abyss F2-F12": "無盡深淵 2-12 層",
 "Abyss F3": "無盡深淵 F3",
 "Abyss F3-F16": "無盡深淵 3-16 層",
 "Abyss F4": "無盡深淵 F4",
 "Abyss F4-F12": "無盡深淵 4-12 層",
 "Abyss F4-F16": "無盡深淵 4-16 層",
 "Abyss F5": "無盡深淵 F5",
 "Abyss F6": "無盡深淵 F6",
 "Abyss F6-F15": "無盡深淵 6-15 層",
 "Abyss F7-F15": "無盡深淵 7-15 層",
 "Abyss F9": "無盡深淵 F9",
 "Abyss High-Level Treasure Chest": "深淵高階寶箱",
 "Abyss Ladybug": "深淵瓢蟲",
 "Abyss Ladybug - Dungeon Settlers Wiki": "深淵瓢蟲 - Dungeon Settlers 維基",
 "Abyss Ladybug icon": "深淵瓢蟲 圖示",
 "Abyss Ladybug variant": "深淵瓢蟲變體",
 "Abyss Low-Level Treasure Chest": "深淵低階寶箱",
 "Abyss Rabid Dog": "無盡深淵狂狗",
 "Abyss Stage 1": "無盡深淵 階段 1",
 "Abyss Stage 2": "無盡深淵 階段 2",
 "Abyss Weak Acid Insect": "無盡深淵弱小酸液蟲",
 "Abyss Weak Acid Insect - Dungeon Settlers Wiki": "無盡深淵弱小酸液蟲 - Dungeon Settlers 維基",
 "Abyss Weak Acid Insect icon": "無盡深淵弱小酸液蟲 圖示",
 "Abyss Weak Acid Insect variant": "無盡深淵弱小酸液蟲變體",
 "Abyss form": "深淵形態",
 "Abyss monsters do not have their own dedicated drop tables yet.": "無盡深淵怪物還沒有自己的專用掉落表。",
 "Abyss variant": "深淵變體",
 "Abyss variants": "深淵變體",
 "Abyss-corrupted monsters in the Infinite Abyss share the base form's art with an abyssal tint; stats differ.": "無限深淵中受深淵侵蝕的怪物共用基礎形態的影象，並帶有深淵色調；數值不同。",
 "Abyss-corrupted variant": "深淵腐化變體",
 "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:": "深淵變體怪物複用其基礎形態的影象，因此動畫與上方的動畫集相同。此處僅按名稱列出：",
 "Abyss_Standard": "Abyss_Standard",
 "Access the research window by selecting a research b...": "透過選擇研究建築來開啟研究視窗...",
 "Accessories": "飾品",
 "Accessories - Dungeon Settlers Wiki": "飾品 - Dungeon Settlers 維基",
 "AccumBaseTimeCondition": "AccumBaseTimeCondition",
 "Ach...": "成就...",
 "Acid": "酸液",
 "Acid Bug investigation done, here's your reward": "酸液蟲調查完成，這是你的獎勵",
 "Acid Insect Random": "酸液蟲 隨機",
 "Acid Slogel Random": "酸性斯洛格爾 隨機",
 "AcidSlogel": "AcidSlogel",
 "Acquire the": "獲得",
 "Acquire the Guardian skill tree. Gain {0} 辅技能点.": "Acquire the Guardian 技能樹。獲得 {0} 輔技能點.",
 "Acquire the guardian skill tree. Gain {0} 辅技能点s.": "Acquire the guardian 技能樹。獲得 {0} 輔技能點s.",
 "Acquired traits": "獲得的特質",
 "Acquisition": "獲取",
 "Action": "Action",
 "Action Add Affecter Building": "動作 新增建築效果器",
 "Action Add Affecter By Race": "按種族新增影響者",
 "Action Add Status": "動作 新增狀態",
 "Action Add Trait All": "新增所有特質",
 "Action Get Affecter": "獲取影響者",
 "Action Modify Energy Target": "行動：修改目標能量",
 "Action Play Building Animation": "動作 播放建築動畫",
 "Action Remove Item": "動作 移除物品",
 "Action Spend Minute": "動作 消耗分鐘",
 "Activate": "啟用",
 "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.": "點選螢幕右下角的“拾取”按鈕，或按下 C 鍵來啟用拾取模式。拾取的物品會儲存在單位的“物品欄”中。 ## 提示：採集和拾取是需要反覆進行的操作。請記住，你可以使用“拖拽”來更輕鬆地完成這些操作。",
 "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，點選右下角的“拾取”按鈕或按下 C 鍵。 Picked-up 物品存放在單位的“物品欄”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": "已啟用",
 "Activates the Developer's Letter event.": "啟用開發者的信事件。",
 "Active": "主動",
 "Active skills": "主動技能",
 "Active team": "當前隊伍",
 "Active team name": "當前隊伍名稱",
 "Actively blocking with a shield to reduce incoming damage by about 50%. Also reduces the equipment durability lost from a hit.": "主動用盾牌格擋，使受到的傷害降低約 50%。同時減少一次命中所損失的裝備耐久。",
 "Add": "新增",
 "Add a shield in the off-hand": "在副手新增盾",
 "Add a soul stone": "新增靈魂石",
 "Add all": "全部新增",
 "Add an acquired trait": "新增獲得的特質",
 "Add an inscription": "新增銘文",
 "Add an inscription by name, rarity or category...": "按名稱、稀有度或分類新增銘文...",
 "Add at least one monster to the room.": "請至少向房間新增一隻怪物。",
 "Add every obtainable": "新增所有可獲得的",
 "Add mood sources": "新增心情來源",
 "Add more below -": "在下方繼續新增 -",
 "Add shield": "新增盾",
 "Add this monster to the room.": "將此怪物加入房間。",
 "Add to": "新增到",
 "Add to my save": "新增到我的存檔",
 "Added": "已新增",
 "Added (1)": "已新增 (1)",
 "Added (11)": "已新增 (11)",
 "Added (12)": "新增 (12)",
 "Added (13)": "已新增 (13)",
 "Added (132)": "已新增 (132)",
 "Added (16)": "已新增 (16)",
 "Added (18)": "已新增 (18)",
 "Added (194)": "已新增 (194)",
 "Added (2)": "新增（2）",
 "Added (21)": "已新增 (21)",
 "Added (22)": "新增 (22)",
 "Added (23)": "已新增 (23)",
 "Added (25)": "已新增 (25)",
 "Added (27)": "已新增 (27)",
 "Added (28)": "已新增 (28)",
 "Added (3)": "新增（3）",
 "Added (35)": "已新增 (35)",
 "Added (38)": "已新增 (38)",
 "Added (4)": "新增（4）",
 "Added (42)": "已新增 (42)",
 "Added (5)": "新增（5）",
 "Added (59)": "已新增 (59)",
 "Added (6)": "新增（6）",
 "Added (707)": "已新增 (707)",
 "Added (8)": "新增（8）",
 "Added (80)": "已新增 (80)",
 "Added (9)": "已新增 (9)",
 "Added ({#})": "新增（{#}）",
 "Added - click to remove": "已新增 - 點選移除",
 "Additional skill point increase (Granted as a bonus by this amount when advancing to levels 3, 5, 7, 9, 11)": "額外技能點增加（升到 3、5、7、9、11 級時按此數量作為加成給予）",
 "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.": "與區間內其餘部分加算，因此你已有的造成傷害加成越多，這 20 所佔的份額就越小。",
 "Additive, not multiplicative. It shares the bracket with every other damage dealt bonus.": "加算，不是相乘。它與其他所有造成傷害加成共用同一區間。",
 "Adds": "增加",
 "Adds 0.15 percent damage per point of carried Weight to melee physical hits.": "近戰物理命中每點攜帶負重增加 0.15% 傷害。",
 "Adds 10 percent of your max HP as Magic Attack Power on every hit.": "每次命中將最大 HP 的 10% 作為魔法攻擊力。",
 "Adds 10 percent of your max HP as Physical Attack Power on every hit.": "每次命中將最大 HP 的 10% 作為物理攻擊力。",
 "Adds a flat +20 percent damage against elite and boss monsters.": "對精英和首領怪物增加固定 +20% 傷害。",
 "Adds a flat +25 percent damage to basic attacks and wears the weapon out faster.": "為普通攻擊增加固定 +25% 傷害，並使武器損耗更快。",
 "Adds up to +20 percent damage as the wearer's own HP drops.": "隨穿戴者自身 HP 下降，最多增加 +20% 傷害。",
 "Adjusts": "調整",
 "Advanced": "高階",
 "Advanced - input my stats": "高階 - 輸入我的屬性",
 "Advanced ON - my stats override the sheet": "高階已開啟 - 我的屬性覆蓋表格",
 "Advanced Stone": "高階石制",
 "Advanced Stone Housing not completed": "高階石制住房未完成",
 "Advanced, at-your-own-risk. This article describes the raw files on disk.": "高階內容，風險自負。本文說明磁碟上的原始檔案。",
 "AffectCondition_": "AffectCondition_",
 "Affecter": "效果施加者",
 "Affecter for recording accumulated hit targets": "用於記錄累計命中目標的效果施加者",
 "AffecterAdded": "AffecterAdded",
 "AffecterPresent": "AffecterPresent",
 "AffecterTable": "AffecterTable",
 "AffecterTick": "AffecterTick",
 "AffecterTriggeringTickCount": "AffecterTriggeringTickCount",
 "Affecters": "效果施加者",
 "Affixes": "詞綴",
 "After": "之後",
 "After a brief silence, he clutches his head with both hands.": "短暫沉默過後，他用雙手抱住腦袋。",
 "After a brief silence, his pen begins racing across the": "短暫的沉默後，他的筆尖開始在",
 "After a brief silence, his pen begins racing across the pag...": "短暫的沉默後，他的筆尖開始在 pag...",
 "After a critical hit lands.": "暴擊命中後。",
 "After a hit lands on the wearer.": "命中落在佩戴者身上之後。",
 "After a moment": "片刻之後",
 "After a moment of s...": "片刻的沉...",
 "After a moment, he": "過了一會兒，他",
 "After a moment, he speaks.": "片刻之後，他開口了。",
 "After briefly": "短暫地",
 "After lookin...": "看過之後……",
 "After returning": "返回後",
 "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} 在洞穴深處翻找一番後，爬了出來，懷裡抱著兩塊溼黏土。黏土非常細膩且黏稠，幾乎沒有混入任何石塊或根莖。洞穴牆壁上的痕跡表明，同樣的黏土曾被塗抹在牆上並任其硬化。“這東西也值得帶走。”",
 "After struggling for quite some time within the corrupted zone, {0} eventually returns, grunting while dragging back a large and": "在腐化區域裡掙扎了許久之後，{0}終於回來了，一邊喘著粗氣，一邊拖回一條體型巨大而",
 "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.": "在腐化區域裡掙扎了許久之後，{0}終於回來了，一邊喘著粗氣，一邊拖回一條體型巨大而 grotesque-looking fish. A sinister purple corruption clings thickly to {0}'s entire body.",
 "After studying it for a moment, the": "觀察片刻後，",
 "After swallowing the sixth piece of meat, the crevice slowly contracts six times, then stops moving.": "吞下第六塊肉後，裂縫緩慢收縮了六次，然後停止了蠕動。",
 "After swallowing the sixth piece of meat, the fissure contracts slowly six times, then falls still.": "吞下第六塊肉後，裂隙慢慢收縮了六次，然後靜止。",
 "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.": "吞下第六塊肉後，裂隙慢慢收縮了六次，然後靜止。嘎吱吱！嘀...味...叮！寂靜中響起三聲清脆的鳴響，像玻璃瓶互相碰撞。是的-你剛聽到的聲音，絕不可能來自活物體內。裂隙仍張著，比之前更深更寬，等著下一隻手伸過去。",
 "After the 2000-gold": "達到 2000 金幣",
 "After the basic attack has landed and its damage is known.": "普通攻擊已經命中且傷害已知之後。",
 "After the basic attack has landed, and only when it was a critical hit.": "普通攻擊已經命中之後，且僅當該次為暴擊時。",
 "After the hit has landed and its damage is known.": "命中已經落地且傷害已知之後。",
 "After the party returns, a": "隊伍返回後，一層",
 "After the wearer guards a hit.": "穿戴者格擋一次命中之後。",
 "After {#}": "{#} 後",
 "Aftereffect duration granted on mental breakdown": "精神崩潰時賦予的後遺症持續時間",
 "Against a target carrying the elite or boss tag.": "對帶有精英或首領標籤的目標。",
 "Against an elite or a boss, multiply the hit by 1.20 before any other bonus dilutes it.": "對精英或首領，在其他加成稀釋之前將命中乘以 1.20。",
 "Against an elite or boss": "對精英或首領",
 "Aggro & threat": "仇恨與威脅",
 "Aggro Correction = [1.3, 1]": "仇恨修正 = [1.3, 1]",
 "Aggro Range": "仇恨範圍",
 "Aggro Range = 8 tiles": "仇恨範圍 = 8 格",
 "Aggro and threat": "仇恨與威脅",
 "Aggro increase correction value by attack type {0} : Melee correction value {1} : Ranged correction value": "按攻擊型別的仇恨增加修正值 {0} ：近戰修正值 {1} ：遠端修正值",
 "Aggro/threat is scaled by how you hit: melee x": "仇恨/威脅按打法縮放：近戰 x",
 "AggroCorrection": "AggroCorrection",
 "AggroRange": "AggroRange",
 "Agility Boost: Positive GAMESYSTEM_Environment_{affecterName}": "敏捷強化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Agility Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "敏捷削弱：負面 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，原來是這樣。",
 "Ah...": "啊……",
 "Ahh..": "啊哈..",
 "Ahh...": "啊……",
 "Ahmose Nefertari": "阿赫摩斯·娜芙蒂蒂",
 "Aid": "援助",
 "Alchemy": "鍊金",
 "Alchemy.": "鍊金。",
 "Alert": "警報",
 "Alert Low Ammo Count": "彈藥不足警報數量",
 "Alert messages and their meaning": "警報訊息及其含義",
 "Alert to disappear after": "警告在此之後消失",
 "AlertTable": "AlertTable",
 "AlertTable - 57 HUD alert definitions (click to expand)": "AlertTable - 57 條 HUD 警報定義（點選展開）",
 "Alert_": "Alert_",
 "Alerts": "警報",
 "Alerts & Warnings": "警報與警告",
 "Alerts and Warnings": "警報與警告",
 "Alerts and Warnings - Dungeon Settlers Wiki": "Alerts and Warnings - Dungeon Settlers 維基",
 "Alert에 띄워주는 이벤트 발생": "會在警報中彈出的事件",
 "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 분단위(1440 = 1일)": "隨機事件啟用後，在警報中顯示並消失所需的分鐘數（1440 = 1天）",
 "Alert에 띄워진 랜덤 이벤트가 활성화 된 후, 사라지기 까지 필요한 인게임 시간(1440 = 1일)": "警報中顯示的隨機事件啟用後，直到消失所需的遊玩時間（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 件可獲得，8 件鎖定/未釋出。點選列標題排序；用標籤篩選。食物列：心情是食用時的心情變化（由該物品的攝入效果得出），保質期是遊戲內天數。",
 "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 種可食用物品，版本 DS_B.0.4.19 - 30 可獲得，0 鎖定/未釋出。飢餓是進食時恢復的數值；心情是進食時的心情變化，持續時間是該效果持續多久。點選列標題排序；用標籤篩選。",
 "All 372 items: rarity, type, stats, weight, price, equip effects, ammo, repair.": "全部 372 件物品：稀有度、型別、屬性、重量、價格、裝備效果、彈藥、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 條獨特的載入介面訊息（來自 46 行表格--重複項已摺疊）。大多數是遊戲玩法提示；少數是關於貧瘠之地定居者和種族的純粹世界背景故事。",
 "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 顆靈魂石 - 當前可獲得 7 顆，鎖定 0 顆，效果已接入 7 顆。靈魂石使用後消耗，並永久傳授對應怪物的標誌技能；角色同時只能持有一個靈魂特質，因此第二顆石頭會覆蓋第一顆。在框中輸入以搜尋名稱、效果和怪物；點選列標題排序，用標籤篩選。",
 "All Genius": "全部天才",
 "All Moderate (balanced)": "全部中等（均衡）",
 "All Poor": "全部較差",
 "All Skill Unlock Mode": "所有技能解鎖模式",
 "All Skill Unlock Mode - Dungeon Settlers Wiki": "所有技能解鎖模式 - Dungeon Settlers 維基",
 "All Skill Unlock Mode icon": "所有技能解鎖模式 圖示",
 "All Skills": "所有技能",
 "All Skills - Dungeon Settlers Wiki": "所有技能 - Dungeon Settlers 維基",
 "All bonuses": "全部加成",
 "All buff/debuff/trait effects: FloatValues, durations, stacking, visibility.": "所有增益/減益/特質效果：FloatValues、持續時間、疊加、可見性。",
 "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.": "突然間，你意識到有什麼東西在注視著你。環顧四周卻一無所獲後，你緩緩抬起頭，望向天空。上方，雲朵聚整合一個奇怪而富有深意的形狀。它看起來幾乎是活的，帶著一種奇特的微笑，彷彿它有自己的意圖。“這個世界充滿了痛苦……還是快樂？”被它的存在所壓倒，你發現自己無法動彈。“又或許……是貪婪？”你本能地選擇了你的答案。",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary.": "全遠端髒戰。由於已施加減速，貿然衝鋒容易遭到集火，因此需要戰術分配傷害。",
 "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": "全遠端髒戰。由於已施加減速，貿然衝鋒容易遭到集火，因此需要戰術分配傷害。 - Dungeon Settlers 維基",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical damage distribution is necessary. map": "全遠端髒戰。由於已施加減速，貿然衝鋒容易遭到集火，因此需要戰術分配傷害。地圖",
 "All ranged dirty battle. Since Slow is applied, thoughtlessly charging in easily leads to concentrated fire, so tactical...": "全是遠端的骯髒戰鬥。由於會施加減速，貿然衝鋒很容易導致火力集中，所以戰術上...",
 "All research": "所有研究",
 "All skills with values, by weapon/magic tree": "所有技能及其數值，按武器/魔法技能樹",
 "All skills: FloatValues, cooldowns, ranges, summons (CreatureKey).": "所有技能：FloatValues、冷卻、範圍、召喚（CreatureKey）。",
 "All tables combined into one JSON object (convenience download).": "所有表合併為一個 JSON 物件（方便下載）。",
 "All trees": "所有技能樹",
 "All units/monsters: stats, skills, traits, drops, movement/vision.": "所有單位/怪物：屬性、技能、特質、掉落、移動/視野。",
 "All used up (level": "已全部用完(等級",
 "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 {#} 種可食用物品，版本 {#} - {#} 可獲得，{#} 鎖定/未釋出。飢餓是進食時恢復的數值；心情是進食時的心情變化，持續時間是該效果持續多久。點選列標題排序；用標籤篩選。",
 "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 {#} 顆靈魂石，版本 {#} - 當前可獲得 {#} 顆，鎖定 {#} 顆，效果已接入 {#} 顆。靈魂石使用後消耗，並永久傳授對應怪物的標誌技能；角色同時只能持有一個靈魂特質，因此第二顆石頭會覆蓋第一顆。在框中輸入以搜尋名稱、效果和怪物；點選列標題排序，用標籤篩選。",
 "Allows": "允許",
 "Allows recreation to be enjoyed more efficiently.": "允許更高效地享受娛樂。",
 "Allows the user to absorb a portion of damage dealt as health.": "允許使用者吸收一部分造成的傷害作為生命值。",
 "Ally": "盟友",
 "Alpha": "Alpha",
 "Alpha Acid Slogel Exclusive Room 1": "阿爾法酸性斯洛格爾專屬房間 1",
 "Alpha Acid Slogel Exclusive Room 1 - Dungeon Settlers Wiki": "阿爾法酸性斯洛格爾專屬房間 1 - Dungeon Settlers 維基",
 "Alpha Acid Slogel Exclusive Room 1 map": "阿爾法酸性斯洛格爾專屬房間 1 地圖",
 "Alpha Acid Slogel Fixed": "阿爾法酸性斯洛格爾 固定",
 "Alpha Acid Slogel Random": "阿爾法酸性斯洛格爾 隨機",
 "AlphaAcidSlogel": "AlphaAcidSlogel",
 "AlphaCameraRegionRestrict": "AlphaCameraRegionRestrict",
 "Already at breakdown": "已處於崩潰",
 "Already calm": "已經平靜",
 "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 層燃燒，持續 5 秒（每次施加 15 點固定傷害，3/層/秒）。持續傷害為固定值，無視抗性以及上方的階梯縮放。",
 "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 層出血，持續 10 秒（每次施加 100 點固定傷害，5/層/秒）。持續傷害為固定值，無視抗性以及上方的階梯縮放。",
 "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 層出血，持續 10 秒（每次施加 150 點固定傷害，5/層/秒）。持續傷害為固定值，無視抗性以及上方的階梯縮放。",
 "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 層出血，持續 6 秒（每次施加 90 點固定傷害，5/層/秒）。持續傷害為固定值，無視抗性以及上方的階梯縮放。",
 "Also change my campaign to this difficulty": "同時將我的戰役改為該難度",
 "Also part of scenario starting kits:": "也屬於場景初始套件：",
 "Also triggers on use:": "使用時也會觸發：",
 "Also:": "此外：",
 "Alt": "Alt",
 "Alt + RMB : Show all interactions": "Alt + 右鍵：顯示所有互動",
 "Alt pins this tooltip": "按 Alt 固定此提示",
 "Always": "始終",
 "Always active once learned (a permanent passive, no duration):": "學會後始終生效（永久被動，無持續時間）：",
 "Always back up a save before touching it. A bad edit can leave a campaign stuck.": "改之前務必先備份存檔。錯誤的修改會讓一局戰役卡住。",
 "Ambience": "環境音",
 "Ambience (12)": "環境音 (12)",
 "Ambition": "抱負",
 "Ambition - Elf": "抱負 - 精靈",
 "Ambition - Human": "抱負 - 人類",
 "Ambition - Lizardman": "抱負 - 蜥蜴人",
 "Ambition - Lycan": "抱負 - 狼人",
 "Amid": "當中",
 "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.": "在一片嘈雜的議論聲中，探險隊員們走到你面前。其中一人像是下定決心般率先站了出來。“我們已經忍無可忍了。我們在拿命冒險，可吃的糟糕透頂，連休息時間都不夠！”{0}情緒激動地喊道。筋疲力盡與憤怒寫在臉上。“沒錯！我們受夠了！”其他隊員也憤憤不平地附和著。他們的臉上滿是極度的疲憊與怒火。很快，{0}發洩不滿的聲音變得愈發激烈，房間裡的緊張氣氛不斷升級。所有人都已不堪重負，局勢看起來十分危險。最終，當你抬手製止{0}時，眾人都停下來，等待你的回應。",
 "Amid noisy murmuring, the members come looking for you.": "在一片嘈雜的議論聲中，隊員們來到你面前。",
 "Ammo for": "彈藥用於",
 "Among": "其中",
 "Amount": "數量",
 "Amount suffix": "數量字尾",
 "Amounts shown are the Hard baseline.": "所示數量以困難難度為基準。",
 "An": "一個",
 "An Expedition Resolution has been completed": "一項探險決議已完成",
 "An Expedition Resolution is already running": "已有一項探險決議正在進行",
 "An aid kit used to rescue a unit that has entered the 濒死 state due to 严重受伤.": "一種用於救援因嚴重受傷而進入瀕死狀態的單位的急救包。",
 "An archer belonging to the guild.": "公會所屬的弓箭手。",
 "An arrow made from blood-soaked wood.": "一根由浸血木材製成的箭。",
 "An arrow made of Arcron.": "An 以阿克倫為材料製成的箭矢。",
 "An arrow made of bronze.": "An 青銅製箭矢。",
 "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.": "一條寫入的戰鬥常數（包圍目標的每個單位提供命中率 +10% 和暴擊機率 +5%），已在遊戲資料中定義，但本版本的戰鬥程式碼沒有接上它，因此目前對任何人都沒有效果。若開發者啟用它，會從第一個包圍單位起對稱生效（對你有利也有害，因為戰鬥結算與陣營無關）。",
 "An axe": "一把斧頭",
 "An axe made": "一把斧由",
 "An axe made from hardened beast bones.": "一把由硬化野獸骨骼製成的斧頭。",
 "An axe made of bronze.": "An 青銅製成的斧頭。",
 "An axe made of carapace.": "一把由甲殼製成的斧頭。",
 "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').": "早期的未來區域。目前僅有 4 個安全層過渡房間（入口、傳送門、走廊以及鍊甲騎士哨兵的安全層槽）；尚無戰鬥層、真正的怪物或掉落。設定將其與遺忘深淵相連（'廢棄礦井的深處便是遺忘深淵'）。",
 "An enemy with": "一個擁有",
 "An enemy-free staging area (floor index -1) generated at the start of an expedition": "探險開始時生成的無敵人準備區（層索引 -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.": "探險開始時生成的無敵人集結區（層索引 -1：入口、走廊、傳送門），可透過「跳過安全層」選項跳過。各區域規則：寂靜帷幕和教程從不生成該層，廢棄礦井強制生成一層（跳過關閉），潰爛地穴的則是巨石魔像紀念營地。",
 "An entity of the Abyss in the form of a": "一個以如下形態出現的無盡深淵存在",
 "An entity of the Abyss in the form of a rabid dog.": "一個以狂狗形態出現的無盡深淵存在。",
 "An expedition takes four. Random cards are extras. Click a card to put them on the team.": "一次探險需要四人。隨機卡牌是額外的。點選卡牌即可加入隊伍。",
 "An expedition that has begun to make": "一支已經開始嶄露頭角的探險隊",
 "An important resource that forms the basis of industry.": "是一種構成工業基礎的重要資源。",
 "An ingredient listed as 3 costs 1 on Easy, 2 on Normal, 3 on Hard / Very Hard / Devastation.": "標註為 3 的材料在簡單花費 1，普通花費 2，困難 / 極難 / 毀滅花費 3。",
 "An insignia awarded to the Deputy Commander of a Guild expedition of sufficient size.": "授予足夠規模的公會探險隊副指揮官的徽章。",
 "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內部層佈局主題，不是玩家前往的探險區域，也不是房間表中的 RegionName。",
 "An iron-containing ore that can be processed into metal.": "An iron-containing 可加工成金屬的礦石。",
 "An officer belonging to the guild.": "公會所屬的官員。",
 "An upset-looking hunter who is also a merchant. At the end of her chain she is a recruit.": "一個看起來不高興的獵人，同時也是商人。任務鏈結束時她會成為招募物件。",
 "An {#} has been completed": "{#} 已完成",
 "Ancient Forest Bookshelf Random": "古代森林書架 隨機",
 "Ancient Forest Bookshelf Remnant": "古代森林書架遺蹟",
 "Ancient Forest Bookshelf Remnant - Dungeon Settlers Wiki": "古代森林書架遺蹟 - Dungeon Settlers 維基",
 "Ancient Forest Bookshelf Side Remnant": "古代森林書架（一側）遺蹟",
 "Ancient Forest Bookshelf Side Remnant - Dungeon Settlers Wiki": "古代森林書架（一側）遺蹟 - Dungeon Settlers 維基",
 "Andorsi": "安多西",
 "Androssi": "安德羅西",
 "Androssi4": "Androssi4",
 "Animation": "動畫",
 "Animations": "動畫",
 "Animations - Dungeon Settlers Wiki": "動畫 - Dungeon Settlers 維基",
 "Annihilation": "毀滅",
 "AnnihilationCover": "AnnihilationCover",
 "Anomaly": "異形",
 "Any": "任何",
 "Any critical hit the wearer lands.": "穿戴者打出的任意暴擊。",
 "Any hit that is applied to the wearer, from any source.": "任何對佩戴者生效的命中，不論來源。",
 "Any hit the wearer lands on a target that is not already dead.": "穿戴者對尚未死亡的目標打出的任何命中。",
 "Any member": "任意成員",
 "Any member who is not marked deadly": "任意未被標記為瀕死的成員",
 "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變化。",
 "Any rank": "任意等級",
 "Any rank (1, 2, 3)": "任意等級 (1, 2, 3)",
 "Any rank ({#})": "任意等級 ({#})",
 "Anything that pushes a target under a fifth of its health, including Sinking's own missing-HP burst, sets this up.": "任何把目標壓到生命值五分之一以下的東西，包括淹沒銘文自身的已損失 HP 爆發，都會為此創造條件。",
 "Anything that raises energy regeneration raises the Shell rate in direct proportion.": "任何提高能量恢復的效果，都會按同樣比例提高獲得外殼的速度。",
 "Appear %": "出現 %",
 "Appears in rooms": "出現於房間",
 "Appears on recruits from clan rank": "出現在探險等級起的招募物件上",
 "Appears when": "出現時機",
 "Appears when you interact with": "與其互動時出現",
 "Appears when you interact with {#} (the interaction spawns this statue and monsters).": "與 {#} 互動時出現（互動會生成此雕像和怪物）。",
 "Append": "附加",
 "Appendix: clan name pool": "附錄：探險名稱池",
 "Appli...": "應用...",
 "Applied and maintained by the per-tick status system": "由每跳狀態系統施加並維持",
 "Applied automatically by a game system.": "由遊戲系統自動施加。",
 "Applied by a campaign event": "由戰役事件施加",
 "Applied by lethal conditions": "由致死狀態施加",
 "Applied by specific campaign or dungeon events.": "由特定戰役或地下城事件施加。",
 "Applied by the mood system - reflects the unit's living conditions, tasks and events.": "由心情繫統施加 - 反映該單位的生活條件、工作與事件。",
 "Applied effects": "已施加效果",
 "Applied in the expedition results summary": "在探險結果概覽中施加",
 "Applied to the trade only once, at the start": "僅在開始時對交易應用一次",
 "Applied when a companion is lost": "同伴失去時施加",
 "Applied when a unit is released": "單位被釋放時施加",
 "Applied while sitting on furniture": "坐在傢俱上時施加",
 "Applies": "施加",
 "Applies 1 Burning =": "施加 1 層燃燒 =",
 "Applies 2 Burning =": "施加 2 層燃燒 =",
 "Applies 3 Bleeding =": "施加 3 層出血 =",
 "Applies 5 Burning =": "施加 5 層燃燒 =",
 "Applies an additional 'quality of the structure used for resting' * {0}% to the Wound decrease amount from UnitStatusSystem_RestWoundDecreasePercentage.": "在 UnitStatusSystem_RestWoundDecreasePercentage 的傷口減少量上，額外施加「用於休息的建築品質」 * {0}%。",
 "Applies an additional 'quality of the structure used for resting' * {0}% to the health recovery amount from UnitStatusSystem_NaturalHealthPointRestorePercentage.": "在 UnitStatusSystem_NaturalHealthPointRestorePercentage 的生命恢復量上，額外施加「用於休息的建築品質」 * {0}%。",
 "Applies to": "適用於",
 "Applies to nothing": "無適用物件",
 "Applies {#} {#} =": "施加 {#} {#} =",
 "Applies 嘲讽 to the target for {0} seconds when using single target melee skills.": "Applies 嘲諷 在使用時對目標持續 {0} 秒 single target melee skills.",
 "Applies 嘲讽 to the target for {0} seconds when using single-target melee skills.": "Applies 嘲諷 在使用時對目標持續 {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 嘲諷 對目標，持續 {0} 秒。 造成傷害 對被嘲諷目標提高 {1}%，並且 受到傷害 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 嘲諷 對目標，持續 {0} 秒。 造成傷害 對被嘲諷目標提高 {1}%，並且 受到傷害 received from other targets decreases by {2}%. This skill is planned for a future update.",
 "Apply worst-case env debuffs": "應用最差環境減益",
 "Apply {#} to every member for {#}": "對所有隊伍成員施加 {#}，持續 {#}",
 "Apply {#} to {#} for {#}": "將 {#} 施加到 {#}，持續 {#}",
 "Arcane": "奧術",
 "Archer": "射手",
 "Arcron (M.Atk {#})": "阿克倫 (魔攻 {#})",
 "Arcron (P.Atk {#})": "阿克倫 (物攻 {#})",
 "Arcron Great Sword": "奧克隆巨劍",
 "Arcron.": "阿克倫。",
 "Arcteon,": "阿克提恩，",
 "Are": "你",
 "Are you sure you want to delete": "您確定要刪除",
 "Are you sure you want to delete save? All": "您確定要刪除存檔嗎？所有",
 "Are you sure you want to delete save? All your progress will be deleted!": "您確定要刪除存檔嗎？您的所有進度都將被刪除！",
 "Are you sure you want to go down": "確定要前往下一",
 "Are you sure you want to go down floor?": "確定要前往下一層嗎？",
 "Are you sure you want to unlock": "確定要解鎖",
 "Are you sure you want to unlock Research : {0}?": "確定要解鎖 Research : {0}?",
 "Area": "區域",
 "Area Room": "區域房間",
 "Area Type": "區域型別",
 "Area type": "區域型別",
 "Area {0} covered by creep from large thornvines": "巨型黑荊棘藤蔓蔓延覆蓋的範圍 {0}",
 "Area {0} covered by creep from small thornvines": "小型黑荊棘藤蔓蔓延覆蓋的範圍 {0}",
 "Armor": "護甲",
 "Armor - Dungeon Settlers Wiki": "護甲 - Dungeon Settlers 維基",
 "Armor - getting hit": "護甲 - 被擊中",
 "Armor made of bronze.": "青銅護甲。",
 "Armor wear": "護甲磨損",
 "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.": "護甲磨損 = {#} x 受到的傷害，對每件已穿戴護甲生效。格擋使傷害（以及磨損）減半；閃避或未命中不造成傷害，因此沒有損耗。",
 "Armor wear: getting hit": "護甲磨損：被擊中",
 "Around her are neatly arranged tanned leather and bones.": "她周圍整齊地擺放著鞣製過的皮革和骨頭。",
 "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.": "由野獸骨骼雕刻而成的箭。輕巧但穿透力強。",
 "Arrows made of carapace.": "由甲殼製成的箭。",
 "Artifact": "文物",
 "As": "作為",
 "As a squire sworn to a liege, {0} followed": "作為宣誓效忠領主的侍從，{0}跟隨",
 "As a squire sworn to a liege, {0} followed like a": "作為一名宣誓效忠領主的侍從，{0}如影隨形，",
 "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.": "作為一名宣誓效忠領主的侍從，{0}如影隨形，在無數次戰鬥中成為確保領主生存的盾牌。然而，一個問題在你心中滋生--侍從的角色是否會永遠持續下去。",
 "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?": "作為宣誓效忠領主的侍從，{0}像影子一樣跟隨騎士，作為他們的盾牌在無數戰鬥中倖存下來。然而內心深處，一個問題開始滋生：他們會永遠只是一個侍從嗎？",
 "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.": "作為一名秘術師，{0}深知每個秘密都有其代價。每當他們研究無名儀式和古老符號時，他們的心智都會一點點磨損，但他們邁向隱藏真相的腳步卻從未輕易停止。正因如此，他們常常懷疑即使是善意也隱藏著更深層的意圖。",
 "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,...": "作為一名秘術師，{0}深知每個秘密都有其代價。每當他們研究無名儀式和古老符號時，他們的心智都會一點點磨損，...",
 "As the": "隨著",
 "As the fifth piece of meat disappears, the room fills with a scent like ginger and mustard burning in a fire.": "第五塊肉消失後，房間裡充滿姜和芥末在火裡燒著的氣味。",
 "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.": "第五塊肉消失後，房間裡充滿姜和芥末在火裡燒著的氣味。可每位探險隊員聞到的都不一樣。有人聞到香料，有人聞到焦脂，還有人聞到很久以前家裡餐桌上的味道。咔嗒。嘎吱。嘎嘣。裂隙裡傳來一張沒有舌頭的嘴在品嚐食物的聲音。",
 "As the fifth piece of meat vanishes, a smell of ginger and mustard mixed with something burning spreads through the room...": "第五塊肉消失後，房間裡瀰漫著一股生薑和芥末混合著某種燃燒物的氣味……",
 "As the seventh piece of meat disappears into the darkness, the flesh covering the room contracts all at once.": "第七塊肉沒入黑暗時，覆蓋房間的血肉一下子全部收縮。",
 "As the seventh piece of meat disappears into the darkness, the flesh covering the room shrinks back all at once.": "當第七塊肉消失在黑暗中時，覆蓋房間的肉質瞬間收縮。",
 "As the surroundings grow": "隨著四周變得",
 "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.": "隨著四周變得 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 探險隊員 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 探險隊員 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.": "隨著四周變得 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 探險隊員' 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 探險隊員' 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 探險隊員' 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": "當你",
 "As you accept the request, he": "你接受任務後，他",
 "As you approach, Xenon flips through his notebook without any particular reaction, then after a moment, opens his mouth....": "當你走近時，科賽農翻著筆記本，沒有什麼特別的反應，過了一會兒，才張開嘴....",
 "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.\"": "你走近時，科賽農翻著筆記本，沒什麼反應。過了一會兒，他開口了。“你來了。”他用手指點開著的記錄上的一處。那一頁密密麻麻畫著一隻大型蛆蟲和觀察筆記。“我實在弄不懂這種生物。就算成年了，身體龐大卻不能自己移動。那樣的東西靠什麼維持這麼大的體型？”他撕下一頁筆記遞給你。“收集棲息在地穴區域的肉蛆，一邊收集一邊做記錄。我想知道它們的秘密。”",
 "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.\"": "當你走近時，她短暫地停止了維護裝備，看向你。她不再像以前那樣公開嘲笑你，儘管她看起來仍然不太自在。“你們這些傢伙比我預想的更有能力。”她與你對視。“你們有沒有去過這片森林之外？那裡住著一隻怪物。巨大無比。普通的箭矢甚至無法傷到它。”她沉默片刻，凝視著遠方，然後轉過身來，眼中帶著一絲淡淡的悲傷。“我願意做任何事……如果那意味著能向那東西復仇的話。”",
 "As you hand over the": "當你遞出",
 "As you hand over the survey materials, Xenon quickly skims through them. After a moment of silence, he grabs his head wi...": "你遞上調查資料後，科賽農迅速瀏覽了一遍。片刻沉默後，他抱住腦袋...",
 "As you hand over the survey results, Xenon silently opens his notebook and skims through the contents.": "你遞上調查結果後，科賽農默默翻開筆記本，瀏覽其中的內容。",
 "As you hand over the survey results, he silently opens his notebook and skims through the contents.": "你遞上調查結果後，他默默翻開筆記本，瀏覽其中的內容。",
 "As you nod, he looks back at the acid insect without any particular interest.": "你點頭後，他毫無興致地重新看向酸液蟲。",
 "As you relay the results of the hunt, she slowly closes her eyes and soon exhales softly.": "當你講述狩獵結果時，她慢慢閉上眼睛，很快輕輕地撥出一口氣。",
 "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.": "你接過紙條，他滿意地點點頭。“啊，別忘了：孢子昆蟲只棲息在森林深處。”他回頭看著孢子昆蟲，像自言自語。“這麼細小的孢子，怎麼能讓生物變得這麼弱...”彷彿已經忘了你還在，他又沉進觀察裡。",
 "As you take the note, he nods with satisfaction.": "你接過筆記後，他滿意地點了點頭。",
 "As you're organizing your report on this expedition, a crow flies down and lands on your arm.": "當你正在整理這次探險的報告時，一隻烏鴉飛下來落在你的手臂上。",
 "As {0} tears apart several pieces of the creature, a sharp cry echoes through the air.": "當{0}撕碎生物的幾部分時，一聲尖銳的叫聲在空中迴盪。",
 "Ash Of Solace": "慰藉之灰",
 "Ash Of Solace - Dungeon Settlers Wiki": "慰藉之灰 - Dungeon Settlers 維基",
 "Ash Of Solace icon": "慰藉之灰 圖示",
 "Asks how many hours a day is divided into (day tick = this value * hour tick)": "指定一天分成多少小時（日跳 = 該值 * 時跳）",
 "Asks how many minutes an hour is divided into (minute tick = hour tick / this value)": "指定一小時分成多少分鐘（分跳 = 時跳 / 該值）",
 "AssignControlMode_CancelAssign": "AssignControlMode_CancelAssign",
 "AssignControlMode_Construction": "AssignControlMode_Construction",
 "AssignControlMode_Demolition": "AssignControlMode_Demolition",
 "AssignControlMode_GatherResource": "AssignControlMode_GatherResource",
 "AssignControlMode_MultiplePickUpMode": "AssignControlMode_MultiplePickUpMode",
 "At": "位於",
 "At 120 HP or less, the next damaging hit - even 1 damage, a Bleed tick, or a reflect - kills it outright.": "在 120 HP 及以下時，下一次造成傷害的命中，即使是 1 點傷害、一次出血跳傷或一次反彈，也會直接殺死它。",
 "At 1x speed: about": "1x 速度下：約",
 "At a glance": "一覽",
 "At baseline (no bonus, no malus)": "基準值 (無加成，無減益)",
 "At cap": "達上限時",
 "At combat start, a barrier worth twice your missing HP for 20 seconds.": "戰鬥開始時，獲得相當於已損失 HP 兩倍的護盾，持續 20 秒。",
 "At each level-up you are shown": "每次升級會顯示",
 "At every level-up you pick an inscription from 5 choices. Use the Retry button freely and don't settle for a weak Common (": "每次升級你從 5 個選項中選一條銘文。儘管用重試按鈕，不要將就弱的普通（",
 "At least": "至少",
 "At least 0 min since": "至少已過 0 分鐘，自",
 "At least 1 day since": "至少已過 1 天，自",
 "At least 3 days since": "至少已過 3 天",
 "At least {#} since {#} last ran": "至少 {#}，自 {#} 上次執行起",
 "At midnight (00:00)": "在午夜（00:00）",
 "At night, an unknown voice is heard in the silence. At night, all units gain": "夜幕降臨，寂靜中傳來一個未知的聲音。夜間，所有單位獲得",
 "At night, an unknown voice is heard in the silence. At night, all units gain 黑暗低语.": "夜幕降臨，寂靜中傳來一個未知的聲音。夜間，所有單位獲得黑暗低語。",
 "At night, vision is reduced by": "夜間視野降低",
 "At normal (1x) speed the clock advances about 60 ticks per real second.": "在正常（1x）速度下，時鐘大約每現實秒推進 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.": "達到上限時，招募板仍會顯示候選人，但招募會失敗，直到有成員離開或死亡，或你提升等級。",
 "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.": "在可達到的上限 (本版本中為等級 3)，點數只會累積到該等級的需求量後停止；不會再升級。沒有任何東西會降低等級。",
 "At your": "聽了你的",
 "At your ques...": "聽到你的問...",
 "At your words, she": "聽完你的話，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...\"": "聽完你的話，她 falls briefly speechless before narrowing her eyes and letting 發出一聲不信任的乾笑。 “……什麼？你瘋了嗎？” 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.\"": "聽完你的話，她 is speechless for a moment. Then she furrows her brow and lets 發出一聲不信任的乾笑。 “……什麼？你瘋了嗎？” 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 {#}.": "冷卻縮減 {#} 時，剩餘等待為 {#}。",
 "Ate": "吃了",
 "Atk": "攻擊力",
 "Atk Spd": "攻速",
 "Atk spd": "攻擊速度",
 "AtkSpd": "攻擊速度",
 "Attached": "已附加",
 "Attaches": "附著",
 "Attaches {#} to {#}": "將 {#} 附著到 {#}",
 "Attack": "攻擊",
 "Attack 2": "攻擊 2",
 "Attack skills - hover an icon for its reach and area on a dungeon room": "攻擊技能 - 將滑鼠懸停在圖示上，可檢視其在地下城房間中的射程與範圍",
 "Attack speed": "攻擊速度",
 "Attack type (melee vs ranged)": "攻擊型別（近戰 vs 遠端）",
 "Attacked": "受擊",
 "Attacked (variant)": "受擊（變體）",
 "Attacks": "攻擊",
 "Attacks & patterns": "攻擊與模式",
 "Attacks landed": "命中的攻擊",
 "Attacks landed by that moment.": "截至該時刻已命中的攻擊。",
 "Attacks split between head and body hit locations, about 30% head and 70% body.": "攻擊會分配到頭部和身體命中部位，大約 30% 打頭、70% 打身體。",
 "Attacks the weakest enemy.": "攻擊最弱的敵人。",
 "Aura": "光環",
 "Authored but not yet obtainable (future special recruits)": "已寫入但尚不可獲取（未來特殊招募）",
 "Authored constant with no consumer in this build - documented here as a would-be mechanic, not a live one.": "本版本中已寫入但無程式碼讀取的常數 - 此處作為未上線機制記錄，不是現行機制。",
 "Auto": "自動",
 "Auto (until the event)": "自動（直到該事件）",
 "Auto PickUp in Dungeon": "在地下城中自動拾取",
 "Auto Save Interval (Only in Settlement)": "自動儲存間隔（僅在定居點）",
 "Auto-clear (demo builds only)": "自動通關（僅演示版本）",
 "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": "自動修復 ×3，鏈條空閒 ×3，空閒 ×3，鏈條 ×2，鏈條抓取命中 ×2，鏈條抓取開始 ×1，死亡 ×1，附魔鏈條 ×1，幻影鏈條 ×1，階段1開始 ×1，階段1開始濺射 ×1，階段2開始 ×1，階段2開始濺射 ×1，脈衝 ×1，嘎嘎迴圈 ×1，哨兵猛擊1 ×1，哨兵猛擊2 ×1，開始 ×1，警告 ×1，警告三 ×1",
 "Automatically": "自動",
 "Automatically uses skills on enemies when": "當高於一定閾值時自動對敵人使用技能，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.": "當高於一定閾值時自動對敵人使用技能，在 能量 高於一定閾值。 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.": "當高於一定閾值時自動對敵人使用技能，在 能量 高於一定閾值。 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": "自動儲存當前角色並開始新角色",
 "Autosave this character and start a fresh one. Nothing is lost - switch back any time from the list below or the units bar.": "自動儲存該角色並新建一個。不會丟失任何內容 - 可隨時從下方列表或單位欄切回。",
 "Autosaves as you edit (name it first)": "編輯時自動儲存 (請先命名)",
 "Auxiliary skill tree": "輔助技能樹",
 "Availability": "可用性",
 "Available localization languages.": "可用的本地化語言。",
 "Available phases": "可用階段",
 "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」中所選施法者對單一目標一次施放的平均傷害，已計入暴擊機率。若選定了目標，會經該怪物抗性減免，並顯示為其 HP 的 %（紅色 + 骷髏 = 致命）。這是排名指標。",
 "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.": "一次使用該攻擊、在所選難度下對「{#}」中設定的目標造成的平均傷害（已計入暴擊，並經該目標抗性減免），以及它扣除該目標 HP 的百分比。紅色 + 骷髏 = 致命（>=100%），橙色 >=50%，綠色 <10%。這是排名指標。",
 "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": "覺醒",
 "Awareness": "察覺",
 "Awareness value accumulated per minute when a player unit is within sight range (applies only to enemies)": "玩家單位處於視野範圍內時，每分鐘累積的警覺值（僅對敵人生效）",
 "Awareness value required before entering combat": "進入戰鬥前所需的警覺值",
 "AwarenessOnMin": "AwarenessOnMin",
 "AwarenessToCombat": "AwarenessToCombat",
 "Awaring": "察覺中",
 "Awe": "地下城恐懼",
 "Awooo!!": "嗷嗚！！",
 "Awoooo!!": "嗷嗚！！",
 "Axe (aptitude stat only)": "斧（僅資質屬性）",
 "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 演示和試玩版本會從第 5 層的結果介面將寂靜帷幕標記為已通關（DemoClearConditionResolver）；在 DS_B.0.4.11 中已編譯剔除，該檢查永遠不會觸發",
 "B.6 link chips on this page": "此頁面上的 B.6 連結晶片",
 "BACKGROUNDBIO Beast Hunter 0": "背景故事 獸獵人 0",
 "BACKGROUNDBIO Beast Hunter 1": "BACKGROUNDBIO 野獸獵人 1",
 "BACKGROUNDBIO Beast Hunter 2": "BACKGROUNDBIO 野獸獵人 2",
 "BACKGROUNDBIO Blacksmith 0": "鐵匠是那些用金屬製作和修理物品的人。他們習慣了艱苦的工作和高溫，並且在地下城中感到自在。",
 "BACKGROUNDBIO Blacksmith 1": "鐵匠是那些用金屬製作和修理物品的人。他們習慣了艱苦的工作和高溫，並且在地下城中感到自在。",
 "BACKGROUNDBIO Blacksmith 2": "鐵匠是那些用金屬製作和修理物品的人。他們習慣了艱苦的工作和高溫，並且在地下城中感到自在。",
 "BACKGROUNDBIO Carpenter 0": "木匠是那些用木材製作和修理物品的人。他們習慣了艱苦的工作和精確，並且在地下城中感到自在。",
 "BACKGROUNDBIO Carpenter 1": "木匠是那些用木材製作和修理物品的人。他們習慣了艱苦的工作和精確，並且在地下城中感到自在。",
 "BACKGROUNDBIO Carpenter 2": "木匠是那些用木材製作和修理物品的人。他們習慣了艱苦的工作和精確，並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": "受詛咒的孩子背景故事 0",
 "BACKGROUNDBIO Cursed Child 1": "受詛咒的孩子背景故事 1",
 "BACKGROUNDBIO Cursed Child 2": "受詛咒的孩子背景故事 2",
 "BACKGROUNDBIO Deserter 0": "逃兵是那些拋棄軍隊的人。他們習慣了逃跑和躲藏，並且在地下城中感到自在。",
 "BACKGROUNDBIO Deserter 1": "逃兵是那些拋棄軍隊的人。他們習慣了逃跑和躲藏，並且在地下城中感到自在。",
 "BACKGROUNDBIO Deserter 2": "逃兵是那些拋棄軍隊的人。他們習慣了逃跑和躲藏，並且在地下城中感到自在。",
 "BACKGROUNDBIO Druid 0": "德魯伊出身 0",
 "BACKGROUNDBIO Druid 1": "德魯伊出身 1",
 "BACKGROUNDBIO Druid 2": "德魯伊出身 2",
 "BACKGROUNDBIO Exiled Lord 0": "流亡領主背景故事 0",
 "BACKGROUNDBIO Exiled Lord 1": "流亡領主背景故事 1",
 "BACKGROUNDBIO Exiled Lord 2": "流亡領主背景故事 2",
 "BACKGROUNDBIO Gambler 0": "你學會了解讀人們的意圖和動作，就像解讀蛇的動作一樣。在賭桌上，這讓你能夠……",
 "BACKGROUNDBIO Gardener 0": "園丁出身 0",
 "BACKGROUNDBIO Gardener 1": "園丁出身 1",
 "BACKGROUNDBIO Gardener 2": "園丁出身 2",
 "BACKGROUNDBIO Mage 0": "法師出身 0",
 "BACKGROUNDBIO Mage 1": "法師出身 1",
 "BACKGROUNDBIO Mage 2": "法師出身 2",
 "BACKGROUNDBIO Messenger 0": "信使們是快速而可靠的信使，在城鎮和村莊之間傳遞資訊。他們習慣了長途跋涉，並且在地下城中感到自在。",
 "BACKGROUNDBIO Messenger 1": "信使們是快速而可靠的信使，在城鎮和村莊之間傳遞資訊。他們習慣了長途跋涉，並且在地下城中感到自在。",
 "BACKGROUNDBIO Messenger 2": "信使們是快速而可靠的信使，在城鎮和村莊之間傳遞資訊。他們習慣了長途跋涉，並且在地下城中感到自在。",
 "BACKGROUNDBIO Miner 0": "BACKGROUNDBIO 礦工 0",
 "BACKGROUNDBIO Miner 1": "BACKGROUNDBIO 礦工 1",
 "BACKGROUNDBIO Miner 2": "礦工們在地下深處工作，挖掘珍貴的礦石和寶石。他們習慣了黑暗和幽閉，並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": "貴族冒險家背景故事 0",
 "BACKGROUNDBIO Noble Adventurer 1": "貴族冒險家背景故事 1",
 "BACKGROUNDBIO Noble Adventurer 2": "貴族冒險家背景故事 2",
 "BACKGROUNDBIO Occultist 0": "神秘主義者是那些研究和實踐神秘藝術的人。他們尋求隱藏的知識和力量，通常透過儀式、咒語和與超自然實體的交流。他們的道路充滿了危險，但回報可能是巨大的，包括對元素、思想甚至生死的掌握。",
 "BACKGROUNDBIO Occultist 1": "你曾是某個秘密社團的成員，他們崇拜著一個古老而強大的實體。你被教導如何利用黑暗魔法，並與異界生物建立聯絡。然而，你對力量的渴望最終導致你被社團驅逐，現在你獨自一人，尋求更強大的魔法知識。",
 "BACKGROUNDBIO Occultist 2": "背景故事 秘術師 2",
 "BACKGROUNDBIO Peddler 2": "你曾是位走街串巷的貨郎，在各個村莊之間穿梭，販賣你的商品。你曾冒著生命危險，只為獲得那些珍貴的寶藏，也曾因被騙子欺詐而損失慘重。但你從未放棄，你堅信總有一天會找到屬於你的財富。",
 "BACKGROUNDBIO Philosopher 2": "你對世界的好奇心驅使你探索其最深奧的奧秘。你尋求知識，質疑一切，並試圖理解存在的本質。你曾失敗過，但你從未停止探索。",
 "BACKGROUNDBIO Porter 1": "背景故事 搬運工 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": "鱗片工匠是技藝精湛的工匠，他們將龍鱗製成令人驚歎的護甲和武器。他們對材料的掌握無與倫比，每件作品都證明了他們的奉獻精神和精湛技藝。鱗片工匠的作品不僅實用，而且美麗、強大，備受追捧。",
 "BACKGROUNDBIO Scout 0": "偵察兵出身 0",
 "BACKGROUNDBIO Scout 1": "偵察兵出身 1",
 "BACKGROUNDBIO Scout 2": "偵察兵出身 2",
 "BACKGROUNDBIO Snake Catcher 1": "在一次狩獵中，你被一條毒蛇咬傷，但你不僅活了下來，還獲得了與蛇溝通的神秘能力。現在，你利用這種獨特的天賦來捕捉最危險的爬行動物，保護你的村莊免受它們的威脅。",
 "BACKGROUNDBIO Squire 1": "作為一名宣誓效忠領主的侍從，你如影隨形，在無數次戰鬥中成為確保領主生存的盾牌。然而，一個問題在你心中滋生--侍從的角色是否會永遠持續下去。",
 "BACKGROUNDBIO Tavern Runner 0": "酒館跑腿背景故事 0",
 "BACKGROUNDBIO Tavern Runner 1": "酒館跑腿背景故事 1",
 "BACKGROUNDBIO Tavern Runner 2": "酒館跑者2",
 "BACKGROUNDBIO Undertaker 0": "掘墓人是那些處理死者的人。他們習慣了死亡和腐爛，並且在地下城中感到自在。",
 "BACKGROUNDBIO Undertaker 1": "掘墓人是那些處理死者的人。他們習慣了死亡和腐爛，並且在地下城中感到自在。",
 "BACKGROUNDBIO Undertaker 2": "掘墓人是那些處理死者的人。他們習慣了死亡和腐爛，並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 - 受擊動畫",
 "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 / 特質",
 "Background Music (40)": "背景音樂 (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 維基",
 "Backgrounds decide skill-tree access.": "出身決定可學的技能樹。",
 "Balance Test Lv1": "平衡測試 Lv1",
 "Balance Test Lv2": "平衡測試 Lv2",
 "Balance Test Lv3": "平衡測試 Lv3",
 "Balance Test Lv4": "平衡測試 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會帶來屬性層面的挑戰。最好儘快清理孢子昆蟲。",
 "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會帶來屬性層面的挑戰。最好儘快清理孢子昆蟲。 - Dungeon Settlers 維基",
 "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會帶來屬性層面的挑戰。最好儘快清理孢子昆蟲。地圖",
 "Bald": "光頭",
 "Ball": "舞會",
 "Band": "區間",
 "Bar full - remove one to swap.": "快捷欄已滿 - 移除一個以替換。",
 "Barbecue": "燒烤",
 "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.": "護盾 = (你的最大 HP - 你當前 HP) x 200 x 0.01，向零截斷，也就是已損失 HP 的兩倍。該值至少為 1 才會生效。",
 "Barrier amplifiers": "護盾增幅",
 "Barrier does NOT protect equipment": "護盾不會保護裝備",
 "Barrier granted": "賦予的護盾",
 "Barrier points granted for 20 seconds.": "賦予的護盾點數，持續 20 秒。",
 "Barriers.": "護盾。",
 "Base %": "基礎 %",
 "Base Areas": "據點區域",
 "Base Areas - Dungeon Settlers Wiki": "據點區域 - Dungeon Settlers 維基",
 "Base Building": "基地建造",
 "Base Building Basics": "基地建造基礎",
 "Base Campsite Bedrolls": "基礎營地 睡袋",
 "Base Campsite Bedrolls - Dungeon Settlers Wiki": "基礎營地 睡袋 - Dungeon Settlers 維基",
 "Base Campsite Bedrolls icon": "基礎營地 睡袋 圖示",
 "Base Campsite Bedrolls range and area shown on a dungeon room": "基礎營地 睡袋 地下城房間上顯示的射程與範圍",
 "Base Campsite Camp Fire": "基礎營地 篝火",
 "Base Campsite Camp Fire - Dungeon Settlers Wiki": "基礎營地 篝火 - Dungeon Settlers 維基",
 "Base Campsite Camp Fire icon": "基礎營地 篝火 圖示",
 "Base Campsite Camp Fire range and area shown on a dungeon room": "基礎營地 篝火 地下城房間上顯示的射程與範圍",
 "Base Campsite Deco1": "基礎營地 裝飾1",
 "Base Campsite Deco1 - Dungeon Settlers Wiki": "基礎營地 裝飾1 - Dungeon Settlers 維基",
 "Base Campsite Deco1 icon": "基礎營地 裝飾1 圖示",
 "Base Campsite Deco1 range and area shown on a dungeon room": "基礎營地 裝飾1 地下城房間上顯示的射程與範圍",
 "Base Campsite Deco2": "基礎營地 裝飾2",
 "Base Campsite Deco2 - Dungeon Settlers Wiki": "基礎營地 裝飾2 - Dungeon Settlers 維基",
 "Base Campsite Deco2 icon": "基礎營地 裝飾2 圖示",
 "Base Campsite Deco2 range and area shown on a dungeon room": "基礎營地 裝飾2 地下城房間上顯示的射程與範圍",
 "Base Campsite Lesser Guardian Stone": "基礎營地 次級守護石碑",
 "Base Campsite Lesser Guardian Stone - Dungeon Settlers Wiki": "基礎營地 次級守護石碑 - Dungeon Settlers 維基",
 "Base Campsite Lesser Guardian Stone icon": "基礎營地 次級守護石碑 圖示",
 "Base Campsite Lesser Guardian Stone range and area shown on a dungeon room": "基礎營地 次級守護石碑 地下城房間上顯示的射程與範圍",
 "Base Campsite Repairstand": "基礎營地 修理工作臺",
 "Base Campsite Repairstand - Dungeon Settlers Wiki": "基礎營地 修理工作臺 - Dungeon Settlers 維基",
 "Base Campsite Repairstand icon": "基礎營地 修理工作臺 圖示",
 "Base Campsite Repairstand range and area shown on a dungeon room": "基礎營地 修理工作臺 地下城房間上顯示的射程與範圍",
 "Base Construction": "據點建造",
 "Base HP": "基礎 HP",
 "Base Magic Attack": "基礎魔法攻擊力",
 "Base areas you can uncover": "可以揭開的據點區域",
 "Base critical chance": "基礎暴擊機率",
 "Base form": "基礎形態",
 "Base is the flat starting value before any major stat. Blank = that major does not affect that stat. The six non-combat capabilities (mining, research, cooking...) each scale +0.05 per one major and are left out here.": "基礎值是主屬性加入前的固定起始值。空白 = 該主屬性不影響該屬性。六項非戰鬥能力（採礦、研究、烹飪...）各自主屬性每 1 點縮放 +0.05，此處省略。",
 "Base map": "基礎地圖",
 "Base probability of producing a 'Fine Work' when 100% is the max.": "以 100% 為上限時產出「良作」的基礎機率。",
 "Base probability of producing a 'Masterpiece' when 100% is the max.": "以 100% 為上限時產出「傑作」的基礎機率。",
 "Base recruit weight": "基礎招募權重",
 "Base skill point increase": "基礎技能點增加",
 "Base statlines": "基礎屬性",
 "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.": "每單位睡眠消耗 {0} 跳的基礎值。如果單位實際睡完整段時間，該過程會執行多次。每經過一個單位，螢幕上會顯示為一次體力恢復。",
 "Base values by creature": "各生物基礎數值",
 "Base-camp area definitions (unlock costs, bounds).": "據點區域定義（解鎖費用、邊界）。",
 "BaseAreaMaxRadius": "BaseAreaMaxRadius",
 "BaseAutoSaveTimeIntervalHour": "BaseAutoSaveTimeIntervalHour",
 "BaseImplementRange": "BaseImplementRange",
 "BaseRandomBird": "BaseRandomBird",
 "BaseRandomCorruption": "BaseRandomCorruption",
 "BaseRandomFoodRation": "BaseRandomFoodRation",
 "BaseRandomGambler": "BaseRandomGambler",
 "BaseRandomGazeMoon": "BaseRandomGazeMoon",
 "BaseRandomRecruit": "BaseRandomRecruit",
 "Basement": "地下室",
 "Basic": "普通攻擊",
 "Basic Attack 1.2": "普通攻擊 1.2",
 "Basic Attack 1.3": "普通攻擊 1.3",
 "Basic Attack 2": "普通攻擊 2",
 "Basic Attack 2.1": "普通攻擊 2.1",
 "Basic Attack 2.2": "普通攻擊 2.2",
 "Basic Attack 2.3": "普通攻擊 2.3",
 "Basic Attack 3": "普通攻擊 3",
 "Basic Crafting not completed": "基礎製作未完成",
 "Basic Crafts": "基礎工藝",
 "Basic Supply Kit": "基礎補給套件",
 "Basic Template": "基礎模板",
 "Basic attack": "普通攻擊",
 "Basic attack (": "普通攻擊 (",
 "Basic attack (100%": "普通攻擊 (100%",
 "Basic attack damage without the inscription": "無該銘文時的普通攻擊傷害",
 "Basic attack skill": "普通攻擊技能",
 "Basic attack:": "普通攻擊：",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1.4s).": "普通攻擊：無技能冷卻，因此再次使用間隔為該怪物的攻擊間隔（1 / 攻擊速度 = 1.4秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1.7s).": "普通攻擊：無技能冷卻，因此再次使用間隔為該怪物的攻擊間隔（1 / 攻擊速度 = 1.7秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 1s).": "普通攻擊：無技能冷卻，因此再次使用間隔為該怪物的攻擊間隔（1 / 攻擊速度 = 1秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2.5s).": "普通攻擊：無技能冷卻，因此再次使用間隔為該怪物的攻擊間隔（1 / 攻擊速度 = 2.5秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 2s).": "普通攻擊：無技能冷卻，因此再次使用間隔為該怪物的攻擊間隔（1 / 攻擊速度 = 2秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 3.3s).": "普通攻擊：無技能冷卻，因此再次使用間隔等於該怪物的攻擊間隔（1 / 攻擊速度 = 3.3秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = 5s).": "普通攻擊：無技能冷卻，因此再次使用間隔為該怪物的攻擊間隔（1 / 攻擊速度 = 5秒）。",
 "Basic attack: no skill cooldown, so its reuse is the monster's attack interval (1 / attack speed = {#}s).": "普通攻擊：無技能冷卻，因此再次使用的間隔為怪物的攻擊間隔（1 / 攻擊速度 = {#}秒）。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.5s).": "普通攻擊：無技能冷卻，因此再次使用間隔為該武器的攻擊間隔（1 / 攻擊速度 = 1.5秒）。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = 1.6s).": "普通攻擊：無技能冷卻，因此再次使用間隔為該武器的攻擊間隔（1 / 攻擊速度 = 1.6秒）。",
 "Basic attack: no skill cooldown, so its reuse is the weapon's attack interval (1 / attack speed = {#}s).": "普通攻擊：無技能冷卻，因此再次使用間隔為武器的攻擊間隔（1 / 攻擊速度 = {#}秒）。",
 "Basic attacks add a second magic hit worth 10 percent of the damage they dealt.": "普通攻擊追加第二次魔法命中，傷害為其所造成傷害的 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.)": "普通攻擊造成 100% 魔法攻擊力的魔法傷害，並施加 2 層燃燒，持續 10 秒。（增益持續時間：技能行寫 5 秒，資料槽寫 20 秒 - 遊戲內驗證待進行。）",
 "Basic attacks landed": "普通攻擊命中次數",
 "Basic attacks only, and only on a critical result.": "僅普通攻擊，且僅在暴擊時。",
 "Basic attacks only, and only when the hit was actually applied (not a miss, not an immune result).": "僅普通攻擊，且僅在命中實際生效時（不是未命中，也不是免疫結果）。",
 "Basic attacks only.": "僅普通攻擊。",
 "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.": "僅限普通攻擊。普通、暴擊和格擋命中都會觸發：門檻是命中已被施加，僅排除未命中和免疫結果。",
 "Basic attacks only. There is no melee check, no damage type check and no touch tag: any skill flagged as a basic attack qualifies.": "僅普通攻擊。沒有近戰判定、沒有傷害型別判定，也沒有接觸標籤：任何標記為普通攻擊的技能都符合條件。",
 "Basic attacks splash 30 percent of the damage dealt onto up to 8 tiles around the target.": "普通攻擊將造成傷害的 30% 濺射到目標周圍最多 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，挑戰者攻擊 ×2，長者攻擊 ×2，長者咆哮 ×2，雌性咆哮 ×2，雄性攻擊 ×2，驚嚇 ×2，吐痰 ×2，挑戰者咆哮 ×1，長者呼吸 ×1，雄性咆哮 ×1，幼崽出生 ×1",
 "BasicMonster": "BasicMonster",
 "BasicMonsterAttack": "怪物普通攻擊",
 "BasicStats": "BasicStats",
 "Basic_": "Basic_",
 "Basics": "基礎",
 "Battle": "戰鬥",
 "Battle 1": "戰鬥 1",
 "Battle 2": "戰鬥 2",
 "Battle Stomp + Guard Barrier": "戰爭踐踏 + 格擋屏障",
 "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.": "戰爭踐踏對附近所有敵人施加干擾和頭暈。兩者都是減益，每個敵人身上的每次施加都是格擋屏障觸發，所以踏進人群能在一次施放中囤起一堵護盾牆，同時削弱敵群命中。這是爆發，不是引擎：30 秒冷卻意味著你無法一直維持，所以很適合作為火焰披風這類每跳來源前面的起手，或用在只想要週期大護盾和一點控制的鈍器前排身上。",
 "Battle kits": "戰鬥套件",
 "Battle kits: a generated unit has no backpack - it arrives empty-handed.": "戰鬥工具包：生成的單位沒有揹包--它們空手而來。",
 "Battle kits: this build has no carry inscription to grant - the squad is packed but not reinforced.": "戰鬥工具包：此構建沒有可授予的攜帶銘文--小隊已打包但未增援。",
 "Battlefields": "戰場",
 "Battlemage exception": "火焰戰鬥法師例外",
 "Bead": "珠子",
 "Beast": "野獸",
 "Beast Faction": "野獸派系",
 "Beast Faction have {0}% more health and": "野獸派系擁有額外 {0}% 生命值，並且",
 "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.": "因為它每秒都攻擊，所以它擲出施加頭暈的暴擊的次數遠多於另外兩種自然植物。",
 "Because it is read off the damage that landed, anything that raised that damage raises this too.": "因為它取自實際命中的傷害，任何提高該傷害的效果也會提高這個值。",
 "Because it multiplies against the skill coefficient, it is worth far more on a high-coefficient skill than on a plain basic attack.": "因為它會乘以技能係數，所以在高係數技能上的價值遠高於普通攻擊。",
 "Because percent bonuses apply": "因為百分比加成作用於",
 "Because the reflected hit is typeless, resistance-stacking enemies take it in full.": "因為反射命中沒有傷害型別，堆疊抗性的敵人會全額承受。",
 "Become Fire into Summon (stat lock-in)": "化火為召喚（屬性鎖定）",
 "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.": "化火會在你身上疊加魔法攻擊力；召喚物在施放時會複製你膨脹的魔法攻擊力，並在增益效果消失後保持不變。",
 "Becomes": "變為",
 "BedMoodCooltime": "BedMoodCooltime",
 "Bedroom": "臥室",
 "Bedrooms": "臥室",
 "Bedrooms where expedition members can stay and sleep...": "Bedrooms where 探險隊員 can stay and sleep...",
 "Bee Hive Tree Remnant": "蜜蜂蜂巢樹遺蹟",
 "Bee Hive Tree Remnant - Dungeon Settlers Wiki": "蜜蜂蜂巢樹遺蹟 - Dungeon Settlers 維基",
 "Bee Hive Tree1": "蜜蜂蜂巢樹1",
 "Bee Random": "蜜蜂 隨機",
 "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):": "房間要算作某一型別之前，遊戲會檢查兩道品質門檻（遊戲內提示文字；N 為每個房間的閾值）：",
 "Before the hit is calculated for the counter, and when the counter effect is applied for the payout.": "在為計數計算命中之前，以及在為結算施加計數效果時。",
 "Before the hit is calculated for the damage half, and after it lands for the durability drain.": "傷害部分在命中計算之前，耐久消耗在命中落地之後。",
 "Before the hit is calculated, in the phase where effects adjust the attacker's stats.": "在命中計算之前，在效果調整攻擊者屬性的階段。",
 "Before the target's resistance.": "在目標抗性之前。",
 "Begger": "乞丐",
 "Beginner Guide: Your First Days": "新手指南：最初幾天",
 "Beginner Guide: Your First Days - Dungeon Settlers Wiki": "新手指南：最初幾天 - Dungeon Settlers 維基",
 "Begins the expedition with the floor's portal location revealed.": "開始探險時，該層傳送門位置已揭示。",
 "Behavior": "行為",
 "Behaviors": "行為",
 "Behaviour": "行為",
 "Behaviour & phase triggers": "行為與階段觸發",
 "Behaviour Options": "行為選項",
 "Behaviour against a target that took 0 damage from an immune result was not verified.": "對因免疫而受到 0 傷害的目標的表現尚未驗證。",
 "BehaviourOption_AutoAttack": "BehaviourOption_AutoAttack",
 "BehaviourOption_RestFirst": "BehaviourOption_RestFirst",
 "BehaviourOption_WaitForOrder": "BehaviourOption_WaitForOrder",
 "Being": "作為",
 "Benchmark monster": "基準怪物",
 "Berserker sub-tree (2 orphan nodes)": "狂戰輔助技能樹（2 個孤立節點）",
 "Best": "最好",
 "Best Picks": "最佳選擇",
 "Best Picks - Dungeon Settlers Wiki": "最佳選擇 - Dungeon Settlers 維基",
 "Best in slot: Archer": "最佳裝備：射手",
 "Best in slot: Fire mage": "最佳裝備：火焰法師",
 "Best in slot: Sword and shield": "最佳裝備：劍與盾",
 "Best in slot: Tank": "最佳裝備：坦克",
 "Best in slot: Two-handed fighter": "最佳裝備：雙手戰士",
 "Best in slot: Water mage": "最佳裝備：水法師",
 "Best in slot: {#}": "最佳裝備：{#}",
 "Best inscriptions per stat, best items for needs and regeneration, best in slot per archetype - ranked from the tables": "各屬性最佳銘文、需求與回覆的最佳物品、各構型的欄位最佳 - 按表中資料排名",
 "Best inscriptions: Major Stats": "最佳銘文：主屬性",
 "Best inscriptions: Resistances": "最佳銘文：抗性",
 "Best inscriptions: Resources & Needs": "最佳銘文：資源與需求",
 "Best inscriptions: {#}": "最佳銘文：{#}",
 "Best items for needs and regeneration (on use)": "需求與回覆的最佳物品（使用時）",
 "Beyond": "超越",
 "Beyond normal candidate rolls, a handful of characters are tied to quests and events. 2 of them can be recruited today (": "除普通候選人抽取外，少數角色與任務和事件繫結。其中 2 人當前可招募 (",
 "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 {#}.": "除普通候選人抽取外，少數角色與任務和事件繫結。其中 {#} 人當前可招募 ({#})；其餘已寫入遊戲檔案但未開啟。另見 {#} 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 個可玩區域（寂靜帷幕和潰爛地穴）之外，探險地圖還預留了 4 個區域槽，它們是空佔位，沒有地下城、怪物或掉落：",
 "Beyond the built-in Retry button, saving before a prayer and reloading rerolls all 5 choices.": "除了內建的重試按鈕，祈禱前存檔再載入會重抽全部 5 個選項。",
 "Beyond the gated data rows, the shipped": "在鎖定的資料行之外，已釋出的",
 "Bid": "投標",
 "Big": "大",
 "Big Rock Remnant": "巨巖遺蹟",
 "Big Rock Remnant - Dungeon Settlers Wiki": "巨巖遺蹟 - Dungeon Settlers 維基",
 "BigDarkThornRadius": "BigDarkThornRadius",
 "BigDarkThornRatio": "BigDarkThornRatio",
 "Biggest trap": "最大陷阱",
 "Binding value": "繫結值",
 "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 行只做篩選，從不強制：無法生成其非玩家角色的繫結房間會從候選中移除；已生成但沒有對應非玩家角色的繫結房間會使本次嘗試失敗，該層會重新抽取。",
 "Binds to room": "繫結到房間",
 "Biography": "簡介",
 "Black": "黑色",
 "Black Serum": "黑色血清",
 "Black Serum - Dungeon Settlers Wiki": "黑色血清 - Dungeon Settlers 維基",
 "Black Serum icon": "黑色血清 圖示",
 "Black Serum range and area shown on a dungeon room": "黑色血清 地下城房間上顯示的射程與範圍",
 "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.": "刀刃之魂是遊戲中唯一能恢復能量的被動技能（每次近戰物理暴擊恢復1點能量）。配合“暴露弱點”提供必暴擊，你的攻擊將自給自足。",
 "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 近戰物理暴擊 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": "爆炸範圍",
 "Blazing Echo + Ignition into Incinerate": "熾熱迴響 + 引燃 + 焚燒",
 "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.": "熾熱迴響在目標上施加2層燃燒，並最多彈跳8次到附近的敵人，因此一次施法最多可以燃燒九個目標；防火使施加的每層堆疊翻倍。引燃隨後為你在燃燒目標上施加的每次打擊增加每層燃燒8%的傷害，因此你擴散的燃燒會悄悄地使你的所有傷害倍增。爆炸增加了第二個播種工具：對其區域內的所有目標造成400%魔法攻擊力，並對每個目標施加5層燃燒，持續10秒（它可以擊中盟友，所以請注意你的站位）；自DS_B.0.4.17以來，它不再與層數掛鉤。然後你兌現這些層數：焚燒造成300%魔法攻擊力加上層數x30%的傷害並重置它們。這是一種遠端傷害組合--它不需要或不依賴護盾，這就是為什麼它存在於後排法師而不是格擋屏障前排的原因。",
 "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）和燃燒（魔法）是每秒固定值、可疊加的持續傷害。中毒單獨處理：它是無視防禦的無型別傷害，每 10 秒相當於最大 HP 的 1%，且不可疊加（已從遊戲程式碼確認 - 中毒跳數計時器數到 10 才觸發）。參見戰鬥公式和上限效果頁面。",
 "Bleeding and Burning are": "出血和燃燒是",
 "Bleeding and Burning deal a": "出血和燃燒造成",
 "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.": "出血和燃燒的每秒傷害及持續時間內合計 - 每層固定值，從不隨攻擊力提高。中毒未計入：它不可疊加，每 10 秒按目標最大 HP 的百分比跳一次，因此只作說明、不放入計算。",
 "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.": "出血和燃燒的每秒傷害及持續時間內的合計：每層固定值，從不隨攻擊力提高。中毒未計入：它不可疊加，每 {#} 秒按目標最大 HP 的百分比跳一次，因此只作說明而不做計算。",
 "Bleeding at its 99-stack cap = 99 × 5 =": "出血在 99 層上限時 = 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.": "出血上限為 99 層，燃燒為 50 層。中毒是分開的：它完全不可疊加，因此始終是 1% 最大 HP 的單個例項。",
 "Bleeding stacks applied": "施加的出血層數",
 "Bleeding stacks applied, before the target's stack ceiling.": "施加的出血層數，在目標層數上限之前。",
 "Bleeding, Burning, Poison": "出血、燃燒、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": "世界之樹的祝福",
 "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.": "盲探已開啟。",
 "Blocks head and body damage, spending stacks equal to the damage blocked.": "阻擋對頭部/身體的傷害，消耗與被阻擋的傷害等量的層數。",
 "Blood Soaked Fruit": "浸血果實",
 "Blood Soaked Fruit - Dungeon Settlers Wiki": "浸血果實 - Dungeon Settlers 維基",
 "Blood Soaked Fruit icon": "浸血果實 圖示",
 "Blood Soaked Fruit range and area shown on a dungeon room": "浸血果實 地下城房間上顯示的射程與範圍",
 "Blood Tree Random": "血樹 隨機",
 "Blood Tree Remnant": "血樹遺蹟",
 "Blood Tree Remnant - Dungeon Settlers Wiki": "血樹遺蹟 - Dungeon Settlers 維基",
 "Blood Tree With Fruit Fixed": "帶果實的血樹 固定",
 "Blood Tree With Fruit Random": "帶果實的血樹 隨機",
 "Blood Tree With Fruit Remnant": "帶果實的血樹遺蹟",
 "Blood Tree With Fruit Remnant - Dungeon Settlers Wiki": "帶果實的血樹遺蹟 - Dungeon Settlers 維基",
 "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 維基",
 "Bloody Crescent icon": "血色新月 圖示",
 "Blooming": "綻放",
 "Blue": "藍色",
 "Blue Berry": "藍莓",
 "Blue Berry - Dungeon Settlers Wiki": "藍莓 - Dungeon Settlers 維基",
 "Blue Berry Random": "藍莓 隨機",
 "Blue Berry icon": "藍莓 圖示",
 "Blue Berry range and area shown on a dungeon room": "藍莓 地下城房間上顯示的射程與範圍",
 "Blue Goblin Fixed": "藍哥布林 固定",
 "Blue Goblin Random": "藍哥布林 隨機",
 "Blue Stone Golem Random": "藍石魔像 隨機",
 "Blue_Small": "Blue_Small",
 "Blueberry Bush Remnant": "藍莓灌木遺蹟",
 "Blueberry Bush Remnant - Dungeon Settlers Wiki": "藍莓灌木遺蹟 - Dungeon Settlers 維基",
 "Blueprint (1)": "藍圖 (1)",
 "Blunt tree (Battle Stomp)": "鈍器技能樹（戰爭踐踏）",
 "Blunt weapons": "鈍器",
 "Blunt weapons excel in breaking through defenses with powerful strikes.": "鈍器擅長以強力打擊突破防禦。",
 "Blunt, Sword can use a shield": "鈍器、劍可以使用盾",
 "Bodies": "屍體",
 "Body": "身體",
 "Body Armor": "身體護甲",
 "Body Equipment Not Worn": "無身體裝備",
 "Body HP": "軀幹 HP",
 "BodyArmorRatio": "BodyArmorRatio",
 "BodyPartHealth_": "BodyPartHealth_",
 "BodyPartInjury_": "BodyPartInjury_",
 "Boils": "沸騰",
 "Bondage": "束縛",
 "Bone (M.Atk {#})": "骨頭 (魔攻 {#})",
 "Bone (P.Atk {#})": "骨頭 (物攻 {#})",
 "Bone Processing 1": "骨骼加工 1",
 "Bone Processing 2": "骨骼加工2",
 "Bone Remains1": "骸骨殘骸1",
 "Bone Remains1 - Dungeon Settlers Wiki": "骸骨殘骸1 - Dungeon Settlers 維基",
 "Bone Remains2": "骸骨殘骸2",
 "Bone Remains2 - Dungeon Settlers Wiki": "骸骨殘骸2 - Dungeon Settlers 維基",
 "Bone Remains3": "遺骨3",
 "Bone Remains3 - Dungeon Settlers Wiki": "遺骨3 - Dungeon Settlers 維基",
 "Bone Remains4": "遺骨4",
 "Bone Remains4 - Dungeon Settlers Wiki": "遺骨4 - Dungeon Settlers 維基",
 "Bone Remains5": "遺骨5",
 "Bone Remains5 - Dungeon Settlers Wiki": "遺骨5 - Dungeon Settlers 維基",
 "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 = (你已損失的 HP / 你的最大 HP) x 20，作為造成傷害加成的百分點加入。嚴格線性，該比例本身將其上限限制在 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 = 當前負重 x 15 x 0.01，即每點負重提供 0.15 個百分點的造成傷害。",
 "BonusCriticalRate": "BonusCriticalRate",
 "BonusHitRate": "BonusHitRate",
 "BonusSkillPointIncrease": "BonusSkillPointIncrease",
 "Bonuses": "加成",
 "Book Pile": "書堆",
 "Book Pile - Dungeon Settlers Wiki": "書堆 - Dungeon Settlers 維基",
 "Book Pile2": "書堆2",
 "Book Pile2 - Dungeon Settlers Wiki": "書堆2 - Dungeon Settlers 維基",
 "Boost": "強化",
 "Bored": "無聊",
 "Boss": "首領",
 "Boss Guide": "首領指南",
 "Boss Guide - Dungeon Settlers Wiki": "首領指南 - Dungeon Settlers 維基",
 "Boss Portal": "首領傳送門",
 "Boss Portal - Dungeon Settlers Wiki": "首領傳送門 - Dungeon Settlers 維基",
 "Boss Portal map": "首領傳送門地圖",
 "Boss Room": "首領房間",
 "Boss Room - Dungeon Settlers Wiki": "首領房間 - Dungeon Settlers 維基",
 "Boss Room map": "首領房間地圖",
 "Boss Start": "首領開始",
 "Boss Start - Dungeon Settlers Wiki": "首領開始 - Dungeon Settlers 維基",
 "Boss Start map": "首領開始地圖",
 "Boss Vertical Corridor 1": "首領縱向走廊 1",
 "Boss Vertical Corridor 1 - Dungeon Settlers Wiki": "首領縱向走廊 1 - Dungeon Settlers 維基",
 "Boss Vertical Corridor 1 map": "首領縱向走廊 1 地圖",
 "Boss fight": "首領戰鬥",
 "Boss floors, their rooms and drops": "首領層、其房間與掉落",
 "Boss monsters are exempt.": "首領怪物除外。",
 "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.": "首領名稱、影象、位置、攻擊和掉落均已隱藏，顯示為 \"首領 1\"、\"首領 2\" 等。用其上的按鈕揭示一名首領的身份，或揭示單個章節 - 揭示一項不會揭示其餘內容。",
 "Boss portals": "首領傳送門",
 "Boss room": "首領房間",
 "Boss room requirement": "首領房間要求",
 "Boss trait effects and thresholds read from the game's AffecterTable / TraitTable. A": "首領特質效果和閾值讀取自遊戲的 AffecterTable / TraitTable。",
 "Bosses": "首領",
 "Both": "兩者",
 "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.": "兩筆數值都作為固定值生命狀態結算發出。它們是治療，不是傷害模型輸出，因此攻擊力、魔法攻擊力或難度倍率都不會影響它們。",
 "Both come straight from the quest table's own completion conditions, so this page follows the chain the game actually ships (": "兩者都直接來自任務表自己的完成條件，所以本頁跟隨遊戲實際交付的主線（",
 "Both summons carry the same base statline in this build, so the difference between them is their skills, not their numbers.": "在此版本中兩種召喚物的基礎屬性相同，所以差別在技能，不在數值。",
 "Bounty: Elite Monster GAMESYSTEM_Environment_{affecterName}": "精英狩獵令 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、巨劍、自然法杖、矛、水法杖佔用盾槽，依據客戶端 DS_B.0.4.19 中的 IsTwoHanded 檢查",
 "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 攻擊敵人。",
 "Brawler": "鬥士",
 "Brawler.": "鬥士。",
 "Breakdown": "崩潰",
 "Bribe": "賄賂",
 "Bring": "帶來",
 "Bring the expedition to 4 members or more": "使探險隊達到 4 名或更多成員",
 "Bring the expedition to {#} members or more": "使探險隊達到 {#} 名或更多成員",
 "Bring:": "帶上：",
 "Broken Cart": "破損推車",
 "Broken Wagon Remnant": "損壞的馬車遺蹟",
 "Broken Wagon Remnant - Dungeon Settlers Wiki": "損壞的馬車遺蹟 - Dungeon Settlers 維基",
 "Broken Wheel": "破損車輪",
 "Broken Wheel - Dungeon Settlers Wiki": "破損車輪 - Dungeon Settlers 維基",
 "Bronze Dagger": "青銅匕首",
 "Bronze Great Sword": "青銅巨劍",
 "Bronze Sword": "青銅劍",
 "Brown": "棕色",
 "Browse": "瀏覽",
 "Browse all 95 inscriptions": "瀏覽全部 95 條銘文",
 "Browse all data": "瀏覽全部資料",
 "Brutal,": "殘酷，",
 "Bubble": "泡泡",
 "Bubble...": "泡泡...",
 "Bubblelings": "泡泡",
 "Bubbletoad": "泡泡蟾蜍",
 "Bubbletoads": "泡泡蟾蜍",
 "Bubbling economy:": "泡泡靈經濟：",
 "Bubbling(s)": "泡泡",
 "Bubblings": "泡泡靈",
 "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（它們在死亡時爆炸，造成傷害併為盟友提供屏障）。潮汐（Ebb and Flow）在你召喚的單位或建築被摧毀時提供冷卻縮減，因此一個不斷召喚泡泡的召喚師可以保持冷卻時間很短，並保持場上充滿單位；額外泡泡（Extra Bubble）增加了一個4%的技能機率，可以免費獲得一個額外的泡泡。這是節奏，而不是純粹的力量--它具有情境性，並且與你的水系技能樹中的化火鎖定競爭--但它能讓死亡爆炸的屏障不斷流向你的陣線。",
 "Bubblings explode on death, which grants you cooldown reduction (Ebb and Flow), which lets you resummon sooner - a self-feeding tempo loop.": "泡泡在死亡時爆炸，這會為你提供冷卻縮減（潮汐），讓你更快地重新召喚--一個自我迴圈的節奏。",
 "Bubblings,": "泡泡，",
 "Buff": "增益",
 "Buff Dish": "增益菜餚",
 "Buff stack caps": "增益疊加上限",
 "Buff window taken from the description, not the unreliable Duration column.": "增益視窗取自描述，而非不可靠的持續時間列。",
 "Buff:": "增益：",
 "Buffing the summoner strengthens the summon's spells, independent of the summon's own halved attack.": "給召喚者加增益會強化召喚物的法術，與召喚物自身減半的攻擊力無關。",
 "Buffs & debuffs (1)": "增益與減益 (1)",
 "Buffs & debuffs (10)": "增益與減益 (10)",
 "Buffs & debuffs (11)": "增益與減益 (11)",
 "Buffs & debuffs (119)": "增益與減益 (119)",
 "Buffs & debuffs (12)": "增益與減益 (12)",
 "Buffs & debuffs (13)": "增益與減益 (13)",
 "Buffs & debuffs (14)": "增益與減益 (14)",
 "Buffs & debuffs (15)": "增益與減益 (15)",
 "Buffs & debuffs (2)": "增益與減益 (2)",
 "Buffs & debuffs (3)": "增益與減益 (3)",
 "Buffs & debuffs (4)": "增益與減益 (4)",
 "Buffs & debuffs (5)": "增益與減益 (5)",
 "Buffs & debuffs (7)": "增益與減益 (7)",
 "Buffs & debuffs (8)": "增益與減益 (8)",
 "Buffs & debuffs (9)": "增益與減益 (9)",
 "Buffs & debuffs ({#})": "增益與減益 ({#})",
 "Bug": "漏洞",
 "Bug (site)": "錯誤（站點）",
 "Bug,": "蟲，",
 "Bug.": "蟲。",
 "Build": "建造",
 "Build 23725069": "版本 23725069",
 "Build Easy": "建造簡單",
 "Build Expiry": "建築過期",
 "Build Hard": "建造困難",
 "Build Normal": "建造普通",
 "Build Renew Easy": "建造更新 簡單",
 "Build Renew Hard": "建造更新 困難",
 "Build Renew Normal": "建造更新 普通",
 "Build a Basic Workstation (主线任务 1), then craft": "建造一座基礎工作臺（主線任務 1），然後製作",
 "Build a Research Station (主线任务 6) and start research immediately. Idle research is wasted time.": "建造一座研究工作臺（主線任務 6）並立即開始研究。閒置的研究就是浪費時間。",
 "Build it yourself from the construction menu": "從建造選單自行建造",
 "Build it yourself from the construction menu (costs": "從建造選單自行建造 (費用",
 "Build it yourself from the construction menu -": "從建造選單自行建造 -",
 "Build my save file": "生成我的存檔檔案",
 "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.": "構建說明 (DS_B.0.4.19)：此版本中 EventNpcMappingTable 的 DefaultEventKey 列偏移了一行，因此預設對話取自事件關鍵詞。",
 "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.": "構建說明 ({#})：此版本中 EventNpcMappingTable 的 DefaultEventKey 列偏移了一行，因此預設對話取自事件關鍵詞。",
 "Build structures for various special purposes, such as": "建造用於各種特殊用途的建築，例如",
 "Build structures for various special purposes, such as level-up.": "建造用於各種特殊用途的建築，例如 level-up.",
 "BuildMaxLevel": "BuildMaxLevel",
 "BuildMaxRegion": "BuildMaxRegion",
 "BuildRenew": "BuildRenew",
 "Builder": "建造者",
 "Building": "建築",
 "Building Storage": "建築倉庫",
 "Building Sub Type Floor Deco": "建築子型別地板裝飾",
 "Building Sub Type Grave": "建築子型別墳墓",
 "Building Sub Type Recreation": "建築子型別：娛樂",
 "Building Sub Type Specific Storage": "建築子型別特定儲存",
 "Building Type Remnant": "建築型別遺蹟",
 "Building attachable": "可附著於建築",
 "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from": "建立基地併為探險做好準備需要大量資源。你可以從",
 "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.": "建立基地併為探險做好準備，往往需要大量的資源。你可以從地圖上找到的“可採集目標”處收集資源。 ## 點選右下角的“採集”按鈕，或按下 Z 鍵便可啟用採集模式。在採集模式下，左鍵點選或拖拽以選擇想要採集的目標。 ## 如果沒有其他限制，探險隊員便會自動執行你分配的任務。 ## 如果想取消已分配的任務，點選右下角的“取消”按鈕，或按下 X 鍵便可進入取消模式。",
 "Building your base and preparing for expeditions requires a large amount of resources. You can gather resources from gatherable structures found on the map.": "建立基地併為探險做好準備，往往需要大量的資源。可以從地圖上的可採集目標處收集資源。",
 "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.": "建立基地併為探險做好準備，往往需要大量的資源。可以從地圖上的可採集目標處收集資源。 ## 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, 探險隊員 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.": "建立基地併為探險做好準備，往往需要大量的資源。可以從地圖上的可採集目標處收集資源。 ## 點選右下角的“採集”按鈕，或按下 Z 鍵便可啟用採集模式。在採集模式下，左鍵點選或拖拽想要採集的目標來指派。 ## 如果沒有特殊情況，探險隊員便會自動執行你分配的任務。 ## 如果想取消已分配的任務，點選右下角的“取消”按鈕，或按下 X 鍵便可進入取消模式。",
 "Building your save file...": "正在生成存檔檔案...",
 "Building's interaction area is blocked": "建築的互動區域被阻擋",
 "Building:": "建築：",
 "BuildingEnemy": "BuildingEnemy",
 "BuildingSpawn": "BuildingSpawn",
 "Buildings": "建築",
 "Buildings & props": "建築與物件",
 "Buildings (default trait):": "建築（預設特質）：",
 "Buildings - Dungeon Settlers Wiki": "建築 - Dungeon Settlers 維基",
 "Buildings / Props": "建築 / 擺件",
 "Buildings:": "建築：",
 "Buildings: no": "建築：否",
 "Buildings: yes": "建築：是",
 "Bulb": "球根",
 "Bulb Early Harvest": "球根提前收穫",
 "Burn": "燃燒",
 "Burn DoT:": "燃燒持續傷害：",
 "Burn engine": "燃燒引擎",
 "Burn is assumed FLAT (3/stack/s) and magic-resisted - the exact method body is not in the dump.": "燃燒按固定值計 (3/層/秒)，並受魔法抗性減免 - 確切方法體不在轉儲中。",
 "BurnImmune": "BurnImmune",
 "Burned it all and obtained bones.": "燒燬一切，獲得骨頭。",
 "Burning (magic)": "燃燒（魔法）",
 "Burning and Bleeding are flat damage over time - they ignore resistance and the tier scaling above.": "燃燒和出血為固定持續傷害 - 它們無視抗性以及上方的階梯縮放。",
 "Burning stacks applied": "施加的燃燒層數",
 "Burning stacks applied, before the target's stack ceiling.": "施加的燃燒層數，在目標層數上限之前。",
 "Burr...": "伯爾...",
 "Burrow": "地穴",
 "Burrow Monster Cooking not completed": "地穴怪物烹飪未完成",
 "Burrow.\"": "伯羅。”",
 "Burrow_Phase": "Burrow_Phase",
 "Burst sub-tree (Fireproof + Fire Battle Mage)": "爆發子樹（防火+火焰戰鬥法師）",
 "Burst sub-tree (Flame of Life, optional)": "爆發子樹（生命之焰，可選）",
 "Burst sub-tree (Ignition; Fireproof to double stacks)": "爆發子技能樹（點燃；防火以使堆疊翻倍）",
 "But": "但",
 "But...": "但是...",
 "By": "由",
 "By Management difficulty | Easy 1 | Normal 1 | Hard 2 | Very Hard 2 | Devastation 2": "按管理難度 | 簡單 1 | 普通 1 | 困難 2 | 極難 2 | 毀滅 2",
 "By Management difficulty | Easy 1 | Normal 2 | Hard 3 | Very Hard 3 | Devastation 3": "按管理難度 | 簡單 1 | 普通 2 | 困難 3 | 極難 3 | 毀滅 3",
 "By Management difficulty | Easy 1 | Normal 3 | Hard 4 | Very Hard 4 | Devastation 4": "按管理難度 | 簡單 1 | 普通 3 | 困難 4 | 極難 4 | 毀滅 4",
 "By Management difficulty | Easy 10 | Normal 20 | Hard 30 | Very Hard 30 | Devastation 30": "按管理難度 | 簡單 10 | 普通 20 | 困難 30 | 極難 30 | 毀滅 30",
 "By Management difficulty | Easy 1122 | Normal 2211 | Hard 3300 | Very Hard 3300 | Devastation 3300": "按管理難度 | 簡單 1122 | 普通 2211 | 困難 3300 | 極難 3300 | 毀滅 3300",
 "By Management difficulty | Easy 136 | Normal 268 | Hard 400 | Very Hard 400 | Devastation 400": "按管理難度 | 簡單 136 | 普通 268 | 困難 400 | 極難 400 | 毀滅 400",
 "By Management difficulty | Easy 1360 | Normal 2680 | Hard 4000 | Very Hard 4000 | Devastation 4000": "按管理難度 | 簡單 1360 | 普通 2680 | 困難 4000 | 極難 4000 | 毀滅 4000",
 "By Management difficulty | Easy 2 | Normal 3 | Hard 5 | Very Hard 5 | Devastation 5": "按管理難度 | 簡單 2 | 普通 3 | 困難 5 | 極難 5 | 毀滅 5",
 "By Management difficulty | Easy 2 | Normal 4 | Hard 6 | Very Hard 6 | Devastation 6": "按管理難度 | 簡單 2 | 普通 4 | 困難 6 | 極難 6 | 毀滅 6",
 "By Management difficulty | Easy 20 | Normal 40 | Hard 60 | Very Hard 60 | Devastation 60": "按管理難度 | 簡單 20 | 普通 40 | 困難 60 | 極難 60 | 毀滅 60",
 "By Management difficulty | Easy 3 | Normal 5 | Hard 8 | Very Hard 8 | Devastation 8": "按管理難度 | 簡單 3 | 普通 5 | 困難 8 | 極難 8 | 毀滅 8",
 "By Management difficulty | Easy 3 | Normal 7 | Hard 10 | Very Hard 10 | Devastation 10": "按管理難度 | 簡單 3 | 普通 7 | 困難 10 | 極難 10 | 毀滅 10",
 "By Management difficulty | Easy 34 | Normal 67 | Hard 100 | Very Hard 100 | Devastation 100": "按管理難度 | 簡單 34 | 普通 67 | 困難 100 | 極難 100 | 毀滅 100",
 "By Management difficulty | Easy 340 | Normal 670 | Hard 1000 | Very Hard 1000 | Devastation 1000": "按管理難度 | 簡單 340 | 普通 670 | 困難 1000 | 極難 1000 | 毀滅 1000",
 "By Management difficulty | Easy 4 | Normal 8 | Hard 12 | Very Hard 12 | Devastation 12": "按管理難度 | 簡單 4 | 普通 8 | 困難 12 | 極難 12 | 毀滅 12",
 "By Management difficulty | Easy 5 | Normal 11 | Hard 16 | Very Hard 16 | Devastation 16": "按管理難度 | 簡單 5 | 普通 11 | 困難 16 | 極難 16 | 毀滅 16",
 "By Management difficulty | Easy 5 | Normal 9 | Hard 14 | Very Hard 14 | Devastation 14": "按管理難度 | 簡單 5 | 普通 9 | 困難 14 | 極難 14 | 毀滅 14",
 "By Management difficulty | Easy 7 | Normal 13 | Hard 20 | Very Hard 20 | Devastation 20": "按管理難度 | 簡單 7 | 普通 13 | 困難 20 | 極難 20 | 毀滅 20",
 "By Management difficulty | Easy 8 | Normal 16 | Hard 24 | Very Hard 24 | Devastation 24": "按管理難度 | 簡單 8 | 普通 16 | 困難 24 | 極難 24 | 毀滅 24",
 "By Management difficulty | Easy 850 | Normal 1675 | Hard 2500 | Very Hard 2500 | Devastation 2500": "按管理難度 | 簡單 850 | 普通 1675 | 困難 2500 | 極難 2500 | 毀滅 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 無盡的問題，{0} sought to probe the world, doubting 他人視為理所當然的事物，並 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.": "點選“確認”，表明您同意服務條款和隱私政策後，便可繼續遊戲。",
 "By default, {0} is consumed every tick when mana is insufficient": "預設在法力不足時每跳消耗 {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": "間隔",
 "Calculation order matters.": "計算順序很重要。",
 "Calculators": "計算器",
 "Calculators - Dungeon Settlers Wiki": "計算器 - Dungeon Settlers 維基",
 "Calm": "冷靜",
 "Calm Leadership": "冷靜領導",
 "Camera": "鏡頭",
 "Camera movement input, 10 or more times": "攝像機移動輸入，10 次或更多",
 "Camera wheel input, 2 or more times": "攝像機滾輪輸入，2 次或以上",
 "CameraMaxZoomSize": "CameraMaxZoomSize",
 "CameraMinZoomSize": "CameraMinZoomSize",
 "CameraMoveSpeed": "CameraMoveSpeed",
 "CameraZoomIn": "鏡頭拉近",
 "CameraZoomInOutSpeed": "CameraZoomInOutSpeed",
 "CameraZoomOut": "鏡頭拉遠",
 "Camp Fire Remnant": "篝火遺蹟",
 "Camp Fire Remnant - Dungeon Settlers Wiki": "篝火遺蹟 - Dungeon Settlers 維基",
 "Campaign": "戰役",
 "Campaign Credit Roll Revision": "戰役演職員表修訂",
 "Campaign floor": "戰役層",
 "Campaign options": "戰役選項",
 "Campaign start time": "戰役開始時間",
 "Campaign starting setups per scenario × difficulty: units, items, map buildings.": "按場景 × 難度劃分的戰役初始配置：單位、物品、地圖建築。",
 "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.": "可用於獲得主動技能。可透過升級獲得。",
 "Can be used to acquire passive skills. Can be obtained through 升级.": "可用於獲得被動技能。透過升級獲得。",
 "Can be used to build walls": "可用於建造牆壁。",
 "Can repeat": "可重複",
 "Can target over walls": "可越過牆壁選定目標",
 "Can't": "不能",
 "Candidate levels": "候選人等級",
 "Candidate price": "候選人價格",
 "Candidate refresh": "候選人重新整理",
 "Candidate refreshes": "候選人重新整理",
 "Candidate talent sum": "候選人天賦合計",
 "CandidateRefreshInterval": "CandidateRefreshInterval",
 "Candidates": "候選人",
 "Candidates already carrying": "已經帶有",
 "Candidates per refresh": "每次重新整理候選人",
 "Candidates you did not hire are replaced; hire before the timer runs out if you want one of them.": "未僱傭的候選人會被替換；若想要其中某人，請在計時器結束前僱傭。",
 "Cannot": "無法",
 "Cannot be worn with a spear, a bow or any staff": "不能與矛、弓或任何法杖同時佩戴",
 "Cannot complete the trade. The target inventory": "無法完成交易。目標物品欄",
 "Cannot complete the trade. The target inventory does not have enough space.": "無法完成交易。目標物品欄 does not have enough space.",
 "Cannot dismiss expedition members who are currently working.": "Cannot dismiss expedition 正在工作的成員。",
 "Cannot recruit units.": "無法招募單位。",
 "Cannot stack": "不可疊加",
 "Cannot stack (single instance)": "不可疊加（單例項）",
 "Cap": "上限",
 "Cap reached": "已達上限",
 "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 探險隊員 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": "處決",
 "Capital Punishment (execute)": "處決（立即擊殺）",
 "Capital Punishment calculator": "處決計算器",
 "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.": "處決會立即殺死合計 HP 處於 20% 及以下的非首領敵人。它在任意一次傷害上觸發，因此只要目標足夠低，即使零碎傷害也會觸發。",
 "Capital Punishment, Inscription of Perfection, Inscription of the Storm": "處決、完美銘文、風暴銘文",
 "Capped Effects": "上限效果",
 "Capped Effects & Bonuses": "上限效果與加成",
 "Capped Effects & Bonuses - Dungeon Settlers Wiki": "上限效果與加成 - Dungeon Settlers 維基",
 "Capped at {#} stacks (you entered {#}).": "上限為 {#} 層（你輸入了 {#}）。",
 "Captain": "隊長",
 "Captain!\"": "船長！\"",
 "Captain's": "隊長的",
 "Captain,": "隊長，",
 "Carapace": "甲殼",
 "Carapace (M.Atk {#})": "甲殼 (魔攻 {#})",
 "Carapace (P.Atk {#})": "甲殼 (物攻 {#})",
 "Carapace Processing": "甲殼加工",
 "Carapace Processing 1": "甲殼加工 1",
 "Carapace Processing 2": "甲殼加工 2",
 "Carapace Processing III": "甲殼加工 III",
 "Card": "卡牌",
 "Cargo Bundle1 Remnant": "貨物堆1遺蹟",
 "Cargo Bundle1 Remnant - Dungeon Settlers Wiki": "貨物堆1遺蹟 - Dungeon Settlers 維基",
 "Cargo Bundle2 Remnant": "貨物堆2遺蹟",
 "Cargo Bundle2 Remnant - Dungeon Settlers Wiki": "貨物堆2遺蹟 - Dungeon Settlers 維基",
 "Carnivore by nature.": "生來食肉。",
 "Carnivore by nature. [Plant Rage] is a mood penalty Lizardmen take from eating vegetables, though they ignore the penalty for a meat-only diet.": "生來食肉。[Plant Rage] 是蜥蜴人吃蔬菜時受到的心情懲罰，但純肉飲食可忽略該懲罰。",
 "Carried weight": "攜帶負重",
 "Carrier": "搬運工",
 "Carrying": "正在攜帶",
 "Cast by": "施放者",
 "Casting": "鑄造",
 "Cat: Decoration (30)": "分類：裝飾 (30)",
 "Cat: Farming (2)": "分類：農業 (2)",
 "Cat: Furniture (23)": "分類：傢俱 (23)",
 "Cat: Housing (20)": "分類：住宅 (20)",
 "Cat: None (446)": "分類：無 (446)",
 "Cat: Recreation (3)": "分類：娛樂 (3)",
 "Cat: Special (7)": "分類：特殊 (7)",
 "Cat: Storage (13)": "分類：倉庫 (13)",
 "Cat: Workbench (15)": "分類：工作臺 (15)",
 "Categories": "分類",
 "Categories:": "分類：",
 "Category": "分類",
 "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 探險隊員 are located outside the portal area! 確定要前往下一層嗎？",
 "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 探險隊員 are outside the portal area! 確定要前往下一 to the next floor?",
 "Cave": "洞穴",
 "Cavern Godness Ancient Wall": "洞穴女神古代牆",
 "Cavern Godness Ancient Wall - Dungeon Settlers Wiki": "洞穴女神古代牆 - Dungeon Settlers 維基",
 "Cavern Godness Ancient Wall2": "洞穴女神古代牆2",
 "Cavern Godness Ancient Wall2 - Dungeon Settlers Wiki": "洞穴女神古代牆2 - Dungeon Settlers 維基",
 "Cavern Godness Ancient Wall3": "洞穴女神古代牆3",
 "Cavern Godness Ancient Wall3 - Dungeon Settlers Wiki": "洞穴女神古代牆3 - Dungeon Settlers 維基",
 "Cavern Godness Ancient Wall4": "洞穴女神古代牆4",
 "Cavern Godness Ancient Wall4 - Dungeon Settlers Wiki": "洞穴女神古代牆4 - Dungeon Settlers 維基",
 "Cavern Godness Ancient Wall5": "洞穴女神古代牆5",
 "Cavern Godness Ancient Wall5 - Dungeon Settlers Wiki": "洞穴女神古代牆5 - Dungeon Settlers 維基",
 "Cavern Godness Ancient Wall6": "洞穴女神古代牆6",
 "Cavern Godness Ancient Wall6 - Dungeon Settlers Wiki": "洞穴女神古代牆6 - Dungeon Settlers 維基",
 "Cavern Godness Pillar": "洞穴女神柱",
 "Cavern Godness Pillar - Dungeon Settlers Wiki": "洞穴女神柱 - Dungeon Settlers 維基",
 "Cavern Godness Pillar2": "洞穴女神柱2",
 "Cavern Godness Pillar2 - Dungeon Settlers Wiki": "洞穴女神柱2 - Dungeon Settlers 維基",
 "Cavern_LittleFlesh": "Cavern_LittleFlesh",
 "Cavern_Mine": "Cavern_Mine",
 "Cavern_Phase": "Cavern_Phase",
 "Cavern_Poison": "Cavern_Poison",
 "Cavern_Standard": "Cavern_Standard",
 "Central": "中央",
 "Chain": "鍊甲",
 "Chain Grap": "鐵索抓取",
 "Chain Grap 2": "鐵索抓取 2",
 "Chain Knigh tSentinel Soul Stone": "鍊甲騎士哨兵靈魂石",
 "Chain Knight": "鍊甲騎士",
 "Chain Knight Sentinel": "鍊甲騎士哨兵",
 "Chain Knight Sentinel Fixed": "鍊甲騎士哨兵 固定",
 "Chain Knight Sentinel Random": "鍊甲騎士哨兵 隨機",
 "Chain Slash + Flow Seeker + Blade Spirit": "連環斬 + 尋流者 + 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.": "連環斬對單個目標進行四次攻擊，每次造成100%物理攻擊力傷害，消耗3點能量（12秒冷卻）。它本身是一個單體近戰技能，因此會觸發尋流者的“暴露弱點”，使其所有四次攻擊都必定暴擊。刀刃之魂每次暴擊返還1點能量 = 消耗3點能量返還4點能量。因此，連環斬是能量正收益的：它能為自身和其他技能提供能量，每次都能造成1.5倍的暴擊傷害，並透過“暴露弱點”重新武裝格擋屏障。這是典型的近戰能量引擎。",
 "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.": "連環斬的四次攻擊在“暴露弱點”下都會暴擊，因此刀刃之魂會返還4點能量，而其消耗為3點能量--這是一個你可以無限使用的淨收益攻擊。",
 "ChainKnight": "ChainKnight",
 "ChainKnight returns stronger. Need to set up via stat variation, not just combination.": "ChainKnight 以更強姿態迴歸。需要透過屬性變化來應對，不能只靠組合。",
 "ChainKnight returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers Wiki": "ChainKnight 以更強姿態迴歸。需要透過屬性變化來應對，不能只靠組合。 - Dungeon Settlers 維基",
 "ChainKnight returns stronger. Need to set up via stat variation, not just combination. map": "ChainKnight 以更強姿態迴歸。需要透過屬性變化來應對，不能只靠組合。地圖",
 "Challenger": "挑戰者",
 "Challenger Gloth Random": "格洛斯挑戰者 隨機",
 "Challenger Glott4 + Female Glott1 + Mud Slogel2 = 48": "挑戰者格洛特4 + 女性格洛特1 + 泥濘史洛格爾2 = 48",
 "ChallengerGloth": "挑戰者格洛斯",
 "Chamber": "室",
 "Chance": "機率",
 "Chance per floor": "每層機率",
 "Chance per slot": "每槽機率",
 "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.": "該層至少擲出一間該型別房間的機率。若某層可容納多間，將滑鼠懸停在單元格上可檢視平均數量。對層列排序可檢視該層最可能出現的內容。",
 "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": "該節點出現在該層的機率（其房間被擲出且該節點填入槽位）。點選節點檢視產出，或參見",
 "Chance the room is on the floor": "該房間出現在該層的機率",
 "Chance the specific template appears on this floor: p = weight / type total, then averaged over layouts as 1 - (1 - p)^(rooms of that type).": "該模板出現在這一層的機率：p = 權重 / 型別合計，再按佈局平均為 1 - (1 - p)^(該型別房間數)。",
 "Chance while a report is pending": "報告待處理時的機率",
 "Change Phase": "切換階段",
 "Change Phase 2": "切換階段 2",
 "Change something on this settler so they save and join a team. Then Team Stats can build the file.": "改動一下這個開拓者，他們才會儲存並加入隊伍。然後隊伍資料才能生成檔案。",
 "ChangeDeltaThreshold": "ChangeDeltaThreshold",
 "ChangeEquipCoolDown": "ChangeEquipCoolDown",
 "Changelog": "更新日誌",
 "Changelog - Dungeon Settlers Wiki": "更新日誌 - Dungeon Settlers 維基",
 "Changes": "變更",
 "Changes the basic attack for {0} seconds to deal {2} instances of {1}% of": "在 {0} 秒內將普通攻擊改為造成 {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} 秒內將普通攻擊改為造成 {2} 次 {1}% 的 物理攻擊力 作為對目標的物理傷害。",
 "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} 秒內將普通攻擊改為造成 {2} 次 {1}% 的 物理攻擊力 作為對目標的物理傷害。 While this skill is active, each basic attack consumes {2} arrows.",
 "Character": "角色",
 "Character & Team Builder": "角色與團隊構築器",
 "Character & Team Builder - Dungeon Settlers Wiki": "Character & Team Builder - Dungeon Settlers 維基",
 "Character Builder": "角色構築器",
 "Character background/individual traits.": "角色出身/個體特質。",
 "Character backgrounds & individual traits": "角色出身與個體特質",
 "Character name": "角色名稱",
 "Charge": "衝鋒",
 "Charge End": "衝鋒結束",
 "Charge Start": "衝鋒開始",
 "ChattedDurationMin": "ChattedDurationMin",
 "Check": "檢查",
 "CheckIntervalSec": "CheckIntervalSec",
 "Chest": "寶箱",
 "Chests & containers": "寶箱與容器",
 "Chief": "酋長",
 "Chief!": "頭兒！",
 "Chief.\"": "指揮官。\"",
 "Chief?\"": "隊長？”",
 "Choice": "選擇",
 "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": "選擇 E1000",
 "Choice F0100": "選擇 F0100",
 "Choice F13000": "選擇 F13000",
 "Choice F14000": "選擇 F14000",
 "Choice F14001": "選擇 F14001",
 "Choice F14100": "選擇 F14100",
 "Choice F14110": "選擇 F14110",
 "Choice F15000": "選擇 F15000",
 "Choice F15001": "選擇 F15001",
 "Choice F15100": "選擇 F15100",
 "Choice F15101": "選擇 F15101",
 "Choice F15110": "選擇 F15110",
 "Choice F25000": "選擇 F25000",
 "Choice F26000": "選擇 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": "選擇 F43000",
 "Choice F44000": "選擇 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": "選擇 F7000",
 "Choice F9111": "Choice F9111",
 "Choice N10000": "Choice N10000",
 "Choice N11000": "選擇 N11000",
 "Choice N12000": "Choice N12000",
 "Choice N12001": "Choice N12001",
 "Choice N12002": "Choice N12002",
 "Choice N12100": "選擇 N12100",
 "Choice N12110": "Choice N12110",
 "Choice N13000": "Choice N13000",
 "Choice N14001": "Choice N14001",
 "Choice N14110": "選擇 N14110",
 "Choice N14111": "Choice N14111",
 "Choice N14112": "Choice N14112",
 "Choice N14200": "Choice N14200",
 "Choice N14210": "Choice N14210",
 "Choice N16000": "選擇 N16000",
 "Choice N16001": "Choice N16001",
 "Choice N16002": "Choice N16002",
 "Choice N16100": "選擇 N16100",
 "Choice N16110": "Choice N16110",
 "Choice N17000": "選擇 N17000",
 "Choice N17100": "選擇 N17100",
 "Choice N18000": "選擇 N18000",
 "Choice N18100": "選擇 N18100",
 "Choice N2000": "Choice N2000",
 "Choice N2001": "Choice N2001",
 "Choice N2002": "Choice N2002",
 "Choice N2100": "選擇 N2100",
 "Choice N21000": "Choice N21000",
 "Choice N2110": "Choice N2110",
 "Choice N22000": "Choice N22000",
 "Choice N24001": "選擇 N24001",
 "Choice N25000": "選擇 N25000",
 "Choice N26000": "選擇 N26000",
 "Choice N26001": "選擇 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": "選擇 N3100",
 "Choice N4000": "Choice N4000",
 "Choice N4001": "Choice N4001",
 "Choice N5000": "Choice N5000",
 "Choice N5001": "Choice N5001",
 "Choice N6000": "選擇 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": "選擇 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": "選擇 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": "選擇 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": "選擇 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": "選擇 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": "選擇 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": "選擇 T15000",
 "Choice T16000": "選擇 T16000",
 "Choice T3000": "選擇 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": "選擇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": "選擇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": "每次升級的選項",
 "Choose a Dungeon Settlers save file": "選擇一個 Dungeon Settlers 存檔檔案",
 "Choose management difficulty separately": "單獨選擇管理難度",
 "Choose your save file first.": "請先選擇你的存檔檔案。",
 "Chosen - click to remove.": "已選擇 - 點選移除。",
 "Circle r5": "圓形 r5",
 "Circle, radius 3": "圓形，半徑 3",
 "Circle, radius 5": "圓形，半徑 5",
 "City": "城市",
 "Claim": "領取",
 "Claim Reward": "領取獎勵",
 "Clan Ranks": "探險等級",
 "Clan decisions/policies with effects.": "帶效果的團隊決議/政策。",
 "Clan gold": "團隊金幣",
 "Clan gold +100": "團隊金幣 +100",
 "Clan gold +1000": "團隊金幣 +1000",
 "Clan gold +200": "團隊金幣 +200",
 "Clan gold +300": "團隊金幣 +300",
 "Clan gold +500": "團隊金幣 +500",
 "Clan gold +777": "團隊金幣 +777",
 "Clan gold +800": "團隊金幣 +800",
 "Clan gold -200": "團隊金幣 -200",
 "Clan gold is 200 or higher": "團隊金幣為 200 或更高",
 "Clan gold is {#} or higher": "團隊金幣為 {#} 或更高",
 "Clan gold {#}": "團隊金幣 {#}",
 "Clan name,": "團隊名稱，",
 "Clan rank": "探險等級",
 "Clan ranks": "探險等級",
 "Clan ranks: rank-up CP, population, recruit level & race weights.": "探險等級：升級貢獻點、人口、招募等級與種族權重。",
 "ClanRank": "ClanRank",
 "Class": "型別",
 "Clear": "清澈",
 "Clear condition": "通關條件",
 "Clear filters": "清除篩選",
 "Clear overrides / back to computed": "清除覆蓋 / 回到計算值",
 "Clear target": "清除目標",
 "Clear {#}": "通關 {#}",
 "ClearDungeon1": "ClearDungeon1",
 "ClearDungeon2": "ClearDungeon2",
 "Clearing Rooms/map grids to {} causes an infinite load": "把 Rooms/地圖網格清成 {} 會導致無限載入",
 "Clearing a region": "通關區域",
 "Clearly,": "顯然，",
 "Clears a map marker": "清除地圖示記",
 "Click Team Stats. That's the squad and the save file.": "點選隊伍資料。那裡是小隊和存檔檔案。",
 "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.": "點選亮起的節點來花費點數。主技能點用在武器技能樹上，輔技能點用在其它樹上。灰色節點在點亮前置節點前保持已鎖定。能花的就花。",
 "Click to add": "點選新增",
 "Click to enlarge": "點選放大",
 "Click to view.": "點選檢視。",
 "Click to view. Right-click to dismiss.": "點選檢視。右鍵關閉。",
 "Cliff": "懸崖",
 "Cliffside": "懸崖邊",
 "Clip kinds": "片段種類",
 "Clips": "片段",
 "Close": "關閉",
 "Close the discovery journal": "關閉發現日誌",
 "Close the game first.": "請先關閉遊戲。",
 "Club": "棍棒",
 "Code truth": "程式碼真相",
 "Codex": "典籍",
 "Codex - Dungeon Settlers Wiki": "典籍 - Dungeon Settlers 維基",
 "Codex Event": "典籍事件",
 "Codex Level1 Remnant": "寶典等級1遺蹟",
 "Codex Level1 Remnant - Dungeon Settlers Wiki": "寶典等級1遺蹟 - Dungeon Settlers 維基",
 "Codex Level2 Remnant": "寶典等級2遺蹟",
 "Codex Level2 Remnant - Dungeon Settlers Wiki": "寶典等級2遺蹟 - Dungeon Settlers 維基",
 "Codex icon": "典籍 圖示",
 "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat": "主屬性轉換為最終屬性的比率的係數值",
 "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Nature": "主屬性轉換為最終屬性的比率的係數值 注意：需要改為自然",
 "Coefficient value for the ratio at which a Primary Stat converts into a Final Stat NOTE: Needs to be changed to Water": "主屬性轉換為最終屬性的比率的係數值 注意：需要改為水",
 "Collect Hell Leeches": "收集地獄水蛭",
 "Collect Hell Leeches - Interact with Xenon": "收集地獄水蛭 - 與科賽農互動",
 "Collection": "收藏",
 "Columns": "列",
 "Columns - hide or move them": "列：隱藏或移動",
 "Combat Change Equip Cool Down": "戰鬥更換裝備冷卻",
 "Combat Difficulty: {3}": "戰鬥難度：{3}",
 "Combat Estimates": "戰鬥預估",
 "Combat Formulas": "戰鬥公式",
 "Combat Formulas - Dungeon Settlers Wiki": "戰鬥公式 - Dungeon Settlers 維基",
 "Combat Start": "戰鬥開始",
 "Combat awareness state (spotted / unaware / surprised)": "戰鬥意識狀態（已發現 / 未察覺 / 遭突襲）",
 "Combat axis": "戰鬥軸",
 "Combat balance": "戰鬥平衡",
 "Combat buffs": "戰鬥增益",
 "Combat conditions": "戰鬥條件",
 "Combat constants": "戰鬥常量",
 "Combat difficulty": "戰鬥難度",
 "Combat difficulty (whole roster)": "戰鬥難度（整份陣容）",
 "Combat difficulty for your whole roster": "整份陣容的戰鬥難度",
 "Combat difficulty is applied to every monster as a hidden affecter (": "戰鬥難度作為隱藏的效果施加者施加到每個怪物（",
 "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.": "戰鬥難度從不會給掉落表乘以倍率；它只間接改變掉落，因為在較簡單的設定下重新整理更快，帶採集加成的環境效果也更多，所以隨時間推移總掉落更多。",
 "Combat guide": "戰鬥指南",
 "Combat is how hard enemies hit. Management is food, mood, and research. Leave the separate switch off unless you want those on another tier.": "戰鬥是敵人打得多疼。管理是食物、心情和研究。除非想把這兩項設成不同檔，否則別開啟分開的開關。",
 "Combat pattern": "戰鬥模式",
 "Combat start.": "戰鬥開始。",
 "Combat stats": "戰鬥數值",
 "Combat status system: applied while the triggering condition holds": "戰鬥狀態系統：在觸發條件持續期間生效",
 "Combat: Elements & Weapons": "戰鬥：元素與武器",
 "Combat: Elements & Weapons - Dungeon Settlers Wiki": "戰鬥：元素與武器 - Dungeon Settlers 維基",
 "Combat: applied when taking damage": "戰鬥：受到傷害時施加",
 "Combat: elements & weapons": "戰鬥：元素與武器",
 "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.": "看起來像協同作用但實際上不是的組合，一旦你檢查資料就會發現--保留在這裡，以免它們被再次提出。",
 "Comfort": "舒適",
 "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 所有泡泡靈立即衝向指定地格，造成施法者 {0}% 的 魔法攻擊力 as magic damage and bursting immediately.",
 "Commander": "指揮官",
 "Commander!": "指揮官！",
 "Commander!\"": "指揮官！\"",
 "Commander's": "指揮官的",
 "Commander,": "指揮官，",
 "Commander?\"": "指揮官？”",
 "Commanders": "指揮官",
 "Commands": "指令",
 "Common 4.75%, Uncommon 0.548%, Rare 0.0455%, Legendary 0.100%": "普通 4.75%，優秀 0.548%，稀有 0.0455%，傳說 0.100%",
 "Common 80.7%, Uncommon 17.0%, Rare 2.00%, Legendary 0.300%": "普通 80.7%，優秀 17.0%，稀有 2.00%，傳說 0.300%",
 "Common 807, Uncommon 170, Rare 20, Legendary 3 (out of 1000)": "普通 807，優秀 170，稀有 20，傳說 3（共 1000）",
 "Common Event": "普通事件",
 "Common Event - Dungeon Settlers Wiki": "普通事件 - Dungeon Settlers 維基",
 "Common Event Abandoned Campsite": "普通事件 廢棄營地",
 "Common Event Abandoned Campsite - Dungeon Settlers Wiki": "普通事件 廢棄營地 - Dungeon Settlers 維基",
 "Common Event Abandoned Campsite map": "普通事件 廢棄營地地圖",
 "Common Event Abandoned Room 1": "普通事件 廢棄房間 1",
 "Common Event Abandoned Room 1 - Dungeon Settlers Wiki": "普通事件 廢棄房間 1 - Dungeon Settlers 維基",
 "Common Event Abandoned Room 1 map": "普通事件 廢棄房間 1 地圖",
 "Common Event Abandoned Room 2": "普通事件 廢棄房間 2",
 "Common Event Abandoned Room 2 - Dungeon Settlers Wiki": "普通事件 廢棄房間 2 - Dungeon Settlers 維基",
 "Common Event Abandoned Room 2 map": "普通事件 廢棄房間 2 地圖",
 "Common Event Ancient Library": "普通事件 古代圖書館",
 "Common Event Ancient Library - Dungeon Settlers Wiki": "普通事件 古代圖書館 - Dungeon Settlers 維基",
 "Common Event Ancient Library map": "普通事件 古代圖書館 地圖",
 "Common Event Blood Tree Room": "普通事件 血樹房間",
 "Common Event Blood Tree Room - Dungeon Settlers Wiki": "普通事件 血樹房間 - Dungeon Settlers 維基",
 "Common Event Blood Tree Room map": "普通事件 血樹房間地圖",
 "Common Event Codex Room Stage 1": "普通事件 寶典房間 階段 1",
 "Common Event Codex Room Stage 1 - Dungeon Settlers Wiki": "普通事件 寶典房間 階段 1 - Dungeon Settlers 維基",
 "Common Event Codex Room Stage 1 map": "普通事件 寶典房間 階段 1 地圖",
 "Common Event Codex Room Stage 2": "普通事件典籍房間階段 2",
 "Common Event Codex Room Stage 2 - Dungeon Settlers Wiki": "普通事件典籍房間階段 2 - Dungeon Settlers 維基",
 "Common Event Codex Room Stage 2 map": "普通事件典籍房間階段 2 地圖",
 "Common Event Devrik Worship Site": "普通事件 德弗裡克崇拜之地",
 "Common Event Devrik Worship Site - Dungeon Settlers Wiki": "普通事件 德弗裡克崇拜之地 - Dungeon Settlers 維基",
 "Common Event Devrik Worship Site map": "普通事件 德弗裡克崇拜之地地圖",
 "Common Event Discarded Magic Device": "普通事件 廢棄魔力裝置",
 "Common Event Discarded Magic Device - Dungeon Settlers Wiki": "普通事件 廢棄魔力裝置 - Dungeon Settlers 維基",
 "Common Event Discarded Magic Device map": "普通事件 廢棄魔力裝置地圖",
 "Common Event Discarded Specimen": "普通事件 廢棄樣本",
 "Common Event Discarded Specimen - Dungeon Settlers Wiki": "普通事件 廢棄樣本 - Dungeon Settlers 維基",
 "Common Event Discarded Specimen map": "普通事件 廢棄樣本地圖",
 "Common Event Flower": "普通事件 花",
 "Common Event Flower - Dungeon Settlers Wiki": "普通事件 花 - Dungeon Settlers 維基",
 "Common Event Flower map": "普通事件 花地圖",
 "Common Event Goblin Settlement Stage 1": "普通事件 哥布林聚落 第 1 階段",
 "Common Event Goblin Settlement Stage 1 - Dungeon Settlers Wiki": "普通事件 哥布林聚落 第 1 階段 - Dungeon Settlers 維基",
 "Common Event Goblin Settlement Stage 1 map": "普通事件 哥布林聚落 第 1 階段地圖",
 "Common Event Goblin Settlement Stage 2": "普通事件 哥布林聚落 第 2 階段",
 "Common Event Goblin Settlement Stage 2 - Dungeon Settlers Wiki": "普通事件 哥布林聚落 第 2 階段 - Dungeon Settlers 維基",
 "Common Event Goblin Settlement Stage 2 map": "普通事件 哥布林聚落 第 2 階段地圖",
 "Common Event Hub": "普通事件樞紐",
 "Common Event Hub - Dungeon Settlers Wiki": "普通事件樞紐 - Dungeon Settlers 維基",
 "Common Event Hub map": "普通事件樞紐地圖",
 "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 維基",
 "Common Event Junk Trash Pile 1 map": "普通事件 垃圾堆 1 地圖",
 "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 維基",
 "Common Event Junk Trash Pile 2 map": "普通事件 垃圾堆 2 地圖",
 "Common Event Lab Rat Breeding Pen": "普通事件實驗鼠繁殖欄",
 "Common Event Lab Rat Breeding Pen - Dungeon Settlers Wiki": "普通事件實驗鼠繁殖欄 - Dungeon Settlers 維基",
 "Common Event Lab Rat Breeding Pen map": "普通事件實驗鼠繁殖欄地圖",
 "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 維基",
 "Common Event Mandrake map": "普通事件曼德拉草地圖",
 "Common Event Meat Worm Room 1": "普通事件肉蛆房間 1",
 "Common Event Meat Worm Room 1 - Dungeon Settlers Wiki": "普通事件肉蛆房間 1 - Dungeon Settlers 維基",
 "Common Event Meat Worm Room 1 map": "普通事件肉蛆房間 1 地圖",
 "Common Event Meat Worm Room 2": "普通事件肉蛆房間 2",
 "Common Event Meat Worm Room 2 - Dungeon Settlers Wiki": "普通事件肉蛆房間 2 - Dungeon Settlers 維基",
 "Common Event Meat Worm Room 2 map": "普通事件肉蛆房間 2 地圖",
 "Common Event Odd Gap": "普通事件 古怪間隙",
 "Common Event Odd Gap - Dungeon Settlers Wiki": "普通事件 古怪間隙 - Dungeon Settlers 維基",
 "Common Event Odd Gap map": "普通事件 古怪間隙地圖",
 "Common Event Temporary Shelter": "普通事件 臨時庇護所",
 "Common Event Temporary Shelter - Dungeon Settlers Wiki": "普通事件 臨時庇護所 - Dungeon Settlers 維基",
 "Common Event Temporary Shelter map": "普通事件 臨時庇護所地圖",
 "Common Event Tree of Life": "普通事件 生命之樹",
 "Common Event Tree of Life - Dungeon Settlers Wiki": "普通事件 生命之樹 - Dungeon Settlers 維基",
 "Common Event Tree of Life map": "普通事件 生命之樹地圖",
 "Common Event map": "普通事件地圖",
 "Common Event: Abandoned Graveyard": "普通事件：廢棄墓地",
 "Common Event: Abandoned Graveyard - Dungeon Settlers Wiki": "普通事件：廢棄墓地 - Dungeon Settlers 維基",
 "Common Event: Abandoned Graveyard map": "普通事件：廢棄墓地地圖",
 "Common Horizontal Corridor": "普通橫向走廊",
 "Common Horizontal Corridor (Dead End)": "普通橫向走廊（盡頭）",
 "Common Horizontal Corridor (Dead End) - Dungeon Settlers Wiki": "普通橫向走廊（盡頭） - Dungeon Settlers 維基",
 "Common Horizontal Corridor (Dead End) map": "普通橫向走廊（盡頭）地圖",
 "Common Horizontal Corridor - Dungeon Settlers Wiki": "普通橫向走廊 - Dungeon Settlers 維基",
 "Common Horizontal Corridor 1": "普通橫向走廊 1",
 "Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "普通橫向走廊 1 - Dungeon Settlers Wiki",
 "Common Horizontal Corridor 1 map": "普通橫向走廊 1 地圖",
 "Common Horizontal Corridor 2": "普通橫向走廊 2",
 "Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "普通橫向走廊 2 - Dungeon Settlers 維基",
 "Common Horizontal Corridor 2 map": "普通橫向走廊 2 地圖",
 "Common Horizontal Corridor 3": "普通橫向走廊 3",
 "Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "普通橫向走廊 3 - Dungeon Settlers 維基",
 "Common Horizontal Corridor 3 map": "普通橫向走廊 3 地圖",
 "Common Horizontal Corridor map": "普通橫向走廊 地圖",
 "Common Magic Trash Pile": "普通魔法廢料堆",
 "Common Magic Trash Pile - Dungeon Settlers Wiki": "普通魔法廢料堆 - Dungeon Settlers 維基",
 "Common Magic Trash Pile map": "普通魔法廢料堆地圖",
 "Common Mood": "普通心情",
 "Common Portal": "普通傳送門",
 "Common Portal - Dungeon Settlers Wiki": "普通傳送門 - Dungeon Settlers 維基",
 "Common Portal map": "普通傳送門地圖",
 "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": "普通開始",
 "Common Start - Dungeon Settlers Wiki": "普通開始 - Dungeon Settlers 維基",
 "Common Start map": "普通起始地圖",
 "Common Vertical Corridor": "普通縱向走廊",
 "Common Vertical Corridor - Dungeon Settlers Wiki": "普通縱向走廊 - Dungeon Settlers 維基",
 "Common Vertical Corridor 1": "普通縱向走廊 1",
 "Common Vertical Corridor 1 - Dungeon Settlers Wiki": "普通縱向走廊 1 - Dungeon Settlers Wiki",
 "Common Vertical Corridor 1 map": "普通縱向走廊 1 地圖",
 "Common Vertical Corridor 2": "普通縱向走廊 2",
 "Common Vertical Corridor 2 - Dungeon Settlers Wiki": "普通縱向走廊 2 - Dungeon Settlers 維基",
 "Common Vertical Corridor 2 map": "普通縱向走廊 2 地圖",
 "Common Vertical Corridor 3": "普通縱向走廊 3",
 "Common Vertical Corridor 3 - Dungeon Settlers Wiki": "普通縱向走廊 3 - Dungeon Settlers 維基",
 "Common Vertical Corridor 3 map": "普通縱向走廊 3 地圖",
 "Common Vertical Corridor map": "普通縱向走廊地圖",
 "Common horizontal corridor 1_ 7 spaces": "普通橫向走廊 1_ 7 格",
 "Common horizontal corridor 1_ 7 spaces - Dungeon Settlers Wiki": "普通橫向走廊 1_ 7 格 - Dungeon Settlers 維基",
 "Common horizontal corridor 1_ 7 spaces map": "普通橫向走廊 1_ 7 格地圖",
 "Common horizontal corridor 2 / for boss_11 spaces": "普通橫向走廊 2 / 用於 boss_11 格",
 "Common horizontal corridor 2 / for boss_11 spaces - Dungeon Settlers Wiki": "普通橫向走廊 2 / 用於 boss_11 格 - Dungeon Settlers 維基",
 "Common horizontal corridor 2 / for boss_11 spaces map": "普通橫向走廊 2 / 用於 boss_11 格地圖",
 "Common horizontal corridor 3_2 spaces": "普通橫向走廊 3_2 格",
 "Common horizontal corridor 3_2 spaces - Dungeon Settlers Wiki": "普通橫向走廊 3_2 格 - Dungeon Settlers 維基",
 "Common horizontal corridor 3_2 spaces map": "普通橫向走廊 3_2 格地圖",
 "Common power drops": "常見能力掉落",
 "CommonConfirm": "通用確認",
 "CommonMood": "CommonMood",
 "Communication begins, and you": "通訊開始了，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.\"": "通訊開始了，你 roughly present 那隻巨大老鼠的頭顱放到 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.": "通訊開始了，你將那隻巨大老鼠的頭顱丟到烏鴉眼前。",
 "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.\"": "通訊開始了，你將那隻巨大老鼠的頭顱丟到烏鴉眼前。 “所以你還真把它殺了。我本來還沒抱多大期待……” 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.\"": "通訊開始了，你將那隻巨大老鼠的頭顱丟到烏鴉眼前。\"所以你還真把它殺了。我本來還沒抱多大期待……\" 烏鴉啄弄著那隻紅色怪鼠的斷頭，彷彿在進行屍檢，它現在已不過是一團沾滿血汙的骯髒爛肉了。\"你知道這東西最近奪走了多少性命嗎？如果你能再快一點，也許有人現在還能活著。啊，算了……我就是隨口一說。\" 你因觀察者生硬直白的語氣而臉色一沉，但對方卻毫不在意，繼續低聲抱怨著。\"還不到一年，整片大陸就已經有半數以上的土地被地下城蔓延出來的荊棘藤蔓給吞沒了。沒錯，和你如今所在的這片廢土一模一樣。抓緊時間推進探險吧。我們必須征服這些地下城，否則，就只能迎來最可怕的結局。\"",
 "Community definitions plus the game's official concept texts (": "社群定義，加上游戲官方概念文字（",
 "Compare any of your characters against this enemy - pick one, or keep the build you are editing.": "將你的任意角色與此敵人對比 - 選一個，或沿用正在編輯的構築。",
 "Compare any two game builds": "比較任意兩個遊戲版本",
 "Compare every Body Armor": "比較每個身體護甲",
 "Compare every Fire Staff": "比較每個火焰法杖",
 "Compare every Helmet": "比較每件頭盔",
 "Compare every Hood": "比較每個頭巾",
 "Compare every Nature Staff": "比較每個自然法杖",
 "Compare every Water Staff": "比較每個水法杖",
 "Compare every {#}": "比較每個 {#}",
 "Complete": "完成",
 "Completed, active and pending quests": "已完成、進行中和待接的任務",
 "Completing it finishes the scenario's story but does not clear Veil of Silence and does not unlock Festering Burrow. See": "完成它會結束該場景的劇情，但不會通關寂靜帷幕，也不會解鎖潰爛地穴。參見",
 "Composition from the game's dice. Arrangement built by the game's own layout engine.": "組成來自遊戲自己的擲骰。排列由遊戲自己的佈局引擎搭建。",
 "Concentrate": "集中",
 "Condensed holy energy. Throw": "凝縮的神聖能量。投出",
 "Condensed holy energy. Throw this item to remove the dark thorny vines blocking the path in your settlement.": "凝縮的神聖能量。投出 this item 以清除阻礙的黑荊棘藤蔓 the path in your settlement.",
 "Condition": "條件",
 "Condition Has Item DISABLED": "條件 持有物品 已禁用",
 "Condition Has No Player Affecter DISABLED": "條件：玩家沒有影響者（已禁用）",
 "Condition Has Population DISABLED": "人口條件已禁用",
 "Condition None Has Item DISABLED": "Condition None Has Item DISABLED",
 "Condition Running Quest DISABLED": "正在進行的任務（已禁用）",
 "Condition Target Energy Over DISABLED": "目標能量超過（已禁用）",
 "Condition Target Head Health Over DISABLED": "目標頭部生命值超過（已禁用）",
 "Conditions": "條件",
 "Conditions gating NPC spawns.": "限制 NPC 生成的條件。",
 "Conditions:": "條件：",
 "ConeExceptMe, radius 1": "ConeExceptMe, 半徑 1",
 "Congratulations on clearing Alpha Demo!": "恭喜您通關 Alpha 試玩版！",
 "ConsciousnessRecoveryCondition_": "ConsciousnessRecoveryCondition_",
 "Consequence": "結果",
 "Constitution_": "Constitution_",
 "Construction Category Recreation": "建造類別 娛樂",
 "Construction Defence": "建造防禦",
 "Construction Furniture": "建造傢俱",
 "Construction Recreation": "建造娛樂",
 "Construction Show Unlocked": "顯示已解鎖的建築",
 "Construction Special": "特殊建造",
 "Construction cost": "建造費用",
 "Construction costs, gathering, crafting stations, housing": "建造費用、採集、製作臺、住房",
 "Construction material amounts": "建造材料數量",
 "Construction material by processing stone.": "透過加工石頭獲得的建築材料。",
 "Construction material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "建造材料需求倍率（小數四捨五入；若低於 1，則修正為 1）",
 "Construction workload": "建造需求量",
 "Construction workload * {0} = Workload for performing the demolition task": "建造需求量 * {0} = 執行拆除任務的需求量",
 "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 {#} 中會賦予持久子特性的消耗品。{#} 件物品, {#} 可取得, {#} 來自植物, {#} 來自單位。使用後特性加到該拓荒者身上; 不是招募抽取。點列標題排序, 用篩選條過濾。",
 "Consume Policy UI Copy Preset": "複製預設",
 "Consume Policy UI Paste Preset": "貼上預設",
 "Consume Policy UI Paste Preset Not Available": "無法貼上預設",
 "Consume Policy UI Preset": "消耗策略預設",
 "Consume Policy UI Preset0": "預設0",
 "Consume Policy UI Preset1": "預設1",
 "Consume Policy UI Preset2": "預設2",
 "Consume Policy UI Preset3": "預設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 以召喚一隻泡泡蟾蜍，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.": "消耗一隻已召喚的泡泡靈會額外花費能量，因此真實的每點能量傷害低於此表面值。",
 "Contact (optional, if you want a reply)": "聯絡方式（可選，如需回覆）",
 "Container": "容器",
 "Contains:": "包含：",
 "Contaminated": "已汙染",
 "Contents": "目錄",
 "Continue?": "繼續？",
 "Contribution": "貢獻點",
 "Contribution +10": "貢獻點 +10",
 "Contribution +150": "貢獻點 +150",
 "Contribution +20": "貢獻點 +20",
 "Contribution +200": "貢獻點 +200",
 "Contribution +30": "貢獻點 +30",
 "Contribution +50": "貢獻點 +50",
 "Contribution +80": "貢獻點 +80",
 "Contribution -80": "貢獻點 -80",
 "Contribution Point (CP)": "貢獻點 (CP)",
 "Contribution Points come from": "貢獻點來自",
 "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.": "貢獻點來自 {#} 項探險決議和 {#} 個地下城事件。決議是據點提供的小任務；完成它會獲得獎勵中列出的點數。",
 "Contribution comes from": "貢獻點來自",
 "Contribution comes from {#} Expedition Resolutions and {#} dungeon events; the full list, the refresh timer and the reroll price are on the {#} page.": "貢獻點來自 {#} 項探險決議和 {#} 個地下城事件；完整列表、重新整理計時和重新抽取價格見 {#} 頁面。",
 "Contribution needed": "所需貢獻點",
 "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.": "貢獻點會累加。當總數達到當前等級所需的貢獻點時，團隊提升一級，超出需求的點數會結轉，下一級的需求成為新目標。",
 "Contribution points are 80 or higher": "貢獻點為 80 或更高",
 "Contribution points are {#} or higher": "貢獻點為 {#} 或更高",
 "Contribution to rank up": "升級所需貢獻點",
 "Contribution {#}": "貢獻點 {#}",
 "Control Mode Auto Pick Up": "控制模式自動拾取",
 "Control Modes": "控制模式",
 "Control locked": "控制已鎖定",
 "Controls": "控制",
 "Controls - Dungeon Settlers Wiki": "控制 - Dungeon Settlers 維基",
 "Con×0.05": "體質×0.05",
 "Con×0.3": "體質×0.3",
 "Con×9": "體質×9",
 "Cook": "廚師",
 "Cooked dishes also carry a": "熟食菜餚還帶有",
 "Cooking Complete": "烹飪完成",
 "Cooking here": "在此烹飪",
 "Cooking incomplete": "烹飪未完成",
 "Cooking.": "烹飪。",
 "CookingCapability": "CookingCapability",
 "Cooldown": "冷卻",
 "Cooldown 1 day - Can repeat": "冷卻 1 天 - 可重複",
 "Cooldown 3 days - Can repeat": "冷卻 3 天 - 可重複",
 "Cooldown reduction": "冷卻縮減",
 "Cooldown time": "冷卻時間",
 "Cooldown {#}": "冷卻 {#}",
 "Cooldowns": "冷卻",
 "Copied to clipboard.": "已複製到剪貼簿。",
 "Copper": "銅",
 "Copper (M.Atk {#})": "銅 (魔攻 {#})",
 "Copper (P.Atk {#})": "銅 (物攻 {#})",
 "Copy as text": "複製為文字",
 "Copy blocked by the browser - the link is selected, press Cmd+C": "瀏覽器阻止了複製 - 連結已選中，請按 Cmd+C",
 "Copy build link": "複製構築連結",
 "Copy every shared unit into a new team in your roster. This is one of the only actions here that saves anything.": "將每個分享的單位複製到名單中的一支新隊伍。這是此處少數會真正儲存內容的操作之一。",
 "Copy just this character into your roster - pick which team it joins. The rest of the shared party is left alone.": "僅將此角色複製到你的名單 - 選擇它加入哪支隊伍。分享隊伍中的其餘成員不受影響。",
 "Copy path": "複製路徑",
 "Copy team link": "複製隊伍連結",
 "Core": "核心",
 "Corners beat distance.": "拐角勝過距離。",
 "Corrections & myths": "修正與誤區",
 "Corrections to earlier readings": "對先前解讀的更正",
 "Corridor": "走廊",
 "Corridors": "走廊",
 "Corrupted": "腐化",
 "Cost by difficulty": "按難度的成本",
 "Cost each": "每個花費",
 "Cost:": "費用：",
 "Costs gold; the price is set per clan rank (RecruitRerollAdditionalCost)": "消耗金幣；價格按探險等級設定 (RecruitRerollAdditionalCost)",
 "Costs you": "消耗",
 "Could not build the link": "無法生成連結",
 "Could not download the save template (": "無法下載儲存模板（",
 "Could not lay this floor out - try another seed.": "無法排布這一層 - 換一個種子試試。",
 "Could not read that file.": "無法讀取該檔案。",
 "Could not send - use \"Copy as text\" and share it manually.": "無法傳送 - 請使用“複製為文字”並手動分享。",
 "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": "按受到的傷害、格擋和任何損耗減免，計算一件武器或護甲打到損壞所需的命中次數，以及修回滿耐久需要的耐久度。磨損模型見",
 "CountDownfall": "CountDownfall",
 "CountEasy": "CountEasy",
 "CountHard": "CountHard",
 "CountNormal": "CountNormal",
 "CountVeryHard": "CountVeryHard",
 "Counts toward housing rooms:": "計入住宅房間：",
 "Craft": "製作",
 "Craft at": "製作於",
 "CraftMaxTask": "CraftMaxTask",
 "Craftable": "可製作",
 "Crafted equipment can roll a higher quality: base chance": "製作的裝備有機率獲得更高品質：基礎機率",
 "Crafting (16)": "製造 (16)",
 "Crafting and building labour, output counts, sell prices and unlock gates stay fixed.": "製作和建造的工時、產出數量、售價和解鎖條件保持不變。",
 "Crafting here": "此處製作中",
 "Crafting here (1 recipes)": "此處製作 (1 配方)",
 "Crafting here (10 recipes)": "此處製作中（10 個配方）",
 "Crafting here (11 recipes)": "此處製作中（11 個配方）",
 "Crafting here (15 recipes)": "此處製作中（15 個配方）",
 "Crafting here (2 recipes)": "此處製作中（2 個配方）",
 "Crafting here (20 recipes)": "此處製作 (20 配方)",
 "Crafting here (21 recipes)": "此處製作中（21 個配方）",
 "Crafting here (25 recipes)": "此處製作中（25 個配方）",
 "Crafting here (3 recipes)": "此處製作 (3 配方)",
 "Crafting here (30 recipes)": "此處製作中（30 個配方）",
 "Crafting here (5 recipes)": "此處製作中（5 個配方）",
 "Crafting ingredient": "製作材料",
 "Crafting ingredient amounts": "製作材料數量",
 "Crafting material requirement multiplier (decimals are rounded; if reduced below 1, corrected to 1)": "製作材料需求倍率（小數四捨五入；若低於 1，則修正為 1）",
 "Crafting recipes by workstation": "按工作臺分類的製作配方",
 "Crafting recipes: output, ingredients, workstations, workload.": "製作配方：產出、材料、工作臺、需求量。",
 "Crafting work amount increases by {0} every tick": "製作工作量每跳增加 {0}",
 "Crafting.": "製作。",
 "CraftingCapability": "CraftingCapability",
 "CraftingCondition": "CraftingCondition",
 "CraftingDefault": "CraftingDefault",
 "CraftingFabric": "CraftingFabric",
 "CraftingFood": "CraftingFood",
 "CraftingIngredientAmountFactorByDifficulty": "CraftingIngredientAmountFactorByDifficulty",
 "CraftingMetal": "CraftingMetal",
 "CraftingWood": "CraftingWood",
 "Crafting_": "Crafting_",
 "Crafts": "製作",
 "Crafts.": "製作。",
 "Crawling Doom Devastation": "末日臨近 毀滅",
 "Crawling Doom Devastation Tuto": "末日臨近 毀滅 教程",
 "Crawling Doom Easy": "末日臨近 簡單",
 "Crawling Doom Easy Tuto": "末日臨近 簡單 教程",
 "Crawling Doom Hard": "末日臨近 困難",
 "Crawling Doom Hard Tuto": "末日臨近 困難 教程",
 "Crawling Doom Normal": "末日臨近 普通",
 "Crawling Doom Normal Tuto": "末日臨近 普通 教程",
 "Crawling Doom Tuto 1": "末日臨近 教程 1",
 "Crawling Doom Tuto 1 - Dungeon Settlers Wiki": "末日臨近 教程 1 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 1 icon": "末日臨近 教程 1 圖示",
 "Crawling Doom Tuto 10": "末日臨近 教程 10",
 "Crawling Doom Tuto 10 - Dungeon Settlers Wiki": "末日臨近 教程 10 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 10 icon": "末日臨近 教程 10 圖示",
 "Crawling Doom Tuto 12": "末日臨近 教程 12",
 "Crawling Doom Tuto 12 - Dungeon Settlers Wiki": "末日臨近 教程 12 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 12 icon": "末日臨近 教程 12 圖示",
 "Crawling Doom Tuto 13": "末日臨近 教程 13",
 "Crawling Doom Tuto 13 - Dungeon Settlers Wiki": "末日臨近 教程 13 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 13 icon": "末日臨近 教程 13 圖示",
 "Crawling Doom Tuto 14": "末日臨近 教程 14",
 "Crawling Doom Tuto 14 - Dungeon Settlers Wiki": "末日臨近 教程 14 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 14 icon": "末日臨近 教程 14 圖示",
 "Crawling Doom Tuto 15": "末日臨近 教程 15",
 "Crawling Doom Tuto 15 - Dungeon Settlers Wiki": "末日臨近 教程 15 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 15 icon": "末日臨近 教程 15 圖示",
 "Crawling Doom Tuto 16": "末日臨近 教程 16",
 "Crawling Doom Tuto 16 - Dungeon Settlers Wiki": "末日臨近 教程 16 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 16 icon": "末日臨近 教程 16 圖示",
 "Crawling Doom Tuto 2": "末日臨近 教程 2",
 "Crawling Doom Tuto 2 - Dungeon Settlers Wiki": "末日臨近 教程 2 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 2 icon": "末日臨近 教程 2 圖示",
 "Crawling Doom Tuto 3": "末日臨近 教程 3",
 "Crawling Doom Tuto 3 - Dungeon Settlers Wiki": "末日臨近 教程 3 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 3 icon": "末日臨近 教程 3 圖示",
 "Crawling Doom Tuto 4": "末日臨近 教程 4",
 "Crawling Doom Tuto 4 - Dungeon Settlers Wiki": "末日臨近 教程 4 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 4 icon": "末日臨近 教程 4 圖示",
 "Crawling Doom Tuto 5": "末日臨近 教程 5",
 "Crawling Doom Tuto 5 - Dungeon Settlers Wiki": "末日臨近 教程 5 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 5 icon": "末日臨近 教程 5 圖示",
 "Crawling Doom Tuto 6": "末日臨近 教程 6",
 "Crawling Doom Tuto 6 - Dungeon Settlers Wiki": "末日臨近 教程 6 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 6 icon": "末日臨近 教程 6 圖示",
 "Crawling Doom Tuto 7": "末日臨近 教程 7",
 "Crawling Doom Tuto 7 - Dungeon Settlers Wiki": "末日臨近 教程 7 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 7 icon": "末日臨近 教程 7 圖示",
 "Crawling Doom Tuto 8": "末日臨近 教程 8",
 "Crawling Doom Tuto 8 - Dungeon Settlers Wiki": "末日臨近 教程 8 - Dungeon Settlers 維基",
 "Crawling Doom Tuto 8 icon": "末日臨近 教程 8 圖示",
 "Crawling Doom Very Hard": "末日臨近 極難",
 "Crawling Doom Very Hard Tuto": "末日臨近 極難 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": "建立戰役 難度提示 建築材料",
 "Create Campaign Difficulty Tooltip Crafting Ingredient": "建立戰役 難度提示 製作材料",
 "Create Campaign Difficulty Tooltip Dungeon Drop": "建立戰役難度提示 地下城掉落",
 "Create Campaign Difficulty Tooltip Dungeon Stay Mood Penalty": "建立戰役難度提示 地下城停留心情懲罰",
 "Create Campaign Difficulty Tooltip Dungeon Unit Respawn Term": "建立戰役難度提示 地下城單位重生期限",
 "Create Campaign Difficulty Tooltip Environment Count": "建立戰役難度提示 環境數量",
 "Create Campaign Difficulty Tooltip Invalid": "建立戰役難度提示 無效",
 "Create Campaign Difficulty Tooltip Level Up Lock": "難度等級鎖定，無法升級。",
 "Create Campaign Difficulty Tooltip Level Up Off": "難度等級將保持不變。",
 "Create Campaign Difficulty Tooltip Level Up On": "難度等級將隨戰役等級提升。",
 "Create Campaign Difficulty Tooltip Monster Difficulty": "建立戰役難度提示 怪物難度",
 "Create Campaign Difficulty Tooltip No Change": "建立戰役難度提示 無變化",
 "Create Campaign Difficulty Tooltip Player Difficulty": "建立戰役難度提示 玩家難度",
 "Create Campaign Difficulty Tooltip Research Workload": "建立戰役難度提示 研究工作量",
 "Create Campaign Difficulty Tooltip Resource Section": "建立戰役難度提示 資源部分",
 "Create Campaign Difficulty Tooltip Respawn Term Long": "建立戰役難度提示 重生期限 長",
 "Create Campaign Difficulty Tooltip Respawn Term Medium": "建立戰役難度提示 重生期限 中",
 "Create Campaign Difficulty Tooltip Respawn Term Short": "建立戰役難度提示 重生期限 短",
 "Create Campaign Difficulty Tooltip Treatment Expectation Mood": "建立戰役難度提示 治療預期心情",
 "Create Campaign Establish Title": "建立戰役 建立標題",
 "Create Campaign Gender Female": "建立戰役性別 女性",
 "Create Campaign Gender Male": "建立戰役性別 男性",
 "Create Campaign Iron Mode": "建立戰役：鐵人模式",
 "Create Campaign Locked": "建立戰役已鎖定",
 "Create Campaign Sandbox Title": "建立戰役沙盒",
 "Create Campaign Unlocked": "建立戰役已解鎖",
 "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": "創造",
 "Creature": "生物",
 "Credit Category Alpha Testers": "Alpha 測試員",
 "Credit Category Community Event": "社群活動",
 "Credit Category Community Event Dungeon Settlers Sharing": "社群活動：地下城拓荒者分享",
 "Credit Category Community Event Expedition Party": "社群活動：探險隊",
 "Credit Category Community Event First Strategist": "社群活動：首席戰略家",
 "Credit Category Community Event Golem Crusher": "社群活動：魔像粉碎者",
 "Credit Category Community Event Settlement Showcase": "社群活動：定居點展示",
 "Credit Category Development": "開發",
 "Credit Category External Partners": "外部合作伙伴",
 "Credit Category License": "許可",
 "Credit Category Special Thanks": "特別鳴謝",
 "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": "翻譯",
 "Credit Hold Left Click Skip Guide": "按住滑鼠左鍵跳過指南",
 "Credit License Font": "字型",
 "Credit License Sound": "音效",
 "Credit Message Thank You For Playing": "感謝您的遊玩！",
 "Credit Role Art": "美術",
 "Credit Role Business Development Manager": "業務發展經理",
 "Credit Role Directing": "導演",
 "Credit Role Game Design": "遊戲設計",
 "Credit Role Global Publisher": "全球發行商",
 "Credit Role Greater China Publisher": "大中華區發行商",
 "Credit Role Music": "音樂",
 "Credit Role Programming": "程式設計",
 "Credit Role QAEngineer": "質量保證工程師",
 "Credit Role QAManager": "質量保證經理",
 "Credit Role SFX": "音效",
 "Credit Role Senior QAEngineer": "高階質量保證工程師",
 "Credit Role Translation Chinese Simplified": "簡體中文翻譯",
 "Credit Role Translation Chinese Traditional": "繁體中文翻譯",
 "Credit Role Translation French": "法語翻譯",
 "Credit Role Translation German": "德語翻譯",
 "Credit Role Translation Portuguese Brazil": "巴西葡萄牙語翻譯",
 "Credit Role Translation Russian": "俄語翻譯",
 "CreditRollRevision": "CreditRollRevision",
 "Creeeak! Tick... taste... ting!": "嘎吱吱！嘀...味...叮！",
 "Crevice": "裂隙",
 "Crispy": "酥脆",
 "Crit %": "暴擊%",
 "Crit Bonus": "暴擊加成",
 "Crit Dmg": "暴擊傷害",
 "Crit basic attack splash": "暴擊普通攻擊濺射",
 "Crit rate": "暴擊機率",
 "Crit%": "暴擊%",
 "Critical Chance, Dodge, Guard chance and Life Steal": "暴擊機率、閃避、格擋機率和生命吸取",
 "Critical Chance, Hit/Dodge/Guard Chance, Life Steal, Health Regeneration": "暴擊機率、命中/閃避/格擋機率、生命吸取、生命恢復",
 "Critical Damage": "暴擊傷害",
 "Critical basic attacks": "暴擊普通攻擊",
 "Critical basic attacks apply 5 stacks of Bleeding for 10 seconds.": "暴擊的普通攻擊施加 5 層出血，持續 10 秒。",
 "Critical basic attacks apply 5 stacks of Burning for 10 seconds.": "暴擊的普通攻擊施加 5 層燃燒，持續 10 秒。",
 "Critical basic attacks hit everything within 2 tiles for 30 percent of physical attack power.": "暴擊的普通攻擊對 2 格內的所有目標造成物理攻擊力 30% 的傷害。",
 "Critical basic attacks hit everything within 2 tiles for 30 percent of physical attack power. Level-up odds: 0.100% per offered slot": "暴擊的普通攻擊會對 2 格內的所有目標造成物理攻擊力 30% 的傷害。升級機率：每個提供的欄位 0.100%",
 "Critical chance": "暴擊機率",
 "Critical chance (flat)": "暴擊機率（固定值）",
 "Critical chance drives the whole effect, so it scales with anything that raises it.": "暴擊機率驅動整個效果，因此任何提高它的東西都會使其增強。",
 "Critical chance is what drives the whole thing, so it pairs with anything that raises it.": "暴擊機率驅動整件事，因此任何提高它的東西都能與之搭配。",
 "Critical damage amplification coefficient": "暴擊傷害放大係數",
 "Critical damage bonus": "暴擊傷害加成",
 "Critical damage bonus (flat)": "暴擊傷害加成（固定值）",
 "Critical hit": "暴擊",
 "Critical hits landed": "打出的暴擊",
 "Critical hits pay 10 gold each up to 2000 gold, then grant +10 critical chance.": "每次暴擊支付 10 金幣，最多 2000 金幣，之後賦予 +10 暴擊機率。",
 "Critical hits pay 10 gold each up to 2000 gold, then grant +10 critical chance. Level-up odds: 0.0455% per offered slot": "每次暴擊支付 10 金幣，最多 2000 金幣，之後賦予 +10 暴擊機率。 升級機率：每個提供的槽 0.0455%",
 "CriticalDamageModifier": "CriticalDamageModifier",
 "CriticalOnlyInCombat": "CriticalOnlyInCombat",
 "Critically low head health": "頭部生命值極低",
 "Critically low health": "生命值極低",
 "Critically low hunger": "飢餓極低",
 "Critically low stamina": "能量極低",
 "Crits needed to cap = 2000 ÷ 10 =": "達到上限所需暴擊次數 = 2000 ÷ 10 =",
 "Crits to reach the cap": "達到上限所需暴擊次數",
 "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.": "作物用種子物品在農場建築中種植，經過 3 個階段積累生長進度，並透過採集已長成的作物建築來收穫。提前收穫產量更少。",
 "Crops, growth stages, yields": "作物、生長階段、產量",
 "Crops: seed item, growth stage workloads, linked crop buildings.": "作物：種子物品、生長階段需求量、關聯的作物建築。",
 "Crossbow (aptitude stat + tree name only, no items)": "弩（僅資質屬性 + 技能樹名稱，無物品）",
 "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 檢查被摧毀的魔像殘骸時，他緩緩轉過身 toward 你，神情疲憊。",
 "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?\"": "他正蹲坐在地上檢查被摧毀的魔像殘骸，緩緩轉向你時，顯得非常疲憊。“曾經的魔法帝國已是陳年往事，地下城中所殘留的許多事物，如今甚至連原本的用途都已被遺忘。”他緩緩整理著散落四周的筆記，繼續說道：“不過，若帝國廢棄的裝置仍有留存……對理解地下城會有很大幫助。”他給了你一張草圖。“如果你發現長成這樣的魔力裝置，能告訴我嗎？”",
 "Crouching": "蹲著",
 "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 檢查被摧毀的魔像殘骸時，他緩緩轉過身 to 你，神情疲憊。 \"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": "烏鴉 固定",
 "Crow Fixed2": "烏鴉 固定2",
 "Crystal": "水晶",
 "Crystal Turtle Random1": "水晶龜 隨機1",
 "Crystal Turtle Random2": "水晶龜 隨機2",
 "Crystal jewelry pools": "水晶飾品池",
 "Ctrl": "Ctrl",
 "Cuisine.": "烹飪。",
 "CunningGetaway": "機智脫身",
 "Curated gameplay guides distilled from game data and reverse-engineering notes (DS_B.0.4.19).": "從遊戲資料和逆向工程筆記提煉的精選玩法指南（DS_B.0.4.19）。",
 "Curated knowledge distilled from research notes.": "從研究筆記中提煉整理的知識。",
 "Current character": "當前角色",
 "Current last floor of the Abyss": "無盡深淵當前的最後一層",
 "Current mood (-30 to +30)": "當前心情（-30 到 +30）",
 "Currently selected": "當前已選",
 "Curse": "詛咒",
 "Curse Of Dead": "死亡詛咒",
 "Curse Of Fate": "命運詛咒",
 "Curse Of Fate - Dungeon Settlers Wiki": "命運詛咒 - Dungeon Settlers 維基",
 "Curse Of Fate icon": "命運詛咒 圖示",
 "Custom %": "自定義 %",
 "Custom base HP": "自定義基礎 HP",
 "Custom base Magic Attack": "自定義基礎魔法攻擊力",
 "Custom base stats": "自定義基礎屬性",
 "Custom fight": "自定義戰鬥",
 "Custom reflect %": "自定義反彈 %",
 "CustomEvent": "CustomEvent",
 "D1-D4 mood debuffs, one step per in-game day (1'440-minute term)": "D1-D4 心情減益，每個遊戲日內推進一檔（期限 1'440 分鐘）",
 "DEAD": "DEAD",
 "DIES": "DIES",
 "DIES at {#}": "{#} 時死亡",
 "DPE": "DPE",
 "DPE (damage per energy)": "DPE (每點能量傷害)",
 "DPM": "DPM",
 "DPS": "DPS",
 "DPS (rotation)": "DPS (迴圈)",
 "DPS Check": "DPS 檢查",
 "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 移除了該行為。該解析器被編譯為常量 false，結果介面讀取真正的首領已擊敗標誌。",
 "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 個效果和 1 條教程警報，並重新調整 30 件物品和 1 個遊戲常量。",
 "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 需要階段 [5] - 寂靜帷幕的第 5 層就是該階段，因此首領層會在原版遊戲中生成",
 "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（僅資質屬性）",
 "Damage": "傷害",
 "Damage Dealt +20% × missing%": "造成傷害 +20% × 已損失%",
 "Damage Dealt.": "造成傷害。",
 "Damage Dealt/Taken": "造成傷害/受到傷害",
 "Damage added": "附加傷害",
 "Damage added is the attack power gain run through the skill's coefficient, before the target's resistance.": "附加傷害是將攻擊力增益乘以技能係數後的值，在目標抗性結算之前。",
 "Damage added, 100% coefficient skill": "附加傷害，係數 100% 的技能",
 "Damage added, 250% coefficient skill": "附加傷害，係數 250% 的技能",
 "Damage at cap": "達上限時的傷害",
 "Damage benchmark monster": "傷害基準怪物",
 "Damage bonus": "傷害加成",
 "Damage calc": "傷害計算",
 "Damage dealt increases as current 心情 gets lower.": "當前心情越低，造成的傷害越高。",
 "Damage dealt increases by {1}%, and damage taken": "造成的傷害提高{1}%，受到的傷害",
 "Damage dealt increases by {1}%, and damage taken decreases by {2}%.": "造成的傷害提高{1}%，受到的傷害 decreases by {2}%.",
 "Damage over time": "持續傷害",
 "Damage per cast": "每次施放傷害",
 "Damage per energy": "每點能量傷害",
 "Damage per hit": "每次命中傷害",
 "Damage per hit taken": "每次受到命中的傷害",
 "Damage per minute": "每分鐘傷害",
 "Damage per second": "每秒傷害",
 "Damage per second vs benchmark": "對比基準的每秒傷害",
 "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.": "傷害百分比基於首領的攻擊力；射程和冷卻以格 / 秒計。每次攻擊的射程和範圍繪製在下方真實地下城房間上（點選放大）。描述為遊戲自身的技能文字 - 將滑鼠懸停在高亮的關鍵詞、效果或召喚上即可檢視其作用。",
 "Damage reduction amount on a successful guard": "格擋成功時的傷害減免量",
 "Damage source": "傷害來源",
 "Damage taken": "受到傷害",
 "Damage taken (after defense/resist)": "受到的傷害（防禦/抗性之後）",
 "Damage taken = raw damage x 100 / (100 + R)": "受到的傷害 = 原始傷害 x 100 / (100 + R)",
 "Damage taken multiplied by about 100 / (100 + Resistance)": "受到的傷害乘以約 100 / (100 + 抗性)",
 "Damage the basic attack dealt": "普通攻擊造成的傷害",
 "Damage the incoming hit dealt": "來襲命中造成的傷害",
 "Damage to reach it": "達到該閾值所需傷害",
 "Damage to you": "對你的傷害",
 "Damage to your units": "對你的單位造成的傷害",
 "Damage type": "傷害型別",
 "Damage types": "傷害型別",
 "Damage value": "傷害值",
 "Damage vs": "傷害對",
 "Damage vs Enemy": "對敵人傷害",
 "Damage-over-time calculator": "持續傷害計算器",
 "Damage-over-time stack caps": "持續傷害層數上限",
 "Damage.": "傷害。",
 "DamagePartsRatio": "DamagePartsRatio",
 "Dark": "黑暗",
 "Dark Burrow GAMESYSTEM_Environment_{affecterName}": "黑暗洞穴 GAMESYSTEM_Environment_{affecterName}",
 "Dark Forest (internal)": "黑暗森林（內部）",
 "Dark Magic": "黑暗魔法",
 "DarkBurrow": "DarkBurrow",
 "DarkGreen": "深綠色",
 "DarkWhisperEnv": "DarkWhisperEnv",
 "Dash": "衝刺",
 "Data error (wrong game data)": "資料錯誤（遊戲資料有誤）",
 "Data note - Sharp Edge.": "資料說明 - 鋒刃。",
 "Data note.": "資料說明。",
 "Data notes": "資料說明",
 "Data parsed from game tables.": "從遊戲表格解析的資料。",
 "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.": "僅資料佔位單位，使用預設 40 HP 屬性塊，且沒有地下城位置。在原版 DS_B.0.4.19 中不會在任何地方交戰；未計入上方的陣容數量、表格和篩選。",
 "Database": "資料庫",
 "Date": "日期",
 "Day & night": "晝與夜",
 "Day and night": "晝與夜",
 "Day and night are a separate visual and vision layer. It is": "晝夜是單獨的視覺與視野層。當前為",
 "Day counter rolls over": "天數計數翻過",
 "Day vision": "日間視野",
 "Day, version, difficulty, playtime, current region": "天數、版本、難度、遊戲時長、當前區域",
 "DayInHour": "DayInHour",
 "DayNightVisionDiffrence": "DayNightVisionDiffrence",
 "DayTimes": "DayTimes",
 "Daytime": "白天",
 "Daytime window": "白天時段",
 "De...": "德...",
 "Dead Enter": "死亡進入",
 "Dead Enter 2": "死亡進入 2",
 "Dead Enter 3": "死亡進入 3",
 "Dead Swamp": "死亡沼澤",
 "Dead heat on time-to-kill (~": "擊殺時間持平(~",
 "Dead table": "廢棄表",
 "DeadSound": "DeadSound",
 "Deadly Fear + Blade Spirit": "致命恐懼 + 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).": "致命恐懼給敵人施加“暴露弱點”，這樣你的近戰暴擊就能保證命中，刀刃之魂還能返還能量--這是正確的巨劍“暴露弱點”組合（屠戮只會暴露你自己）。",
 "DeadlyAfterEffectDuration": "DeadlyAfterEffectDuration",
 "DeadlyDuration": "DeadlyDuration",
 "DeadlyRecovery": "DeadlyRecovery",
 "Deadly_": "Deadly_",
 "Deal": "造成",
 "Dealer bite combination facing open terrain.": "輸出撕咬組合，面對開闊地形。",
 "Dealer bite combination facing open terrain. - Dungeon Settlers Wiki": "輸出撕咬組合，面對開闊地形。 - Dungeon Settlers 維基",
 "Dealer bite combination facing open terrain. map": "輸出撕咬組合，面對開闊地形。地圖",
 "Dealing critical damage": "造成暴擊傷害",
 "Dealing critical damage applies 减速 (Slow) to the target for {0} seconds.": "造成暴擊傷害 applies 減速 (Slow) 對目標，持續 {0} 秒。",
 "Dealing critical damage apply 减速 (Slow) the target for {0} seconds.": "造成暴擊傷害 apply 減速 (Slow) 目標持續 {0} 秒。",
 "Deals": "造成",
 "Deals 200 fixed damage to a specific building within": "對範圍內的特定建築造成 200 點固定傷害",
 "Deals 200 fixed damage to a specific building within 5 tiles.": "對 5 格內的特定建築造成 200 點固定傷害。",
 "Deals physical damage equal to {0}% of": "造成相當於 {0}% 的物理傷害",
 "Deals physical damage equal to {0}% of Physical Attack to the target and applies 脆弱 for {1} seconds.": "造成相當於 {0}% 的物理傷害 Physical Attack 對目標並施加 脆弱 持續 {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.": "造成相當於 {0}% 的物理傷害 Physical Attack 對目標並將其擊退 them {1} 格。目標 is afflicted with 減速 (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.": "造成相當於 {0}% 的物理傷害 Physical Attack {1} times to the target. 對敵人造成等量傷害 located 沿直線 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.": "造成相當於 {0}% 的物理傷害 physical attack power 對目標並施加 脆弱 持續 {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.": "造成相當於 {0}% 的物理傷害 physical attack power 對目標並將其擊退 it {1} 格。目標 gains 減速 (Slow) for {2} seconds.",
 "Deals physical damage equal to {0}% of physical attack power to the target.": "對目標造成物理攻擊力 {0}% 的物理傷害。",
 "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same": "對目標造成物理攻擊力 {0}% 的物理傷害。 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.": "對目標造成物理攻擊力 {0}% 的物理傷害。 Deals the same amount of damage to enemies located 沿直線 along the attack's path.",
 "Deals physical damage equal to {0}% of physical attack power to the target. Deals the same damage to enemies": "對目標造成物理攻擊力 {0}% 的物理傷害。 對敵人造成等量傷害",
 "Deals the same damage to enemies": "對敵人造成等量傷害",
 "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 物理攻擊力 作為對目標的物理傷害。",
 "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 物理攻擊力 作為對目標的物理傷害。 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.": "掙扎銘文和德弗裡克吊墜讀取的是你自己已損失多少 HP；淹沒銘文讀取的是目標已損失多少。兩者都從滿 HP 時的 0 增長到 0 HP 時的上限。",
 "Death Throes: 20% × 0.5 =": "掙扎：20% × 0.5 =",
 "Death Throes: Damage Dealt": "掙扎：造成傷害",
 "Death and": "死亡與",
 "Death and Bodies": "死亡與遺體",
 "Death by starvation imminent": "即將餓死",
 "Death from damage imminent": "即將因傷害死亡",
 "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，復活 ×2，奔跑 ×2，微笑 ×2，吐網 ×2，嘲諷 ×1",
 "DeathRelated": "DeathRelated",
 "Debris": "碎屑",
 "Debuff": "減益",
 "Debuff into Shield": "減益轉護盾",
 "Debug console command only": "僅除錯控制檯命令",
 "Decent Research Lab: +120%": "不錯的研究室：+120%",
 "Decimals": "小數位",
 "Decision": "決議",
 "Decision (policy) categories.": "決議（政策）分類。",
 "Decision tree": "決策樹",
 "DecisionDismiss": "DecisionDismiss",
 "DecisionInterval": "DecisionInterval",
 "DecisionResult": "DecisionResult",
 "DecisionStart": "DecisionStart",
 "DecisionStart2": "DecisionStart2",
 "DecisionTable rows whose ClanRank lists this rank": "ClanRank 列出此等級的 DecisionTable 行",
 "Decisions": "決策",
 "Deco Q": "裝飾品質",
 "Deco Style": "裝飾風格",
 "Deco style": "裝飾風格",
 "Decoration (164)": "裝飾 (164)",
 "Decorative Barrel1": "裝飾性木桶1",
 "Decorative Barrel1 - Dungeon Settlers Wiki": "裝飾性木桶1 - Dungeon Settlers 維基",
 "Decorative Barrel2": "裝飾性木桶2",
 "Decorative Barrel2 - Dungeon Settlers Wiki": "裝飾性木桶2 - Dungeon Settlers 維基",
 "Decorative Burried Bag": "裝飾埋藏袋",
 "Decorative Burried Bag - Dungeon Settlers Wiki": "裝飾埋藏袋 - Dungeon Settlers 維基",
 "Decorative Burried Sewage": "裝飾埋藏汙水",
 "Decorative Burried Sewage - Dungeon Settlers Wiki": "裝飾埋藏汙水 - Dungeon Settlers 維基",
 "Decorative Burried Sewage Small": "裝飾埋藏小汙水",
 "Decorative Burried Sewage Small - Dungeon Settlers Wiki": "裝飾埋藏小汙水 - Dungeon Settlers 維基",
 "Decorative Burried Skull1": "裝飾埋藏頭骨1",
 "Decorative Burried Skull1 - Dungeon Settlers Wiki": "裝飾埋藏頭骨1 - Dungeon Settlers 維基",
 "Decorative Burried Skull2": "裝飾埋藏頭骨2",
 "Decorative Burried Skull2 - Dungeon Settlers Wiki": "裝飾埋藏頭骨2 - Dungeon Settlers 維基",
 "Decorative Burried Skull3": "裝飾埋藏頭骨3",
 "Decorative Burried Skull3 - Dungeon Settlers Wiki": "裝飾埋藏頭骨3 - Dungeon Settlers 維基",
 "Decorative Burried Something": "裝飾埋藏物",
 "Decorative Burried Something - Dungeon Settlers Wiki": "裝飾埋藏物 - Dungeon Settlers 維基",
 "Decorative Burrow Rock": "裝飾地穴岩石",
 "Decorative Burrow Rock - Dungeon Settlers Wiki": "裝飾地穴岩石 - Dungeon Settlers 維基",
 "Decorative Corpse1": "裝飾性屍體1",
 "Decorative Corpse1 - Dungeon Settlers Wiki": "裝飾性屍體1 - Dungeon Settlers 維基",
 "Decorative Corpse2": "裝飾性屍體2",
 "Decorative Corpse2 - Dungeon Settlers Wiki": "裝飾性屍體2 - Dungeon Settlers 維基",
 "Decorative Pipe Down": "裝飾管道（下）",
 "Decorative Pipe Down - Dungeon Settlers Wiki": "裝飾管道（下） - Dungeon Settlers 維基",
 "Decorative Pipe Left": "裝飾管道（左）",
 "Decorative Pipe Left - Dungeon Settlers Wiki": "裝飾管道（左） - Dungeon Settlers 維基",
 "Decorative Pipe Right": "裝飾管道（右）",
 "Decorative Pipe Right - Dungeon Settlers Wiki": "裝飾管道（右） - Dungeon Settlers 維基",
 "Decorative Pipe Up": "裝飾管道（上）",
 "Decorative Pipe Up - Dungeon Settlers Wiki": "裝飾管道（上） - Dungeon Settlers 維基",
 "Decorative Pipe Wall": "裝飾管道（牆）",
 "Decorative Pipe Wall - Dungeon Settlers Wiki": "裝飾管道（牆） - Dungeon Settlers 維基",
 "Decorative Polluted Water Tile1": "裝飾汙染水地塊1",
 "Decorative Polluted Water Tile1 - Dungeon Settlers Wiki": "裝飾汙染水地塊1 - Dungeon Settlers 維基",
 "Decorative Polluted Water Tile2": "裝飾汙染水地塊2",
 "Decorative Polluted Water Tile2 - Dungeon Settlers Wiki": "裝飾汙染水地塊2 - Dungeon Settlers 維基",
 "Decorative Polluted Water Tile3": "裝飾汙染水地塊3",
 "Decorative Polluted Water Tile3 - Dungeon Settlers Wiki": "裝飾汙染水地塊3 - Dungeon Settlers 維基",
 "Decorative Sewage Big1": "裝飾大汙水1",
 "Decorative Sewage Big1 - Dungeon Settlers Wiki": "裝飾大汙水1 - Dungeon Settlers 維基",
 "Decorative Sewage Big2": "裝飾大汙水2",
 "Decorative Sewage Big2 - Dungeon Settlers Wiki": "裝飾大汙水2 - Dungeon Settlers 維基",
 "Decorative Sewage Huge1": "裝飾巨大汙水1",
 "Decorative Sewage Huge1 - Dungeon Settlers Wiki": "裝飾巨大汙水1 - Dungeon Settlers 維基",
 "Decorative Sewage Huge2": "裝飾巨大汙水2",
 "Decorative Sewage Huge2 - Dungeon Settlers Wiki": "裝飾巨大汙水2 - Dungeon Settlers 維基",
 "Decorative Sewage Small1": "裝飾小汙水1",
 "Decorative Sewage Small1 - Dungeon Settlers Wiki": "裝飾小汙水1 - Dungeon Settlers 維基",
 "Decorative Sewage Small2": "裝飾小汙水2",
 "Decorative Sewage Small2 - Dungeon Settlers Wiki": "裝飾小汙水2 - Dungeon Settlers 維基",
 "Decorative Sewage Small3": "裝飾小汙水3",
 "Decorative Sewage Small3 - Dungeon Settlers Wiki": "裝飾小汙水3 - Dungeon Settlers 維基",
 "Decorative Small Root1": "裝飾小根1",
 "Decorative Small Root1 - Dungeon Settlers Wiki": "裝飾小根1 - Dungeon Settlers 維基",
 "Decorative Small Root2": "裝飾小根2",
 "Decorative Small Root2 - Dungeon Settlers Wiki": "裝飾小根2 - Dungeon Settlers 維基",
 "Decorative Small Root3": "裝飾小根3",
 "Decorative Small Root3 - Dungeon Settlers Wiki": "裝飾小根3 - Dungeon Settlers 維基",
 "Decorative Small Stalagmite1": "裝飾小石筍1",
 "Decorative Small Stalagmite1 - Dungeon Settlers Wiki": "裝飾小石筍1 - Dungeon Settlers 維基",
 "Decorative Stalagmite": "裝飾石筍",
 "Decorative Stalagmite - Dungeon Settlers Wiki": "裝飾石筍 - Dungeon Settlers 維基",
 "Decorative Stalagmite Big": "裝飾大石筍",
 "Decorative Stalagmite Big - Dungeon Settlers Wiki": "裝飾大石筍 - Dungeon Settlers 維基",
 "Decorative Stalagmite Small": "裝飾小石筍",
 "Decorative Stalagmite Small - Dungeon Settlers Wiki": "裝飾小石筍 - Dungeon Settlers 維基",
 "Decorative Stalagmite1": "裝飾石筍1",
 "Decorative Stalagmite1 - Dungeon Settlers Wiki": "裝飾石筍1 - Dungeon Settlers 維基",
 "Decorative Stone Beak": "裝飾石喙",
 "Decorative Stone Beak - Dungeon Settlers Wiki": "裝飾石喙 - Dungeon Settlers 維基",
 "Decorative Stone1": "裝飾石塊1",
 "Decorative Stone1 - Dungeon Settlers Wiki": "裝飾石塊1 - Dungeon Settlers 維基",
 "Decorative Stone2": "裝飾石塊2",
 "Decorative Stone2 - Dungeon Settlers Wiki": "裝飾石塊2 - Dungeon Settlers 維基",
 "Decorative Stone3": "裝飾石塊3",
 "Decorative Stone3 - Dungeon Settlers Wiki": "裝飾石塊3 - Dungeon Settlers 維基",
 "Decorative Supply Pile": "裝飾性補給堆",
 "Decorative Supply Pile - Dungeon Settlers Wiki": "裝飾性補給堆 - Dungeon Settlers 維基",
 "Decorative Training Dummy": "裝飾性訓練假人",
 "Decorative Training Dummy - Dungeon Settlers Wiki": "裝飾性訓練假人 - Dungeon Settlers 維基",
 "Decorative Trash": "裝飾垃圾",
 "Decorative Trash - Dungeon Settlers Wiki": "裝飾垃圾 - Dungeon Settlers 維基",
 "Decorative Trash Burried": "裝飾埋藏垃圾",
 "Decorative Trash Burried - Dungeon Settlers Wiki": "裝飾埋藏垃圾 - Dungeon Settlers 維基",
 "Decorative Weapon Storage": "裝飾性武器倉庫",
 "Decorative Weapon Storage - Dungeon Settlers Wiki": "裝飾性武器倉庫 - Dungeon Settlers 維基",
 "Decorative Wood Barricade": "裝飾性木製路障",
 "Decorative Wood Barricade - Dungeon Settlers Wiki": "裝飾性木製路障 - Dungeon Settlers 維基",
 "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.": "裝飾景物：無法選擇，此版本中沒有任何表格行會建造、解鎖或放置它。此處沒有可尋找或獲取的內容。",
 "Deep within the fissure, something moves like a g...": "裂隙深處，有什麼東西像一頭...",
 "Deeper": "更深",
 "Deeper dungeons contain richer and rarer resources.": "Deeper dungeons contain 更豐富也更稀有 resources.",
 "Def": "防禦",
 "Default Big Abandoned Clinic": "預設大型廢棄診所",
 "Default Big Abandoned Farm": "預設大型廢棄農場",
 "Default Big Abandoned Village 1": "預設大型廢棄村莊 1",
 "Default Big Abandoned Village 2": "預設大型廢棄村莊 2",
 "Default Big Abandoned Village 3": "預設大型廢棄村莊 3",
 "Default Big Abandoned Village 4": "預設大型廢棄村莊 4",
 "Default Big Abandoned Village 5": "Default Big 廢棄村莊 5",
 "Default Big Broken Wagon": "預設大型損壞的馬車",
 "Default Big Last Refuge": "預設大型最後避難所",
 "Default First Farm Area 1": "預設第一農場區域 1",
 "Default First Mini Dungeon Area 1": "預設第一小型地下城區域 1",
 "Default central room": "預設中央房間",
 "Default hiring cost": "預設招募費用",
 "Default inspection cost": "預設檢視費用",
 "Default key bindings": "預設按鍵繫結",
 "Default number of ticks {0} spent when eating food": "進食時消耗的預設跳數 {0}",
 "Default number of ticks {0} spent while playing": "進行娛樂時消耗的預設跳數 {0}",
 "Default number of units displayed": "預設顯示的單位數量",
 "Default starting funds when creating a new campaign": "建立新戰役時的預設起始資金",
 "Default starting max population when creating a new campaign": "建立新戰役時的預設最大人口",
 "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.": "建築「需要運送」物品的庫存降到最大庫存的百分之多少時才發出運送任務的預設閾值比率（0~1）。例：若法力發生器最多可儲存 100 個法力石作為燃料 -> 該值為 0.2 時，庫存降到 20 就會發出運送任務。",
 "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).": "每單位睡眠消耗的預設跳數：{0}。該變數用於處理睡眠中醒來的例外條件 (例如體力高於某閾值，或非常飢餓)。",
 "Default tick value spent per unit of unconscious sleep: {0}.": "每單位昏迷睡眠消耗的預設跳數：{0}。",
 "Default trait of": "預設特質：",
 "Default trait of the": "預設特質：",
 "Default trait of the {#} resource node": "{#} 資源節點的預設特質",
 "Default trait of {#}": "{#}的預設特質",
 "Default traits": "預設特質",
 "Default upkeep cost": "預設維持費用",
 "Default value for a structure's maximum inventory weight.": "建築最大揹包負重的預設值。",
 "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.": "玩家可擁有成員數量上限的預設值。人數上限可能隨探險隊的探險等級等提高。",
 "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": "失敗",
 "Defeat 1 Red Monster Rat.": "擊敗 1 只紅色怪鼠。",
 "Defeat 1 Weak Grey Rat": "擊敗 1 只弱小灰老鼠",
 "Defeat 2 Weak Grey Rats": "擊敗 2 只弱小灰老鼠",
 "Defeat the Acid Bug (0/1)": "擊敗酸液蟲 (0/1)",
 "Defeated": "被打敗",
 "Defense-ignoring magic damage equal to stacks x3 per second (max 50 stacks).": "每秒造成層數 x3 的無視防禦魔法傷害（最多 50 層）。",
 "Defensive": "防禦",
 "Defensive stats": "防禦屬性",
 "Defined in the data but not currently granted by any obtainable item, trait or skill.": "資料中有定義，但目前沒有任何可獲得的物品、特質或技能授予它。",
 "Defined in the data, not active in this build.": "資料中已定義，此版本未啟用。",
 "Defined in the game data but not yet wired to an in-game source (planned / unreleased).": "遊戲資料中已定義，但尚未連線到遊戲內來源（計劃中 / 未釋出）。",
 "Delay scales with attack speed": "延遲隨攻擊速度調整",
 "Delete - sure?": "刪除 - 確定？",
 "Delete team": "刪除隊伍",
 "Delete team \"": "刪除隊伍 \"",
 "Deleting a campaign in-game also deletes its autosave file. Keep external backups of anything you care about.": "在遊戲裡刪除戰役也會刪掉對應的自動存檔。重要內容請另外備份。",
 "Delicate,": "精緻，",
 "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，由於 generous rations.",
 "Demands": "需求",
 "Demo": "Demo",
 "Demo-build auto-clear": "試玩版自動通關",
 "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": "枯竭按層計數。掉落懲罰施加在",
 "Depletion range": "枯竭範圍",
 "Depletion recovery cycle (minute interval)": "枯竭恢復週期 (分鐘間隔)",
 "Depletion rule of thumb": "枯竭經驗法則",
 "DepletionStack": "DepletionStack",
 "DepletionTerm": "DepletionTerm",
 "Depths": "深處",
 "Deputy": "副指揮官",
 "Deputy Captain Absent": "副隊長缺席",
 "Deputy Captain's Ambition - Elf": "副隊長的野心 - 精靈",
 "Deputy Captain's Ambition - Human": "副指揮官的抱負 - 人類",
 "Deputy Captain's Ambition - Lizardman": "副指揮官的抱負 - 蜥蜴人",
 "Deputy Captain's Ambition - Lycan": "副指揮官的抱負 - 狼人",
 "Deputy Captains Insignia": "副指揮官徽章",
 "Deputy Captains Insignia - Dungeon Settlers Wiki": "副指揮官徽章 - Dungeon Settlers 維基",
 "Deputy Captains Insignia icon": "副指揮官徽章 圖示",
 "DeputyCaptainElf": "DeputyCaptainElf",
 "DeputyCaptainHuamn": "DeputyCaptainHuamn",
 "DeputyCaptainLizard": "DeputyCaptainLizard",
 "DeputyCaptainLycan": "DeputyCaptainLycan",
 "DeputyCaptainMia": "DeputyCaptainMia",
 "Derived (final) stat": "派生（最終）屬性",
 "Derived at the stock caster, level cap: {#} = half the caster {#} + {#}, {#} = the caster {#} + {#}.": "按初始施法者、等級上限推導：{#} = 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、等級上限推導：魔法攻擊力 = 施法者 魔法攻擊力 的一半 + 0，HP = 施法者 魔法攻擊力 + 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、等級上限推導：魔法攻擊力 = 施法者 魔法攻擊力 的一半 + 50.7，HP = 施法者 魔法攻擊力 + 300。",
 "Derived from talents": "由天賦得出",
 "Derived on every load: a cleared region opens its neighbour (OpenAdjacentRegion); nothing else opens a region": "每次載入時派生：已通關區域開啟其相鄰區域（OpenAdjacentRegion）；沒有其他方式開啟區域",
 "Derived stats": "派生屬性",
 "Describe the bug, the wrong value (expected vs shown), or your idea...": "描述漏洞、錯誤數值（預期值與顯示值）或你的想法...",
 "Describe your settler": "描述你的開拓者",
 "Description": "說明",
 "Despite": "儘管",
 "Despite the colorful spell names, damage in Dungeon Settlers is": "儘管法術名稱花哨，Dungeon Settlers 中的傷害是",
 "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...": "儘管法術名稱花哨，Dungeon Settlers 中的傷害是二元的：一切不是物理就是魔法。武器有可以攜帶...的單手型別...",
 "Despite the name, the Perception stat governs Physical & Magic Attack, Critical Chance and Cooking - its live": "儘管名稱如此，感知屬性管的是物理攻擊力與魔法攻擊力、暴擊機率和烹飪 - 其實裝",
 "Detailed sources": "詳細來源",
 "Detection & Aggro": "檢測與仇恨",
 "Detection is": "檢測是",
 "Detection range calculator": "檢測範圍計算器",
 "Detonating consumes the Burning stacks, forgoing their remaining damage-over-time.": "起爆會消耗燃燒層數，從而放棄其剩餘的持續傷害。",
 "Detonating consumes the stacks.": "起爆會消耗層數。",
 "Detonation": "起爆",
 "Detonator clears the stacks after firing; set the current stack count with the slider.": "引爆器在發射後會清除層數；使用滑塊設定當前層數。",
 "Dev / test": "開發 / 測試",
 "Dev Name": "開發名",
 "Dev comment": "開發者註釋",
 "Dev comments are translated from the original Korean - hover any dev note to see the authentic source string from the game's data tables.": "開發者註釋從原文韓語譯出 - 將指標懸停在任意開發者備註上即可看到遊戲資料表中的原始字串。",
 "Dev title": "開發名稱",
 "Dev-internal": "開發者內部",
 "Dev-internal changes": "開發內部變更",
 "DevValueConvertRatio_": "DevValueConvertRatio_",
 "Dev_NotUsed": "Dev_NotUsed",
 "Devastation": "毀滅",
 "Devastation Combat Difficulty": "毀滅戰鬥難度",
 "Devastation Support Wagon Additional Cog Weel Fixed": "毀滅 補給馬車 額外齒輪 固定",
 "Devastation Support Wagon Berry Fixed": "毀滅 補給馬車 藍莓 固定",
 "Devastation Support Wagon Grass Fixed": "毀滅 補給馬車 草 固定",
 "Devastation Support Wagon Hardtack Fixed": "毀滅 補給馬車 硬餅 固定",
 "Devastation Support Wagon Ointment Fixed": "毀滅 補給馬車 藥膏 固定",
 "Devastation Support Wagon Tech Book Fixed": "毀滅 補給馬車 科技手冊 固定",
 "Devastation Support Wagon Wood Fixed": "毀滅 補給馬車 木材 固定",
 "Developer Box Fixed": "開發者箱 固定",
 "Developer Box Random": "開發者箱 隨機",
 "Developer note": "開發者備註",
 "Developer note: Renders the creep area at the base out to a distance of 9 from the creep": "開發備註：將據點的蔓延區域繪製到距蔓延 9 的距離",
 "Developer test settlers - not part of normal recruitment.": "開發者測試開拓者 - 不屬於正常招募。",
 "Developer's": "開發者",
 "Developers Letter": "開發者的信",
 "Developers Letter - Dungeon Settlers Wiki": "開發者的信 - Dungeon Settlers 維基",
 "Developers Letter icon": "開發者的信 圖示",
 "Development leftovers": "開發殘留",
 "Device": "裝置",
 "Devric Pillar1": "德弗裡克石柱1",
 "Devric Pillar1 - Dungeon Settlers Wiki": "德弗裡克石柱1 - Dungeon Settlers 維基",
 "Devric Pillar2": "德弗裡克石柱2",
 "Devric Pillar2 - Dungeon Settlers Wiki": "德弗裡克石柱2 - Dungeon Settlers 維基",
 "Devric Pillar3": "德弗裡克石柱3",
 "Devric Pillar3 - Dungeon Settlers Wiki": "德弗裡克石柱3 - Dungeon Settlers 維基",
 "Devric Pillar4": "德弗裡克石柱4",
 "Devric Pillar4 - Dungeon Settlers Wiki": "德弗裡克石柱4 - Dungeon Settlers 維基",
 "Devrick Pendant on a 300-damage hit: 30% × 0.5 = 15% of 300 =": "德弗裡克吊墜在一次 300 傷害的命中上：30% × 0.5 = 300 的 15% =",
 "Devrick Pendant: heal": "德弗裡克吊墜：治療",
 "Devrick's": "德弗裡克的",
 "Devrick's Pendant": "德夫裡克的墜飾",
 "Devrick's Talisman": "德夫裡克的護身符",
 "Devrik": "德弗裡克",
 "Devrik Statue Remnant": "德弗裡克雕像遺蹟",
 "Devrik Statue Remnant - Dungeon Settlers Wiki": "德弗裡克雕像遺蹟 - Dungeon Settlers 維基",
 "Devrik Statue2 Remnant": "德弗裡克雕像2遺蹟",
 "Devrik Statue2 Remnant - Dungeon Settlers Wiki": "德弗裡克雕像2遺蹟 - Dungeon Settlers 維基",
 "Devrik Statue3 Remnant": "德弗裡克雕像3遺蹟",
 "Devrik Statue3 Remnant - Dungeon Settlers Wiki": "德弗裡克雕像3遺蹟 - Dungeon Settlers 維基",
 "Devrik Statue4 Remnant": "德弗裡克雕像4遺蹟",
 "Devrik Statue4 Remnant - Dungeon Settlers Wiki": "德弗裡克雕像4遺蹟 - Dungeon Settlers 維基",
 "Dialog": "對話",
 "Dialog graph - 1 node": "對話圖 - 1 個節點",
 "Dialog graph - 2 nodes": "對話圖 - 2 個節點",
 "Dialog graph - 3 nodes": "對話圖 - 3 個節點",
 "Dialog graph - 4 nodes": "對話圖 - 4 個節點",
 "Dialog graph - 5 nodes": "對話圖 - 5 個節點",
 "Dialog graph - 6 nodes": "對話圖 - 6 個節點",
 "Dialog graph - 7 nodes": "對話圖 - 7 個節點",
 "Dialog graph - 8 nodes": "對話圖 - 8 個節點",
 "Dialogue": "對話",
 "Diet": "食性",
 "Diet: Vegetarian": "食性: 素食",
 "Diet: {#}": "食性: {#}",
 "Dietary rules": "飲食規則",
 "Difficulty": "難度",
 "Difficulty Scaling": "難度縮放",
 "Difficulty Scaling - Dungeon Settlers Wiki": "難度縮放 - Dungeon Settlers 維基",
 "Difficulty scales the target's HP, and the % of HP shown follows it.": "難度會縮放目標的 HP，頁面上的 HP 百分比隨之變化。",
 "Difficulty scaling": "難度縮放",
 "Diffusive": "擴散",
 "Dig": "挖掘",
 "Dig Ground": "挖掘地面",
 "Diminishing returns": "收益遞減",
 "Dining": "餐廳",
 "Dining Room Meals are more enjoyable in the Dining Room. [ROOM_PoorDiningRoom] [ROOM_MediocreDiningRoom] [ROOM_NormalDiningRoom] [ROOM_DecentDiningRoom]": "餐廳 在餐廳用餐更令人愉快。[ROOM_PoorDiningRoom] [ROOM_MediocreDiningRoom] [ROOM_NormalDiningRoom] [ROOM_DecentDiningRoom]",
 "DiningRoom": "DiningRoom",
 "Direct answers": "直接回答",
 "Direction, radius 2": "方向，半徑 2",
 "Direction, radius 3": "方向，半徑 3",
 "Direction, radius 7": "方向，半徑 7",
 "Dirt Wall Fixed": "土牆 固定",
 "Dirty Corpses": "被褻瀆的屍體",
 "Dirty Corpses Remnant": "被褻瀆的屍體遺蹟",
 "Dirty Corpses1 Remnant": "骯髒屍體1遺蹟",
 "Dirty Corpses1 Remnant - Dungeon Settlers Wiki": "骯髒屍體1遺蹟 - Dungeon Settlers 維基",
 "Dirty Corpses2": "骯髒屍體2",
 "Dirty Corpses2 Remnant": "骯髒屍體2遺蹟",
 "Dirty Corpses2 Remnant - Dungeon Settlers Wiki": "骯髒屍體2遺蹟 - Dungeon Settlers 維基",
 "Disabled:": "禁用：",
 "Disabled: Carrying another unit": "已禁用：正在攜帶其他單位",
 "Disarm": "繳械",
 "Discarded": "廢棄",
 "Discarded Magic Power Device Remnant": "廢棄魔力裝置殘骸",
 "Discarded Magic Power Device Remnant - Dungeon Settlers Wiki": "廢棄魔力裝置殘骸 - Dungeon Settlers 維基",
 "Discarded Specimen Remnant": "廢棄樣本遺蹟",
 "Discarded Specimen Remnant - Dungeon Settlers Wiki": "廢棄樣本遺蹟 - Dungeon Settlers 維基",
 "Discarded specimen investigation": "調查廢棄樣本",
 "DiscaredMagicPowerDevice": "DiscaredMagicPowerDevice",
 "Discontent": "不滿",
 "Discord handle, etc.": "Discord 使用者名稱等",
 "Discount": "折扣",
 "Discount range": "折扣範圍",
 "Discovery": "發現",
 "Discovery journal": "發現日誌",
 "Dish": "菜餚",
 "Dislike the one that bites front + dislike the one that bites back": "討厭咬前方的那個 + 討厭咬後方的那個",
 "Dislike the one that bites front + dislike the one that bites back - Dungeon Settlers Wiki": "討厭咬前方的那個 + 討厭咬後方的那個 - Dungeon Settlers 維基",
 "Dislike the one that bites front + dislike the one that bites back map": "討厭咬前方的那個 + 討厭咬後方的那個地圖",
 "Dismantle": "拆解",
 "Dispatched": "已派遣",
 "Display": "顯示",
 "Display names": "顯示名稱",
 "Dissatisfied Unit": "不滿的單位",
 "Distance correction value at which the skill should be cancelled if the target moves too far away during the pre-delay": "若目標在前搖期間走得過遠，技能應被取消的距離修正值",
 "Distance to target": "與目標的距離",
 "Distance value determining how many tiles (Manhattan distance) around itself a non-player-faction unit treats as pathable tiles. This is meant to prevent long, roundabout detours, so the exact number itself doesn't matter much. Try different values and adjust so it neither detours too far nor fails to detour at all.": "決定非玩家陣營單位將自身周圍多少格（曼哈頓距離）視為可通行格的距離值。這是為了防止過長的繞路，所以精確數字本身不太重要。請嘗試不同數值並調整，使其既不會繞得太遠，也不會完全無法繞路。",
 "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.": "決定玩家陣營單位將自身周圍多少格（曼哈頓距離）視為可通行格的距離值。這是為了防止過長的繞路，所以精確數字本身不太重要。請嘗試不同數值並調整，使其既不會繞得太遠，也不會完全無法繞路。",
 "Distorted Senses GAMESYSTEM_Environment_{affecterName}": "感官扭曲 GAMESYSTEM_Environment_{affecterName}",
 "DistortedSenses": "DistortedSenses",
 "Division": "Division",
 "Division_": "Division_",
 "Dmg / hit": "傷害/擊",
 "Dmg/hit": "傷害/次命中",
 "Do": "做",
 "Do not forget-it is our lives on the line!": "別忘了，賭上的可是我們的命！",
 "Do not play this": "請不要挑戰此",
 "Do not play this difficulty, we warned you. Enemies are unreasonably strong. Forcibly disables free saves.": "請不要挑戰此 difficulty, we 警告過你。敵人強得毫無道理。 Forcibly disables free saves.",
 "Do not play this difficulty. We warned you. Enemies are unreasonably strong. Ironman Mode is forcibly enabled.": "請不要挑戰此 difficulty. We 警告過你。敵人強得毫無道理。 Ironman Mode is forcibly enabled.",
 "Do untill you have X": "執行直到擁有X",
 "Do you really want to quit to": "確定要退回到",
 "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.": "確定要退回到 the title screen? 位於據點時，進度將被自動儲存。 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.": "確定要退回到 title? 位於據點時，進度將被自動儲存。 If you are in dungeon, all unsaved progress will be lost.",
 "DoT stack caps": "持續傷害疊加上限",
 "DoT stack-cap calculator": "持續傷害層數上限計算器",
 "DoT status": "持續傷害狀態",
 "Dodge": "閃避",
 "Dodge chance": "閃避機率",
 "Dodge chance (flat)": "閃避機率（固定值）",
 "DodgeChancePercentage": "DodgeChancePercentage",
 "Dodging or being missed": "閃避或未被命中",
 "Does": "造成",
 "Does not consume the stacks.": "不會消耗層數。",
 "Does not stack": "不可疊加",
 "Doesn't": "不",
 "Dog": "狗",
 "Don": "穿上",
 "Don't": "別",
 "Don't bother editing a region's": "不必去改某個區域的",
 "Don't edit a save while the game is running. The next autosave overwrites your work.": "不要在遊戲執行時改存檔。下一次自動儲存會覆蓋你的修改。",
 "Don't forget, it's us who are risking our lives!": "別忘了，賭上的可是我們的命！",
 "Don't worry about it. Let's just go.": "別擔心，我們走吧。",
 "Done": "完成",
 "Done when": "完成時",
 "DopJudge": "DopJudge",
 "DopKilled": "DopKilled",
 "DopStart": "DopStart",
 "DopSuspicious1": "DopSuspicious1",
 "Double": "雙倍",
 "Double Output": "雙倍產出",
 "Downloads": "下載",
 "Downloads & AI": "下載與 AI",
 "Downloads & AI Data": "下載 & AI 資料",
 "Downloads & AI Data - Dungeon Settlers Wiki": "下載 & AI 資料 - Dungeon Settlers 維基",
 "Draft.": "草稿。",
 "Drag the slider for their level. Under it is the XP and mana stones that level costs.": "拖動滑塊設定他們的等級。下方是該等級所需的經驗和法力石。",
 "Dread": "恐懼",
 "Drop / other": "掉落 / 其他",
 "Drop amounts and item quality are unchanged, only the rate.": "掉落數量和物品品質不變，只改變機率。",
 "Drop amounts and rates are fixed.": "掉落數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 個槽位，物品或帶百分比的巢狀 DROP_ 引用。",
 "Drop pools expanded with percentages": "展開百分比的掉落池",
 "Drop rate": "掉落率",
 "Drop rates scale with your Management difficulty.": "掉落率隨經營難度縮放。",
 "Drop the downloaded .json into the Saves folder shown below.": "把下載的 .json 放到下方顯示的 Saves 資料夾中。",
 "Drop the effect text and every selected effect": "清除效果文字及所有已選效果",
 "Drop the search text, the bonus filter, the rank and every selected tree": "清除搜尋文字、加成篩選、等級和所有已選技能樹",
 "DropRateFactorByDifficulty": "DropRateFactorByDifficulty",
 "Dropped by": "掉落來源",
 "Drops": "掉落",
 "Drops & gathering": "掉落與採集",
 "Drops from monster": "從怪物掉落",
 "Dug": "挖",
 "Dung...": "地下城...",
 "Dungeon Break": "地下城崩壞",
 "Dungeon Break constant": "地下城崩壞常量",
 "Dungeon Build Max Region": "地下城建造最大區域",
 "Dungeon Core": "地下城核心",
 "Dungeon Core Remnant": "地下城核心遺蹟",
 "Dungeon Core Remnant - Dungeon Settlers Wiki": "地下城核心遺蹟 - Dungeon Settlers 維基",
 "Dungeon Core2 Remnant": "地下城核心2遺蹟",
 "Dungeon Core2 Remnant - Dungeon Settlers Wiki": "地下城核心2遺蹟 - Dungeon Settlers 維基",
 "Dungeon Depletion": "地下城枯竭",
 "Dungeon Depletion - Dungeon Settlers Wiki": "地下城枯竭 - Dungeon Settlers 維基",
 "Dungeon Expeditions": "地下城探險",
 "Dungeon Floor Simulator": "地下城層模擬器",
 "Dungeon Floor Simulator - Dungeon Settlers Wiki": "地下城層模擬器 - Dungeon Settlers 維基",
 "Dungeon Godness Statue": "地下城女神像",
 "Dungeon Godness Statue - Dungeon Settlers Wiki": "地下城女神像 - Dungeon Settlers 維基",
 "Dungeon Godness Statue icon": "地下城女神像 圖示",
 "Dungeon Last Abyess Floor": "地下城最後深淵層",
 "Dungeon Npc Quest Report Spawn Weight Multiplier": "地下城NPC任務報告生成權重乘數",
 "Dungeon Result Dead": "地下城結果：死亡",
 "Dungeon Result Missing": "地下城結果：失蹤",
 "Dungeon Result UI Sure Go Down": "地下城結果介面確定下樓",
 "Dungeon Result UI Sure Go Down Missing Unit": "地下城結果介面確定下樓缺少單位",
 "Dungeon Rooms": "地下城房間",
 "Dungeon Rooms - Dungeon Settlers Wiki": "地下城房間 - Dungeon Settlers 維基",
 "Dungeon Scare Crow Remnant": "地下城稻草人遺蹟",
 "Dungeon Scare Crow Remnant - Dungeon Settlers Wiki": "地下城稻草人遺蹟 - Dungeon Settlers 維基",
 "Dungeon Settlers": "Dungeon Settlers",
 "Dungeon Settlers Wiki": "Dungeon Settlers 維基",
 "Dungeon Settlers Wiki - Items, Monsters, Skills, Loot and Character Builder": "Dungeon Settlers 維基 - 物品、怪物、技能、掉落和角色構築器",
 "Dungeon Settlers Wiki - unofficial fan database for Dungeon Settlers": "Dungeon Settlers 維基 - Dungeon Settlers 的非官方玩家資料庫",
 "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 是一款據點經營套著地下城探索的遊戲。你建造據點並招募一支小隊，然後升級他們，把探險推向地下城更深處。主線故事（",
 "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 是一款據點經營套著地下城探索的遊戲。你建造據點並招募一支小隊，然後升級他們，把探險推向更深處...",
 "Dungeon Settlers is a dungeon-crawler. Spoiler-free hides": "Dungeon Settlers 是一款地下城探索遊戲。無劇透模式會隱藏",
 "Dungeon Settlers is a dungeon-crawler. Spoiler-free hides ": "Dungeon Settlers 是一款地下城探索遊戲。無劇透模式會隱藏 ",
 "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 按固定鏈條開放區域，解鎖是",
 "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 按固定鏈條開放區域，解鎖是派生的，不是儲存的。通關一個區域是開啟下一個區域的唯一方式。",
 "Dungeon Settlers screenshot 1": "Dungeon Settlers 截圖 1",
 "Dungeon Settlers screenshot 2": "Dungeon Settlers 截圖 2",
 "Dungeon Settlers screenshot 3": "Dungeon Settlers 截圖 3",
 "Dungeon Settlers screenshot 4": "Dungeon Settlers 截圖 4",
 "Dungeon Settlers screenshot 5": "Dungeon Settlers 截圖 5",
 "Dungeon Settlers screenshot 6": "Dungeon Settlers 截圖 6",
 "Dungeon Settlers {#} database: stats, effects, sources and cross-references from the game's own data.": "Dungeon Settlers {#} 資料庫：來自遊戲自身資料的數值、效果、來源和交叉引用。",
 "Dungeon Stay": "地下城停留",
 "Dungeon Stay - Dungeon Settlers Wiki": "地下城停留 - Dungeon Settlers 維基",
 "Dungeon Stay Aftereffect": "地下城逗留後遺症",
 "Dungeon Stay Aftermath: -2 心情 for a while": "地下城逗留後遺症：心情 -2，持續一段時間",
 "Dungeon Stay ladder": "地下城停留階梯",
 "Dungeon Unit For Clear Region": "地下城單位用於清除區域",
 "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）- 入口節點、分類、條件。",
 "Dungeon habits": "地下城習慣",
 "Dungeon monster patrol interval (minutes)": "地下城怪物巡邏間隔（分鐘）",
 "Dungeon regions - floors, environments, unlock chain": "地下城區域 - 層、環境、解鎖鏈",
 "Dungeon room layouts per region.": "各區域的地下城房間佈局。",
 "Dungeon rooms": "地下城房間",
 "Dungeon stay": "地下城停留",
 "Dungeon stay (stage {#})": "地下城停留（階段 {#}）",
 "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%.": "按戰鬥難度劃分的地下城單位重生間隔（分鐘）。CombatDifficulty 列舉順序：Easy, Normal, Hard, VeryHard, Devastation。以原始 600 分鐘為基準：簡單 +100%，普通 +50%，困難及以上 +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.": "地下城停留時長懲罰（分鐘間隔） [n]: n 分鐘的間隔 警告！！！只能輸入 3 個值。多加會報錯，因為會嘗試賦值類似 D5 的項。",
 "Dungeon-stay mood penalty": "地下城停留心情懲罰",
 "Dungeon-stay penalty": "地下城停留懲罰",
 "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": "地下城與世界",
 "Duplicate this build under a new name and keep editing the copy. Everything else saves itself.": "以新名稱複製此構築，並繼續編輯副本。其餘內容會自行儲存。",
 "Duplicates": "重複",
 "Durability": "耐久",
 "Durability after {#} attacks": "{#} 次攻擊後的耐久度",
 "Durability after {#} hits": "{#} 次命中後的耐久度",
 "Durability cost": "耐久度消耗",
 "Durability loss": "耐久度損耗",
 "Durability lost per attack": "每次攻擊損失的耐久度",
 "Durability lost per hit": "每次命中損失的耐久度",
 "Durability per attack": "每次攻擊的耐久度",
 "Durability simulator": "耐久度模擬器",
 "Durability wear": "耐久度損耗",
 "Durability, XP, mood and more": "耐久度、經驗、心情等",
 "Duration": "持續時間",
 "Duration (seconds)": "持續時間（秒）",
 "During": "期間",
 "Dust Root": "塵根",
 "Dust Root Fixed": "塵根 固定",
 "Dust Root Growth2 Fixed": "塵根生長2 固定",
 "Dust Root Growth2 Random": "塵根 生長2 隨機",
 "Dust Root Random": "塵根 隨機",
 "Duty": "職責",
 "Dwarf, WhiteDemon, Tal": "矮人, 白魔, 塔爾",
 "DwarfWeight": "DwarfWeight",
 "E/min": "E/分鐘",
 "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": "環境效果",
 "ETC Key Zoom Speed": "ETC 鍵縮放速度",
 "ETC_": "ETC_",
 "EXP.": "經驗。",
 "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": "每層外殼消耗在一次受到的命中上，將該次命中降為 1 傷害 - 並且優先於格擋。達到上限時你持有",
 "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.": "每個主動技能都會在真實的地下城房間上標出射程和範圍；圓盤標示施法者，圓環或高亮格子標示命中的地塊。點選圖片可放大。",
 "Each attack or weapon skill spends a small amount of durability from your": "每次攻擊或武器技能都會消耗少量耐久度，來自你的",
 "Each attack spends durability from the Primary weapon. Guarding does not attack, so it costs no weapon durability.": "每次攻擊消耗主要武器的耐久度。格擋不會攻擊，因此不消耗武器耐久度。",
 "Each critical basic attack is 5 Bleeding stacks.": "每次暴擊普通攻擊為 5 層出血。",
 "Each critical basic attack is 5 Burning stacks.": "每次暴擊普通攻擊為 5 層燃燒。",
 "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.": "每次暴擊支付 10 金幣，並從剩餘額度中減去 10。額度用盡後，銘文改為賦予一次暴擊機率。",
 "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 (": "每種傷害型別（斬擊、打擊、穿透，以及魔法元素奧術、火、冰、閃電、神聖、黑暗）都有各自的抗性，從 0 起。物理抗性體質每 1 點 +0.3，魔法抗性智力每 1 點 +0.3（",
 "Each floor contains a": "每一層都包含著一座",
 "Each floor of the region draws from a pool of": "該區域每一層均從以下池中抽取",
 "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.": "每次狩獵之後都有一個報告任務，再次與她交談時發放狩獵獎勵。上交最後一次狩獵後，她會來到你的據點。",
 "Each in-game minute, a unit's stress moves by": "遊戲內每分鐘，單位的壓力變化量為",
 "Each is recomputed on this character, then run through the same damage model as the exchange.": "每個都會在此角色上重新計算，然後透過與交換相同的傷害模型執行。",
 "Each management difficulty has its own row. The": "每種管理難度有各自的一行。該",
 "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 (": "每次商人補貨都會獨立抽取池中每一項：物品按所列機率出現，數量在 Min 與 Max 之間隨機，基礎價格再按所列範圍隨機打折。庫存每 4800 遊戲內分鐘重新整理一次（",
 "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).": "每個數字都是對所選單位（預設是等級上限的初始洛威爾）的預期命中傷害，已計入該單位的抗性和該檔位的攻擊倍率，但尚未計入命中機率、閃避和格擋。怪物沒有能量消耗，其技能僅受冷卻限制（能量是玩家單位的資源）。",
 "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.": "每次觸發都是一次獨立結算，係數取自物理攻擊力。其攻擊型別解析為無，因此命中判定會短路，觸發必定命中，但仍會單獨擲暴擊，並且可以被格擋。",
 "Each region names a": "每個區域指定一個",
 "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.": "每個技能都有自己的冷卻。用一個還會啟動公共冷卻，所以那根時鐘走完之前不能再放別的技能。冷卻縮減只縮短該技能自己的等待。公共冷卻不變。",
 "Each skill point is e...": "每個技能點都是...",
 "Each slot rolls its rarity on its own, and all 5 use the same weights.": "每個欄位單獨擲出稀有度，全部 5 個使用相同權重。",
 "Each slot rolls its rarity on its own, and all {#} use the same weights.": "每個槽各自抽取稀有度，全部 {#} 個使用相同權重。",
 "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.": "每次濺射都是帶有固定數值的獨立結算，因此會從頭重新進入傷害流程：它獨立判定暴擊和格擋，並受受害者物理抗性減免。",
 "Each square is how fast a main stat grows. Moderate is the middle. Click a square to change it.": "每個方格表示一項主屬性的成長速度。中等是中間檔。點選方格即可更改。",
 "Each stat carries an is-percent flag; 57 stats are percent-based, 74 flat": "每項屬性帶有 is-percent 標誌；57 項是百分比，74 項是固定值",
 "Each stone drops once, on the first kill of its monster.": "每顆石頭只在首次擊殺對應怪物時掉落一次。",
 "Each ticked kit is packed into the personal backpack of every character going in, so the squad walks in carrying it.": "每個勾選的套件會裝入每位入場角色的個人揹包，因此小隊進場時會帶著它。",
 "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}% 持續 {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}% 持續 {0} 秒。 This effect can stack up to {2}%. The effect resets if position changes.",
 "Each unit carries its own sight radius (": "每個單位都有自己的視野半徑 (",
 "Each unit has": "每個單位有",
 "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...": "每個單位有 7 個裝備欄。武器在穿戴者由屬性得出的攻擊力之上提供固定攻擊值，裝備還可以帶有額外狀態效果...",
 "Each unit has traits, stats, and skill trees, and the recruitment list is ...": "每個單位都有特質、屬性和技能樹，並且招募列表會...",
 "Each unit skill tree, gear, stats and passives - the exact layout a shared team link shows. Use \"Copy team link\" above to share it.": "每個單位的技能樹、裝備、屬性和被動 - 即分享隊伍連結所顯示的精確佈局。使用上方的“複製隊伍連結”來分享。",
 "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.": "每根藤蔓覆蓋一圈蔓延：小藤蔓用小藤蔓半徑，大藤蔓用大藤蔓半徑；藤蔓按大藤蔓機率成為大藤蔓，否則為小藤蔓。生成器會不斷新增藤蔓，直到每一格蔓延都至少被一根藤蔓覆蓋。",
 "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:": "更早的版本還描述了二進位制中硬編碼的潰爛地穴例外。這些指令存在於 B.0.3.14，從 B.0.3.40 起已移除：",
 "Earlier versions said Veil of Silence's own phase table,": "更早的版本稱寂靜帷幕自己的階段表",
 "Earliest clan rank the background can appear at (a race that unlocks later simply waits for its own rank)": "該出身最早能出現的探險等級（較晚解鎖的種族等到自己的等級即可）",
 "Early Access": "搶先體驗",
 "Earned": "獲得",
 "Earth Crash 1": "大地衝擊 1",
 "Earth Crash 2": "大地衝擊 2",
 "Earth Crash 3": "大地衝擊 3",
 "Easily found in dungeons in large quantities.": "在地下城中可以輕而易舉地收穫許多許多。",
 "Easy Support Wagon Berry Fixed": "簡單 補給馬車 藍莓 固定",
 "Easy Support Wagon Grass Fixed": "簡單 補給馬車 草 固定",
 "Easy Support Wagon Hardtack Fixed": "簡單 補給馬車 硬餅 固定",
 "Easy Support Wagon Ointment Fixed": "簡單 補給馬車 藥膏 固定",
 "Easy Support Wagon Tech Book Fixed": "簡單 補給馬車 科技手冊 固定",
 "Easy Support Wagon Wood Fixed": "簡單 補給馬車 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.": "簡單和普通讓怪物弱得多；極難和毀滅讓它們更耐打、打得更痛。在毀滅難度下，怪物的生命值和攻擊力是困難難度下同一怪物的 x1.5，此外還有攻擊速度 +20%、移動速度 +15%、暴擊機率 +10、暴擊傷害加成 +50 以及閃避機率 +15。",
 "Easy to handle due to its light weight, but lacks power.": "重量輕，易於操控，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 個單位而低估，但白色猛獁是該區域的後期怪物，屬性很高。",
 "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 個單位而低估，但白色猛獁是該區域的後期怪物，屬性很高。 - Dungeon Settlers 維基",
 "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 個單位而低估，但白色猛獁是該區域的後期怪物，屬性很高。地圖",
 "Easy, Normal, Hard, Very Hard, Devastation": "簡單、普通、困難、極難、毀滅",
 "EatCondition": "EatCondition",
 "Eat_": "Eat_",
 "Eating here": "在此進食",
 "Eating_": "Eating_",
 "Echo Flower Corner Stone": "回聲花隅石",
 "Echo Flower Corner Stone - Dungeon Settlers Wiki": "回聲花隅石 - Dungeon Settlers 維基",
 "Echo Flower Fixed": "回聲花 固定",
 "Echo Flower Ramnant": "回聲花遺蹟",
 "Echo Flower Ramnant - Dungeon Settlers Wiki": "回聲花遺蹟 - Dungeon Settlers 維基",
 "Echo Flower Ramnant icon": "回聲花遺蹟 圖示",
 "Echo Flower Remnant Remnant": "回聲花遺蹟遺蹟",
 "Echo Flower Remnant Remnant - Dungeon Settlers Wiki": "回聲花遺蹟遺蹟 - Dungeon Settlers 維基",
 "Edible": "可食用",
 "Editing a region's": "編輯某個區域的",
 "Edits to avoid": "應避免的修改",
 "EenrgyEffectApplyCondition": "EenrgyEffectApplyCondition",
 "Effect duration granted on mental breakdown": "精神崩潰時賦予的效果持續時間",
 "Effect live": "效果已接入",
 "Effect not wired": "效果未接入",
 "Effect only": "僅效果",
 "Effect window": "效果視窗",
 "Effect:": "效果：",
 "Effective HP vs magic": "對魔法的有效 HP",
 "Effective HP vs physical": "對物理的有效 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.": "有效視野 = 視野範圍，夜間減去 {#}，有夜視時加上 {#}。警戒度每遊戲內分鐘增加 {#}，達到 {#} 時進入戰鬥（遊戲內 {#} 分鐘 = 1 倍速下約 {#} 真實秒）。攻擊或靠近會快得多。",
 "Effects": "效果",
 "Effects & keywords": "效果與關鍵詞",
 "Effects - Dungeon Settlers Wiki": "效果 - Dungeon Settlers 維基",
 "Effects and traits": "效果與特質",
 "Effects in play": "生效中的效果",
 "Effects that are NOT capped": "沒有上限的效果",
 "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 玩家的屬性。 - 進攻 - 鐵牆 - 加固 (Fortification) - 加速 (Haste) - 猛攻 - 魔法增幅 - 鋒利度 - 加速 (Acceleration) - 精準度 - 冷卻時間減少 - 反射閃避 - 吸血 - 加固 (Reinforced) - 結界",
 "Effects that weaken a player's stats.": "這些效果能為玩家屬性帶來負面變化。",
 "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": "這些效果能為玩家屬性帶來負面變化。 - 虛弱 - 脆弱 - 減速 (Slow) - 跛行 - 致命弱點 - 減速 (Deceleration) - 干擾 - 硬直 - 破壞 - 裂縫",
 "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": "這些效果能為玩家屬性帶來負面變化。 - 虛弱 - 脆弱 - 減速 (Slow) - 跛行 - 致命弱點 - 干擾 - 硬直 - 破壞 - 裂縫",
 "Effects:": "效果：",
 "Elder": "長老",
 "Elder Glot": "格洛斯長老",
 "Elder Gloth Fixed": "格洛斯長老 固定",
 "Elder Gloth Random": "格洛斯長老 隨機",
 "Elder Gloth map": "格洛斯長老地圖",
 "Elder Gloth, a Goblin Shaman, and a Blue Goblin in the boss room.": "首領房間裡的格洛斯長老、一名哥布林薩滿和一名藍哥布林。",
 "ElderGloth": "ElderGloth",
 "ElderGlothSoul.": "遠古格洛斯之魂。",
 "Elf Slim Unisex 0": "精靈纖細中性 0",
 "Elf Slim Unisex 1": "精靈 纖細 中性 1",
 "Elf Slim Unisex 10": "精靈 纖細 中性 10",
 "Elf Slim Unisex 11": "精靈 纖細 中性 11",
 "Elf Slim Unisex 12": "精靈 纖細 中性 12",
 "Elf Slim Unisex 13": "精靈 纖細 中性 13",
 "Elf Slim Unisex 14": "精靈 纖細 中性 14",
 "Elf Slim Unisex 15": "精靈 纖細 中性 15",
 "Elf Slim Unisex 2": "精靈苗條中性2",
 "Elf Slim Unisex 3": "精靈 纖細 中性 3",
 "Elf Slim Unisex 4": "精靈 纖細 中性 4",
 "Elf Slim Unisex 5": "精靈 纖細 中性 5",
 "Elf Slim Unisex 6": "精靈苗條中性6",
 "Elf Slim Unisex 7": "精靈苗條中性7",
 "Elf Slim Unisex 8": "精靈苗條中性8",
 "Elf Slim Unisex 9": "精靈苗條中性9",
 "Elf Standard Female 0": "精靈標準女性 0",
 "Elf Standard Female 1": "精靈標準女性 1",
 "Elf Standard Female 10": "精靈 標準 女性 10",
 "Elf Standard Female 11": "精靈標準女性 11",
 "Elf Standard Female 12": "精靈標準女性 12",
 "Elf Standard Female 13": "精靈標準女性 13",
 "Elf Standard Female 14": "精靈標準女性 14",
 "Elf Standard Female 2": "精靈標準女性 2",
 "Elf Standard Female 3": "精靈標準女性 3",
 "Elf Standard Female 4": "精靈標準女性 4",
 "Elf Standard Female 5": "精靈標準女性 5",
 "Elf Standard Female 6": "精靈標準女性 6",
 "Elf Standard Female 7": "精靈標準女性 7",
 "Elf Standard Female 8": "精靈標準女性 8",
 "Elf Standard Female 9": "精靈標準女性 9",
 "Elf Standard Male": "Elf Standard Male",
 "Elf Standard Male 0": "精靈標準男性 0",
 "Elf Standard Male 1": "精靈 標準 男性 1",
 "Elf Standard Male 10": "精靈 標準 男性 10",
 "Elf Standard Male 11": "精靈 標準 男性 11",
 "Elf Standard Male 12": "精靈 標準 男性 12",
 "Elf Standard Male 13": "精靈 標準 男性 13",
 "Elf Standard Male 2": "精靈標準男性 2",
 "Elf Standard Male 3": "精靈標準男性 3",
 "Elf Standard Male 4": "精靈 標準 男性 4",
 "Elf Standard Male 5": "精靈標準男性 5",
 "Elf Standard Male 6": "精靈標準男性 6",
 "Elf Standard Male 7": "精靈標準男性 7",
 "Elf Standard Male 8": "精靈標準男性 8",
 "Elf Standard Male 9": "精靈標準男性 9",
 "Elf Standard Male 999": "精靈標準男性 999",
 "Elf recruits": "精靈招募",
 "Elf's Homeland GAMESYSTEM_Environment_{affecterName}": "精靈家園 GAMESYSTEM_Environment_{affecterName}",
 "Elf-themed region/recruitment expansion": "精靈主題區域/招募擴充套件",
 "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 / 首領",
 "Elite Treasure": "精英寶箱",
 "Elite and boss status is a tag the monster carries, not a stat or a table column.": "精英和首領狀態是怪物攜帶的標籤，不是屬性，也不是表列。",
 "Elite; 4'500 total HP, 144 physical attack, Bloody Scratch + Rat Swarm": "精英；總計 4'500 HP，144 物理攻擊力，血腥抓撓 + 鼠群",
 "EliteHuntOrder": "EliteHuntOrder",
 "EliteTreasure": "EliteTreasure",
 "Elixir": "靈藥",
 "Elixirs": "靈藥",
 "Elos": "埃洛斯",
 "Elven Homeland (hinted)": "精靈家園（有暗示）",
 "ElvenHomeland": "ElvenHomeland",
 "Elves": "精靈",
 "Emergency": "緊急",
 "Emits": "散發",
 "Emits a clear energy like ocean waves, making fingertips feel cool.": "散發出如海浪般清澈的能量，讓指尖感到涼爽。",
 "Emotes": "表情",
 "EmotionBubbleTable - 23 settler emotion bubbles (click to expand)": "EmotionBubbleTable - 23 個開拓者情緒氣泡（點選展開）",
 "Empi...": "帝……",
 "Empire": "帝國",
 "Empire,": "帝國，",
 "Empty Ammo": "彈藥為空",
 "Empty Equipment: Body": "空裝備：身體",
 "Empty Equipment: Head": "空裝備：頭部",
 "Empty Equipment: Primary": "空裝備：主要",
 "Encirclement": "包圍",
 "Encirclement (": "包圍 (",
 "Encirclement calculator": "包圍計算器",
 "Encirclement_": "Encirclement_",
 "End delay": "結束延遲",
 "EndMainQuest": "EndMainQuest",
 "Endless": "無盡",
 "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 檢查著你帶回來的莫默克殘骸，眉尖輕挑。 \"...Hmph.\" 她沉默地審視了一會兒手頭的證據 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": "恩多爾西",
 "Endrossi - dungeon NPC": "恩多爾西 - 地下城 NPC",
 "Endrossi Dungeon": "恩多爾西地下城",
 "Endrossi Dungeon Before Boss": "恩多爾西地下城 Before Boss",
 "Endrossi Fixed": "恩多爾西 固定",
 "Endrossi Quest Complete -": "恩多爾西任務完成 -",
 "Endrossi Quest End 1": "恩多爾西任務結束 1",
 "Endrossi Quest End 1 - Dungeon Settlers Wiki": "恩多爾西任務結束 1 - Dungeon Settlers 維基",
 "Endrossi Quest End 1 icon": "恩多爾西任務結束 1 圖示",
 "Endrossi Quest End 2": "恩多爾西任務結束 2",
 "Endrossi Quest End 2 - Dungeon Settlers Wiki": "恩多爾西任務結束 2 - Dungeon Settlers 維基",
 "Endrossi Quest End 2 icon": "恩多爾西任務結束 2 圖示",
 "Endrossi Quest End 3": "恩多爾西任務結束 3",
 "Endrossi Quest End 3 - Dungeon Settlers Wiki": "恩多爾西任務結束 3 - Dungeon Settlers 維基",
 "Endrossi Quest End 3 icon": "恩多爾西任務結束 3 圖示",
 "Endrossi Quest End 4": "恩多爾西任務結束 4",
 "Endrossi Quest End 4 - Dungeon Settlers Wiki": "恩多爾西任務結束 4 - Dungeon Settlers 維基",
 "Endrossi Quest End 4 icon": "恩多爾西任務結束 4 圖示",
 "Endrossi Safe": "恩多爾西安全層",
 "Endrossi also spawns on Festering Burrow's": "恩多爾西也會出現在潰爛地穴的",
 "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.": "恩德羅西注意到你時，眼睛一亮，但很快又移開了視線。她假裝一切正常，漫不經心地翻找著她的箭袋，然後才開口說道：“什麼？又是你？”短暫的沉默後，她望向森林之外。“最近森林似乎平靜了一些。追蹤獵物比以前容易多了。”她周圍整齊地擺放著新處理過的獸皮、骨頭和其他狩獵戰利品。",
 "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 檢查著你帶回來的莫默克殘骸，眉尖輕挑。 \"...Hmph.\" 她沉默地審視了一會兒手頭的證據 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": "恩多爾西地圖",
 "Endrossi only appears there once the Golem has actually died.": "恩多爾西僅在魔像確實死亡後才會出現在那裡。",
 "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": "結束該事件",
 "Enemies are": "敵人",
 "Enemies are extremely powerful! This difficulty is intended for players already familiar with the game who seek a grueling challenge.": "敵人極其強大！此難度專為熟悉遊戲並尋求嚴峻挑戰的玩家設計。",
 "Enemies are formidable! For players familiar with the game seeking a merciless challenge. Forcibly disables free saves.": "敵人強大！適合熟悉遊戲並尋求無情挑戰的玩家。強制禁用自由存檔。",
 "Enemies are tough, dungeons unforgiving. For experienced strategy players.": "敵人強悍，地下城毫不留情。適合有經驗的策略玩家。",
 "Enemies at or below 20 percent HP are finished off after they take a hit.": "HP 處於 20% 或以下的敵人在受到一次攻擊後會被補刀。",
 "Enemy": "敵人",
 "Enemy max HP": "敵人最大 HP",
 "EnemyMaxCap": "EnemyMaxCap",
 "Energy Regen": "能量恢復",
 "Energy budget is not enforced - the rotation assumes every skill always has energy to cast.": "不強制能量預算 - 該迴圈假定每個技能始終有能量可施放。",
 "Energy cost": "能量消耗",
 "Energy gain +20%,": "能量獲得 +20%,",
 "Energy loops": "能量迴圈",
 "Energy loss +20%": "能量損失 +20%",
 "Energy loss +50%": "能量損失 +50%",
 "Energy loss +50% Upon duration expiry, dies (post-alpha: replaced with Mental Breakdown)": "能量損失 +50% 持續時間結束時死亡（內測後：已替換為精神崩潰）",
 "Energy per Shell": "每個外殼的能量",
 "Energy per minute": "每分鐘能量",
 "Energy recovered": "已恢復能量",
 "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.": "恢復的能量會存入一個浮點累加器。每積滿 1 整點就變成隱藏計數器的 1 層。計數器達到 60 時，佩戴者獲得 1 層外殼，除非已經持有 20 層外殼。",
 "Energy spent to cast, from the unit's shared energy pool.": "施放消耗的能量，來自該單位的共享能量池。",
 "Energy to kill": "擊殺能量",
 "Energy x casts per minute - how fast this skill drains your shared energy pool if spammed.": "能量 x 每分鐘施放次數 - 連發時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).": "英文字地化字串（TEXTKEY_... 鍵）。",
 "Enhancement": "強化",
 "Enhances": "增強",
 "Enhances the supporting ability of spear.": "增強長矛的支援能力。",
 "Enjoy": "享受",
 "Enjoy a wild ball, maximum Energy decreases, but mood improve.": "享受一場狂野的舞會，最大能量值降低，但心情改善。",
 "Enjoying": "享受",
 "Ensnaring Chain Active": "桎梏鎖鏈主動",
 "Ensnaring Chain Active - Dungeon Settlers Wiki": "桎梏鎖鏈主動 - Dungeon Settlers 維基",
 "Ensnaring Chain Active icon": "桎梏鎖鏈主動 圖示",
 "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": "輸入單位的六項主屬性，即可檢視得出的最大 HP、物理攻擊力和魔法攻擊力、攻擊速度和暴擊，以及每項屬性再加 1 點能帶來什麼。完整的逐點係數見",
 "Entertainment": "娛樂",
 "Entity": "實體",
 "Entity Inspection Skill": "實體檢查技能",
 "Entity Skill UI Learn Confirm Notice": "學習技能",
 "Entity Skill UI Learn Missing Equipment Notice": "你沒有足夠的裝備來學習這個技能。你確定要學習嗎？",
 "Entity Skill UI Stake": "實體技能 UI 樁",
 "Entity Status UI Stress Rate Per Minute Text": "每分鐘壓力值：",
 "Entity Summary Building Priority": "實體摘要建築優先順序",
 "Entity Summary UI Building Description Bed Owner": "實體摘要 UI 建築描述 床位主人",
 "Entity Summary UI Building Description Grave Owner": "墓主：",
 "Entity Summary UI Building Description Material Not Ready": "材料未準備好",
 "Entity Summary UI Building Description Specific Storage": "實體摘要 UI 建築描述特定儲存",
 "Entity Summary UI Toggle Bed Owner UI": "實體摘要 UI 切換床位主人 UI",
 "Entity Summary UI Unit Task Storage To Storage": "儲存到儲存",
 "Entity Work Plan Option Until Limit": "實體工作計劃選項直到限制",
 "Entity:": "實體：",
 "Entrance, corridor and a portal into the dungeon proper": "入口、走廊以及通往地下城本體的傳送門",
 "Entry": "條目",
 "Environment": "環境",
 "Environment Dark Whisper Env": "環境：黑暗低語",
 "Environment Mana Oversaturation": "環境：法力過飽和",
 "Environment Swarming Flea Env": "環境：跳蚤肆虐",
 "Environment effects": "環境效果",
 "Environment, room types and notes": "環境、房間型別和備註",
 "Environment:": "環境：",
 "Environment_": "Environment_",
 "Equip Durability Ratio Under: Accessory1 20": "裝備耐久比例低於：飾品1 20",
 "Equip Durability Ratio Under: Accessory2 20": "裝備耐久比例低於：飾品2 20",
 "Equip Durability Ratio Under: Body 20": "裝備耐久比例低於：身體 20",
 "Equip Durability Ratio Under: Head 20": "裝備耐久比例低於：頭部 20",
 "Equip Durability Ratio Under: Primary 20": "裝備耐久比例低於：主要 20",
 "Equip Durability Ratio Under: Secondary 20": "裝備耐久比例低於：次要 20",
 "Equip a shield in the off-hand, matching your gear tier. One-handed weapons only.": "在副手裝備與裝備檔次匹配的盾。僅限單手武器。",
 "Equip bonuses": "裝備加成",
 "Equip swap in combat": "戰鬥中換裝",
 "EquipDurabilityModifier": "EquipDurabilityModifier",
 "Equipment": "裝備",
 "Equipment & Stat Effects": "裝備與屬性效果",
 "Equipment & Stat Effects - Dungeon Settlers Wiki": "裝備與屬性效果 - Dungeon Settlers 維基",
 "Equipment (accessory)": "裝備（飾品）",
 "Equipment Effects": "裝備效果",
 "Equipment slots": "裝備槽",
 "Equipment, consumables, materials - stats, effects, obtention & used-in": "裝備、消耗品、材料 - 屬性、效果、獲取與用途",
 "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": "已裝備的靈魂石",
 "Escape:": "逃脫：",
 "Establish": "建立",
 "Establish Devastation": "建立毀滅",
 "Establish Easy": "建立簡單",
 "Establish Hard": "建立困難",
 "Establish Normal": "建立普通",
 "Establish Recruitment Additional Individual Trait Grant Chance": "建立招募額外個體特質授予機率",
 "Establish Recruitment Background Trait Max Clan Rank": "建立招募背景特質最大氏族等級",
 "Establish Recruitment Individual Trait Max Count": "建立招募個體特質最大數量",
 "Establish Recruitment Individual Trait Min Count": "建立招募個體特質最小數量",
 "Establish Recruitment Race Weights": "建立招募種族權重",
 "Establish Recruitment Talent Sum Range": "建立招募天賦總和範圍",
 "Establish Very Hard": "建立極難",
 "EstablishRecruitment_": "EstablishRecruitment_",
 "Estimate - average crit folded in, ignores hit/dodge, guard and positioning. Resist formula: damage × 100/(100+R).": "估算 - 已計入平均暴擊，忽略命中/閃避、格擋和站位。抗性公式：傷害 × 100/(100+R)。",
 "Estimate how far a monster can see you right now. Enter its Vision Range (": "估算怪物現在能看多遠。輸入其視野範圍（",
 "Estimate: single skill on cooldown, no rotation/energy/GCD modelling (see the rotation-aware exchange above for that).": "估算：單一技能按冷卻施放，不建模迴圈/能量/GCD（迴圈對拼見上方）。",
 "Estimates only - ignores skills, buffs, hit/dodge/guard and positioning.": "僅為估算 - 忽略技能、增益、命中/閃避/格擋和站位。",
 "Etc": "其他",
 "Evasion Rate increases by 30%.": "閃避率提高 30%。",
 "Even": "即使",
 "Even in this state, you can use...": "即便在選中狀態下，你仍可使用...",
 "Event Choices": "事件選項",
 "Event Clear Text": "事件清除文字",
 "Event Developer Box Remnant": "事件開發者箱遺蹟",
 "Event Developer Box Remnant - Dungeon Settlers Wiki": "事件開發者箱遺蹟 - Dungeon Settlers 維基",
 "Event Merchant": "事件商人",
 "Event Merchant - Dungeon Settlers Wiki": "事件商人 - Dungeon Settlers 維基",
 "Event Merchant map": "事件商人地圖",
 "Event Nodes": "事件節點",
 "Event Random Dismiss": "事件隨機解除",
 "Event Random Interval": "事件隨機間隔",
 "Event Scarecrow": "事件稻草人",
 "Event Scarecrow - Dungeon Settlers Wiki": "事件稻草人 - Dungeon Settlers 維基",
 "Event Scarecrow map": "事件稻草人地圖",
 "Event Supply Box Fixed1": "事件補給箱 固定1",
 "Event Supply Box Fixed2": "事件補給箱 固定2",
 "Event Supply Box Fixed3": "事件補給箱 固定3",
 "Event Supply Box Fixed4": "事件補給箱 固定4",
 "Event Supply Box Fixed5": "事件補給箱 固定5",
 "Event Supply Box Remnant": "事件補給箱遺蹟",
 "Event Supply Box Remnant - Dungeon Settlers Wiki": "事件補給箱遺蹟 - Dungeon Settlers 維基",
 "Event choices - requirements and OnSelectAction outcome scripts.": "事件選項 - 條件與 OnSelectAction 結果指令碼。",
 "Event choices:": "事件選項：",
 "Event dialogue/step nodes linking events to choices.": "將事件連線到選項的事件對話/步驟節點。",
 "Event that triggers an Alert popup": "觸發警報彈窗的事件",
 "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.": "事件變數，用於檢查當前版本的最大區域。若已到達該區域的最後一層，則不會出現探索渴望（向更深處）事件。這是 (int)DungeonRegion 值。",
 "EventDeveloperLetter": "EventDeveloperLetter",
 "EventNodeUI": "事件節點介面",
 "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 維基",
 "Events and quests": "事件與任務",
 "Events that change Contribution": "改變貢獻點的事件",
 "Every": "每個",
 "Every 10 HP you are missing is 20 points of barrier.": "每已損失 10 HP 獲得 20 點護盾。",
 "Every 10 percent of the target's missing HP is +12 percentage points of damage on the proc.": "目標已損失 HP 每 10% 為觸發時 +12 百分點傷害。",
 "Every 10 percent of your own missing HP is +2 percentage points of damage.": "自身已損失 HP 每 10% 為 +2 百分點傷害。",
 "Every 10 physical attack power is 3 damage to each victim in the circle.": "每 10 點物理攻擊力對圈內每個目標造成 3 傷害。",
 "Every 10 points of carried Weight is +1.5 percent damage.": "每 10 點攜帶負重為 +1.5% 傷害。",
 "Every 100 HP you are missing gives 5 HP back per guard.": "每已損失 100 HP，每次格擋回復 5 HP。",
 "Every 100 damage a basic attack lands adds 10 magic damage.": "普通攻擊每造成 100 傷害，追加 10 點魔法傷害。",
 "Every 100 damage on the main target is 30 damage to each neighbour.": "對主目標每造成 100 傷害，每個相鄰目標受到 30 傷害。",
 "Every 100 max HP is +10 Magic Attack Power.": "每 100 最大 HP 為 +10 魔法攻擊力。",
 "Every 100 max HP is +10 Physical Attack Power.": "每 100 最大 HP 為 +10 物理攻擊力。",
 "Every 3 basic attacks, deal additional physical damage equal to 30% of physical attack power to the target.": "每 3 次普通攻擊，對目標造成相當於物理攻擊力 30% 的額外物理傷害。",
 "Every 3rd basic attack adds up to 120 percent damage, scaled by the target's missing HP.": "每第 3 次普通攻擊額外造成最多 120% 傷害，按目標已損失 HP 比例縮放。",
 "Every 3rd basic attack applies 2 stacks of Bleeding for 6 seconds.": "每第 3 次普通攻擊施加 2 層出血，持續 6 秒。",
 "Every 3rd basic attack applies 2 stacks of Burning for 6 seconds.": "每第 3 次普通攻擊施加 2 層燃燒，持續 6 秒。",
 "Every 3rd basic: +120% × target-missing%": "每第 3 次普通攻擊：+120% × 目標已損失%",
 "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 秒就多一次噴霧，第一次在 2 秒。",
 "Every 480 in-game minutes": "每 480 遊戲內分鐘",
 "Every 480 in-game minutes; inspect to reveal talents first": "每 480 遊戲分鐘；先檢查以揭示天賦",
 "Every 60 Energy recovered grants 1 Shell, up to a ceiling of 20 Shell.": "每恢復 60 能量獲得 1 層外殼，上限 20 層外殼。",
 "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.": "遊戲中所有HUD警報--來自AlertTable的57個定義，包含其本地化名稱、原因和結果。觸發條件列以句子形式顯示遊戲內條件。",
 "Every NPC spawn row": "每條非玩家角色生成行",
 "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.": "每個能站在地下城房間裡的非玩家角色都透過表中的一行放置：它可以生成的房間模板、所需的生成格類別，以及允許或阻止它的戰役記錄。11 行覆蓋 7 個非玩家角色和 8 個房間。",
 "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.": "每個能站在地下城房間裡的非玩家角色都透過表中的一行放置：它可以生成的房間模板、所需的生成格類別，以及允許或阻止它的戰役記錄。{#} 行覆蓋 {#} 個非玩家角色和 {#} 個房間。",
 "Every attack the plant makes while it stands. The cadence is driven by the routine's own counter, not by a skill cooldown.": "該植物站著期間發動的每一次攻擊。節奏由流程自身的計數驅動，不是技能冷卻。",
 "Every basic attack adds 1 stack to a hidden counter. On reaching 3, the target takes 2 stacks of Bleeding for 6 seconds.": "每次普通攻擊為隱藏計數加 1 層。達到 3 時，目標獲得 2 層出血，持續 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.": "每次普通攻擊為隱藏計數加 1 層。達到 3 時，目標獲得 2 層燃燒，持續 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 (": "遊戲中所有可繫結動作（來自按鍵輸入表的49個動作）。所有繫結都可以在遊戲內“設定 > 控制”中配置--此處未列出預設按鍵，因為它們是按玩家儲存的（",
 "Every buff/debuff/trait effect in the game": "遊戲中的每個增益/減益/特質效果",
 "Every building: type, construction cost/workload, durability, storage, gather drops, traits.": "每座建築：型別、建造費用/需求量、耐久度、倉庫、採集掉落、特質。",
 "Every campaign region has 5 floors (": "每個戰役區域有 5 層（",
 "Every capped effect at a glance": "所有上限效果一覽",
 "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": "本頁每個戰鬥數字都直接取自遊戲自己的表（DS_B.0.4.19）；表名或常量名寫在各項旁邊。數值是玩家側預設值（怪物用自己的基礎屬性）。這與",
 "Every damage execution the wearer originates, not just basic attacks.": "穿戴者發出的每一次傷害結算，不只是普通攻擊。",
 "Every damage execution the wearer originates. No gate on damage type, hit type or basic attacks.": "穿戴者發出的每一次傷害結算。不限傷害型別、命中型別或普通攻擊。",
 "Every damage execution the wearer originates. There is no melee, physical or basic-attack gate at all.": "穿戴者發出的每一次傷害結算。完全沒有近戰、物理或普通攻擊門檻。",
 "Every damage instance you take wears": "你受到的每次傷害都會磨損",
 "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.": "此角色已學會的所有傷害手段，外加武器普通攻擊和任何召喚 - 與隊伍標籤頁的“對陣怪物”以及法術傷害排名使用同一引擎。點選一行即可將該攻擊用於下方的武器對比。",
 "Every damaging skill ranked": "所有造成傷害的技能排名",
 "Every drop chance on this page is multiplied by {#}.": "本頁每條掉落機率都乘以 {#}。",
 "Every dungeon floor tracks a": "每層地下城都追蹤一個",
 "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...": "每層地下城都追蹤一個枯竭計數，從 5（完全補給）降到 0（完全枯竭）。反覆刷同一層會消耗該計數。它會...",
 "Every edible item carries a food class in its": "每種可食用物品都帶有一個食物類別，位於其",
 "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 {#} 中所有改變心情的效果: {#} 項加值和 {#} 項懲罰, 外加 GameSystemTable 的常駐待遇和地下城停留表。心情是該拓荒者身上目前每一列的合計。介面量表上限為 {#}。點列標題排序, 用篩選條過濾。",
 "Every effect that writes cooldown reduction is in the table. {#} itself is built from {#} first, then any extra percent modifiers.": "所有寫入冷卻縮減的效果都在表裡。{#} 本身先由 {#} 算出，再加額外的百分比修正。",
 "Every expedition rolls a set of environment effects from the region's pool. Higher combat difficulty rolls": "每次探險都會從該區域的池中抽取一組環境效果。戰鬥難度越高，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.": "每套提取的動畫集，每個怪物一張卡片：閒置、移動、攻擊、受擊反應和死亡片段，外加特殊動作（衝鋒、召喚、額外攻擊變體）。所有圖集均來自遊戲資料中各單位的 AnimatorController。",
 "Every figure runs the exact same damage model as the individual": "每個數字都使用與各",
 "Every hit the plant makes while it stands. The cadence is driven by the routine's own counter, not by a skill cooldown.": "植物站立期間的每一次命中。節奏由程式自己的計數器驅動，不是技能冷卻。",
 "Every hostile creature you actually fight in the game, minus the two bosses (those are on the": "遊戲中實際交戰的每個敵對生物，不含兩名首領（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.": "目標周圍半徑 2 的圓內每個敵對單位受到穿戴者物理攻擊力 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.": "每一次狩獵都留下了破碎的陷阱和深深的抓痕。{0}研究著泥土中沾染的毛髮和血腥味，猜測野獸轉向了哪個方向。在習慣了長時間的追逐後，他們常常首先尋找可能埋伏的地方，即使在寧靜的道路上也是如此。",
 "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...": "每一次狩獵都留下了破碎的陷阱和深深的抓痕。{0}研究著泥土中沾染的毛髮和血腥味，猜測野獸轉向了哪個方向...",
 "Every inscription with its rarity odds": "每條銘文及其稀有度機率",
 "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).": "本維基上的每個互動計算器都集中在這一頁，實時可用。每一個都與各自機制頁面（標題下有連結）上執行的元件相同，因此數值始終一致。所有數值均來自遊戲自身的資料表（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 中的每條物品掉落，每個來源一行。可按物品、來源或區域搜尋或篩選，點選列標題即可排序（預設按物品名稱）。",
 "Every level-up, levels 2 through 12 (11 rolls per career)": "每次升級，等級 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.": "只要效果還在單位身上，每個邏輯重新整理都會結算。該被動在施加時把治療訂閱到遊戲的重新整理節拍，效果消失時取消訂閱。",
 "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.": "每分鐘，所有單位的壓力按當前心情乘以該值增減。由於心情大於 0 時壓力必須下降，該值本質上必須為負。",
 "Every monster with stats, skills and drops": "每個怪物及其屬性、技能與掉落",
 "Every number here is the item's own. The settler's stats add on top.": "此處每個數值都是物品自身的。開拓者的屬性會額外疊加。",
 "Every number on this page is read live from": "本頁每個數字均實時讀取自",
 "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.": "每升一級都會向招募板增加候選人、提高成員上限、擴大候選人等級跨度並解鎖種族。資料中存在鎖定的等級，但本版本無法達到。",
 "Every recruited unit is generated with one background trait, and that background sets which": "每個招募單位都會生成一項出身特質，該出身決定單位可從哪些",
 "Every resource you can gather in each dungeon, resource-first. Each region leads with a single sortable table -": "每個地下城可採集的全部資源，以資源為主。每個區域開頭是一張可排序表 -",
 "Every scene the game runs is in this table, so a quest scene is also a step of its line on": "遊戲執行的每個場景都在此表中，因此任務場景也是其線路上的一步，見",
 "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 {#}.": "遊戲執行的每個場景都在這張表中，因此任務場景也是 {#} 上其任務線的一個步驟，結算的對話外殼也是 {#} 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.": "遊戲中的每個指令碼場景都在這一張表裡。121 箇中有 49 個會把真正的決策或擲骰擺在你面前，其中 10 個會把你再次送回同一步驟；開啟一行即可不離開本頁檢視整棵樹。",
 "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.": "遊戲中的每個指令碼場景都在這一張表裡。{#} 個（共 {#} 個）會把真正的決策或擲骰擺在你面前，其中 {#} 個會把你再次送回同一步驟；開啟一行即可不離開本頁檢視整棵樹。",
 "Every second it gives back a quarter of the health the unit is missing, head and torso counted separately.": "每秒恢復該單位所缺生命值的四分之一，頭部和身體分別計算。",
 "Every second it stands is one more attack.": "它每站立 1 秒，就多一次攻擊。",
 "Every second the plant stands, from the moment it is summoned until it crumbles.": "從被召喚起直到崩解，植物存在的每一秒。",
 "Every second, Wound value on all body parts decreases by {0}% of max health.": "每秒，所有身體部位的傷口值減少最大生命值的 {0}%。",
 "Every second, all body parts recover health (excluding Wound) equal to {0}% of max health.": "每秒，所有身體部位恢復相當於最大生命值 {0}% 的生命值（傷口除外）。",
 "Every second, restores health equal to 25% of the missing": "每秒恢復生命值，數額為缺失的",
 "Every second, restores health equal to 25% of the missing [STATUS_HealthHead] plus 25% of the missing [STATUS_HealthBody].": "每秒恢復生命值，數額為缺失的 [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.": "每秒恢復生命值，數額為缺失頭部生命值的 25% 加上缺失軀幹生命值的 25%。",
 "Every second, restores health equal to 25% of the missing 头部生命值 plus 25% of the missing...": "每秒恢復生命值，數額為缺失頭部生命值的 25% 加上缺失...",
 "Every settler has a": "每位開拓者都有一個",
 "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...": "每位開拓者都有心情屬性（介面量表最高為 30），它默默驅動整個管理層。心情高於 0 會使壓力下降；心情低於 0 會使...",
 "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": "每位開拓者在生成時抽取種族；種族特質決定武器/魔法資質、工作能力修正、天賦抽取範圍、出身池和飲食習性。DS_B.0.4.19 中僅 人類、蜥蜴人、精靈、狼人 可招募 - 其餘在資料中但被鎖定。另見",
 "Every skill in the game.": "遊戲裡的每一項技能。",
 "Every soul stone, the monster that drops it and the skill it teaches": "每顆靈魂石、掉落它的怪物以及它傳授的技能",
 "Every spray the plant makes while it stands. The cadence is driven by the routine's own counter, not by a skill cooldown.": "植物站立期間的每一次噴霧。節奏由程式自己的計數器驅動，不是技能冷卻。",
 "Every sprite animation extracted from the game, playing live: the training scarecrow's hit recoil, all": "從遊戲中提取的全部精靈圖動畫，實時播放：訓練用稻草人的受擊後仰，全部",
 "Every step but the last also accepts leaving the tutorial (an": "除最後一步外，每一步也接受離開教程（一個",
 "Every stone on the ladder has a source in this build.": "本版本階梯上的每顆石頭都有來源。",
 "Every table as JSON, plus llms.txt and AGENTS.md": "每張表的 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": "以下每張表都是從遊戲資料檔案解析出的精確 JSON（DS_B.0.4.19，Steam 構建 25154317，提取於 2026-09-06）。另見",
 "Every time a campaign loads, the game resets every region to locked. It then walks the regions whose": "每次載入戰役時，遊戲會將所有區域重置為鎖定。然後遍歷那些",
 "Every tree is already active on this background.": "此出身下所有技能樹均已啟用。",
 "Every unit has 6": "每個單位有 6 項",
 "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...": "每個單位有 6 項主屬性，且每一項都有單獨的天賦等級。天賦等級決定該單位每次升級時該屬性成長多少。...",
 "Every unit has a background - it sets the class trees and the starting gear.": "每個單位都有出身 - 出身決定職業技能樹和初始裝備。",
 "Every unit, building and item, with per-entity component data (stats, affecters, skills)": "每個單位、建築和物品，以及各實體的元件資料（屬性、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.": "所有數值均直接取自遊戲自身的表格（StatusValueTable、GameSystemTable、TraitTable、ItemTable）。頁面內的自檢會檢查計算結果。",
 "Every weapon, piece of armor and workstation has a": "每把武器、每件護甲和工作臺都有一個",
 "Every {0} basic attacks apply {2} 出血 for {1} seconds.": "Every {0} basic attacks apply {2} 出血 持續 {1} 秒。",
 "Everything above in one table. \"Effect\" is from the monster's point of view - how easily it picks you up.": "以上內容收進一張表。\"效果\"是從怪物的角度看 - 它有多容易發現你。",
 "Everything in the workshop is entwined like grapevines. Human sweat and fruit ming...": "作坊裡的一切都像葡萄藤一樣纏繞在一起。人類的汗水和果實混合著……",
 "Everything the game asks you to do, in three kinds.": "遊戲要求你做的全部事項，共三類。",
 "Evolves from": "進化自",
 "Evolves into:": "進化為：",
 "Example flat stats": "固定屬性示例",
 "Example percent stats": "百分比屬性示例",
 "Example weapons": "示例武器",
 "Example: a 47 Physical Attack that crits deals 47 x 1.5 =": "示例：47 物理攻擊力發生暴擊時造成 47 x 1.5 =",
 "Example: a {#} s skill with {#} cooldown reduction waits {#} s.": "例如：表冷卻 {#} 秒的技能，冷卻縮減 {#} 時要等 {#} 秒。",
 "Examples": "示例",
 "Exclusive": "專屬",
 "Execute threshold": "處決閾值",
 "Execute threshold = 20% × 600 =": "處決閾值 = 20% × 600 =",
 "Executed at or below": "處決閾值不高於",
 "Executes at ≤ 20% HP (non-boss)": "在 ≤ 20% HP 時處決（非首領）",
 "Executes on the next hit": "下次命中時處決",
 "Execution tree": "處決技能樹",
 "Execution-tree skill": "處決技能樹技能",
 "Executioner worked example.": "處刑者計算示例。",
 "Exp": "經驗",
 "Exp Gained Bonus": "經驗值獲取加成",
 "Expand Your Base": "擴張據點",
 "Expand Your Base - Dungeon Settlers Wiki": "擴張據點 - Dungeon Settlers 維基",
 "Expand all": "全部展開",
 "Expand all equipment stats": "展開全部裝備屬性",
 "Expected count": "預期數量",
 "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.": "以等級上限的初始洛威爾為對照，按戰鬥難度檔位顯示預期命中傷害。選單欄中設定的檔位會高亮；選擇已儲存的單位即可使用該單位自己的抗性。",
 "Expected per cast": "每次施放期望值",
 "Expected per roll": "每次抽取期望",
 "Expected rooms per floor": "每層預期房間數",
 "Exped...": "探險...",
 "Expedition Horn Not Active": "探險號角未啟用",
 "Expedition Horn Not Active - Dungeon Settlers Wiki": "探險號角未啟用 - Dungeon Settlers 維基",
 "Expedition Horn Not Active icon": "探險號角未啟用 圖示",
 "Expedition Leader": "探險隊長",
 "Expedition Member Death and Bodies": "探險隊員死亡與遺體",
 "Expedition Rank 1": "探險等級 1",
 "Expedition Rank 2": "探險等級 2",
 "Expedition Rank 3": "探險等級 3",
 "Expedition Rank is": "探險等級為",
 "Expedition Rank is {#}": "探險等級為 {#}",
 "Expedition Rank is {#} or higher": "探險等級為 {#} 或更高",
 "Expedition Rank is 平平无奇": "探險等級為 平平無奇",
 "Expedition Rank is 平平无奇 or higher": "探險等級為 平平無奇 或更高",
 "Expedition Rank is 无足轻重": "探險等級為 無足輕重",
 "Expedition Rank is 변변찮은": "探險等級為 無足輕重",
 "Expedition Rank is 일반적인": "探險等級為 平平無奇",
 "Expedition Rank is 일반적인 or higher": "探險等級為 平平無奇 或更高",
 "Expedition Rank {#}": "探險等級 {#}",
 "Expedition Reputation Rank: how Contribution Points raise your Clan Rank, and what each rank unlocks": "探險等級：貢獻點如何提升探險等級，以及每級解鎖的內容",
 "Expedition Resolution": "探險決議",
 "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.": "探險決議是據點自身的決策系統。每隔一段時間，據點會提供一項：一個接下後有獎勵的局面。遊戲按類別加權，並受你的探險等級限制，隨機抽出一項，然後以任務形式執行，直到你達成其條件。65 項分屬 7 個類別。",
 "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.": "探險決議是據點自身的決策系統。每隔一段時間，據點會提供一項：一個接下後有獎勵的局面。遊戲按類別加權，並受你的探險等級限制，隨機抽出一項，然後以任務形式執行，直到你達成其條件。{#} 項分屬 {#} 個類別。",
 "Expedition Resolutions": "探險決議",
 "Expedition Resolutions and 6 dungeon events; the full list, the refresh timer and the reroll price are on the": "探險決議和 6 個地下城事件；完整列表、重新整理計時器和重新整理價格見",
 "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.": "項探險決議和 6 個地下城事件。決議是據點提供的小任務；完成它會獲得獎勵中列出的點數。",
 "Expedition Resolutions are switched off": "探險決議已關閉",
 "Expedition Resolutions are switched on": "探險決議已開啟",
 "Expedition Resolutions are switched on; Expedition Resolutions are switched off": "探險決議已開啟；探險決議已關閉",
 "Expedition Resolutions at this rank": "此等級的探險決議",
 "Expedition Support (3)": "探險支援 (3)",
 "Expedition: worsens the longer a unit stays in the dungeon": "探險：單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": "探險最多攜帶 4 個單位",
 "Expeditions drain mood. Each in-game day in the dungeon steps up a Dungeon Stay debuff (see": "探險會消耗心情。在地下城中每過一個遊戲內天，地下城停留減益就會升高一層（見",
 "Experience Gained": "獲得經驗",
 "Experience gain +30%": "經驗獲得 +30%",
 "Experienced": "經驗豐富的",
 "Experienced expedition members have now become the dependable backbone of the expedition. \"Now our expedition has reliable members who can hold everything together.\"": "Experienced 探險隊員 have now become the dependable backbone of the expedition. \"Now our expedition has reliable members who can hold everything together.\"",
 "Expires after": "在之後失效",
 "Explain": "解釋",
 "Explain clearly what you mean.": "請清楚地解釋你的意思。",
 "Explode": "爆炸",
 "Explorers": "探險家",
 "Explorers Wanted": "招募探險家",
 "Explosion ×1, Spitting ×1": "爆炸 ×1，吐口水 ×1",
 "Exposed": "可見",
 "Exposed to player": "對玩家可見",
 "Extra = the damage the basic attack actually dealt x 10 x 0.01, published as a separate magic hit with a fixed value.": "額外 = 普通攻擊實際造成的傷害 x 10 x 0.01，作為一次獨立的固定值魔法命中發出。",
 "Extra durability-loss reduction": "額外耐久損耗減免",
 "Extra magic hit": "額外魔法命中",
 "Extra skill tree:": "額外技能樹：",
 "Extra skill trees": "額外技能樹",
 "Extraction date": "提取日期",
 "Extreme Exhaustion (Sleep speech bubble persists)": "極度疲憊（睡眠氣泡持續）",
 "Extreme Hunger (Warning, prints once)": "極度飢餓（警告，僅顯示一次）",
 "Extremely": "極其",
 "Extremely solid, unlikely to break.": "極其堅固，不易折斷。",
 "Exudes": "散發著",
 "Exudes the scent of a lush forest, radiating warmth to the touch.": "散發出茂密森林的氣息，觸感溫暖。",
 "Eye Ball Fixed": "眼球 固定",
 "Eye Ball Random": "眼球 隨機",
 "Eye Ball Soul": "眼球靈魂",
 "Eye Ball Soul - Dungeon Settlers Wiki": "眼球靈魂 - Dungeon Settlers 維基",
 "Eye Ball Soul icon": "眼球靈魂 圖示",
 "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": "首次擊殺獎勵",
 "FIRST KILL ONLY (one time)": "僅首次擊殺（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": "尋找食物失敗",
 "Faith": "信仰",
 "Fallenl Pillar1": "傾倒柱1",
 "Fallenl Pillar1 - Dungeon Settlers Wiki": "傾倒柱1 - Dungeon Settlers 維基",
 "Fantastic Research Lab: +210%": "極佳的研究室：+210%",
 "Farm (1)": "農田 (1)",
 "Farmed": "種植",
 "Farming one floor to 0": "把一層刷到 0",
 "Farming)": "農業)",
 "Farming.": "農業。",
 "FarmingCapability": "FarmingCapability",
 "Farthest distance in tiles this attack can reach. 1 = melee (adjacent).": "此攻擊能到達的最遠格數。1 = 近戰（相鄰）。",
 "Farthest distance in tiles this skill can reach. 1 = melee (adjacent); 0 = self / centred on the caster.": "此技能能到達的最遠格數。1 = 近戰（相鄰）；0 = 自身 / 以施法者為中心。",
 "Fast": "快速",
 "Fast Cooking": "快速烹飪",
 "Fast learner but burns out.": "學得快，但會過勞。",
 "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.": "學得快，但會過勞。[Growth Fatigue] 是人類在經驗達到上限時獲得的減益，用來平衡其更快的升級速度。",
 "FatUnisex": "FatUnisex",
 "Feature request": "功能請求",
 "Feedback": "反饋",
 "Feedback & Bug Reports": "反饋與錯誤報告",
 "Feedback & Bug Reports - Dungeon Settlers Wiki": "反饋與錯誤報告 - Dungeon Settlers 維基",
 "FeedingWorkload": "FeedingWorkload",
 "Feels": "感覺",
 "Feels damp and slippery to the touch.": "摸起來溼滑。",
 "Female Gloth Random1": "雌性格洛斯 隨機1",
 "Female Gloth Random2": "雌性格洛斯 隨機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": "圍起地圖的一部分",
 "Fertile Farmland 1": "肥沃農田 1",
 "Fertile Farmland 2": "肥沃農田 2",
 "Fertile Farmland 3": "肥沃農田 3",
 "Fertile Farmland 4": "肥沃農田 4",
 "Fertile Farmland 5": "肥沃農田 5",
 "Festeri...": "費斯特里...",
 "Festering": "潰爛",
 "Festering Burrow Boss Chain Knight Sentinel": "潰爛地穴首領鍊甲騎士哨兵",
 "Festering Burrow Common Boss Entry": "潰爛地穴普通首領入口",
 "Festering Burrow Common Boss Vertical Corridor": "潰爛地穴普通首領垂直走廊",
 "Festering Burrow Common Combat Middle1": "潰爛地穴 普通戰鬥 中部1",
 "Festering Burrow Common Combat Middle10": "潰爛地穴 普通戰鬥 中部10",
 "Festering Burrow Common Combat Middle11": "潰爛地穴 普通戰鬥 中部11",
 "Festering Burrow Common Combat Middle2": "潰爛地穴 普通戰鬥 中部2",
 "Festering Burrow Common Combat Middle3": "潰爛地穴 普通戰鬥 中部3",
 "Festering Burrow Common Combat Middle4": "潰爛地穴 普通戰鬥 中部4",
 "Festering Burrow Common Combat Middle5": "潰爛地穴 普通戰鬥 中部5",
 "Festering Burrow Common Combat Middle6": "潰爛地穴 普通戰鬥 中部6",
 "Festering Burrow Common Combat Middle7": "潰爛地穴 普通戰鬥 中部7",
 "Festering Burrow Common Combat Middle8": "潰爛地穴 普通戰鬥 中部8",
 "Festering Burrow Common Combat Middle9": "潰爛地穴 普通戰鬥 中部9",
 "Festering Burrow Common Combat Small1": "潰爛地穴 普通戰鬥 小型1",
 "Festering Burrow Common Combat Small3": "潰爛地穴 普通戰鬥 小型3",
 "Festering Burrow Common Combat Small4": "潰爛地穴 普通戰鬥 小型4",
 "Festering Burrow Common Combat Small5": "潰爛地穴普通戰鬥小型5",
 "Festering Burrow Common Combat Small6": "潰爛地穴 普通戰鬥 小型6",
 "Festering Burrow Common Core1": "潰爛地穴 普通核心1",
 "Festering Burrow Common Elite Elder Gloth1": "潰爛地穴 普通精英 格洛斯長老1",
 "Festering Burrow Common Elite Middle1": "潰爛地穴 普通精英 中型1",
 "Festering Burrow Common Elite Treasure Luxurious1": "潰爛地穴 普通精英寶物 豪華1",
 "Festering Burrow Common Elite Treasure Luxurious2": "潰爛地穴 普通精英寶物 豪華2",
 "Festering Burrow Common Elite Treasure Modest1": "潰爛地穴 普通精英寶物 樸素1",
 "Festering Burrow Common Elite Treasure Sturdy1": "潰爛地穴 普通精英寶物 堅固1",
 "Festering Burrow Common Elite Treasure Sturdy2": "潰爛地穴 普通精英寶物 堅固2",
 "Festering Burrow Common Event Abandoned Campsite": "潰爛地穴 普通事件 廢棄營地",
 "Festering Burrow Common Event Abandoned Grave": "潰爛地穴 普通事件 廢棄墳墓",
 "Festering Burrow Common Event Abandoned Room1": "潰爛地穴 普通事件 廢棄房間1",
 "Festering Burrow Common Event Codex Level2": "潰爛地穴 普通事件 寶典等級2",
 "Festering Burrow Common Event Devric Worship Site": "潰爛地穴 普通事件 德弗裡克崇拜之地",
 "Festering Burrow Common Event Dirty Corpses": "潰爛地穴 普通事件 被褻瀆的屍體",
 "Festering Burrow Common Event Discarded Magic Power Device": "潰爛地穴 普通事件 廢棄魔力裝置",
 "Festering Burrow Common Event Discarded Specimen": "潰爛地穴 普通事件 廢棄樣本",
 "Festering Burrow Common Event Goblin Village Stage1": "潰爛地穴 普通事件 哥布林村莊 階段 1",
 "Festering Burrow Common Event Goblin Village Stage2": "潰爛地穴 普通事件 哥布林村莊 階段2",
 "Festering Burrow Common Event Junk Heap1": "潰爛地穴 普通事件 垃圾堆1",
 "Festering Burrow Common Event Junk Heap2": "潰爛地穴 普通事件 垃圾堆2",
 "Festering Burrow Common Event Junk Heap3": "潰爛地穴普通事件垃圾堆3",
 "Festering Burrow Common Event Magic Scrap Pile": "潰爛地穴 普通事件 魔法廢料堆",
 "Festering Burrow Common Event Meat Grub1": "潰爛地穴 普通事件 肉蛆1",
 "Festering Burrow Common Event Meat Grub2": "潰爛地穴 普通事件 肉蛆2",
 "Festering Burrow Common Event Merchant": "潰爛地穴 普通事件 商人",
 "Festering Burrow Common Event Strange Niche": "潰爛地穴 普通事件 奇異縫隙",
 "Festering Burrow Common Event Xenon": "潰爛地穴 普通事件 科賽農",
 "Festering Burrow Common Goddess": "潰爛地穴 普通女神",
 "Festering Burrow Common Hard Combat Middle1": "潰爛地穴 普通困難戰鬥 中部1",
 "Festering Burrow Common Hard Combat Middle2": "潰爛地穴 普通困難戰鬥 中部2",
 "Festering Burrow Common Hard Combat Middle3": "潰爛地穴 普通困難戰鬥 中部3",
 "Festering Burrow Common Hard Combat Middle4": "潰爛地穴 普通困難戰鬥 中部4",
 "Festering Burrow Common Resource Blue Crystal Small1": "潰爛地穴 普通資源 藍水晶 小型1",
 "Festering Burrow Common Resource Blue Crystal1": "潰爛地穴 普通資源 藍水晶1",
 "Festering Burrow Common Resource Copper": "潰爛地穴 普通資源 銅",
 "Festering Burrow Common Resource Copper Small1": "潰爛地穴 普通資源 銅 小型1",
 "Festering Burrow Common Resource Copper Small2": "潰爛地穴 普通資源 銅 小型2",
 "Festering Burrow Common Resource Dirt Rock Small1": "潰爛地穴 普通資源 土巖 小型1",
 "Festering Burrow Common Resource Dirt Rock Small2": "潰爛地穴 普通資源 土巖 小型2",
 "Festering Burrow Common Resource Dirt Rock Small3": "潰爛地穴 普通資源 土巖 小型3",
 "Festering Burrow Common Resource Dirt Rock1": "潰爛地穴 普通資源 土巖1",
 "Festering Burrow Common Resource Dirt Rock2": "潰爛地穴 普通資源 土巖2",
 "Festering Burrow Common Resource Dirt Rock3": "潰爛地穴普通資源泥土岩石3",
 "Festering Burrow Common Resource Green Crystal Small1": "潰爛地穴 普通資源 綠水晶 小型1",
 "Festering Burrow Common Resource Green Crystal1": "潰爛地穴 普通資源 綠水晶1",
 "Festering Burrow Common Resource Mushroom": "潰爛地穴普通資源蘑菇",
 "Festering Burrow Common Resource Mushroom2": "潰爛地穴普通資源蘑菇2",
 "Festering Burrow Common Resource Red Crystal Small1": "潰爛地穴 普通資源 紅水晶 小型1",
 "Festering Burrow Common Resource Red Crystal1": "潰爛地穴 普通資源 紅水晶1",
 "Festering Burrow Common Resource Silver Small1": "潰爛地穴 普通資源 銀 小型1",
 "Festering Burrow Common Resource Silver Small2": "潰爛地穴 普通資源 銀 小型2",
 "Festering Burrow Common Resource Silver Small3": "潰爛地穴 普通資源 銀 小型3",
 "Festering Burrow Common Treasure Luxurious1": "潰爛地穴 普通寶物 豪華1",
 "Festering Burrow Common Treasure Modest1": "潰爛地穴 普通寶物 樸素1",
 "Festering Burrow Common Treasure Sturdy1": "潰爛地穴 普通寶物 堅固1",
 "Festering Burrow Common Treasure Sturdy2": "潰爛地穴 普通寶物 堅固2",
 "Festering Burrow F1-F3": "潰爛地穴 F1-F3",
 "Festering Burrow F1-F4": "潰爛地穴 F1-F4",
 "Festering Burrow F2": "潰爛地穴 F2",
 "Festering Burrow F2-F4": "潰爛地穴 F2-F4",
 "Festering Burrow F3-F4": "潰爛地穴 F3-F4",
 "Festering Burrow F4": "潰爛地穴 F4",
 "Festering Burrow F5": "潰爛地穴 F5",
 "Festering Burrow Merchant": "潰爛地穴商人",
 "Festering Burrow Merchant - Dungeon Settlers Wiki": "潰爛地穴商人 - Dungeon Settlers 維基",
 "Festering Burrow Merchant icon": "潰爛地穴商人 圖示",
 "Festering Burrow Phase1 Combat1": "潰爛地穴階段1戰鬥1",
 "Festering Burrow Phase1 Combat2": "潰爛地穴階段1戰鬥2",
 "Festering Burrow Phase1 Combat3": "潰爛地穴階段1戰鬥3",
 "Festering Burrow Phase1 Hard Combat1": "Festering Burrow 階段1 困難戰鬥1",
 "Festering Burrow Phase1 Hard Combat2": "Festering Burrow 階段1 困難戰鬥2",
 "Festering Burrow Phase1 Hard Combat3": "Festering Burrow 階段1 困難戰鬥3",
 "Festering Burrow Phase2 Combat1": "潰爛地穴階段2戰鬥1",
 "Festering Burrow Phase2 Combat2": "潰爛地穴階段2戰鬥2",
 "Festering Burrow Phase2 Combat3": "潰爛地穴階段2戰鬥3",
 "Festering Burrow Phase2 Combat4": "潰爛地穴 階段2 戰鬥4",
 "Festering Burrow Phase2 Combat5": "潰爛地穴 階段2 戰鬥5",
 "Festering Burrow Phase2 Hard Combat1": "Festering Burrow 階段2 困難戰鬥1",
 "Festering Burrow Phase2 Hard Combat2": "Festering Burrow 階段2 困難戰鬥2",
 "Festering Burrow Phase2 Hard Combat3": "Festering Burrow 階段2 困難戰鬥3",
 "Festering Burrow Phase2 Hard Combat4": "Festering Burrow 階段2 困難戰鬥4",
 "Festering Burrow Phase2 Patrol Beast1": "Festering Burrow 階段2 巡邏野獸1",
 "Festering Burrow Phase3 Combat1": "潰爛地穴階段3戰鬥1",
 "Festering Burrow Phase3 Combat2": "潰爛地穴階段3戰鬥2",
 "Festering Burrow Phase3 Combat3": "潰爛地穴階段3戰鬥3",
 "Festering Burrow Phase3 Combat4": "潰爛地穴階段3戰鬥4",
 "Festering Burrow Phase3 Combat5": "潰爛地穴階段3戰鬥5",
 "Festering Burrow Phase3 Combat6": "潰爛地穴 階段3 戰鬥6",
 "Festering Burrow Phase3 Hard Combat1": "Festering Burrow 階段3 困難戰鬥1",
 "Festering Burrow Phase3 Hard Combat2": "Festering Burrow 階段3 困難戰鬥2",
 "Festering Burrow Phase3 Hard Combat3": "Festering Burrow 階段3 困難戰鬥3",
 "Festering Burrow Phase3 Hard Combat4": "Festering Burrow 階段3 困難戰鬥4",
 "Festering Burrow Phase4 Combat1": "潰爛地穴階段4戰鬥1",
 "Festering Burrow Phase4 Combat2": "潰爛地穴階段4戰鬥2",
 "Festering Burrow Phase4 Combat3": "潰爛地穴階段4戰鬥3",
 "Festering Burrow Phase4 Combat4": "潰爛地穴階段4戰鬥4",
 "Festering Burrow Phase4 Combat5": "潰爛地穴階段4戰鬥5",
 "Festering Burrow Phase4 Hard Combat1": "Festering Burrow 階段4 困難戰鬥1",
 "Festering Burrow Phase4 Hard Combat2": "Festering Burrow 階段4 困難戰鬥2",
 "Festering Burrow Phase4 Hard Combat3": "Festering Burrow 階段4 困難戰鬥3",
 "Festering Burrow Phase4 Hard Combat4": "Festering Burrow 階段4 困難戰鬥4",
 "Festering Burrow Phase4 Hard Combat5": "Festering Burrow 階段4 困難戰鬥5",
 "Festering Burrow Safe Floor Giant Stone Golem": "潰爛地穴 安全層 巨石魔像",
 "Festering Burrow Safe Floor Portal": "潰爛地穴安全層傳送門",
 "Festering Burrow only opens after The Veil of Silence is cleared. See": "潰爛地穴僅在通關寂靜帷幕後開啟。參見",
 "Festering Burrow only: monsters there get +10% Max HP. Stacks with Forest of Beasts (different region). No effect on Veil Silence or other regions.": "僅潰爛地穴：該處怪物獲得 +10% 最大 HP。與野獸森林（不同區域）疊加。對寂靜帷幕或其他區域無效。",
 "Festering Burrow template": "潰爛地穴模板",
 "Festering Burrow's safe floor is the Golem memorial. Its template (": "潰爛地穴的安全層是魔像紀念物。其模板 (",
 "FesteringBurrow": "FesteringBurrow",
 "Fewer than 1": "少於 1",
 "Fewer than 2": "少於 2",
 "Fewer than 3": "少於 3",
 "Fewer than {#} {#} set up": "已設定不足 {#} 個 {#}",
 "Field": "領域",
 "Field Repair": "野外修理",
 "Fighter": "鬥士",
 "File": "檔案",
 "Fillers/overlaps are approximate: the basic attack and skill casts are summed as independent streams, not a frame-accurate timeline.": "填充/重疊為近似：普通攻擊與技能施放按獨立流相加，不是逐幀時間軸。",
 "Fills hunger and gains mood.": "填補飢餓並提升心情。",
 "Filter": "篩選",
 "Filter backgrounds by the clan rank they can first be rolled at": "按出身首次可抽取的探險等級篩選",
 "Filter backgrounds by the stat bonus they grant": "按出身提供的屬性加成篩選",
 "Filter backgrounds or trees...": "篩選出身或技能樹...",
 "Filter buildings...": "篩選建築...",
 "Filter by": "篩選",
 "Filter by bonus": "按加成篩選",
 "Filter by effect": "按效果篩選",
 "Filter by item, node or monster...": "按物品、節點或怪物篩選...",
 "Filter by key or comment...": "按鍵名或註釋篩選...",
 "Filter by name or dropped item...": "按名稱或掉落物品篩選...",
 "Filter by name or trait...": "按名稱或特質篩選...",
 "Filter inscriptions by the stat bonus they grant": "按銘文提供的屬性加成篩選",
 "Filter research...": "篩選研究...",
 "Filter resolutions...": "篩選探險決議...",
 "Filter resolutions…": "篩選探險決議...",
 "Filter scenes...": "篩選場景...",
 "Filter scenes…": "篩選場景...",
 "Filter tables...": "篩選表格...",
 "Filter the grid below by name or effect...": "按名稱或效果篩選下方網格...",
 "Filter...": "篩選...",
 "Filthy Corpse Pile Room": "汙穢屍堆房間",
 "Filthy Corpse Pile Room - Dungeon Settlers Wiki": "汙穢屍堆房間 - Dungeon Settlers 維基",
 "Filthy Corpse Pile Room map": "汙穢屍堆房間地圖",
 "Final": "最終",
 "Final Reward": "最終獎勵",
 "Final Stat system default value (Caution: per current design, Life stats must have their default value set to 0, because the base value will be handled later by skills)": "最終屬性系統預設值（注意：按當前設計，生命屬性的預設值必須設為 0，因為基礎值稍後由技能處理）",
 "Final Stat system default value (Displayed as F0)": "最終屬性系統預設值 (顯示為 F0)",
 "Final Stat system default value (Displayed as F0) Recovery amount per minute (decreases by default)": "最終屬性系統預設值 (顯示為 F0) 每分鐘恢復量（預設會下降）",
 "Final Stat system default value (Displayed as F0; actual processing applies DevValueConvertRatio_MovementSpeed)": "最終屬性系統預設值（顯示為 F0；實際處理會應用 DevValueConvertRatio_MovementSpeed）",
 "Final Stat system default value (Displayed as F1 percent)": "最終屬性系統預設值（顯示為 F1 百分比）",
 "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Nature": "最終屬性系統預設值（顯示為 F1 百分比）注意：需要改為自然",
 "Final Stat system default value (Displayed as F1 percent) NOTE: Needs to be changed to Water": "最終屬性系統預設值（顯示為 F1 百分比）注意：需要改為水",
 "Final Stat system default value (Displayed as F1)": "最終屬性系統預設值（顯示為 F1）",
 "Final Stat system default value (Displayed as F2) Number of hits per 1 real-time second at 1x speed": "最終屬性系統預設值（顯示為 F2）1 倍速下每 1 實時秒的命中次數",
 "Final stat": "最終屬性",
 "FinalStats_": "FinalStats_",
 "Finally,": "終於，",
 "Finally, I got some recognition.": "終於，我得到了一些認可。",
 "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": "完成主線劇情與通關區域是兩條分開的線。該",
 "Fire Cloak + Guard Barrier": "火焰披風 + 格擋屏障",
 "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.": "火焰披風是自身光環：持續 10 秒，每秒燃燒每個相鄰敵人，並給你一層數值為魔法攻擊力 150% 的護盾。因為燃燒是施加在敵人身上的減益，這些每秒施加也會觸發格擋屏障（護盾 = 總最大生命值的 5%，持續 5 秒）。面對包圍你的敵群，每秒會重新整理多次，在火焰披風自身護盾之上疊一層新鮮護盾。加上生命之焰（爆發），每次施加燃燒還會按已損失生命值的 4% 治療你。限制在於，也是它屬於冷門而非過強的原因：光環只燃燒「相鄰」敵人，所以需要一套站在近戰距離的火焰法師構築（火焰戰鬥法師解放武器，你可以在前排承傷）。後排火焰法師既不能穩定觸發，也不需要護盾。",
 "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.": "火焰披風每秒對相鄰敵人重新施加燃燒，因此格擋屏障每秒（每個敵人）重新觸發一層最大 HP 5% 的護盾，只要你站在敵群中。",
 "Fire Magic tree (Become Fire)": "火焰魔法樹（化火）",
 "Fire Magic tree (Blazing Echo, Incinerate, Explosion)": "火焰魔法樹（熾熱迴響、焚燒、爆炸）",
 "Fire Magic tree (Fire Cloak)": "火魔法技能樹（火焰披風）",
 "Fire Staff": "火焰法杖",
 "Fire mage": "火焰法師",
 "Fire staff, or Fire Battle Mage": "火焰法杖，或火焰戰鬥法師",
 "FireMagic": "FireMagic",
 "Fireproof Rat Rematch, 2 enemies ver.": "防火鼠再戰，2 敵版本",
 "Fireproof Rat Rematch, 2 enemies ver. - Dungeon Settlers Wiki": "防火鼠再戰，2 敵版本 - Dungeon Settlers 維基",
 "Fireproof Rat Rematch, 2 enemies ver. map": "防火鼠再戰，2 敵版本地圖",
 "First Affecter: Exhausted": "首次影響狀態：精疲力盡",
 "First Affecter: Hight Stressed": "首次影響狀態：壓力大",
 "First Affecter: Hungry": "首次影響狀態：飢餓",
 "First Affecter: Overloaded": "首次影響狀態：超載",
 "First Affecter: Plant Rage": "首次影響狀態：植物之怒",
 "First Item: Goddess Tears": "首次物品：女神之淚",
 "First Settlement Corpse": "首次據點屍體",
 "First Stat Ratio Under: Health Total 89": "首次屬性比率低於：總生命值 89",
 "First UI: Entity Inventory": "首次介面：實體揹包",
 "First UI: Entity Skill": "首次介面：實體技能",
 "First part:": "前半：",
 "First time here?": "第一次來？",
 "First-time trigger. Opens the handbook topic": "首次觸發。開啟手冊主題",
 "FirstAnnihilation": "FirstAnnihilation",
 "FirstFarmArea": "FirstFarmArea",
 "FirstMiniDungeonArea": "FirstMiniDungeonArea",
 "Fit": "適應",
 "Fit width": "適應寬度",
 "Five tiers compared - material costs, respawns, mood tables": "五個檔位對比 - 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": "近戰 / 魔法命中的固定比例",
 "Fixed named settlers and the elf recruit set.": "固定具名開拓者和精靈招募組。",
 "Fixed recruit candidate presets - race, level, traits, talents.": "固定招募候選人預設 - 種族、等級、特質、天賦。",
 "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.": "每層固定值，無視護盾/屏障，且不隨攻擊力提高。",
 "Flat stat": "固定值",
 "Flesh tears": "肉體被撕裂",
 "Flesh tears away, but shards of bone remain.": "血肉被撕裂，但骨頭碎片仍然殘留。",
 "Flexible and lightweight, suitable for": "柔韌且輕便，適合",
 "Flexible and lightweight, suitable for long-term wear.": "柔韌且輕便，適合 long-term wear.",
 "FloatValues": "FloatValues",
 "FloatValues) - it does": "FloatValues) - 並",
 "Floor": "層",
 "Floor -> phase": "層 -> 階段",
 "Floor 1": "第1層",
 "Floor 10": "第 10 層",
 "Floor 11": "第 11 層",
 "Floor 12": "第 12 層",
 "Floor 13": "第 13 層",
 "Floor 14": "第 14 層",
 "Floor 15": "第 15 層",
 "Floor 16": "第 16 層",
 "Floor 17": "第 17 層",
 "Floor 18": "第 18 層",
 "Floor 19": "第 19 層",
 "Floor 2": "第 2 層",
 "Floor 20": "第 20 層",
 "Floor 3": "第 3 層",
 "Floor 3+ Common Horizontal Corridor 1": "3 層及以上 普通橫向走廊 1",
 "Floor 3+ Common Horizontal Corridor 1 - Dungeon Settlers Wiki": "3 層及以上 普通橫向走廊 1 - Dungeon Settlers 維基",
 "Floor 3+ Common Horizontal Corridor 1 map": "3 層及以上 普通橫向走廊 1 地圖",
 "Floor 3+ Common Horizontal Corridor 2": "3 層及以上 普通橫向走廊 2",
 "Floor 3+ Common Horizontal Corridor 2 - Dungeon Settlers Wiki": "3 層及以上 普通橫向走廊 2 - Dungeon Settlers 維基",
 "Floor 3+ Common Horizontal Corridor 2 map": "3 層及以上 普通橫向走廊 2 地圖",
 "Floor 3+ Common Horizontal Corridor 3": "3 層及以上 普通橫向走廊 3",
 "Floor 3+ Common Horizontal Corridor 3 - Dungeon Settlers Wiki": "3 層及以上 普通橫向走廊 3 - Dungeon Settlers 維基",
 "Floor 3+ Common Horizontal Corridor 3 map": "3 層及以上 普通橫向走廊 3 地圖",
 "Floor 3+ Common Vertical Corridor 1": "3 層及以上 普通縱向走廊 1",
 "Floor 3+ Common Vertical Corridor 1 - Dungeon Settlers Wiki": "3 層及以上 普通縱向走廊 1 - Dungeon Settlers 維基",
 "Floor 3+ Common Vertical Corridor 1 map": "3 層及以上 普通縱向走廊 1 地圖",
 "Floor 3+ Common Vertical Corridor 2": "3 層及以上 普通縱向走廊 2",
 "Floor 3+ Common Vertical Corridor 2 - Dungeon Settlers Wiki": "3 層及以上 普通縱向走廊 2 - Dungeon Settlers 維基",
 "Floor 3+ Common Vertical Corridor 2 map": "3 層及以上 普通縱向走廊 2 地圖",
 "Floor 4": "第 4 層",
 "Floor 5": "第 5 層",
 "Floor 6": "第 6 層",
 "Floor 7": "第 7 層",
 "Floor 8": "第 8 層",
 "Floor 9": "第 9 層",
 "Floor rotation": "層輪換",
 "Floor {#}": "第 {#} 層",
 "Floor {#} (internal phase {#}).": "第 {#} 層（內部階段 {#}）。",
 "Floor10_Treasure": "Floor10_Treasure",
 "Floor10_Treasure - Dungeon Settlers Wiki": "Floor10_Treasure - Dungeon Settlers 維基",
 "Floor10_Treasure map": "Floor10_Treasure 地圖",
 "Floor11_Treasure": "Floor11_Treasure",
 "Floor11_Treasure - Dungeon Settlers Wiki": "Floor11_Treasure - Dungeon Settlers 維基",
 "Floor11_Treasure map": "Floor11_Treasure 地圖",
 "Floor15_Treasure": "Floor15_Treasure",
 "Floor15_Treasure - Dungeon Settlers Wiki": "Floor15_Treasure - Dungeon Settlers 維基",
 "Floor15_Treasure map": "Floor15_Treasure 地圖",
 "Floor1_Treasure": "Floor1_Treasure",
 "Floor1_Treasure - Dungeon Settlers Wiki": "Floor1_Treasure - Dungeon Settlers 維基",
 "Floor1_Treasure map": "Floor1_Treasure 地圖",
 "Floor5_Treasure": "Floor5_Treasure",
 "Floor5_Treasure - Dungeon Settlers Wiki": "Floor5_Treasure - Dungeon Settlers 維基",
 "Floor5_Treasure map": "Floor5_Treasure 地圖",
 "Floor6_Treasure": "Floor6_Treasure",
 "Floor6_Treasure - Dungeon Settlers Wiki": "Floor6_Treasure - Dungeon Settlers 維基",
 "Floor6_Treasure map": "Floor6_Treasure 地圖",
 "Floor_": "Floor_",
 "Floors": "層",
 "Floors 10, 20": "第 10、20 層",
 "Floors on record: {#} exact": "已記錄的層：{#} 層精確",
 "Floors per region": "每個區域的層數",
 "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.": "戰潮尋者（戰士）會在你使用單體近戰技能時對目標施加暴露的弱點。暴露的弱點是減益，所以每次施加都會觸發格擋屏障。依賴單體技能的近戰單位因此只要攻擊就會不斷重新整理護盾。這與戰潮尋者 + 刀魂用的是同一個觸發，所以一個被動同時支付防禦（護盾）和進攻（必定暴擊 / 能量）。兩件都是被動，所以不佔技能迴圈。",
 "Flow Seeker + Blade Spirit": "尋流者 + 刀刃之魂",
 "Flow Seeker + Guard Barrier": "戰潮尋者 + 格擋屏障",
 "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.": "戰潮尋者每次你使用單體近戰技能都會對敵人施加暴露的弱點，因此格擋屏障每次這樣施放都會重新觸發 - 同一個暴露的弱點也驅動下方的能量迴圈。",
 "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.": "尋流者的“暴露弱點”使你的攻擊必定暴擊；刀刃之魂在每次近戰暴擊時返還能量--這是遊戲中唯一能恢復能量的被動技能。你的攻擊將自給自足。",
 "Flower Random": "花 隨機",
 "Flower Remnant": "花遺蹟",
 "Flower Remnant - Dungeon Settlers Wiki": "花遺蹟 - Dungeon Settlers 維基",
 "Flute": "長笛",
 "Focus your mind and launch a flaming projectile that deals magic damage equal to {0}% of": "集中精神後發射火焰投射物，造成相當於 {0}% 的魔法傷害，數值基於",
 "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.": "集中精神後發射火焰投射物，造成相當於 {0}% 的魔法傷害，數值基於 魔法攻擊力 對範圍內的所有單位 range and applies {2} 燃燒 持續 {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.": "集中精神後發射火焰投射物，造成相當於 {0}% 的魔法傷害，數值基於 魔法攻擊力 對範圍內的所有單位 range. Damage increases by 燃燒 stacks on the target * {1}. This attack can also damage allies.",
 "Focuses": "集中",
 "Focuses the mind, gaining": "集中精神，獲得",
 "Focuses the mind, gaining 猛攻 and 加固 (Fortification) for {0} seconds.": "集中精神，獲得 猛攻 and 加固 (Fortification) 持續 {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，獲得 猛攻 and 加固 (Fortification) 持續 {0} 秒。 This skill is planned for a future update.",
 "Fog of war cleared on": "戰爭迷霧已清除：",
 "Fold all": "全部摺疊",
 "Fold sidebar categories": "摺疊側邊欄分類",
 "Folds the": "將",
 "Following": "跟隨",
 "Food": "食物",
 "Food & Mood": "食物與心情",
 "Food & Mood - Dungeon Settlers Wiki": "食物與心情 - Dungeon Settlers 維基",
 "Food & Mood guide": "食物與心情指南",
 "Food penalty": "食物懲罰",
 "Food quality requirement by level": "按等級的食物品質要求",
 "Food, mood and research economy.": "食物、心情與研究經濟。",
 "FoodHolding": "FoodHolding",
 "FoodIntake": "FoodIntake",
 "FoodPenalty": "FoodPenalty",
 "FoodWarningDays": "FoodWarningDays",
 "FootStep": "FootStep",
 "Footprint": "佔地面積",
 "Footstep ×4, Death ×1": "腳步聲 ×4，死亡 ×1",
 "For": "對於",
 "For 10 seconds: a shield of 150% Magic Attack; adjacent enemies take 30% Magic Attack per second and 1 Burning stack for 2 seconds.": "持續 10 秒：獲得 150% 魔法攻擊力的護盾；相鄰敵人每秒受到 30% 魔法攻擊力，並施加 1 層燃燒，持續 2 秒。",
 "For 180 seconds, attack speed increases by 30%.": "180 秒內，攻擊速度提高 30%。",
 "For 180 seconds, critical hit rate increases by 15%": "180 秒內，暴擊機率提高 15%",
 "For 180 seconds, evasion rate increases by 15%": "180 秒內，閃避機率提高 15%",
 "For 180 seconds, hit rate increases by 30%": "180 秒內，命中率提高 30%",
 "For 180 seconds, lifesteal increases by 10%.": "180 秒內，生命吸取提高 10%。",
 "For 180 seconds, magic attack power increases by 30%": "180 秒內，魔法攻擊力提高 30%",
 "For 180 seconds, movement speed increases by 30%.": "180 秒內，移動速度提高 30%。",
 "For 180 seconds, physical attack power increases by 30%": "180 秒內，物理攻擊力提高 30%",
 "For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "持續 8 秒：普通攻擊變為 3 次打擊，每次為 60% 物理攻擊力。",
 "For AI agents & tools": "面向 AI 智慧體 & 工具",
 "For Alert use: appropriate number of days' worth of food to keep on hand": "供警報使用：手頭應備有的適當天數的食物",
 "For Third Playtester UI Description": "此UI僅供測試人員使用。它允許你跳過教程並解鎖所有內容。",
 "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.": "片刻之間，你的勸說似乎讓房間平靜下來，但探險隊員的不滿並未輕易消退。{0}再次提高了聲音。“別再用甜言蜜語安撫我們了！我們已經忍夠了，安靜聽演講的時候早就過去了！”抱怨聲越來越大，房間裡的緊張氣氛進一步加劇。不幸的是，你的嘗試失敗了，他們仍用憤怒與疲憊的眼神盯著你。局勢越發危險，隊員們的壓力隨時都可能爆發。討論結束時，什麼也沒有解決，只剩沉重的沉默懸在空中。",
 "For contrast, a few commonly-assumed \"caps\" have no ceiling in the game data:": "作為對照，一些常被當成“上限”的效果在遊戲資料裡並沒有封頂：",
 "For day display": "用於日期顯示",
 "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，其覆蓋圓內的蔓延就會消失，除非另一根藤蔓仍覆蓋該地塊。露出的地面會加入可玩地圖（會在周圍生成地形，地圖邊界也會擴大）。",
 "For people of the continent, having no proper place to pray to the Goddess is something to...": "作為大陸人，沒有一個能向女神祈禱的正式場所，是應該...",
 "For use in the dungeon alert window: at least one equipped item has durability at or below {0}": "供地下城警報視窗使用：至少一件已裝備物品的耐久度不高於 {0}",
 "For use in the dungeon alert window: there is no minimum quantity of arrows needed per unit": "供地下城警報視窗使用：每個單位沒有所需箭的最低數量",
 "Force enemies to attack you, then convert the hits you take into Barrier. Pure frontline tanking.": "強制敵人攻擊你，然後將你受到的攻擊轉化為屏障。純粹的前線坦克。",
 "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.": "強制敵人攻擊你，然後將你受到的每次攻擊的20%轉化為屏障。嘲諷本身是一個減益效果，所以它也會觸發格擋屏障。",
 "ForceRestEnoughSleepCondition": "ForceRestEnoughSleepCondition",
 "Forced region": "強制區域",
 "Forces the target to attack whoever taunted it first.": "強制目標攻擊最先嘲諷它的人。",
 "Forcibly": "強制",
 "Forest": "Forest",
 "Forest Bush Random": "森林灌木 隨機",
 "Forest Bush Remnant": "森林灌木遺蹟",
 "Forest Bush Remnant - Dungeon Settlers Wiki": "森林灌木遺蹟 - Dungeon Settlers 維基",
 "Forest Godness Ancient Wall": "森林女神古代牆",
 "Forest Godness Ancient Wall - Dungeon Settlers Wiki": "森林女神古代牆 - Dungeon Settlers 維基",
 "Forest Godness Ancient Wall2": "森林女神古代牆2",
 "Forest Godness Ancient Wall2 - Dungeon Settlers Wiki": "森林女神古代牆2 - Dungeon Settlers 維基",
 "Forest Godness Ancient Wall3": "森林女神古代牆3",
 "Forest Godness Ancient Wall3 - Dungeon Settlers Wiki": "森林女神古代牆3 - Dungeon Settlers 維基",
 "Forest Godness Ancient Wall4": "森林女神古代牆4",
 "Forest Godness Ancient Wall4 - Dungeon Settlers Wiki": "森林女神古代牆4 - Dungeon Settlers 維基",
 "Forest Godness Ancient Wall5": "森林女神古代牆5",
 "Forest Godness Ancient Wall5 - Dungeon Settlers Wiki": "森林女神古代牆5 - Dungeon Settlers 維基",
 "Forest Godness Ancient Wall6": "森林女神古代牆6",
 "Forest Godness Ancient Wall6 - Dungeon Settlers Wiki": "森林女神古代牆6 - Dungeon Settlers 維基",
 "Forest Godness Pillar": "森林女神柱",
 "Forest Godness Pillar - Dungeon Settlers Wiki": "森林女神柱 - Dungeon Settlers 維基",
 "Forest Godness Pillar2": "森林女神柱2",
 "Forest Godness Pillar2 - Dungeon Settlers Wiki": "森林女神柱2 - Dungeon Settlers 維基",
 "Forest of Beasts +20%": "野獸森林 +20%",
 "Forest of Beasts GAMESYSTEM_Environment_{affecterName}": "野獸森林 GAMESYSTEM_Environment_{affecterName}",
 "Forest's Teaching GAMESYSTEM_Environment_{affecterName}": "森林教導 GAMESYSTEM_Environment_{affecterName}",
 "ForestTeaching": "ForestTeaching",
 "Forest_": "Forest_",
 "Forest_Blood": "Forest_Blood",
 "Forest_Golem": "Forest_Golem",
 "Forest_Standard": "Forest_Standard",
 "Forgotten Abyss": "遺忘深淵",
 "Format": "格式",
 "Format and side files": "格式與附屬檔案",
 "Formula": "公式",
 "Fortified + Barrier Resurge (+ Wave Cicle)": "固守 + 屏障復甦（+ 浪潮迴圈）",
 "Fortified Bone": "強化骨制",
 "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.": "固守讓你獲得的每層護盾增加 20%。屏障復甦會在護盾未用完就到期時，按剩餘值的 20% 治療你 - 因此減益引擎不斷打出的溢位護盾不再浪費，而會變成穩定的治療。浪潮迴圈（潮汐）每次獲得護盾給予 10% 冷卻時間降低，所以高頻護盾來源（火焰披風、格擋屏障）會悄悄加快你整套技能，讓你更快重新施加減益和護盾 - 自我強化迴圈。三者都是被動。單獨拿著它們什麼也不做；疊在格擋屏障構築上，它們把減益轉護盾變成減益轉護盾再加治療再加快。",
 "Fortress sub-tree (Fortified, Barrier Resurge)": "堡壘子技能樹（強化，屏障復甦）",
 "Fortress sub-tree (Guard Barrier)": "壁壘子樹（格擋屏障）",
 "Fortress sub-tree (Mocking Grin)": "堡壘子技能樹（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.": "發現錯誤資料、損壞的頁面，或有想法？請在此傳送。報告透過匿名錶單介面傳送給站點所有者 - 不會暴露電子郵件地址。",
 "Founding": "建立",
 "Four things decide how many units you can recruit: your {#}, the refresh timer, the reroll button, and the member cap.": "能招募多少單位由四件事決定：你的 {#}、重新整理計時器、重新整理按鈕，以及成員上限。",
 "Four ways to recruit more": "招募更多單位的四種方法",
 "Fractional energy regeneration is banked rather than dropped, so nothing is lost to rounding.": "能量恢復的小數部分會累積而不是丟棄，因此不會因取整而損失。",
 "Fractured": "碎裂",
 "Free": "免費",
 "Free - gained by levelling up": "空閒 - 透過升級獲得",
 "Free Save Mode Off": "自由儲存模式已關閉",
 "Free random settler": "免費隨機開拓者",
 "Free: costs 0 energy, so damage per energy is infinite": "免費：消耗 0 能量，因此每能量傷害為無限",
 "Frenzied": "狂熱的",
 "Fresh": "初始",
 "From": "來源",
 "From <b>{#}:00</b> to <b>{#}:00</b> vision drops by": "從 <b>{#}:00</b> 到 <b>{#}:00</b> 視野降低",
 "From <b>{#}:00</b> to <b>{#}:00</b> vision drops by ": "從 <b>{#}:00</b> 到 <b>{#}:00</b> 視野下降 ",
 "From Will Power": "來自意志力",
 "From a plant": "來自植物",
 "From a unit": "來自單位",
 "From backgrounds (10)": "來自出身 (10)",
 "From backgrounds (10):": "來自出身 (10)：",
 "From backgrounds (15)": "來自出身 (15)",
 "From backgrounds (15):": "來自出身 (15)：",
 "From backgrounds (16)": "來自出身 (16)",
 "From backgrounds (16):": "來自出身 (16)：",
 "From backgrounds (17)": "來自出身 (17)",
 "From backgrounds (17):": "來自出身 (17)：",
 "From backgrounds (8)": "來自出身 (8)",
 "From backgrounds (8):": "來自出身 (8)：",
 "From backgrounds (9)": "來自出身 (9)",
 "From backgrounds (9):": "來自出身 (9)：",
 "From clan rank 2 only": "僅從探險等級 2 起",
 "From monster": "來自怪物",
 "From there, you can equip. or consume items.": "從那裡，你可以裝備。或消耗物品。",
 "From this character's skills:": "來自此角色的技能：",
 "From {#} surrounding unit{#}": "來自周圍 {#} 個單位{#}",
 "Frontline blunt": "前線鈍器",
 "Frontline fire-mage (niche)": "前線火焰法師（冷門）",
 "Fuel duration per Durability unit. Means how many in-game minutes of fuel each 1 point of Durability provides.": "每點耐久度的燃料持續時間。即每 1 點耐久度提供多少遊戲內分鐘的燃料。",
 "FuelDurationPerDurability": "FuelDurationPerDurability",
 "Full": "滿",
 "Full list of every Mood modifier, with treatment and dungeon stay: {#}.": "全部心情修正清單, 含待遇和地下城停留: {#}。",
 "Full per-tier factors, and the rest of the economy axis, are on": "完整的每檔係數以及經濟軸的其餘部分見",
 "Full per-tier factors, and the rest of the economy axis, are on {#}": "完整的每檔係數以及經濟軸的其餘部分見 {#}",
 "Full recovery from 0": "從 0 完全恢復",
 "Full recruit odds per level and race are on the": "各等級和種族的完整招募機率見",
 "Full recruit odds per level and race are on the {#} page.": "各等級和種族的完整招募機率見 {#} 頁面。",
 "Full ring of 8": "完整一圈 8 個",
 "Full unit page for": "完整單位頁面：",
 "Fully calm": "完全平靜",
 "Funding": "資金",
 "Funeral": "葬禮",
 "Furniture (61)": "傢俱 (61)",
 "Future Regions": "未來區域",
 "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 遊戲內分鐘（3 遊戲內天）每疊",
 "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* 存在於資料中，但自 B.0.3.40 起沒有任何版本讀取它（二進位制字串字面量檢查，2026-09-04）；它不作任何決定",
 "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 層執行階段 PhaseUnit[n]，因此第 5 層執行階段 5，即首領階段（索引 0 是安全層）",
 "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": "獲得",
 "Gain EXP by defeating monsters. Once EXP reaches its maximum, you can 升级 at the Goddess Statue.": "Gain EXP 透過擊敗怪物。一旦 EXP reaches its 達到最大值後，你可以 升級 at 女神像。",
 "Gain an": "獲得一個",
 "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 護盾 equal to 300% of the skill owner's 物理攻擊力 持續 {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 透過擊敗怪物。一旦 the experience reaches the 達到最大值後，你可以 升級 via 女神像。",
 "Gain per level-up (base range)": "每次升級獲得（基礎範圍）",
 "Gain the Heavy effect when current weight / max weight is {0}% or higher (red portion of the weight gauge)": "噹噹前負重 / 最大負重達到 {0}% 或更高時，獲得超載效果（負重條的紅色部分）",
 "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.": "噹噹前負重 / 最大負重達到 {0}% 或更高時，獲得嚴重超載效果（負重條的黑色部分） >> 240613 HW: 嚴重超載之後將被移除。",
 "Gain 开拓之魂 (Effect) from Dungeon floor {0} onward.": "從地下城第 {0} 層起獲得開拓之魂（效果）。",
 "Gained": "已獲得",
 "Gains": "獲得",
 "Gains 10": "獲得 10",
 "Game": "遊戲",
 "Game Constants": "遊戲常量",
 "Game Constants - Dungeon Settlers Wiki": "遊戲常量 - Dungeon Settlers 維基",
 "Game Option Ambience BGMVolume": "遊戲選項 環境背景音樂音量",
 "Game Option Auto Save Interval Content": "遊戲選項自動儲存間隔內容",
 "Game Option BGMVolume": "遊戲選項 背景音樂音量",
 "Game Option Language Title": "遊戲選項語言標題",
 "Game Option Master Volume": "遊戲選項 主音量",
 "Game Option Mute In Background": "遊戲選項：後臺靜音",
 "Game Option SFXVolume": "遊戲選項 音效音量",
 "Game Option Toggle Edge Screen": "遊戲選項 切換邊緣螢幕",
 "Game Option Toggle Mute": "遊戲選項切換靜音",
 "Game Option Toggle Run In Background": "遊戲選項切換後臺執行",
 "Game Option UISFXVolume": "遊戲選項 UI音效音量",
 "Game Option UIScale Over Recommended Warning": "遊戲選項 UI 縮放超出推薦範圍警告",
 "Game Option Vsync": "垂直同步",
 "Game build": "遊戲構建",
 "Game data table.": "遊戲資料表。",
 "Game floor seed": "遊戲層種子",
 "Game floor seed {#}. Every room and every tile below is the floor the game recorded for this seed.": "遊戲層種子 {#}。下方每個房間和每一格都是遊戲為這個種子記下的那一層。",
 "Game floor seed {#}. Layout {#} of {#}.": "遊戲層種子 {#}。佈局 {#} / {#}。",
 "Game rules and alerts": "遊戲規則與警報",
 "Game speed": "遊戲速度",
 "Game speed, camera, seed, scenario type": "遊戲速度、鏡頭、種子、場景型別",
 "Game speeds": "遊戲速度",
 "Game system:": "遊戲系統：",
 "Game terms defined": "遊戲術語定義",
 "GameGuide": "遊戲指南",
 "GameOptionUI": "遊戲選項介面",
 "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": "遊戲玩法",
 "Gameplay changes": "玩法變更",
 "Garnet Ore": "石榴石礦石",
 "Gated": "鎖定",
 "Gated Content": "鎖定內容",
 "Gated Content - Dungeon Settlers Wiki": "鎖定內容 - Dungeon Settlers 維基",
 "Gated Weapon Classes": "鎖定武器類別",
 "Gated Weapon Classes (Dagger / Axe / Crossbow)": "鎖定武器類別（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.": "鎖定，且是開發最少的種族：每個探險等級權重均為 0，無名字池，也沒有任何美術（連特質圖示都沒有）。其設定屬於劇透，暗示存在更大的魔族敵對陣營。",
 "Gated content": "鎖定內容",
 "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).": "鎖定。每個探險等級的招募權重均為 0，且沒有程式化名字池，因此無法生成或招募矮人。僅有特質圖示（無角色立繪）。",
 "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.": "鎖定。每個探險等級權重均為 0，且無名字池，因此無法招募。在 3 個未釋出種族中，它的美術準備最充分（已預留頭部和身體美術槽），可能最先加入。",
 "Gather": "採集",
 "Gather 9 Ruma Wood - Complete && Gather 10 Bush - Complete": "採集 9 魯瑪木 - 完成 && 採集 10 灌木 - 完成",
 "Gather Mode ({0} or screen bottom-right)": "收集模式（{0}或螢幕右下角）",
 "Gather Started": "採集開始",
 "Gather Started - Dungeon Settlers Wiki": "採集開始 - Dungeon Settlers 維基",
 "Gather Started icon": "採集開始 圖示",
 "Gather workload:": "採集需求量：",
 "Gather:": "採集：",
 "Gather_Blue": "Gather_Blue",
 "Gather_Dust": "Gather_Dust",
 "Gather_Green": "Gather_Green",
 "Gatherable (73)": "可採集 (73)",
 "Gathered from": "採集自",
 "Gathering & world objects": "採集與世界物體",
 "Gathering progress increases by {0} every tick": "採集進度每跳增加 {0}",
 "Gathering_": "Gathering_",
 "Gathering_Dust": "Gathering_Dust",
 "Gathering_Red": "Gathering_Red",
 "Gazing": "凝視",
 "Gear also": "裝備還會",
 "Gear tiers": "裝備檔位",
 "Gender": "性別",
 "Generated automatically by diffing the game's data tables between Steam builds. Entries link into the current database where the content still exists. Player-visible changes are listed first; dev-only churn (dev comments, editor fields, Korean localization drafts) is collapsed under \"Dev-internal changes\". Korean dev text is shown in English - hover any translated value for the original.": "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 \"開發內部變更\". Korean dev text is shown in English - hover any translated value for the original.",
 "Generated inside dungeon rooms as floors are rolled:": "在地下城房間內隨層抽取而生成：",
 "Generated inside dungeon rooms as floors are rolled: {#}.": "在地下城房間內隨層抽取而生成：{#}。",
 "Generated recruits draw their name from this list (TEXTKEY_PLAYERNAME keys).": "生成的招募物件從此列表抽取名字（TEXTKEY_PLAYERNAME 鍵）。",
 "Generated when the level-up screen opens (not saved) - reload rerolls them": "在升級介面開啟時生成（不寫入存檔） - 重新載入會重抽",
 "Generation odds by floor": "按層生成機率",
 "Generator floor themes and test tags that appear in the room data but are not player-visited expedition regions.": "出現在房間資料中、但並非玩家會進入的探險區域的生成器層主題和測試標籤。",
 "Get": "獲取",
 "Get 2 members to Level 2 or higher": "使 2 名成員達到 2 級或以上",
 "Get 2 members to Level 3 or higher": "使 2 名成員達到 3 級或以上",
 "Get 2 members to Level 5 or higher": "使 2 名成員達到 5 級或以上",
 "Get Huge Money": "獲得鉅額金錢",
 "Get Huge Money - Dungeon Settlers Wiki": "獲得鉅額金錢 - Dungeon Settlers 維基",
 "Get Huge Money icon": "獲得鉅額金錢 圖示",
 "Get Some Money": "賺點錢",
 "Get Some Money - Dungeon Settlers Wiki": "賺點錢 - Dungeon Settlers 維基",
 "Get Some Money icon": "賺點錢 圖示",
 "Get it on Steam": "在 Steam 上獲取",
 "Get {#} members to Level {#} or higher": "讓 {#} 名成員達到 {#} 級或更高",
 "GetWoundPercentage": "GetWoundPercentage",
 "Getting Started": "入門",
 "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": "巨石魔像階段2",
 "Giant Stone Golem Phase2 - Dungeon Settlers Wiki": "巨石魔像階段2 - Dungeon Settlers 維基",
 "Giant Stone Golem Phase2 icon": "巨石魔像階段2 圖示",
 "Giant Stone Golem Random": "巨石魔像 隨機",
 "GiantStoneGolem": "GiantStoneGolem",
 "Girim,": "吉里姆，",
 "Give": "給予",
 "Give it monster meat": "給予怪物肉",
 "Give them a name. It shows on the team and in the save. Any other edit puts them on your list too.": "給他們起個名字。會顯示在隊伍和存檔中。其它任何改動也會把他們加入列表。",
 "Given": "給定",
 "Given by": "給予者：",
 "Given by NPC": "由 NPC 給予",
 "Given by {#}": "由 {#} 給予",
 "Giving up costs {#}.": "放棄需花費 {#}。",
 "Glacier Drop is a weak Guard Barrier engine": "冰川墜落是一個弱效的格擋屏障引擎。",
 "Global cooldown": "公共冷卻",
 "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.": "公共冷卻時長是存在單位上的戰鬥表數值。正數應用使用這個儲存值。應用量只是符號。不讀取冷卻縮減。",
 "Global cooldown is not reduced by cooldown reduction.": "公共冷卻不會被冷卻縮減縮短。",
 "Global cooldown is reduced by cooldown reduction.": "公共冷卻會被冷卻縮減縮短。",
 "Global cooldown vs reduction": "公共冷卻與縮減",
 "GlobalCoolDown": "GlobalCoolDown",
 "Glossary": "術語表",
 "Glossary - Dungeon Settlers Wiki": "術語表 - Dungeon Settlers 維基",
 "Gloth": "格洛斯",
 "Gloth Count": "格洛斯數量",
 "Gloth Count - Dungeon Settlers Wiki": "格洛斯數量 - Dungeon Settlers 維基",
 "Gloth Count icon": "格洛斯數量 圖示",
 "Gloth Pup Random": "格洛斯幼崽 隨機",
 "Gloth Victory +10%": "格洛斯獲勝 +10%",
 "Gloth Victory GAMESYSTEM_Environment_{affecterName}": "格洛斯獲勝 GAMESYSTEM_Environment_{affecterName}",
 "Gloth calls out to": "格洛斯呼喚",
 "Gloth calls out to his companions.": "格洛斯呼喚 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": "進入下一步",
 "Goblin Brawler Random": "哥布林鬥士 隨機",
 "Goblin Chief Shaman Aura": "哥布林首席薩滿光環",
 "Goblin Chief Shaman Aura - Dungeon Settlers Wiki": "哥布林首席薩滿光環 - Dungeon Settlers 維基",
 "Goblin Chief Shaman Aura icon": "哥布林首席薩滿光環 圖示",
 "Goblin Chief Shaman Fixed": "哥布林首席薩滿 固定",
 "Goblin Chief Shaman Random": "哥布林首席薩滿 隨機",
 "Goblin Corpse1": "哥布林屍體1",
 "Goblin Corpse1 - Dungeon Settlers Wiki": "哥布林屍體1 - Dungeon Settlers 維基",
 "Goblin Corpse2": "哥布林屍體2",
 "Goblin Corpse2 - Dungeon Settlers Wiki": "哥布林屍體2 - Dungeon Settlers 維基",
 "Goblin Rider Random": "哥布林騎手 隨機",
 "Goblin Shaman Random": "哥布林薩滿 隨機",
 "Goblin Shaman Stack": "哥布林薩滿層數",
 "Goblin Tent1": "哥布林帳篷1",
 "Goblin Tent2": "哥布林帳篷2",
 "Goblin Thrower Random": "哥布林投擲者 隨機",
 "Goblin Victory GAMESYSTEM_Environment_{affecterName}": "哥布林獲勝 GAMESYSTEM_Environment_{affecterName}",
 "Goblin Worker Random": "哥布林工人 隨機",
 "GoblinBrawler": "GoblinBrawler",
 "GoblinChiefShaman": "GoblinChiefShaman",
 "GoblinChiefShaman.": "哥布林酋長薩滿。",
 "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 維基",
 "Goddess Guidance icon": "女神指引 圖示",
 "Goddess Statue": "女神像",
 "Goddess Statue - Dungeon Settlers Wiki": "女神像 - Dungeon Settlers 維基",
 "Goddess Statue Construction && Level 2 2+ units": "女神像建造 && 等級 2 的 2+ 單位",
 "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with Bless Phys.": "女神像祝福：你的魔法法術施法者獲得 +10% 魔法攻擊力。與物理祝福疊加。",
 "Goddess Statue blessing: your magic-spell caster gets +10% Magic Attack. Stacks with {#}.": "女神像祝福：你的魔法法術施法者獲得 +10% 魔法攻擊力。與{#}疊加。",
 "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with Bless Magic.": "女神像祝福：你的物理法術施法者獲得 +10% 物理攻擊力。與魔法祝福疊加。",
 "Goddess Statue blessing: your physical-spell caster gets +10% Physical Attack. Stacks with {#}.": "女神像祝福：你的物理法術施法者獲得 +10% 物理攻擊力。與{#}疊加。",
 "Goddess Statue map": "女神像地圖",
 "Goddess Tears": "女神之淚",
 "Goddess Tears - Dungeon Settlers Wiki": "女神之淚 - Dungeon Settlers 維基",
 "Goddess Tears icon": "女神之淚 圖示",
 "Goddess Tears range and area shown on a dungeon room": "女神之淚 地下城房間上顯示的射程與範圍",
 "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.": "女神之淚投向投擲射程內的目標地塊，並在其爆炸半徑的圓內爆開。自身覆蓋圓碰到該爆炸的每根藤蔓都會被移除 - 爆炸不必直接打中藤蔓本身。",
 "Goddess.": "女神。",
 "Goddess.\"": "女神。”",
 "Gold Mine": "金礦",
 "Gold Mine calculator": "金礦銘文計算器",
 "Gold Mine inscription": "金礦銘文",
 "Gold cap": "金幣上限",
 "Gold earned": "獲得的金幣",
 "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.": "該銘文的金幣有每次探險的上限。達到上限後效果轉變為固定暴擊機率加成，因此即使金幣停止，暴擊仍會繼續提供幫助。",
 "Gold jewelry": "黃金飾品",
 "Gold paid out, against the 2000 gold budget.": "已支付的金幣，對照 2000 金幣額度。",
 "Gold per crit = 10; cap = 2000.": "每次暴擊金幣 = 10；上限 = 2000。",
 "Gold per critical hit": "每次暴擊金幣",
 "Golem.": "魔像。",
 "Gossgoal returns stronger. Need to set up via stat variation, not just combination.": "戈斯戈爾更強地再次出現。需要透過屬性變化來佈置，不能只靠組合。",
 "Gossgoal returns stronger. Need to set up via stat variation, not just combination. - Dungeon Settlers Wiki": "戈斯戈爾更強地再次出現。需要透過屬性變化來佈置，不能只靠組合。 - Dungeon Settlers 維基",
 "Gossgoal returns stronger. Need to set up via stat variation, not just combination. map": "戈斯戈爾更強地再次出現。需要透過屬性變化來佈置，不能只靠組合。地圖",
 "Granted by": "來源：",
 "Granted by a placed building": "由已放置的建築賦予",
 "Granted by another effect:": "由其他效果賦予：",
 "Granted by effect": "由效果賦予",
 "Granted by the dungeon event": "來源：地下城事件",
 "Granted by the dungeon event {#}.": "來源：地下城事件 {#}。",
 "Granted by {#}": "來源：{#}",
 "Granted by {#}.": "來源：{#}。",
 "Grants": "賦予",
 "Grants a 134 barrier for 10 s": "賦予 134 護盾，持續 10 秒",
 "Grants a 266 barrier for 20 s": "獲得 266 護盾，持續 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 燃燒.",
 "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 燃燒.",
 "Grants nearby allies": "使附近盟友獲得",
 "Grants nearby allies 遵从指令 through exceptional leadership.": "使附近盟友獲得 遵從指令 憑藉卓越的領袖能力。",
 "Grants nearby allies 遵从指令 through exceptional leadership. New allies acquire 世界树的祝福.": "使附近盟友獲得 遵從指令 憑藉卓越的領袖能力。 New allies acquire 世界樹的祝福.",
 "Grants nearby allies 遵从指令 through exceptional leadership. New allies acquire 开拓之魂.": "使附近盟友獲得 遵從指令 憑藉卓越的領袖能力。 New allies acquire 開拓之魂.",
 "Grants nearby allies 遵从指令 through exceptional leadership. New allies acquire 生存本能.": "使附近盟友獲得 遵從指令 憑藉卓越的領袖能力。 New allies acquire 生存本能.",
 "Grants skill:": "賦予技能：",
 "Grants the unit the Leadership trait matching its race:": "賦予該單位與其種族相符的卓越領袖特質：",
 "Grants 遵从指令 to nearby allies through exceptional leadership.": "Grants 遵從指令 to 附近盟友憑藉卓越的領袖能力。",
 "Grants 遵从指令 to nearby allies through exceptional leadership. New members gain 世界树的祝福.": "Grants 遵從指令 to 附近盟友憑藉卓越的領袖能力。 New members gain 世界樹的祝福.",
 "Grants 遵从指令 to nearby allies through exceptional leadership. New members gain 开拓之魂.": "Grants 遵從指令 to 附近盟友憑藉卓越的領袖能力。 New members gain 開拓之魂.",
 "Grants 遵从指令 to nearby allies through exceptional leadership. New members gain 生存本能.": "Grants 遵從指令 to 附近盟友憑藉卓越的領袖能力。 New members gain 生存本能.",
 "Grants:": "賦予：",
 "Graph node": "圖節點",
 "Great Guardian Stone": "上級守護石碑",
 "Great Guardian Stone - Dungeon Settlers Wiki": "上級守護石碑 - Dungeon Settlers 維基",
 "Greater and Supreme mana stones have no source in this build. Expect the ladder to stall at level 6": "上級法力石與超級法力石在此版本中沒有來源。預計階梯會卡在 6 級",
 "Greatsword equipped": "裝備巨劍",
 "Greatsword melee": "巨劍近戰",
 "Greatsword tree (Deadly Fear)": "巨劍技能樹（致命恐懼）",
 "Green": "綠色",
 "Green_Small": "Green_Small",
 "Grey": "灰色",
 "Grey Monster Rat Random": "灰色怪鼠 隨機",
 "Grey Rat Random": "灰老鼠 隨機",
 "GreyMonsterRat": "GreyMonsterRat",
 "GreyRat": "灰鼠",
 "Grilled": "烤",
 "Grilled meat. It has a delicious aroma.": "烤肉。香氣撲鼻。",
 "Grinding one favorite floor to the bottom is the single most expensive habit in the game.": "把最愛的一層刷到底，是遊戲裡代價最高的習慣。",
 "Ground": "地面",
 "GroundMoodCooltime": "GroundMoodCooltime",
 "Group": "組",
 "Grouped by name prefix - UI, combat impacts by damage type, crafting/gathering foley, eating, recreation games and event stingers.": "按名稱字首分組 - UI、按傷害型別劃分的戰鬥影響、製作/採集擬音、進食、休閒遊戲和事件提示音。",
 "Growing": "成長",
 "Growing up in gambling dens, {0} learned to": "{0}在賭窩長大，學會了",
 "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}在賭窩長大，學會了 pierce human psychology and read intent 從最微小的 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}在賭窩長大，學會了 read people and sense their intentions 從最微小的 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": "作為以下內容的一個階段生長",
 "Grows as a stage of the {#} farm crop.": "作為 {#} 農場作物的一個階段生長。",
 "Growth per level-up (GameSystemTable):": "每次升級的成長 (GameSystemTable)：",
 "Growth stages": "生長階段",
 "Growth to rank 1": "生長至等級 1",
 "Growth to rank 2": "生長至等級 2",
 "Growth to rank 3 (mature)": "生長至等級 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.": "格擋屏障把你打到敵人身上的減益轉成護盾。反覆施加減益（每跳）或打中整群的技能重新整理護盾最多；護盾只對會被打到的單位有回報，所以這些是前線組合。",
 "Guard Captain Tent": "警衛隊長帳篷",
 "Guard Captain Tent - Dungeon Settlers Wiki": "警衛隊長帳篷 - Dungeon Settlers 維基",
 "Guard chance is what turns this on, so it is worth nothing on a unit that rarely guards.": "格擋機率決定是否觸發，因此在很少格擋的單位上毫無價值。",
 "GuardReduction": "GuardReduction",
 "Guardian Stone offsets the effects of": "守護石會抵消掉",
 "Guarding": "格擋",
 "Guarding (halves the hit)": "格擋（使該次傷害減半）",
 "Guarding does not cost weapon durability": "格擋不消耗武器耐久度",
 "Guarding heals 5 percent of your missing HP and grants Iron Wall for 10 seconds.": "格擋可恢復已損失 HP 的 5%，並賦予鐵牆，持續 10 秒。",
 "Guess I should build a statue of the goddess.": "我想我應該為女神建造一座雕像。",
 "Guide": "指南",
 "Guide: {#}": "指南：{#}",
 "Guidelines": "指南",
 "Guides & Reference": "指南與參考",
 "Guides:": "指南：",
 "Guides: {#} - {#}": "指南：{#} - {#}",
 "Guides: {#} · {#}": "指南：{#} · {#}",
 "Guild": "公會",
 "Guild Banner": "公會旗幟",
 "Guild Banner - Dungeon Settlers Wiki": "公會旗幟 - Dungeon Settlers 維基",
 "Guild Banner1": "公會旗幟1",
 "Guild Banner1 - Dungeon Settlers Wiki": "公會旗幟1 - Dungeon Settlers 維基",
 "Guild Banner2": "公會旗幟2",
 "Guild Banner2 - Dungeon Settlers Wiki": "公會旗幟2 - Dungeon Settlers 維基",
 "Guild Cooking Hearth": "公會烹飪火爐",
 "Guild Cooking Hearth - Dungeon Settlers Wiki": "公會烹飪火爐 - Dungeon Settlers 維基",
 "Guild Guard": "公會衛兵",
 "Guild Guard - Dungeon Settlers Wiki": "公會衛兵 - Dungeon Settlers 維基",
 "Guild Guard icon": "公會衛兵 圖示",
 "Guild Merchant Safe": "公會商人安全",
 "Guild Merchant1": "公會商人1",
 "Guild Merchant2": "公會商人2",
 "Guild Merchant3": "公會商人3",
 "Guild Tent1": "公會帳篷1",
 "Guild Tent1 - Dungeon Settlers Wiki": "公會帳篷1 - Dungeon Settlers 維基",
 "Guild Tent2": "公會帳篷2",
 "Guild Tent2 - Dungeon Settlers Wiki": "公會帳篷2 - Dungeon Settlers 維基",
 "Guild Tent3": "公會帳篷3",
 "Guild Tent3 - Dungeon Settlers Wiki": "公會帳篷3 - Dungeon Settlers 維基",
 "Guild Tent4": "公會帳篷4",
 "Guild Tent4 - Dungeon Settlers Wiki": "公會帳篷4 - Dungeon Settlers 維基",
 "Guild Trade": "公會交易",
 "Guild Trade - Dungeon Settlers Wiki": "公會交易 - Dungeon Settlers 維基",
 "Guild Trade icon": "公會交易 圖示",
 "Guild Wagon": "公會馬車",
 "Guild Wagon - Dungeon Settlers Wiki": "公會馬車 - Dungeon Settlers 維基",
 "Guild Watch Post": "公會崗哨",
 "Guild Watch Post - Dungeon Settlers Wiki": "公會崗哨 - Dungeon Settlers 維基",
 "Guild archer": "公會弓箭手",
 "Guild rank quests (Expedition Resolution)": "公會等級任務（探險決議）",
 "Guild soldier": "公會士兵",
 "Guild.": "公會。",
 "Guild?": "公會？",
 "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 - 魔法攻擊力 95 - 物理攻擊力 16.9 - 攻擊速度 0.3 - 暴擊 5% - 場上 1 個",
 "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 - 魔法攻擊力 44.2 - 物理攻擊力 16.9 - 攻擊速度 0.3 - 暴擊 5% - 場上最多 2 個",
 "HP 90": "HP 90",
 "HP 95": "HP 95",
 "HP = summoner Magic Attack x1 + {#} base; Magic Attack = summoner Magic Attack x0.5 + {#} base.": "HP = 召喚者魔法攻擊力 x1 + {#} 基礎值；魔法攻擊力 = 召喚者魔法攻擊力 x0.5 + {#} 基礎值。",
 "HP a target can have and still be executed is 20% of its own Max HP; bigger enemies get a proportionally larger execute window.": "目標仍可被處決的 HP 為其自身最大 HP 的 20%；體型更大的敵人會按比例獲得更大的處決視窗。",
 "HP bonus": "HP加成",
 "HP boost": "HP提升",
 "HP x": "HP x",
 "HP/s": "HP/秒",
 "HP/s to allies within": "對範圍內盟友 HP/秒",
 "HUD alert definitions - trigger condition, scope, click action.": "HUD 警報定義 - 觸發條件、範圍、點選動作。",
 "Hah...": "哈...",
 "Hair": "頭髮",
 "Hall": "大廳",
 "Hall.": "大廳。",
 "Hard": "困難",
 "Hard Combat": "困難戰鬥",
 "Hard Combat Difficulty": "困難戰鬥難度",
 "Hard Management Difficulty": "困難管理難度",
 "Hard Support Wagon Berry Fixed": "困難 補給馬車 藍莓 固定",
 "Hard Support Wagon Grass Fixed": "困難 補給馬車 草 固定",
 "Hard Support Wagon Hardtack Fixed": "困難 補給馬車 硬餅 固定",
 "Hard Support Wagon Ointment Fixed": "困難 補給馬車 藥膏 固定",
 "Hard Support Wagon Tech Book Fixed": "困難 補給馬車 科技手冊 固定",
 "Hard Support Wagon Wood Fixed": "困難 補給馬車 木材 固定",
 "Hard baseline": "困難基準",
 "Hard is the baseline.": "困難是基準。",
 "Hard-excluded regions": "硬排除區域",
 "HardCombat": "HardCombat",
 "HardLimitWeightApplyCondition": "HardLimitWeightApplyCondition",
 "Harvest yields": "收穫產量",
 "Harvested from the": "收穫自",
 "Has": "具有",
 "Has Affecter: Exhausted": "擁有影響狀態：精疲力盡",
 "Has Affecter: Hungry": "擁有影響狀態：飢餓",
 "Has Affecter: Overloaded": "擁有影響狀態：超載",
 "Has Affecter: Severe Damage": "擁有影響狀態：嚴重受傷",
 "Has Affecter: Severe Hungry": "擁有影響狀態：極度飢餓",
 "Has Affecter: Severe Overloaded": "擁有影響狀態：嚴重超載",
 "Has Affecter: Very Hungry": "擁有影響狀態：非常飢餓",
 "Has Building Above: Research Station 1": "擁有建築高於：研究工作臺 1",
 "Has Remain Research": "有剩餘研究",
 "Has a decision": "有決策",
 "Has duration": "有持續時間",
 "Has 中毒免疫. Becomes immune to damage dealt by 中毒.": "擁有中毒免疫。免疫中毒造成的傷害。",
 "Has 出血免疫. Becomes immune to damage dealt by 出血.": "擁有出血免疫。免疫出血造成的傷害。",
 "Has 灼烧免疫. Becomes immune to damage dealt by 燃烧.": "擁有灼燒免疫。免疫燃燒造成的傷害。",
 "Have": "擁有",
 "Have 1 member learn": "讓 1 名成員學習",
 "Have 12 Ruma Wood - Complete && Have 12 Long Grass - Complete": "持有 12 魯瑪木 - 完成 && 持有 12 長草 - 完成",
 "Have at least 2 and fewer than 3 Private Rooms of Normal quality or higher": "擁有至少 2 間且少於 3 間普通品質或更高的私人房間",
 "Have fewer than 1 Dining Room of Normal quality or higher": "普通或更高品質的餐廳少於 1 間",
 "Have fewer than 1 Magic Workshop of Normal quality or higher": "擁有少於 1 間普通品質或更高的魔法工坊",
 "Have fewer than 1 Research Lab of Normal quality or higher": "普通或更高品質的研究實驗室少於 1 間",
 "Have fewer than 1 Temple of Normal quality or higher": "擁有少於 1 間普通品質或更高的寺廟",
 "Have fewer than 1 Workshop of Normal quality or higher": "擁有少於 1 間普通品質或更高的工坊",
 "Have fewer than 15 Ceramics": "擁有少於 15 陶瓷",
 "Have fewer than 2 Private Rooms of Normal quality or higher": "擁有少於 2 間普通品質或更高的私人房間",
 "Have fewer than 2 members at level 5 or higher": "5 級或以上的成員少於 2 名",
 "Have fewer than 20 Stone": "擁有少於 20 石材",
 "Have less than 2 days of food stockpiles with Mood 3 or higher": "食物儲備少於 2 天且心情為 3 或更高",
 "Have never defeated Elder Gloth": "從未擊敗格洛斯長老",
 "Have {#} member learn {#}": "讓 {#} 名成員學習 {#}",
 "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.": "因為沒有傷害型別，反射命中不受物理抗性或魔法抗性減免，也不享受型別造成傷害。它仍受反射者自身的造成傷害以及攻擊者的受到傷害影響，並獨立判定命中和暴擊。",
 "He": "他",
 "He immediately turns and face...": "他立刻轉身面向...",
 "He is examining the golem wreckage.": "他正在檢查傀儡殘骸。",
 "He is examining the remains of a golem. He looks utterly exhausted.": "他正在調查魔像殘骸。他看起來精疲力盡。",
 "He looks back at the sketch of the insect and murmurs to himself.": "他回望著昆蟲的素描，自言自語道。",
 "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.": "他回望著昆蟲的素描，自言自語道：“哥布林……喜歡讓昆蟲吸它們的血嗎？真奇怪……”他撫摸著那隻灰毛貓，陷入沉思。",
 "He looks very tired.": "他看起來非常疲憊。",
 "He mutters to himself as he watches the a...": "他看著那隻酸...自言自語。",
 "He strokes the gray-f...": "他撫摸著那隻灰毛……",
 "He taps": "他敲了敲",
 "He taps one of the o...": "他輕敲其中一個……",
 "He tilts his ...": "他傾斜著他的……",
 "He turns back to the Spore Insect and murmurs to him...": "He turns back to 孢子蟲 and murmurs to him...",
 "Head": "頭部",
 "Head Equipment Not Worn": "無頭部裝備",
 "Head HP": "頭部 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.": "頭部和軀幹分開計算，因此頭部未受傷的單位仍會獲得軀幹已損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：此連結基於不同的資料版本製作，因此部分選擇可能已變動。",
 "Heal": "治療",
 "Heal 30% of damage dealt at 0 HP": "0 HP 時治療所造成傷害的 30%",
 "Heal 30% × missing% of damage dealt": "治療所造成傷害的 30% × 已損失%",
 "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.": "治療 = (你的最大 HP - 你當前 HP) x 5 x 0.01，即當前已損失生命值的 5%。隨後施加鐵牆，持續 10 秒。",
 "Healed per guard": "每次格擋的治療",
 "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.": "治癒之觸會徹底廢掉它。裝備自然法杖並學會治癒之觸後，普通攻擊會變成治癒之觸，發出的是治療而不是傷害。淹沒銘文只監聽傷害，因此在該單位上既不會充能也不會觸發。",
 "Health restored by one guard.": "一次格擋恢復的生命值。",
 "Heard a Mandrake scream (Caution, prints once)": "聽到曼德拉草的尖叫（注意，僅顯示一次）",
 "Hearing your words,": "聽完你的話，",
 "Hearing your words, the members'": "聽完你的話， the members'",
 "Hearing your words, the members' expressions shift to surprise and": "聽完你的話， the members' expressions shift to surprise and",
 "Hearty": "豐盛",
 "Hearty Serving": "豐盛份量",
 "Heavier": "更重",
 "Heavier but offers superior piercing power.": "更重，但提供卓越的穿刺力。",
 "Heavy Labor": "重體力勞動",
 "Heavy,": "重，",
 "Heavy, but": "沉重，但",
 "Heavy, but delivers powerful strikes.": "沉重，但能造成強力打擊。",
 "HeavyWeightApplyCondition": "HeavyWeightApplyCondition",
 "HeavyWeightCondition": "HeavyWeightCondition",
 "Held": "舉行",
 "Hell": "地獄",
 "Hello!": "你好！",
 "Hello! Dungeon Settlers is currently in the beta development stage. There are many": "您好！《地城拓荒》目前處於 Beta 開發階段。存在許多",
 "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》目前處於 Beta 開發階段。仍有許多未實裝功能，並且可能出現各種錯誤。 ## 如果發生嚴重妨礙遊戲程序的致命錯誤，請完全退出遊戲並重新啟動。 ## 提示：《地城拓荒》是一款刻意設計為高難度的遊戲。想要一次嘗試就通關到底非常困難。如果局勢變得過於不利或遭遇失敗，請不要猶豫，退出遊戲並開啟新的戰役，多次嘗試！",
 "Hello! If a critical bug": "Hello! 如果發生嚴重錯誤",
 "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! 如果發生嚴重錯誤 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": "頭盔",
 "Help Notice Building Not Enough Resource": "建築幫助通知：資源不足",
 "Help Notice Cannot Paste Storage Policy": "無法貼上儲存策略。",
 "Help Notice Learn Skill Not Enough Main Skill Point": "學習技能幫助通知：主技能點不足",
 "Help Notice Learn Skill Not Enough Sub Skill Point": "學習技能幫助通知：副技能點不足",
 "Help Notice Level Up Not Enough Exp": "升級幫助通知：經驗不足",
 "Help Notice Level Up Not Enough Item": "升級物品不足",
 "Help Notice No Drop Area": "沒有可放置的區域。",
 "Help Notice Not Reachable Target": "目標無法到達。",
 "Help Notice Recuit Fail Over Max Population": "幫助通知：招募失敗，超出最大人口。",
 "Help Notice Recuit Success": "招募成功",
 "Help Notice Research Unlock": "研究解鎖幫助通知",
 "Help Notice Retire Fail Last Member": "你不能讓最後一個成員退休。",
 "Help Notice Retire Fail Not Idle": "你不能在非空閒狀態下退休。",
 "Help Notice Trade Item Delivery Failed": "幫助通知交易物品交付失敗",
 "Help Notice Trade Target Inventory Full": "Help Notice Trade Target Inventory Full",
 "Help Notice Trade Target Weight Limit": "幫助通知交易目標重量限制",
 "Help Notice Trait Acquired": "幫助通知特質已獲得",
 "Helped": "幫助了",
 "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、白色莫默克和阿爾法酸性斯洛格爾任務需要身處寂靜帷幕，所以請在那裡接取（",
 "Her sharp gaze settles ...": "她銳利的目光落在 ...",
 "Heroic State (buff shown during combat)": "英雄精神（戰鬥中顯示的增益）",
 "Hidden": "隱藏",
 "Hidden - click to reveal": "隱藏 - 點選顯示",
 "Hide Steam button": "隱藏 Steam 按鈕",
 "Hide all site chrome for a clean shareable screenshot (Esc restores)": "隱藏全部站點介面，以便擷取乾淨可分享的截圖（Esc 恢復）",
 "Hide non-combat bonuses": "隱藏非戰鬥加成",
 "Hide the sidebar (keyboard: [ )": "隱藏側邊欄（鍵盤： [ ）",
 "Hide the small explanatory hint lines (everywhere)": "隱藏簡短說明提示行（全域性）",
 "Hide the units bar": "隱藏單位欄",
 "Hide this spoiler again": "再次隱藏此劇透",
 "Hide unreleased": "隱藏未釋出",
 "Hide unreleased content again": "再次隱藏未釋出內容",
 "Hides the work and needs bonuses (mining, crafting, cooking, carry weight, hunger...). Mood, XP gain and every combat stat always stay visible.": "隱藏工作與需求加成（採礦、製作、烹飪、負重、飢餓...）。心情、經驗獲取和所有戰鬥屬性始終保持可見。",
 "High Stress (Caution, displays once)": "壓力大（注意，僅顯示一次）",
 "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).": "高戰鬥難度不只強化怪物。你自己的單位也會獲得困難及以下不存在的加成（毀滅難度：暴擊機率 +10、暴擊傷害加成 +50、閃避機率 +10）。",
 "High-Level": "高階",
 "Higher": "更高",
 "Higher level units require greater Mood satisfaction to stay content.": "Higher level 單位需要更高的心情滿意度才能保持滿足。",
 "Higher levels require": "更高等級需要",
 "Higher resistance": "更高的抗性",
 "Higher-level": "更高階別",
 "Higher-level units require greater Mood satisfaction to stay content.": "Higher-level 單位需要更高的心情滿意度才能保持滿足。",
 "Higher-tier rooms": "更高檔的房間",
 "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.": "點新角色。你會得到一個已命名的最大等級人類。第一次改動後，他們就會加入你的列表。",
 "Hit chance (melee / ranged)": "命中機率 (近戰 / 遠端)",
 "Hit damage": "命中傷害",
 "Hit damage without the inscription": "無該銘文時的命中傷害",
 "Hit location": "命中部位",
 "Hit rate": "命中機率",
 "Hit ×2": "打擊 ×2",
 "Hit-location split": "命中部位分配",
 "Hit/Dodge/Guard chance": "命中/閃避/格擋機率",
 "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 亡者的詛咒。",
 "Hits": "命中",
 "Hits / attacks": "命中 / 攻擊次數",
 "Hits landed": "命中的打擊",
 "Hits landed by that moment.": "截至該時刻已命中的打擊。",
 "Hits per cast": "每次施放命中次數",
 "Hits to down you": "打倒你所需命中次數",
 "Hits to kill": "擊殺所需命中",
 "Hits to kill you": "擊殺你所需命中",
 "Hits up to 5 enemies (30% dmg, 2-sq)": "最多命中 5 個敵人（30% 傷害，2 格）",
 "Hmm,": "嗯，",
 "Hmm, seems like they're fond of it.": "嗯，看來他們很喜歡。",
 "Hold": "按住",
 "Hold Shift and": "按住 Shift 並",
 "Hold Shift and left click other units to add them to the selection.": "Hold Shift and left click 其他單位以將其加入選取。",
 "Hold Shift and left-click other units to add them to the selection.": "Hold Shift and left-click 其他單位以將其加入選取。",
 "Holding": "持有",
 "Holding fewer than": "持有少於",
 "Holds": "內容",
 "Holy": "神聖",
 "Holy Magic": "神聖魔法",
 "Home": "首頁",
 "Hood": "頭巾",
 "Horizontal": "橫向",
 "Horn": "號角",
 "Horn_Decision": "Horn_Decision",
 "HourInMinutes": "HourInMinutes",
 "HourPerDay": "HourPerDay",
 "Housing (16)": "住宅 (16)",
 "Housing / Recreation": "住宅 / 娛樂",
 "Housing Room": "住宅房間",
 "Housing Rooms": "住宅房間",
 "Housing Rooms - Dungeon Settlers Wiki": "住宅房間 - Dungeon Settlers 維基",
 "Housing Type": "住宅型別",
 "Housing room tiers - required furniture (subtype/count/quality) and sizes.": "住房房間檔位 - 所需傢俱（子型別/數量/品質）及尺寸。",
 "Housing type": "住宅型別",
 "Housing.": "住房。",
 "HousingRoomMaxSize": "HousingRoomMaxSize",
 "How": "如何",
 "How Regions Unlock": "區域如何解鎖",
 "How Regions Unlock (Progression)": "區域如何解鎖（進度）",
 "How Regions Unlock (Progression) - Dungeon Settlers Wiki": "區域如何解鎖（進度） - Dungeon Settlers 維基",
 "How a quest recruits an NPC": "任務如何招募非玩家角色",
 "How do I use the file?": "如何使用該檔案？",
 "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.": "“如何使用該檔案？”裡有資料夾。複製路徑，退出遊戲，把檔案放進去，再啟動遊戲並載入。",
 "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": "怪物如何發現你的開拓者，你又能怎樣應對？本頁直接讀自遊戲表（DS_B.0.4.19）和程式碼轉儲；每個數字都標出來源常量，資料無法確認的內容會如實標出。試試互動式",
 "How inscriptions work.": "銘文如何運作。",
 "How is cooldown lowered?": "冷卻怎麼降低？",
 "How is skill cooldown calculated?": "技能冷卻怎麼算？",
 "How it appears": "出現方式",
 "How it interacts with other effects": "與其他效果的相互作用",
 "How it is applied:": "施加方式：",
 "How it works": "運作方式",
 "How many": "數量",
 "How many points each rank needs": "每級所需點數",
 "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.": "怪物如何發現你 - 視野範圍、視線、仇恨與威脅、晝夜、潛行 - 以及改變它的每個開關，均引用來源表和程式碼。",
 "How one throw expands the base": "一次投擲如何擴大據點",
 "How room quality works": "房間品質的運作方式",
 "How skill cooldown and global cooldown work, and what cooldown reduction does and does not change.": "技能冷卻和公共冷卻怎麼運作，冷卻縮減改什麼、不改什麼。",
 "How skills are organized.": "技能如何組織。",
 "How the damage is calculated": "傷害計算方法",
 "How the math works": "計算原理",
 "How the tables join": "表如何關聯",
 "How these numbers are computed": "這些數字是如何計算的",
 "How these numbers are computed.": "這些數字的計算方法。",
 "How this is worked out": "計算方法",
 "How to get {#}": "如何獲得 {#}",
 "How to get 女神之泪": "如何獲得 女神之淚",
 "How to obtain": "獲取方式",
 "How to rank up: Contribution Points": "如何提升等級：貢獻點",
 "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 中武器和護甲如何磨損、什麼會減緩磨損、以及在哪裡修理 - 附帶模擬器，用於計算打到損壞所需的命中次數，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.": "武器如何因攻擊而磨損、護甲如何因受擊而磨損，什麼能減輕磨損，以及如何修理 - 附帶擊打至損壞模擬器。",
 "How you get it": "怎麼拿到",
 "How you rank up": "如何提升等級",
 "Howl": "嚎叫",
 "Hp Regen": "HP 恢復",
 "Human Fat Unisex 0": "人類肥胖中性 0",
 "Human Fat Unisex 1": "人類 肥胖 中性 1",
 "Human Fat Unisex 10": "人類 肥胖 中性 10",
 "Human Fat Unisex 11": "人類 肥胖 中性 11",
 "Human Fat Unisex 12": "人類 肥胖 中性 12",
 "Human Fat Unisex 13": "人類 肥胖 中性 13",
 "Human Fat Unisex 14": "人類 肥胖 中性 14",
 "Human Fat Unisex 15": "人類 肥胖 中性 15",
 "Human Fat Unisex 16": "人類 肥胖 中性 16",
 "Human Fat Unisex 17": "人類 肥胖 中性 17",
 "Human Fat Unisex 2": "人類 肥胖 中性 2",
 "Human Fat Unisex 3": "人類 肥胖 中性 3",
 "Human Fat Unisex 4": "人類 肥胖 中性 4",
 "Human Fat Unisex 5": "人類 肥胖 中性 5",
 "Human Fat Unisex 6": "人類 肥胖 中性 6",
 "Human Fat Unisex 7": "人類 肥胖 中性 7",
 "Human Fat Unisex 8": "人類 肥胖 中性 8",
 "Human Fat Unisex 9": "人類 肥胖 中性 9",
 "Human Standard Female": "Human Standard Female",
 "Human Standard Female 0": "人類 標準 女性 0",
 "Human Standard Female 1": "人類女性標準 1",
 "Human Standard Female 10": "人類標準女性 10",
 "Human Standard Female 11": "人類標準女性 11",
 "Human Standard Female 12": "人類標準女性 12",
 "Human Standard Female 13": "人類標準女性 13",
 "Human Standard Female 14": "人類 標準 女性 14",
 "Human Standard Female 15": "人類 標準 女性 15",
 "Human Standard Female 16": "人類標準女性 16",
 "Human Standard Female 17": "人類標準女性 17",
 "Human Standard Female 18": "人類標準女性 18",
 "Human Standard Female 19": "人類標準女性 19",
 "Human Standard Female 2": "人類女性標準 2",
 "Human Standard Female 20": "人類標準女性 20",
 "Human Standard Female 21": "人類 標準 女性 21",
 "Human Standard Female 22": "人類標準女性 22",
 "Human Standard Female 23": "人類標準女性 23",
 "Human Standard Female 24": "人類標準女性 24",
 "Human Standard Female 25": "人類標準女性 25",
 "Human Standard Female 26": "人類標準女性 26",
 "Human Standard Female 27": "人類標準女性 27",
 "Human Standard Female 28": "人類標準女性 28",
 "Human Standard Female 3": "人類女性標準 3",
 "Human Standard Female 4": "人類女性標準 4",
 "Human Standard Female 5": "人類女性標準 5",
 "Human Standard Female 6": "人類女性標準 6",
 "Human Standard Female 7": "人類女性標準 7",
 "Human Standard Female 8": "人類女性標準 8",
 "Human Standard Female 9": "人類女性標準 9",
 "Human Standard Female 999": "人類標準女性 999",
 "Human Standard Female Preset": "人類標準女性預設",
 "Human Standard Male 0": "人類 標準 男性 0",
 "Human Standard Male 1": "人類標準男性 1",
 "Human Standard Male 10": "人類標準男性 10",
 "Human Standard Male 11": "人類標準男性 11",
 "Human Standard Male 12": "人類標準男性 12",
 "Human Standard Male 13": "人類標準男性 13",
 "Human Standard Male 14": "人類標準男性 14",
 "Human Standard Male 15": "人類標準男性 15",
 "Human Standard Male 16": "人類標準男性 16",
 "Human Standard Male 17": "人類男性標準 17",
 "Human Standard Male 18": "人類男性標準 18",
 "Human Standard Male 19": "人類男性標準 19",
 "Human Standard Male 2": "人類標準男性 2",
 "Human Standard Male 20": "人類男性標準 20",
 "Human Standard Male 21": "人類 標準 男性 21",
 "Human Standard Male 22": "人類 標準 男性 22",
 "Human Standard Male 23": "人類標準男性 23",
 "Human Standard Male 24": "人類標準男性 24",
 "Human Standard Male 25": "人類標準男性 25",
 "Human Standard Male 26": "人類標準男性 26",
 "Human Standard Male 27": "人類標準男性 27",
 "Human Standard Male 28": "人類標準男性 28",
 "Human Standard Male 29": "人類標準男性 29",
 "Human Standard Male 3": "人類 標準 男性 3",
 "Human Standard Male 30": "人類 標準 男性 30",
 "Human Standard Male 4": "人類標準男性 4",
 "Human Standard Male 5": "人類標準男性 5",
 "Human Standard Male 6": "人類標準男性 6",
 "Human Standard Male 7": "人類標準男性 7",
 "Human Standard Male 8": "人類標準男性 8",
 "Human Standard Male 9": "人類標準男性 9",
 "Human Standard Male Preset": "人類標準男性預設",
 "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": "人類",
 "Hunger restored": "飢餓恢復",
 "HungerComsume": "HungerComsume",
 "HungerEffectApplyCondition": "HungerEffectApplyCondition",
 "HungerEffectCondition": "HungerEffectCondition",
 "HungerNeeded": "HungerNeeded",
 "HungerRecoveryCondition": "HungerRecoveryCondition",
 "HungerRegeneration": "HungerRegeneration",
 "Hunger_": "Hunger_",
 "Hunt": "狩獵",
 "Hunt Alpha Acid Slogel": "狩獵阿爾法酸性斯洛格爾",
 "Hunt the Alpha Acid Slogel": "狩獵阿爾法酸性斯洛格爾",
 "Hunt the Elder Gloth": "狩獵格洛斯長老",
 "Hunt the White Mawmurk": "狩獵白色莫默克",
 "Hunters Hide Rack": "獵人皮革架",
 "Hunters Hide Rack - Dungeon Settlers Wiki": "獵人皮革架 - Dungeon Settlers 維基",
 "Hunting": "狩獵",
 "Hybrid": "混合",
 "I can feel my body tingling.": "我能感覺到我的身體在顫抖。",
 "I feel like dancing too.": "我也想跳舞。",
 "I found a strange vine.\"": "我發現了一株奇怪的藤蔓。”",
 "I know the mood number": "我知道心情數值",
 "I'll": "我會",
 "I'll explore": "我自己看",
 "I'll join you.": "我加入你。",
 "I'll pay everyone a special bonus.": "我將向所有人支付特別獎金。",
 "I've": "我已經",
 "I've come to understand what it means to kill with a mere gaze. It was truly a": "我漸漸明白了僅憑一瞥便能奪取性命的真正含義。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.": "我漸漸明白了僅憑一瞥便能奪取性命的真正含義。那真是一次 spine-chilling experience.",
 "II": "II",
 "II.": "II.",
 "III": "III",
 "III.": "III.",
 "IN-GAME TIME": "遊戲內時間",
 "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": "閒置",
 "Idle 1.2": "待機 1.2",
 "Idle 1.3": "待機 1.3",
 "Idle 2": "待機 2",
 "Idle 2.1": "待機 2.1",
 "Idle 2.2": "待機 2.2",
 "Idle 2.3": "待機 2.3",
 "Idle 3": "閒置 3",
 "Idle ×1": "空閒 ×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「變化量 / 最大值」高於此百分比，則視為「大幅增加/減少」；若低於此百分比，則視為「增加/減少」。不用於實際功能 - 這是狀態視窗等處用於標示屬性變化快慢的參考值。",
 "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": "若飢餓 % 為 0 至未滿 {0}：Hunger_Very Hungry {0} 至未滿 {1}：Hunger_Hungry {1} 至 100 或以下：Hunger_Satisfied <- 此項似乎不存在",
 "If Mood is below 0, ...": "如果心情低於 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.": "如果程式碼中按原樣使用移動速度，會快到看起來像傳送。但實際開發中使用的 0.05 這類移動速度值，不適合用數字表示玩家成長。因此，該換算值會乘以向玩家顯示的移動速度，再換算成適配 Unity 環境的結果，應用到實際遊戲邏輯程式碼中。",
 "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": "若體力 % 為 0 至未滿 {0}：Stamina_Very Exhausted {0} 至未滿 {1}：Stamina_Exhausted {1} 至未滿 {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": "若壓力 % 為 0 至未滿 {0}：Effect_Stress_Happy {0} 至未滿 {1}：無相關效果 {1} 至 (2) 或以下：Effect_Stress_High {2} 至 100：Effect_Stress_Severe",
 "If a critical bug": "如果發生嚴重錯誤",
 "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.": "更短的公共冷卻在更長的還沒走完時到來，會保留剩餘等待。戰鬥中換裝會在同一根時鐘上啟動 {#} 的公共冷卻。",
 "If activated, surrounding an enemy would reward positioning: per allied unit engaged around the same target, attackers would gain": "若啟用，包圍敵人會獎勵站位：每有一名盟友單位圍攻同一目標，攻擊者獲得",
 "If do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken": "如果在戰鬥中{0}秒內不移動，造成的傷害增加{1}%，受到的傷害",
 "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}%。此效果會重置 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.": "哪怕只有一層見底，-50% 懲罰也會作用於該區域內每一層，直到恢復為止，包括仍然全滿的層。",
 "If not in combat, returns home together with your companions": "若不在戰鬥中，會與同伴一同返回據點",
 "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.": "如果除數不大於 0，就原樣使用表冷卻。",
 "If that's the custom, I can't help it.": "如果這是習俗，我也沒辦法。",
 "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": "若娛樂百分比為：0 至未滿 {0}：Entertainment_Very Bored {0} 至未滿 {1}：Entertainment_Bored {1} 至未滿 {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": "若飢餓百分比為：0 至未滿 {0}：Hunger_Very Hungry {0} 至未滿 {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)": "如果當前製作技能高於所需製作技能，則按高出的幅度對「良作」結果做機率修正（PS: 不存在相反情況，因為所需製作技能高於當前製作技能時無法進行製作）",
 "If the developers activate it, it would apply": "如果開發者啟用它，則會",
 "If the extra hit crits": "如果額外命中暴擊",
 "If the proc crits": "如果觸發暴擊",
 "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.": "如果目標帶有精英怪物或首領怪物標籤，則向該次命中的造成傷害加成加入固定 20 百分點。",
 "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.": "如果目標當前 HP 除以最大 HP 不高於 20%，且目標沒有首領標籤，則對其施加處決效果，持續 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，所有未儲存的進度都將丟失。",
 "If you drink a": "如果飲用",
 "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 技能重置靈藥，就可以重置技能。 Skill Reset Elixirs 有機率在地下城的寶箱中找到。 You can also obtain one guaranteed Skill Reset Elixir when your expedition rank reaches 普通探險隊.",
 "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 技能重置靈藥，就可以重置技能。 Skill Reset Potions 有機率在地下城的寶箱中找到。 You can also obtain one guaranteed Skill Reset Potion when your expedition rank reaches 普通探險隊.",
 "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.": "如果你直接改銘文，只改效果施加者鍵是不夠的。遊戲會把屬性加成寫入該單位的屬性塊，載入時不會重算，所以兩處必須一起改對。",
 "Ignore ...": "忽略...",
 "Ignores": "無視",
 "Immediately after swallowing the third piece of meat, the room's pulse abruptly stops.": "剛吞下第三塊肉，房間的搏動就驟然停止。",
 "Immobilization": "定身",
 "Immune (Boss)": "免疫（首領）",
 "Import a save": "匯入存檔",
 "Import a team in the Builder first, then pick your units here.": "請先在角色構築器中匯入隊伍，然後在此選擇單位。",
 "Import from your save": "從存檔匯入",
 "Import this character": "匯入此角色",
 "Import your save to load your whole team ->": "匯入您的存檔以載入您的整個團隊 ->",
 "Imported clan": "已匯入團隊",
 "Imported team": "已匯入的隊伍",
 "Impossible combos: allowed": "不可能組合：允許",
 "Impossible combos: blocked": "不可能組合：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": "戰鬥中",
 "In Finder press Cmd+Shift+G, paste this, press Enter.": "在 Finder 中按 Cmd+Shift+G，貼上此路徑，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...": "被牆壁遮擋住的狹窄空間裡倒著一具骷髏。它保持著僵死的姿勢，一隻手朝某...",
 "In an instant, countless voices, images, and fragments of unknown": "剎那間，無數聲音、形象與未知的碎片",
 "In data": "資料中",
 "In game: the button previews another button's effects": "遊戲內：該按鈕預覽另一個按鈕的效果",
 "In game: the button previews its own effects": "遊戲內：該按鈕會預覽其自身效果",
 "In game: the button previews the resolution's reward": "遊戲內：該按鈕預覽決議獎勵",
 "In game: the button previews what \"交给我吧。\" does": "遊戲內：該按鈕預覽 \"交給我吧。\" 的效果",
 "In game: the button previews what \"再仔细搜查一下。\" does": "遊戲內：該按鈕預覽 \"再仔細搜查一下。\" 的效果",
 "In game: the button previews what \"啊！\" does": "遊戲內：該按鈕預覽 \"啊！\" 的效果",
 "In game: the button previews what \"嗯，它好像挺喜欢你的。\" does": "遊戲內：該按鈕預覽 \"嗯，它好像挺喜歡你的。\" 的效果",
 "In game: the button previews what \"太好了。\" does": "遊戲內：該按鈕預覽 \"太好了。\" 的效果",
 "In game: the button previews what \"我们已经尽力了。\" does": "遊戲內：該按鈕預覽 \"我們已經盡力了。\" 的效果",
 "In game: the button previews what \"明白了。\" does": "遊戲內：該按鈕預覽 \"明白了。\" 的效果",
 "In game: the button previews what \"相当有意思。\" does": "遊戲內：該按鈕預覽 \"相當有意思。\" 的效果",
 "In game: the button previews what \"看来要做的事已经定下来了。\" does": "遊戲內：該按鈕預覽 \"看來要做的事已經定下來了。\" 的效果",
 "In game: the button previews what \"真是绝佳的蛋白质来源！\" does": "遊戲內：該按鈕預覽 \"真是絕佳的蛋白質來源！\" 的效果",
 "In game: the button previews what \"离开\" does": "遊戲內：該按鈕預覽 \"離開\" 的效果",
 "In game: the button previews what \"这种事不会再发生了。\" does": "遊戲內：該按鈕預覽 \"這種事不會再發生了。\" 的效果",
 "In game: the button previews what \"这笔交易很划算。\" does": "遊戲內：該按鈕預覽 \"這筆交易很划算。\" 的效果",
 "In game: the button previews what \"这钱现在归我了！\" does": "遊戲內：該按鈕預覽 \"這錢現在歸我了！\" 的效果",
 "In game: the button previews what \"金钱果然能解决一切。\" does": "遊戲內：該按鈕預覽 \"金錢果然能解決一切。\" 的效果",
 "In game: the button previews what {#} does": "遊戲內：該按鈕預覽 {#} 的效果",
 "In game: the button shows a preview": "遊戲內：該按鈕顯示預覽",
 "In game: the button shows the odds": "遊戲內：該按鈕顯示機率",
 "In normal combat appears with workers, but in the abyss appears with throwers and brawlers.": "在普通戰鬥中與工人一同出現，但在無盡深淵中與投擲者和鬥士一同出現。",
 "In normal combat appears with workers, but in the abyss appears with throwers and brawlers. - Dungeon Settlers Wiki": "在普通戰鬥中與工人一同出現，但在無盡深淵中與投擲者和鬥士一同出現。 - Dungeon Settlers 維基",
 "In normal combat appears with workers, but in the abyss appears with throwers and brawlers. map": "在普通戰鬥中與工人一同出現，但在無盡深淵中與投擲者和鬥士一同出現。地圖",
 "In the": "在",
 "In the current build the row is a dormant constant, tagged": "在當前版本中，該行是休眠常量，標記為",
 "In the demo and playtest builds (B.0.3.x) the game also": "在演示和試玩版本（B.0.3.x）中，遊戲還會",
 "In the game code": "在遊戲程式碼中",
 "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.\"": "食物補給分配時，{0}領到自己的份額，毫不掩飾地露出不滿，望向你。“隊長，探索地下城可是要賭上性命的，難道連吃的也這麼吝嗇嗎？”你還沒來得及回答，周圍的幾名探險隊員便點頭表示贊同。“沒錯。說不定明天我們就死了。”得到支援後，{0}更有底氣地走上前來。“我們並不是要什麼奢侈的食物。只希望哪怕暫時，也能讓我們吃飽而已。”",
 "In the quest table, but nothing in this build starts it and no event reacts to it finishing": "在任務表中，但本版本沒有任何內容會啟動它，也沒有事件會在它完成時作出反應",
 "In the silence, three clea...": "寂靜中，三聲清...",
 "In the {#}": "在 {#}",
 "In this build Perception's": "本版本中感知的",
 "In this team": "在此隊伍中",
 "In {#}": "在 {#}",
 "In-game": "遊戲內",
 "In-game Handbook": "遊戲內手冊",
 "In-game Handbook - Dungeon Settlers Wiki": "遊戲內手冊 - Dungeon Settlers 維基",
 "In-game handbook: {#}": "遊戲內手冊：{#}",
 "In-game look": "遊戲內外觀",
 "In-game look of this character with the gear equipped below": "該角色穿戴下方裝備時的遊戲內外觀",
 "In-game look with the equipped gear": "已裝備當前裝備時的遊戲內外觀",
 "In-game minutes needed for a random event shown in the Alert to disappear after it activates (1440 = 1 day)": "警報中顯示的隨機事件在觸發後消失所需的遊戲內分鐘數（1440 = 1 天）",
 "In-game time needed after an Expedition Party Decision quest is activated until the abandon event appears": "探險隊決議任務啟用後，直到放棄事件出現所需的遊戲內時間",
 "InDependent": "InDependent",
 "Include in the shared link:": "包含在分享連結中：",
 "Included in scenario starting kits:": "包含於場景初始套件：",
 "Included in scenario starting kits: {#}": "包含於場景初始套件：{#}",
 "Includes learned passive crit at full progression:": "包含滿進度時已學習的被動暴擊：",
 "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.": "格擋機率提高 20%，格擋傷害減擴音高 20%，持續 180 秒。",
 "Increases maximum weight by 60% for 180 seconds.": "最大負重提高 60%，持續 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 格擋機率 提高 {0}%。裝備盾牌時， 攻擊速度 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 格擋機率 提高 {0}%。裝備盾牌時， 移動速度 increases by {1}%, 攻擊速度 increases by {2}%, and the weight of the equipped shield becomes 0.",
 "Incredible": "驚人",
 "Indestructible": "不可摧毀",
 "Indestructible Building": "不可摧毀的建築",
 "Indestructible Building - Dungeon Settlers Wiki": "不可摧毀的建築 - Dungeon Settlers 維基",
 "Indestructible Building icon": "不可摧毀的建築 圖示",
 "Indicates the": "表示",
 "Indicates the level of mental strain a unit is under.": "表示單位所承受的精神壓力程度。",
 "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.": "表示單位所承受的精神壓力程度。當壓力達到最大值時，單位會進入精神崩潰狀態，並且壓力被重置為 0。 ## 如果在精神崩潰狀態期間，壓力再次達到最大值，單位就會立即死亡。 ## 當心情為正時，壓力會減少；當心情為負時，則會增加，且兩者的變化按心情等級成比例變化。",
 "Indicates the unit's rank. Higher levels require better 心情. Units can reach level 12 through 升级.": "Indicates the unit's rank. 更高等級需要 better 心情. Units can reach level 12 through 升級.",
 "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. 更高等級需要 greater 心情 satisfaction. Units can grow up to level 12 by 升級.",
 "Individual": "個體",
 "Individual traits (1)": "個體特質（1）",
 "Individual traits (2)": "個人特質 (2)",
 "Individual traits (3)": "個體特質 (3)",
 "Individual traits (4)": "個體特質 (4)",
 "Individual traits (8)": "個體特質 (8)",
 "Individual traits ({#})": "個體特質（{#}）",
 "IndividualTraitMaxCount": "IndividualTraitMaxCount",
 "IndividualTraitMinCount": "IndividualTraitMinCount",
 "Indoor": "室內",
 "Indoor only": "僅限室內",
 "Infectious": "感染性",
 "Infinite Abyss guide": "無限深淵指南",
 "Inflicts": "施加",
 "Ingredients": "材料",
 "Initial Depletion stack": "初始枯竭層數",
 "Initial farm room": "初始農場房間",
 "Initial mini dungeon room": "初始小型地下城房間",
 "Initial stat modifier total": "初始屬性修正合計",
 "InitialEquipTopicIgnoreSec": "InitialEquipTopicIgnoreSec",
 "InitialItemStoring_": "InitialItemStoring_",
 "Injected": "灌輸",
 "Innate": "固有",
 "Innate to units of a specific race.": "特定種族單位固有。",
 "Innate to units with a specific background.": "特定出身的單位固有。",
 "Innate:": "固有：",
 "Inner Silence": "內在寂靜",
 "Inner Silence - Dungeon Settlers Wiki": "內在寂靜 - Dungeon Settlers 維基",
 "Inner Silence icon": "內在寂靜 圖示",
 "InputBuffer": "InputBuffer",
 "Inscription": "銘文",
 "Inscription (rolled on level-up)": "銘文（升級時抽出）",
 "Inscription of": "銘文：",
 "Inscription of Guardian": "衛士銘文",
 "Inscription of Perfection active: every talent +1 tier (capped at Genius).": "完美銘文已生效：每項天賦 +1 級（上限為天才）。",
 "Inscription of Reflection (100%)": "反射銘文（100%）",
 "Inscription rerolls": "銘文重新抽取",
 "Inscription rolls": "銘文抽取",
 "Inscription surcharge": "銘文附加費",
 "Inscription:": "銘文：",
 "InscriptionGrantLevels": "InscriptionGrantLevels",
 "InscriptionRarityWeights": "InscriptionRarityWeights",
 "Inscriptions": "銘文",
 "Inscriptions (1)": "銘文 (1)",
 "Inscriptions (3)": "銘文 (3)",
 "Inscriptions (4)": "銘文 (4)",
 "Inscriptions ({#})": "銘文 ({#})",
 "Inscriptions - Dungeon Settlers Wiki": "銘文 - Dungeon Settlers 維基",
 "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 ...": "銘文是單位可獲得的永久的類似特質的加成。來源有兩處：新兵入隊時可以已攜帶銘文，並且每個單位 ...",
 "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": "銘文是單位可獲得的永久的類似特質的加成。來源有兩處：新兵入隊時可以已攜帶銘文，並且每個單位還會被提供新的銘文",
 "Inscriptions guide": "銘文指南",
 "Inscriptions in this rarity": "該稀有度的銘文",
 "Inscriptions per rarity": "各稀有度的銘文",
 "Inscriptions you already own are excluded from the pool": "你已擁有的銘文會從池中排除",
 "Inscriptions:": "銘文：",
 "Insect": "昆蟲",
 "Insect.": "昆蟲。",
 "Insects": "昆蟲",
 "Insensitive to": "不敏感於",
 "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 吃什麼都能毫不猶豫。 Gains 遲鈍的味覺 (Pos) when receiving a negative food effect, and gains 遲鈍的味覺 (Neg) when receiving a positive food effect.",
 "Insensitive to taste, eats anything without hesitation.": "Insensitive to taste, 吃什麼都能毫不猶豫。",
 "Inside...": "裡面……",
 "Inspect Building: Discarded Magic Power Device": "檢查建築：廢棄的魔法動力裝置",
 "Inspect Building: Meat Grub1": "檢查建築：肉蟲1",
 "Inspect Building: Meat Grub2": "檢查建築：肉蟲2",
 "Inspect candidates before you buy. Inspection reveals hidden": "購買前先檢查候選人。檢查會揭示隱藏的",
 "Inspecting a candidate reveals hidden talents before you buy": "檢視候選人會在購買前揭示隱藏天賦",
 "Inspecting for good talents is worthwhile before you pay.": "付款前檢視是否有好天賦是值得的。",
 "Inspection": "檢視",
 "Inspector's": "檢查員的",
 "Install": "安裝",
 "Install furniture such as beds and tables to manage mood.": "Install 床、桌等傢俱來管理心情。",
 "Instantly gains 3 Agility.": "立即獲得 3 點敏捷。",
 "Instantly gains 3 Intelligence.": "立即獲得 3 點智力。",
 "Instantly gains 3 Perception.": "立即獲得 3 點感知。",
 "Instantly gains 3 Stamina.": "立即獲得 3 點體質。",
 "Instantly gains 3 Strength.": "立即獲得 3 點力量。",
 "Instantly gains 3 Will.": "立即獲得 3 點意志。",
 "Instantly gains 5 skill points.": "立即獲得 5 點技能點。",
 "Instead": "反而",
 "Intelligence Boost: Positive GAMESYSTEM_Environment_{affecterName}": "智力強化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Intelligence Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "智力削弱：負面 GAMESYSTEM_Environment_{affecterName}",
 "IntelligenceFortify": "IntelligenceFortify",
 "IntelligenceWeaken": "IntelligenceWeaken",
 "Intelligence_": "Intelligence_",
 "Interact": "互動",
 "Interact with Endrossi": "與恩多爾西互動",
 "Interact with Endrossi (for quest update)": "與恩多爾西互動（用於任務更新）",
 "Interact with Perion": "與佩里昂互動",
 "Interact with the Wagon": "與馬車互動",
 "Interact with the Wooden Crate": "與木箱互動",
 "Interact with the support wagon (主线任务 0). It holds your starting kit.": "與補給馬車互動（主線任務 0）。它裝著你的初始裝備。",
 "Interaction Invalid Already Carry": "已攜帶",
 "Interaction Invalid Drop Fail": "互動無效 掉落失敗",
 "Interaction Invalid Indoor Disabled": "互動無效：室內已禁用",
 "Interaction Invalid Interact Area Disabled": "互動：無效的互動區域（已禁用）",
 "Interaction Invalid Item Unavailable": "物品不可用",
 "Interaction Invalid Work Unavailable": "互動無效 工作不可用",
 "Interaction Menu Verbs": "互動選單動詞",
 "Interaction Option Alt Right Click": "按住 Alt 鍵並右鍵點選以檢視更多選項",
 "Interaction Option Assign Bed Owner": "互動選項 分配床位主人",
 "Interaction Option Attack": "攻擊",
 "Interaction Option Clear Bed Owner": "互動選項 清除床位主人",
 "Interaction Option Construction": "建造",
 "Interaction Option Crafting": "製作",
 "Interaction Option Demolition No Target": "互動選項 拆除無目標",
 "Interaction Option First Aid": "急救",
 "Interaction Option Force Attack": "互動選項 強制攻擊",
 "Interaction Option Heal": "互動選項 治療",
 "Interaction Option Mac Alt": "互動選項：Mac Alt",
 "Interaction Option Right Click": "右鍵點選",
 "Interaction Option Win Alt": "互動選項：Win Alt",
 "InteractionReaction": "InteractionReaction",
 "InteractionTopic": "InteractionTopic",
 "Interactions": "互動",
 "Interface": "介面",
 "Intermediate": "中級",
 "Intermediate Cooking not completed": "中級烹飪未完成",
 "Intermediate Storage not completed": "中級儲存未完成",
 "Internal & tutorial": "內部與教程",
 "Internal developer notes changed on": "內部開發備註已更改，物件為",
 "Internal developer notes changed on 2 normal event steps.": "2 個普通事件步驟的內部開發備註已更改。",
 "Internal developer notes changed on {#}.": "{#} 的內部開發備註已更改。",
 "Internal key": "內部鍵",
 "Internal themes & tutorial": "內部主題與教程",
 "Internally the safe floor is floor index -1, prepended before floor 1. Each region has its own safe-floor templates.": "內部上，安全層的層索引為 -1，加在第 1 層之前。每個區域有自己的安全層模板。",
 "Interval": "間隔",
 "Interval at which Expedition Party Decision events occur: in in-game minutes (10080 = 7 days)": "探險隊決議事件發生的間隔：以遊戲內分鐘計（10080 = 7 天）",
 "Interval between random events,": "隨機事件間隔，",
 "Interval between random events, in in-game minutes": "Interval between random events, 以遊戲內分鐘計",
 "Interval between random events, measured in in-game minutes (1 day = 20 real-time minutes; set to occur every 2-4 days)": "隨機事件的間隔，以遊戲內分鐘計（1 天 = 20 現實分鐘；設定為每 2-4 天發生一次）",
 "Into": "進入",
 "Intro Notice Notice": "注意：此維基仍在建設中。資訊可能不完整或不準確。",
 "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": "調查",
 "Investigate the Acid Bug": "調查酸液蟲",
 "Investigate the Acid Bug - Interact with Xenon": "調查酸液蟲 - 與科賽農互動",
 "Investigate the Discarded Mana Device": "調查廢棄魔力裝置",
 "Investigate the Meat Bug": "調查肉蛆",
 "Investigate the Meat Bug - Interact with Xenon": "調查肉蛆 - 與科賽農互動",
 "Investigate the Spore Bug": "調查孢子昆蟲",
 "Investigate the Spore Bug - Interact with Xenon": "調查孢子昆蟲 - 與科賽農互動",
 "Investigate {0} on the 5th floor of the dungeon.": "調查地下城第5層的{0}。",
 "Investigating": "調查",
 "Investigating the golem remains.": "調查魔像殘骸。",
 "Investigation": "調查",
 "Invincibility": "無敵",
 "Invincibility - Dungeon Settlers Wiki": "無敵 - Dungeon Settlers 維基",
 "Invincibility icon": "無敵圖示",
 "Inward": "向內",
 "Iron Armor and Iron Helmet, each with a recipe that names no workstation and an Iron Ingot ingredient with no source in the tables": "鐵製護甲和鐵製頭盔，各自有一份未指定工作臺的配方，以及一種在表中沒有來源的鐵錠材料",
 "Iron Mode Load Blocked": "鐵人模式下無法載入其他存檔。",
 "Iron Mode Off": "鐵人模式：關",
 "Iron Mode On": "鐵人模式：開",
 "Iron Mode Switch Save Failed": "切換鐵人模式失敗，請重試。",
 "Iron survives only as:": "鐵僅保留為：",
 "Ironman": "鐵人模式",
 "Is": "是",
 "Is Idling": "發呆中",
 "Is global cooldown affected by cooldown reduction?": "公共冷卻受冷卻縮減影響嗎？",
 "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.": "灼燒免疫。",
 "Isn't this when we should help each other?": "現在不是我們應該互相幫助的時候嗎？",
 "It": "它",
 "It applies to event-room template groups and, through the single-template group path, to individual templates of every other room type.": "它作用於事件房間模板組，並透過單模板組路徑作用於所有其他房間型別的各個模板。",
 "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.": "它完全不與加算的造成傷害區間競爭，因此更適合搭配已經擠滿該區間的銘文。",
 "It doesn't seem like we need goals.": "我覺得沒必要設定目標。",
 "It hinders the movement of the target with obstructive mucus.": "It 遲滯物件的行動 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.": "它每次攻擊比太陽花更重，但開火頻率只有四分之一，所以太陽花的每秒傷害更高；這株植物換來的是更廣的命中範圍和致命弱點，不是更快的頻率。",
 "It holds its place quietly through every meal.": "每一餐都安靜地守在原處。",
 "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.": "這是已損失生命值的 5%，不是最大生命值的 5%，並且與你格擋的那次傷害大小無關。",
 "It is a beast that lives in caves. It is relatively docile.": "生活在洞穴中的野獸。性情相對溫順。",
 "It is a beast that lives in caves. The young ones have difficulty seeing because their mouths cover their eyes.": "生活在洞穴中的野獸。幼崽因為嘴巴遮住眼睛而難以看見。",
 "It is a building, so it has no floating health bar: click it to read its durability.": "這是一個建築，所以它沒有浮動生命條：點選它來檢視其耐久度。",
 "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.": "它是程式碼標誌（不調整任何屬性），因此是全有或全無：生效時你無法被看見或被選為目標，無論視野範圍或距離如何。描述裡寫明瞭限制 - 你造成傷害的瞬間就會結束，所以它是換位和偵察工具，不是隱身戰鬥的手段。資料中有定義，但當前沒有任何可獲得的物品、特質或技能會賦予。",
 "It is a ring made of a bloodstone that absorbs the blood of enemies.": "It is a ring made of a 能夠吸收敵人鮮血的血石。",
 "It is additive with the other damage dealt bonuses, so stacking several of them gives less than each one promises on its own.": "它與其他造成傷害加成加算，因此疊多個得到的收益少於各自單獨承諾的數值。",
 "It is exactly zero at full HP and strongest when nearly dead.": "滿 HP 時正好為零，接近死亡時最強。",
 "It is heavy and robust.": "它又重又結實。",
 "It is known to be a material that is good for various purposes.": "眾所周知，它是一種適用於各種用途的材料。",
 "It is natural to assume the": "很自然會以為",
 "It is night": "現在是夜晚",
 "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：加入的數值是攻擊力點數，因此不會被稀釋，但也不會從你已有的攻擊力中獲益。",
 "It is not in the unit's equipment or inventory.": "在當前單位的裝備或揹包中並未找到。",
 "It is relatively": "它相對",
 "It is standing exactly where the room boss stood, so you walk straight into it.": "它正好站在房間首領所在的位置，所以你徑直走了進去。",
 "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%.": "在重傷單位上價值最高，在健康單位上毫無價值，與固定治療相反：單位生命值 20% 時第一次節拍的恢復量，是 80% 時同一次節拍的四倍。",
 "It lands in the additive damage dealt bracket of the hit, which is then multiplied by the critical multiplier.": "它落入該次命中的加算造成傷害區間，然後該區間再乘以暴擊倍率。",
 "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.": "它落入與沉重戰錘、掙扎、破碎和淹沒相同的加算造成傷害區間，然後該區間再乘以暴擊倍率。",
 "It looks": "看起來",
 "It looks eerie, as if soaked in blood.": "看起來彷彿泡過血水一般，令人毛骨悚然。",
 "It looks like it could be quite useful.": "看起來能派上些用場。",
 "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.": "它與沉重戰錘、挑戰、破碎和淹沒共用同一加算區間。",
 "It pools with Heavy Plumb, Death Throes, Challenge and Sinking.": "它與沉重戰錘、掙扎、挑戰和淹沒共用同一區間。",
 "It pools with Heavy Plumb, Death Throes, Crumble and Sinking.": "它與沉重戰錘、掙扎、破碎和淹沒共用同一區間。",
 "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.": "讀取的是當前負重，不是負重上限。上限（100 + 4 x 力量）只限制這個加成能到多高：攜帶負重 200 時加成為 +30 百分比，程式碼本身沒有另設上限。",
 "It reads your own HP, not the target's.": "它讀取的是你自己的 HP，不是目標的。",
 "It rewards entering a fight wounded, which runs against every other reason to heal up first.": "它獎勵帶傷進入戰鬥，這與其他所有先把血加滿的理由相反。",
 "It shares the additive damage dealt bracket with Challenge, Death Throes, Crumble and Sinking, so none of those multiply each other.": "它與挑戰銘文、掙扎銘文、破碎銘文和淹沒銘文共用同一個加法造成傷害區間，因此它們彼此不會相乘。",
 "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).": "將按周圍每個單位計算，從第一個側翼單位起，且對稱（包圍你單位的敵人也會受益）。",
 "It's": "它是",
 "It's easier to deal with workers first. When HP gets low, they flee to eat herbs.": "先處理工人更輕鬆。HP 變低時，它們會逃去吃草藥。",
 "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. - Dungeon Settlers Wiki": "先處理工人更輕鬆。HP 變低時，它們會逃去吃草藥。 - Dungeon Settlers 維基",
 "It's easier to deal with workers first. When HP gets low, they flee to eat herbs. map": "先處理工人更輕鬆。HP 變低時，它們會逃去吃草藥。地圖",
 "It's not": "不是",
 "It's not very tasty, but it's very filling.": "味道一般般，但飽腹感滿滿。",
 "Item": "物品",
 "Item Spawns": "物品生成",
 "Item spawns": "物品生成",
 "Item storage limit for the starting storage": "起始倉庫的物品儲存上限",
 "Item-granted traits": "物品賦予特性",
 "ItemAmountFactorByOffering": "ItemAmountFactorByOffering",
 "Item_": "Item_",
 "Items": "物品",
 "Items (on equip):": "物品（裝備時）：",
 "Items + Buildings": "物品 + 建築",
 "Items - Dungeon Settlers Wiki": "物品 - Dungeon Settlers 維基",
 "Items, gear and crafting": "物品、裝備和製作",
 "Items:": "物品：",
 "Items: no": "物品: 否",
 "Items: yes": "物品：是",
 "Its": "它的",
 "Its attack:": "其攻擊：",
 "Its dmg/hit on you": "它對你的傷害/次命中",
 "Its eyes": "它的眼睛",
 "Its eyes glow blue, and a man's voice": "它的雙眼泛起藍光，一個男人的聲音",
 "Its eyes glow blue, and a man's voice issues from its beak.": "它的雙眼泛起藍光，喙中傳出了一位男性的聲音。",
 "Its eyes slowly begin to glow with a faint blue light.": "它的眼睛開始慢慢發出微弱的藍光。",
 "Its eyes slowly turn blue.": "它的眼睛慢慢變成了藍色。",
 "Its eyes turn blue, and the Inspector's voice soon issues from its beak.": "它的眼睛變成了藍色，檢查官的聲音很快從它的喙中發出。",
 "Its first attack lands 1 second after it is summoned, and one more follows every second after that.": "召喚後 1 秒打出第一次攻擊，之後每秒再打一次。",
 "Its first hit lands 2 seconds after it is summoned, and one more follows every 4 seconds after that.": "召喚後 2 秒打出第一次命中，之後每 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.": "首次噴射在召喚 2 秒後落地，之後每 4 秒再噴射一次。",
 "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).": "它的冰凍柱子文字確實說它每秒對相鄰敵人施加干擾，但是：柱子是一個生成物件，其生命週期不在技能資料中（技能本身的持續時間為0），每次施放都會消耗一個“冒泡”，它由一個很少需要護盾的後排遠端水法師施放，並且尚未確認柱子的施加是否計入你的格擋屏障的“你施加”檢查。充其量只能將其視為情境性的，而不是像火焰斗篷（你站在其中並明確擁有的自我光環）那樣每秒提供護盾的引擎。",
 "Its scripted conversation is marked as already seen, so it cannot interrupt the run.": "其指令碼對話已被標記為已檢視，因此它不會中斷本次執行。",
 "Its skill": "其技能",
 "Ivan,": "伊凡，",
 "Ivan?": "伊萬？",
 "Ivan?\"": "伊萬？\"",
 "JSON": "JSON",
 "Jakdu": "賈克杜",
 "Jake,": "傑克，",
 "JewelBeetle": "JewelBeetle",
 "Jeweled Beetle GAMESYSTEM_Environment_{affecterName}": "寶石甲蟲 GAMESYSTEM_Environment_{affecterName}",
 "Jewelry": "飾品",
 "Jewelry affixes": "飾品詞綴",
 "Jewelry can roll": "飾品可以擲出",
 "Joy": "喜悅",
 "Joy of Creation": "創造之樂",
 "Judging": "從外表看",
 "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 她的打扮來看，她 seems to be a merchant dispatched 由公會派進地下城。 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.\" 聽完你的話，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 她的打扮來看，她 is a merchant sent 由公會派進地下城。 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.\" 聽完你的話，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遺蹟",
 "Junk Heap1 Remnant - Dungeon Settlers Wiki": "垃圾堆1遺蹟 - Dungeon Settlers 維基",
 "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遺蹟",
 "Junk Heap2 Remnant - Dungeon Settlers Wiki": "垃圾堆2遺蹟 - Dungeon Settlers 維基",
 "Junk Heap20": "垃圾堆20",
 "Junk Heap3": "垃圾堆3",
 "Junk Heap3 Remnant": "垃圾堆3遺蹟",
 "Junk Heap3 Remnant - Dungeon Settlers Wiki": "垃圾堆3遺蹟 - Dungeon Settlers 維基",
 "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": "廢品堆",
 "Just": "只是",
 "Keep the average Mood 5 or higher for 720 min": "將平均心情維持在 5 或更高，持續 720 分鐘",
 "Keep the average Mood 5 이상 for 720분": "將平均心情維持在 5 或更高，持續 720 分鐘",
 "Keep the average Mood {#} for {#}": "將平均心情維持在 {#}，持續 {#}",
 "Keep this bar and the Attacker panel stuck to the top while you scroll": "滾動時將此欄和攻擊者面板固定在頂部",
 "Keep this bar and the section bar pinned to the top while you scroll": "滾動時將此欄和章節欄固定在頂部",
 "Keep this bar pinned to the top while you scroll": "滾動時將此欄固定在頂部",
 "Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty.": "把單位留在遠征上太久會疊一層比一層重的心情懲罰（四階段），管理難度越高越狠。",
 "Keeping a unit on an expedition too long stacks an escalating mood penalty (four stages), harsher on higher management difficulty. On return, a temporary": "讓單位在探險中停留過久會疊加遞增的心情懲罰（四個階段），管理難度越高越苛刻。返回時還會施加臨時的",
 "Key": "鍵",
 "Key Input Type Camera Zoom In": "按鍵輸入型別：鏡頭拉近",
 "Key Input Type Camera Zoom Out": "按鍵輸入型別：鏡頭拉遠",
 "Key Input Type Common Confirm": "按鍵輸入型別：通用確認",
 "Key Input Type Quick Load": "按鍵輸入型別：快速載入",
 "Key Stat": "主要屬性",
 "Key prefixes": "鍵字首",
 "Key stats": "主要屬性",
 "KeyZoomSpeed": "KeyZoomSpeed",
 "Keyword": "關鍵詞",
 "Kill EXP:": "擊殺經驗:",
 "Kill tadpole → tadpole eating giant earthworm combat. In theory, if you consider tadpole stacking and make them eat each other, you can prevent evolution.": "擊殺蝌蚪 → 蝌蚪吞食巨型蚯蚓的戰鬥。理論上，若考慮蝌蚪疊加並讓它們互相吞食，可以阻止進化。",
 "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": "擊殺蝌蚪 → 蝌蚪吞食巨型蚯蚓的戰鬥。理論上，若考慮蝌蚪疊加並讓它們互相吞食，可以阻止進化。 - Dungeon Settlers 維基",
 "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": "擊殺蝌蚪 → 蝌蚪吞食巨型蚯蚓的戰鬥。理論上，若考慮蝌蚪疊加並讓它們互相吞食，可以阻止進化。地圖",
 "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": "在最後一層擊殺該區域的通關首領（GAMESYSTEM_Dungeon_UnitForClearRegion：槽 0（寂靜帷幕）= 巨石魔像；槽 1（潰爛地穴）= 鍊甲騎士哨兵；之後的槽為 NULL），然後在探險結果介面按下返回",
 "Killing it ends the story. It does": "擊殺它就結束故事。它並",
 "Killing the clear boss on that floor flags the region's boss as defeated (": "在該層擊殺通關首領會將該區域的首領標記為已擊敗（",
 "Kind": "種類",
 "Knigh": "騎士",
 "Knight": "騎士",
 "KnockbackImmune": "KnockbackImmune",
 "Korean": "韓語",
 "Korean Only_Platform_Stove": "Korean Only_Platform_Stove",
 "KoreanOnly": "KoreanOnly",
 "LOCKEDBUILDING Item Reason": "已鎖定建築 物品原因",
 "LOCKEDBUILDING Reason": "你無法建造此建築，因為它被鎖定。你可以在城鎮中解鎖它。",
 "Lab": "實驗室",
 "Lab.": "實驗室。",
 "Labor": "勞動",
 "Laboratory": "實驗室",
 "Lacks emotions and feels indifferent to the suffering of others.": "缺乏情感，對他人的痛苦無動於衷。",
 "Lacks emotions and feels indifferent to the suffering of others. Gains 目睹他人死亡 when someone dies.": "缺乏情感，對他人的痛苦無動於衷。 Gains 目睹他人死亡 when someone dies.",
 "Ladder defined up to level": "階梯定義到",
 "Language Portuguese Brazil": "語言 葡萄牙語 巴西",
 "Large Blue Crystal Random": "大型藍水晶 隨機",
 "Large Blue Crystal Remnant": "大型藍水晶遺蹟",
 "Large Blue Crystal Remnant - Dungeon Settlers Wiki": "大型藍水晶遺蹟 - Dungeon Settlers 維基",
 "Large Copper Node Random": "大型銅礦脈 隨機",
 "Large Copper Node Remnant": "大型銅礦脈遺蹟",
 "Large Copper Node Remnant - Dungeon Settlers Wiki": "大型銅礦脈遺蹟 - Dungeon Settlers 維基",
 "Large Dirt Rock Fixed": "大型土巖 固定",
 "Large Dirt Rock Random": "大型土巖 隨機",
 "Large Dirt Rock Remnant": "大型土巖遺蹟",
 "Large Dirt Rock Remnant - Dungeon Settlers Wiki": "大型土巖遺蹟 - Dungeon Settlers 維基",
 "Large Dust Root Fixed": "大塵根 固定",
 "Large Dust Root Random": "大塵根 隨機",
 "Large Dust Root Remnant": "大塵根遺蹟",
 "Large Dust Root Remnant - Dungeon Settlers Wiki": "大塵根遺蹟 - Dungeon Settlers 維基",
 "Large Green Crystal Random": "大型綠水晶 隨機",
 "Large Green Crystal Remnant": "大型綠水晶遺蹟",
 "Large Green Crystal Remnant - Dungeon Settlers Wiki": "大型綠水晶遺蹟 - Dungeon Settlers 維基",
 "Large Red Crystal Random": "大型紅水晶 隨機",
 "Large Red Crystal Remnant": "大型紅水晶遺蹟",
 "Large Red Crystal Remnant - Dungeon Settlers Wiki": "大型紅水晶遺蹟 - Dungeon Settlers 維基",
 "Large Room 1": "大房間 1",
 "Large Room 2": "大房間 2",
 "Large Silver Vein Random": "大型銀礦脈 隨機",
 "Large Silver Vein Remnant": "大型銀礦脈遺蹟",
 "Large Silver Vein Remnant - Dungeon Settlers Wiki": "大型銀礦脈遺蹟 - Dungeon Settlers 維基",
 "Large Twisted Tree Fixed": "扭曲大樹 固定",
 "Large Twisted Tree Remnant": "扭曲大樹遺蹟",
 "Large Twisted Tree Remnant - Dungeon Settlers Wiki": "扭曲大樹遺蹟 - Dungeon Settlers 維基",
 "Last Refuge": "最後避難所",
 "LastAbyessFloor": "LastAbyessFloor",
 "Late": "後期",
 "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 探險隊員 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": "層",
 "Layout": "佈局",
 "Layout saved": "佈局已儲存",
 "Layout variants": "佈局變體",
 "Leader": "指揮官",
 "Leader,": "領袖，",
 "Leadership": "領袖",
 "Learn": "學習",
 "Learn Skill : \"{0}\"?": "學習技能：“{0}”？",
 "Learn an Active Skill / Learn a Passive Skill": "學習一個主動技能 / 學習一個被動技能",
 "Leash range": "牽引範圍",
 "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": "在地圖上留下一具 {#} 屍體",
 "Leave this character out of every team. It still shows in the units bar under \"All\".": "將此角色排除在所有隊伍之外。它仍會顯示在單位欄的“全部”下。",
 "Leave {#} {#} corpses on the map": "在地圖上留下 {#} 具 {#} 屍體",
 "Leaves remnant": "留下遺蹟",
 "Leaving the dungeon drops the stage debuff, but the trip still leaves a mark:": "離開地下城會去掉階段減益，但此行仍會留下痕跡：",
 "Leech": "水蛭",
 "Leech,": "水蛭，",
 "Left off, your campaign keeps the difficulty it already has.": "未勾選時，你的戰役保持原有難度。",
 "LeftAlt": "左Alt",
 "LeftCtrl": "左Ctrl",
 "LeftShift": "左Shift",
 "Leftover skill wait as cooldown reduction increases": "冷卻縮減增加時剩下的技能等待",
 "Leftover wait": "剩餘等待",
 "Legendaries": "傳說",
 "Legendary inscriptions": "傳說銘文",
 "Less than 2 days of food with Mood 1 or higher are in store": "庫存中不足 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": "庫存中不足 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 探險隊員 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": "庫存中不足 {#} 天心情 {#} 或更高的食物",
 "Let": "讓我",
 "Let melee hold aggro.": "讓近戰拉住仇恨。",
 "Let stress climb and the unit risks a": "若壓力持續升高，單位可能發生",
 "Let's": "讓我們",
 "Letter": "的信",
 "Level & Growth": "等級與成長",
 "Level 1": "等級 1",
 "Level 10: 5'273": "等級 10: 5'273",
 "Level 11: 6'531": "等級 11: 6'531",
 "Level 12: 7'926": "等級 12: 7'926",
 "Level 2": "等級 2",
 "Level 2: 30": "等級 2: 30",
 "Level 3": "等級 3",
 "Level 3: 250": "等級 3: 250",
 "Level 4": "等級 4",
 "Level 4: 567": "等級 4: 567",
 "Level 5": "等級 5",
 "Level 5: 1'017": "等級 5: 1'017",
 "Level 6: 1'600": "等級 6: 1'600",
 "Level 7: 2'315": "等級 7: 2'315",
 "Level 8: 3'167": "等級 8: 3'167",
 "Level 9: 4'153": "等級 9: 4'153",
 "Level Up Build Max Level": "升級建造最大等級",
 "Level Up UI Warn Before Close": "升級介面關閉前警告",
 "Level limit for the trait pool that can attach to a Background": "可附加到出身上的特質池的等級上限",
 "Level price": "等級價格",
 "Level up, or remove a tree / an inscription to add one.": "升級，或移除一棵技能樹 / 一條銘文後再新增。",
 "Level {#}: {#}": "等級 {#}：{#}",
 "Level-up inscription choices are": "升級時的銘文選項是",
 "Level-up odds: 0.0455% per offered slot": "升級機率：每個提供的槽 0.0455%",
 "Level-up odds: 0.100% per offered slot": "升級機率：每個提供的槽 0.100%",
 "Level-up odds: 0.548% per offered slot": "升級機率：每個提供的槽 0.548%",
 "Level-up odds: 4.75% per offered slot": "升級機率：每個提供的槽 4.75%",
 "Level-up odds: {#} per offered slot": "升級機率：每個提供的槽 {#}",
 "Level-ups + growth": "升級 + 成長",
 "Level-ups per appearance": "每次出現的升級次數",
 "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": "升級",
 "Leveling & Experience": "升級與經驗",
 "Leveling & Experience - Dungeon Settlers Wiki": "升級與經驗 - Dungeon Settlers 維基",
 "Leveling & XP": "升級與經驗",
 "Leveling & XP guide": "升級與 XP 指南",
 "Leveling and mana stones": "升級與法力石",
 "Leveling is manual: a": "升級是手動的：一次",
 "Leveling is not automatic. When a unit has enough experience you perform a": "升級不是自動的。當單位有足夠經驗時，你進行一次",
 "Leveling wall": "升級牆",
 "Life": "生命",
 "Life Regen": "生命恢復",
 "Life Steal and vampirism": "生命吸取與吸血",
 "Life was": "生活始終",
 "Lifesteal Rate increases by 20%.": "生命吸取率提高 20%。",
 "Lightning": "閃電",
 "Lightweight": "輕型",
 "Limit": "Limit",
 "LimpingDuration": "LimpingDuration",
 "Line of sight (walls)": "視線（牆）",
 "Line of sight is the only hard, always-on limiter. A wall hides you at any range; open ground does not, even far away.": "視線是唯一始終生效的硬限制。牆在任何距離都能擋住你；開闊地不行，哪怕很遠。",
 "Lines the scarecrow speaks when hit or idling - several double as gameplay hints.": "稻草人被擊中或待機時說的臺詞 - 其中幾句同時是玩法提示。",
 "Link this bar with the section bar: one pin moves both": "將此欄與章節欄連動：固定一個則兩者一起移動",
 "Linked creature": "關聯生物",
 "Little": "小",
 "Living as a wanderer, {0} endured countless trials, never halting in storms or beneath the desert sun. On the road came": "{0}以流浪者的身份經受了無數考驗，在狂風暴雨或沙漠烈日下也從未停歇。沿途迎來",
 "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}以流浪者的身份經受了無數考驗，在狂風暴雨或沙漠烈日下也從未停歇。沿途迎來 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}以流浪者的身份經受了無數考驗，在狂風暴雨或沙漠烈日下也從未停歇。沿途迎來 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": "蜥蜴人預設",
 "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": "正在載入日誌",
 "Loading-screen tips and lore": "載入介面提示與背景設定",
 "Log Bench": "原木長凳",
 "Log Bench - Dungeon Settlers Wiki": "原木長凳 - Dungeon Settlers 維基",
 "Log Benchside": "原木長凳側面",
 "Log Benchside - Dungeon Settlers Wiki": "原木長凳側面 - Dungeon Settlers 維基",
 "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": "尋找",
 "Looking for recruitable quest characters (": "在找可招募的任務角色（",
 "Looking for recruitable quest characters ({#}, free random settlers) and authored-but-gated future special recruits? See {#}.": "在找可招募的任務角色（{#}，免費隨機開拓者）以及已編寫但鎖定的未來特殊招募？參見 {#}。",
 "Looks": "看起來",
 "Loops": "迴圈",
 "Loot": "掉落",
 "Loot Tables": "掉落表",
 "Loot Tables - Dungeon Settlers Wiki": "掉落表 - Dungeon Settlers 維基",
 "Loot pool": "掉落池",
 "Loot status": "掉落狀態",
 "Lootable structure:": "可拾取結構：",
 "Lore": "背景設定",
 "Lore (3)": "背景故事 (3)",
 "Loud": "響亮的",
 "Low Durability on Equipped Item": "裝備物品耐久度過低",
 "Low Food": "食物不足",
 "Low Food Reserves": "食物儲備不足",
 "Low Grade Blue Gem Necklace": "低階藍色寶石項鍊",
 "Low Grade Blue Gem Ring": "低階藍色寶石戒指",
 "Low Grade Fire Elemental Stone": "低階火焰元素石",
 "Low Grade Green Gem Necklace": "低階綠色寶石項鍊",
 "Low Grade Green Gem Ring": "低階綠色寶石戒指",
 "Low Grade Nature Elemental Stone": "低階自然元素石",
 "Low Grade Red Gem Necklace": "低階紅色寶石項鍊",
 "Low Grade Red Gem Ring": "低階紅色寶石戒指",
 "Low Grade Water Elemental Stone": "低階水元素石",
 "Low Head Health": "頭部生命值過低",
 "Low Health": "生命值過低",
 "Low ammo bubble": "彈藥不足氣泡",
 "Low draw strength, but suitable for beginners.": "拉力小，但適合初學者。",
 "Low durability, likely to wear out quickly.": "耐久度低，壞得很快。",
 "Low mood also trips HUD alerts. A squad whose": "心情低落也會觸發 HUD 警報。一支隊伍的",
 "Low on arrows and ammo": "箭矢和彈藥不足",
 "Low-Level": "低階",
 "LowAmmoCount": "LowAmmoCount",
 "LowEquipDurabilityPercent": "LowEquipDurabilityPercent",
 "LowHealthFirstAvoidMelee": "LowHealthFirstAvoidMelee",
 "Lowell (Rowell)": "洛威爾 (Rowell)",
 "Luma Tree Fixed": "魯瑪樹 固定",
 "Luma Tree Random": "魯瑪樹 隨機",
 "Luma Tree Remnant": "魯瑪樹遺蹟",
 "Luma Tree Remnant - Dungeon Settlers Wiki": "魯瑪樹遺蹟 - Dungeon Settlers 維基",
 "Lumberjack": "伐木工",
 "Luxurious Research Lab: +180%": "豪華的研究室：+180%",
 "Luxurious Treasure Chest Remnant": "豪華寶箱遺蹟",
 "Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "豪華寶箱遺蹟 - Dungeon Settlers 維基",
 "Lv": "Lv",
 "Lv 1": "Lv 1",
 "Lv 10": "10 級",
 "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": "等級需求",
 "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。在夜晚獲得夜行性 - 夜晚。在白天獲得夜行性 - 白天懲罰。",
 "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": "主技能樹親和",
 "MALE (102)": "男性 (102)",
 "MALE (11)": "男性 (11)",
 "MALE (68)": "男性 (68)",
 "MALE (69)": "男性 (69)",
 "MAP": "地圖",
 "MAtk": "魔攻",
 "MAtk, not the summon's halved value.": "魔攻，而不是召喚物減半後的數值。",
 "MB is far bigger than any Dungeon Settlers save.": "MB 遠大於任何 Dungeon Settlers 存檔。",
 "MISMATCH": "MISMATCH",
 "Machine-readable data": "機器可讀資料",
 "Mag Res": "魔抗",
 "MagAtk": "魔法攻擊力",
 "MagRes": "魔法抗性",
 "Magic": "魔法",
 "Magic Atk": "魔攻",
 "Magic Attack": "魔法攻擊力",
 "Magic Attack Power added": "加入的魔法攻擊力",
 "Magic Saturation (optional campaign toggle) adds up to +100% by day 100; assumed additive with the tier multiplier, unverified in game.": "魔力飽和（可選戰役開關）到第 100 天最多增加 +100%；假定與檔位倍率相加，遊戲內未驗證。",
 "Magic Saturation is ON: monsters get progressively stronger the longer the fight runs, on top of the multipliers above. The exact ramp is not decoded, so it is flagged but not folded into the numbers below.": "魔力飽和已開啟：戰鬥持續越久，怪物在上方倍率之外會逐漸變強。精確遞增尚未解碼，因此只做標記，未計入下方數字。",
 "Magic Scrap Pile1": "魔法廢料堆 1",
 "Magic Scrap Pile1 Remnant": "魔法廢料堆1遺蹟",
 "Magic Scrap Pile1 Remnant - Dungeon Settlers Wiki": "魔法廢料堆1遺蹟 - Dungeon Settlers 維基",
 "Magic Scrap Pile2": "魔法廢料堆 2",
 "Magic Scrap Pile2 Remnant": "魔法廢料堆2遺蹟",
 "Magic Scrap Pile2 Remnant - Dungeon Settlers Wiki": "魔法廢料堆2遺蹟 - Dungeon Settlers 維基",
 "Magic Scrap Pile3": "魔法廢料堆 3",
 "Magic Scrap Pile3 Remnant": "魔法廢料堆3遺蹟",
 "Magic Scrap Pile3 Remnant - Dungeon Settlers Wiki": "魔法廢料堆3遺蹟 - Dungeon Settlers 維基",
 "Magic Worksh...": "魔法作坊...",
 "Magic attack": "魔法攻擊力",
 "Magic attack power": "魔法攻擊力",
 "Magic attack power first. A staff is two-handed, so the off-hand stays empty.": "優先魔法攻擊力。法杖是雙手武器，因此副手保持空置。",
 "Magic attack power first; the water tree's own skills decide the rest.": "優先魔法攻擊力；其餘由水魔法技能樹自身的技能決定。",
 "Magic damage stat source": "魔法傷害屬性來源",
 "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，持續 180 秒",
 "Magic resistance increases by 25% for 180 seconds": "魔法抗性提高 25%，持續 180 秒",
 "Magic scrap": "魔法廢料",
 "Magic scrap piles": "魔法廢料堆",
 "Magic spells": "魔法法術",
 "Magic stats from": "魔法屬性來自",
 "Magic, ignores defense": "魔法，無視防禦",
 "Magic, ignores defense & shields": "魔法，無視防禦和護盾",
 "Magic, ignores shields": "魔法，無視護盾",
 "Magic.": "魔法。",
 "MagicAttackPower": "MagicAttackPower",
 "MagicResistance_": "MagicResistance_",
 "MagicWorkshop": "MagicWorkshop",
 "Main": "主要",
 "Main 1": "主線 1",
 "Main 1 - Dungeon Settlers Wiki": "主線 1 - Dungeon Settlers 維基",
 "Main 1 icon": "主線 1 圖示",
 "Main 2": "主線 2",
 "Main 2 - Dungeon Settlers Wiki": "主線 2 - Dungeon Settlers 維基",
 "Main 2 icon": "主線 2 圖示",
 "Main 4": "主線 4",
 "Main 4 - Dungeon Settlers Wiki": "主線 4 - Dungeon Settlers 維基",
 "Main 4 icon": "主線 4 圖示",
 "Main 5": "主線 5",
 "Main 5 - Dungeon Settlers Wiki": "主線 5 - Dungeon Settlers 維基",
 "Main 5 icon": "主線 5 圖示",
 "Main 6": "主線 6",
 "Main 6 - Dungeon Settlers Wiki": "主線 6 - Dungeon Settlers 維基",
 "Main 6 icon": "主線 6 圖示",
 "Main 7": "主線 7",
 "Main 7 - Dungeon Settlers Wiki": "主線 7 - Dungeon Settlers 維基",
 "Main 7 icon": "主線 7 圖示",
 "Main SP": "主技能點",
 "Main SP left": "剩餘主技能點",
 "Main accessory": "主要飾品",
 "Main dungeon max floor - for checking the 'Yearning to Explore (Into the Depths)' event": "主地下城最大層 - 用於檢查「探索渴望（向更深處）」事件",
 "Main quest vs region clear": "主線任務與區域通關",
 "Main skill trees": "主要技能樹",
 "Main story": "主線劇情",
 "Main story (Crawling Doom)": "主線劇情（末日臨近）",
 "Main story spine": "主線脈絡",
 "Main trees": "主要技能樹",
 "Main-quest finale": "主線任務終局",
 "Main/tutorial/NPC quest chains with objectives and rewards.": "帶目標和獎勵的主線/教程/NPC 任務鏈。",
 "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": "維護秩序主動",
 "Maintain Order Active - Dungeon Settlers Wiki": "維護秩序主動 - Dungeon Settlers 維基",
 "Maintain Order Active icon": "維護秩序主動 圖示",
 "Major Stats": "主屬性",
 "Major stat": "主屬性",
 "Major stats": "主屬性",
 "Major stats feed": "主屬性為",
 "Major update: raise it by one each time the floor count increases, so the displayed credits get rerolled.": "重大更新：每增加一層就把該值加 1，以便重新抽取顯示的製作人員。",
 "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.": "請把 Saves 資料夾複製到安全的地方。本工具絕不會改動你的檔案，但備份不花錢。",
 "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.": "進行第一次短程地下城探險（主線任務 4），然後回家（主線任務 5）。採集木材和草。打容易的敵人，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.": "新建一支隊伍並切換到它。角色從下方那一行加入，或從角色標籤頁的隊伍行加入。",
 "Make a new team, switch to it, and put this character in it.": "新建一個隊伍，切換到該隊伍，並將此角色放入其中。",
 "Male Gloth Random": "雄性格洛斯 隨機",
 "Male faces only - no female art for": "僅男性頭像 - 無女性立繪，種族為",
 "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": "減益",
 "Mana Oversaturation GAMESYSTEM_Environment_{affecterName}": "法力過載 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": "低階魔石粉",
 "Mana stones spent to reach it": "為此消耗的法力石",
 "Mana-stone grade by level": "各等級的法力石檔位",
 "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.": "透過單位概覽面板的“技能”標籤便可管理技能。單位分別擁有主要技能點和輔助技能點，可用於技能的學習。",
 "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!": "透過單位概覽面板的“技能”標籤便可管理技能。單位分別擁有主要技能點和輔助技能點，可用於技能的學習。 ## Each skill point is earned by 升級. ## 主要技能樹 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!": "透過單位概覽面板的“技能”標籤便可管理技能。單位分別擁有主要技能點和輔助技能點，可用於技能的學習。 ## Each skill point is earned by 升級. ## 主要技能樹 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": "管理建造材料數量因子按難度",
 "Management Crafting Ingredient Amount Factor By Difficulty": "管理製造材料數量因子按難度",
 "Management Difficulty: {2}": "管理難度：{2}",
 "Management Drop Rate Factor By Difficulty": "按難度的管理掉落率係數",
 "Management Treatment Expectation Mood Devastation Difficulty": "管理 治療 期望 心情 毀滅難度",
 "Management Treatment Expectation Mood Easy Difficulty": "管理 治療 期望 心情 簡單難度",
 "Management Treatment Expectation Mood Hard Difficulty": "管理 治療 期望 心情 困難難度",
 "Management Treatment Expectation Mood Normal Difficulty": "管理 治療 期望 心情 普通難度",
 "Management Treatment Expectation Mood Very Hard Difficulty": "管理 治療 期望 心情 非常困難難度",
 "Management conditions are extremely harsh.": "管理條件極其嚴酷。",
 "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long term planning and loss control.": "管理條件極其嚴酷。 資源與時間都非常有限，需要精確的 long term 規劃與損失控制。",
 "Management conditions are extremely harsh. Resources and time are very limited, requiring precise long-term planning and loss control.": "管理條件極其嚴酷。 資源與時間都非常有限，需要精確的 long-term 規劃與損失控制。",
 "Management difficulty": "管理難度",
 "Management difficulty never touches combat. It scales what you pay to craft, build and research (and how demanding your settlers are). The material and workload numbers listed everywhere else on this wiki are the": "管理難度從不影響戰鬥。它會縮放製作、建造和研究的花費（以及開拓者的要求有多高）。本維基其他位置列出的材料和工時數字均為",
 "Management difficulty: Devastation. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難度：毀滅。按地下城停留階段的心情懲罰值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Devastation. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難度：毀滅。按單位等級的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Easy. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難度：簡單。按地下城停留階段的心情懲罰值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Easy. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難度：簡單。按單位等級的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難度：困難。按地下城停留階段的心情懲罰值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難度：困難。按單位等級的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Normal. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難度：普通。按地下城停留階段的心情懲罰值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Normal. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難度：普通。按單位等級的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management difficulty: Very Hard. Mood penalty value by dungeon-stay stage. FloatValues: D1, D2, D3, D4.": "管理難度：極難。按地下城停留階段的心情懲罰值。FloatValues: D1, D2, D3, D4。",
 "Management difficulty: Very Hard. Mood value for treatment expectations by unit level. FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5.": "管理難度：極難。按單位等級的待遇期待心情值。FloatValues: Lv1, Lv2, Lv3, Lv4, Lv5。",
 "Management_": "Management_",
 "Mandatory": "必須",
 "Mandatory root": "必須根節點",
 "Mandrake Fixed": "曼德拉草 固定",
 "Mandrake Remnant": "曼德拉草遺蹟",
 "Mandrake Remnant - Dungeon Settlers Wiki": "曼德拉草遺蹟 - Dungeon Settlers 維基",
 "Manhattan r3": "曼哈頓 r3",
 "Manhattan, radius 1": "曼哈頓，半徑 1",
 "Manhattan, radius 2": "曼哈頓，半徑 2",
 "Manhattan, radius 3": "曼哈頓，半徑 3",
 "Manhattan, radius 5": "曼哈頓，半徑 5",
 "Manifest: build/version info plus per-table row counts and schema notes.": "清單：構建/版本資訊，以及每張表的行數和結構說明。",
 "Manual reroll": "手動重新整理",
 "Manual rerolls": "手動重新整理",
 "Many parts of...": "許多部分...",
 "Map": "地圖",
 "Map fenced": "地圖已圍起",
 "Map grids, settlement, and the current dungeon layout (rooms, floor, phase)": "地圖網格、據點，以及當前地下城佈局（房間、層、階段）",
 "Map marker": "地圖示記",
 "Map re-opened": "地圖已重新開啟",
 "Map spawns": "地圖生成",
 "MapExpForEachLevel": "MapExpForEachLevel",
 "MapSizeMax": "MapSizeMax",
 "Marble": "大理石",
 "Marked": "已標記",
 "Marker cleared": "標記已清除",
 "Marketplace": "集市",
 "Marks a spot on the map": "在地圖上標記一個位置",
 "Masterpiece": "傑作",
 "MasterpieceResult": "MasterpieceResult",
 "Material": "材料",
 "Materials made from processed grass": "Materials 由加工過的製成 grass",
 "Mawmurk Random": "莫默克 隨機",
 "Mawmurk.": "莫默克。",
 "Mawmurks": "白喉獸",
 "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": "最大等級",
 "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.": "每件裝備堆最大生命值，副手裝備盾。",
 "Max possible (": "最大可能值 (",
 "Max range": "最大射程",
 "Max stack": "最大層數",
 "Max stacks": "最大層數",
 "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": "判定玩家單位能夠移動的最大距離",
 "Maximum distance at which a player's unit is judged able to move during combat": "判定玩家單位在戰鬥中能夠移動的最大距離",
 "Maximum distance at which an enemy unit is judged able to move in various situations such as attacking": "判定敵方單位在攻擊等各種情況下能夠移動的最大距離",
 "Maximum number of jobs that can be worked at one Workstation. Temporarily capped at 6 for Alpha 1. Remove the limiter once scroll-related work is finished.": "單個工作臺上可同時進行的工作數量上限。Alpha 1 暫時限制為 6。滾動相關工作完成後移除該限制。",
 "Maximum quantity of fuel items a building can hold": "一座建築可存放的燃料物品最大數量",
 "Meal classes and racial diets": "餐食等級與種族飲食",
 "Meals": "餐食",
 "Meals, the buffs they grant and their mood effect": "餐食、它們給予的增益及其心情效果",
 "Measure": "測量",
 "Meat": "肉",
 "Meat Bug investigation done, here's your reward": "肉蛆調查完成，這是你的獎勵",
 "Meat Grub 1": "肉蟲 1",
 "Meat Grub 2": "肉蟲 2",
 "Meat Grub Egg Floor Horizontal1": "肉蛆卵地面橫向1",
 "Meat Grub Egg Floor Horizontal1 - Dungeon Settlers Wiki": "肉蛆卵地面橫向1 - Dungeon Settlers 維基",
 "Meat Grub Egg Floor Horizontal2": "肉蛆卵地面橫向2",
 "Meat Grub Egg Floor Horizontal2 - Dungeon Settlers Wiki": "肉蛆卵地面橫向2 - Dungeon Settlers 維基",
 "Meat Grub Egg Floor Vertical1": "肉蛆卵地面縱向1",
 "Meat Grub Egg Floor Vertical1 - Dungeon Settlers Wiki": "肉蛆卵地面縱向1 - Dungeon Settlers 維基",
 "Meat Grub Egg Floor Vertical2": "肉蛆卵地面縱向2",
 "Meat Grub Egg Floor Vertical2 - Dungeon Settlers Wiki": "肉蛆卵地面縱向2 - Dungeon Settlers 維基",
 "Meat Grub Egg Wall1": "肉蛆卵牆壁1",
 "Meat Grub Egg Wall1 - Dungeon Settlers Wiki": "肉蛆卵牆壁1 - Dungeon Settlers 維基",
 "Meat Grub Egg Wall2": "肉蛆卵牆壁2",
 "Meat Grub Egg Wall2 - Dungeon Settlers Wiki": "肉蛆卵牆壁2 - Dungeon Settlers 維基",
 "Meat Grub Floor Decoration1": "肉蛆地面裝飾1",
 "Meat Grub Floor Decoration1 - Dungeon Settlers Wiki": "肉蛆地面裝飾1 - Dungeon Settlers 維基",
 "Meat Grub Floor Decoration2": "肉蛆地面裝飾2",
 "Meat Grub Floor Decoration2 - Dungeon Settlers Wiki": "肉蛆地面裝飾2 - Dungeon Settlers 維基",
 "Meat Grub Floor Decoration3": "肉蛆地面裝飾3",
 "Meat Grub Floor Decoration3 - Dungeon Settlers Wiki": "肉蛆地面裝飾3 - Dungeon Settlers 維基",
 "Meat Grub1 Remnant": "肉蛆1遺蹟",
 "Meat Grub1 Remnant - Dungeon Settlers Wiki": "肉蛆1遺蹟 - Dungeon Settlers 維基",
 "Meat Grub2": "肉蛆2",
 "Meat Grub2 Remnant": "肉蛆2遺蹟",
 "Meat Grub2 Remnant - Dungeon Settlers Wiki": "肉蛆2遺蹟 - Dungeon Settlers 維基",
 "Meat-Eating Rage (Debuff, prints once)": "肉慾的罪惡感（減益，僅顯示一次）",
 "MeatGrub": "肉蛆",
 "Mechanics": "機制",
 "Mechanics - Dungeon Settlers Wiki": "機制 - Dungeon Settlers 維基",
 "Medicine Capability": "醫療能力",
 "MedicineCapability": "MedicineCapability",
 "Mediocre Research Lab: +60%": "平庸的研究室：+60%",
 "Medium Blue Crystal Random": "中型藍水晶 隨機",
 "Medium Blue Crystal Remnant": "中型藍水晶遺蹟",
 "Medium Blue Crystal Remnant - Dungeon Settlers Wiki": "中型藍水晶遺蹟 - Dungeon Settlers 維基",
 "Medium Copper Node Random": "中型銅礦脈 隨機",
 "Medium Copper Node Remnant": "中型銅礦脈遺蹟",
 "Medium Copper Node Remnant - Dungeon Settlers Wiki": "中型銅礦脈遺蹟 - Dungeon Settlers 維基",
 "Medium Dirt Rock Fixed": "中型土巖 固定",
 "Medium Dirt Rock Random": "中型土巖 隨機",
 "Medium Dirt Rock Remnant": "中型土巖遺蹟",
 "Medium Dirt Rock Remnant - Dungeon Settlers Wiki": "中型土巖遺蹟 - Dungeon Settlers 維基",
 "Medium Green Crystal Random": "中型綠水晶 隨機",
 "Medium Green Crystal Remnant": "中型綠水晶遺蹟",
 "Medium Green Crystal Remnant - Dungeon Settlers Wiki": "中型綠水晶遺蹟 - Dungeon Settlers 維基",
 "Medium Red Crystal Random": "中型紅水晶 隨機",
 "Medium Red Crystal Remnant": "中型紅水晶遺蹟",
 "Medium Red Crystal Remnant - Dungeon Settlers Wiki": "中型紅水晶遺蹟 - Dungeon Settlers 維基",
 "Medium Silver Vein Random": "中型銀礦脈 隨機",
 "Medium Silver Vein Remnant": "中型銀礦脈遺蹟",
 "Medium Silver Vein Remnant - Dungeon Settlers Wiki": "中型銀礦脈遺蹟 - Dungeon Settlers 維基",
 "Medium Slime Random": "中型史萊姆 隨機",
 "Medium Spore Slime Random": "中型孢子史萊姆 隨機",
 "Medium-Sized Elite Room": "中型精英房間",
 "Medium-Sized Elite Room - Dungeon Settlers Wiki": "中型精英房間 - Dungeon Settlers 維基",
 "Medium-Sized Elite Room map": "中型精英房間地圖",
 "Medium-Sized Hard Battle Room": "中型困難戰鬥房間",
 "Medium-Sized Hard Battle Room - Dungeon Settlers Wiki": "中型困難戰鬥房間 - Dungeon Settlers Wiki",
 "Medium-Sized Hard Battle Room map": "中型困難戰鬥房間 地圖",
 "Medium-Sized Normal Battle Room": "中型普通戰鬥房間",
 "Medium-Sized Normal Battle Room - Dungeon Settlers Wiki": "中型普通戰鬥房間 - Dungeon Settlers 維基",
 "Medium-Sized Normal Battle Room map": "中型普通戰鬥房間 地圖",
 "Medium-Sized Normal Combat Room": "中型普通戰鬥房間",
 "Medium-Sized Normal Combat Room (Camp can be set up)": "中型普通戰鬥房間（可設定營地）",
 "Medium-Sized Normal Combat Room (Camp can be set up) - Dungeon Settlers Wiki": "中型普通戰鬥房間（可設定營地） - Dungeon Settlers 維基",
 "Medium-Sized Normal Combat Room (Camp can be set up) map": "中型普通戰鬥房間（可設定營地）地圖",
 "Medium-Sized Normal Combat Room - Dungeon Settlers Wiki": "中型普通戰鬥房間 - Dungeon Settlers 維基",
 "Medium-Sized Normal Combat Room map": "中型普通戰鬥房間 地圖",
 "Melee": "近戰",
 "Melee generates ~30% more threat than ranged, so a front-line body keeps monsters off your squishier ranged and casters.": "近戰比遠端多產生約 30% 威脅，因此一個前排肉體會把怪物從更脆的遠端和施法者身上拉開。",
 "Melee skill-spammer": "近戰技能連發",
 "MeleeHitChance": "MeleeHitChance",
 "Member cap": "成員上限",
 "Mend worn gear at a": "修理磨損裝備，使用",
 "Mental Break": "精神崩潰",
 "Mental breakdown": "精神崩潰",
 "Mental breakdown in {#} - survives it": "{#} 後精神崩潰 - 能撐過去",
 "MentalBreak": "MentalBreak",
 "MentalBreakAfterEffectDuration": "MentalBreakAfterEffectDuration",
 "MentalBreakDuration": "MentalBreakDuration",
 "MentalBreakStressInitializer": "MentalBreakStressInitializer",
 "Menu": "選單",
 "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，公會就會派遣一名商人。你可以在這裡交易各種資源。 [ROOM_MerchantRoom]",
 "Merchant trade pools: items, chances, amounts, discounts.": "商人交易池：物品、機率、數量、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 維基",
 "Mermoks": "默莫克",
 "Metal": "金屬",
 "Metal Debris": "金屬碎屑",
 "Metal Processing 1": "金屬加工1",
 "Metal Scarab Random": "金屬聖甲蟲 隨機",
 "MetalScarab": "金屬聖甲蟲",
 "Method": "方法",
 "Mgmt difficulty": "管理難度",
 "Mid": "中",
 "Mid Grade Fire Elemental Stone": "中級火元素石",
 "Mid Grade Nature Elemental Stone": "中級自然元素石",
 "Mid Grade Water Elemental Stone": "中級水元素石",
 "MiddleSlime": "中型史萊姆",
 "Midnight, day and night": "午夜、白天與夜晚",
 "Miguel,": "米格爾，",
 "Min": "最小",
 "Min Size": "最小尺寸",
 "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 (": "規劃廚房時要注意飲食規則。精靈吃肉會掉心情，蜥蜴人吃蔬菜會掉心情（",
 "Minded": "頭腦",
 "Miner Power": "礦工之力",
 "Mini": "迷你",
 "Mini Slime": "迷你史萊姆",
 "Minimum interior floor area, in tiles inside the walls": "牆壁內側的最小室內地板面積，以格計",
 "Minimum layout meeting every requirement. Click to enlarge": "滿足全部條件的最小布局。點選放大",
 "Minimum layout meeting every requirement: 11x4 floor (44 tiles); 石墙 + 石地板 + 石门; 12 decorations (deco quality 330). Click to enlarge": "滿足全部要求的最小布局：11x4 地板 (44 地塊)；石牆 + 石地板 + 石門；12 個裝飾（裝飾品質 330）。點選放大",
 "Minimum layout meeting every requirement: 11x4 floor (44 tiles); 石墙 + 石地板 + 石门; 7 decorations (deco quality 180). Click to enlarge": "滿足全部要求的最小布局：11x4 地板 (44 地塊)；石牆 + 石地板 + 石門；7 個裝飾（裝飾品質 180）。點選放大",
 "Minimum layout meeting every requirement: 11x4 floor (44 tiles); 石墙 + 石地板 + 石门; 7 decorations (deco quality 185). Click to enlarge": "滿足全部要求的最小布局：11x4 地板 (44 地塊)；石牆 + 石地板 + 石門；7 個裝飾（裝飾品質 185）。點選放大",
 "Minimum layout meeting every requirement: 11x4 floor (44 tiles); 石墙 + 石地板 + 石门; 7 decorations (deco quality 190). Click to enlarge": "滿足全部要求的最小布局：11x4 地板 (44 地塊)；石牆 + 石地板 + 石門；7 個裝飾（裝飾品質 190）。點選放大",
 "Minimum layout meeting every requirement: 17x4 floor (68 tiles); 石墙 + 石地板 + 石门; 11 decorations (deco quality 310). Click to enlarge": "滿足全部要求的最小布局：17x4 地板 (68 地塊)；石牆 + 石地板 + 石門；11 個裝飾（裝飾品質 310）。點選放大",
 "Minimum layout meeting every requirement: 17x4 floor (68 tiles); 石墙 + 石地板 + 石门; 12 decorations (deco quality 329). Click to enlarge": "滿足全部要求的最小布局：17x4 地板 (68 地塊)；石牆 + 石地板 + 石門；12 個裝飾（裝飾品質 329）。點選放大",
 "Minimum layout meeting every requirement: 17x4 floor (68 tiles); 石墙 + 石地板 + 石门; 13 decorations (deco quality 325). Click to enlarge": "滿足全部要求的最小布局：17x4 地板 (68 地塊)；石牆 + 石地板 + 石門；13 個裝飾（裝飾品質 325）。點選放大",
 "Minimum layout meeting every requirement: 1x1 floor (1 tiles); 稻草墙 + 原木地板 + 稻草门. Click to enlarge": "滿足全部要求的最小布局：1x1 地板 (1 地塊)；稻草牆 + 原木地板 + 稻草門。點選放大",
 "Minimum layout meeting every requirement: 3x3 floor (9 tiles); 稻草墙 + 原木地板 + 稻草门. Click to enlarge": "滿足全部要求的最小布局：3x3 地板 (9 地塊)；稻草牆 + 原木地板 + 稻草門。點選放大",
 "Minimum layout meeting every requirement: 4x4 floor (16 tiles); 稻草墙 + 原木地板 + 稻草门. Click to enlarge": "滿足全部要求的最小布局：4x4 地板 (16 地塊)；稻草牆 + 原木地板 + 稻草門。點選放大",
 "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": "滿足全部要求的最小布局：6x4 地板 (24 地塊)；原木牆 + 原木地板 + 原木門；2 個裝飾（裝飾品質 50）。點選放大",
 "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": "滿足全部要求的最小布局：6x4 地板 (24 地塊)；原木牆 + 原木地板 + 原木門；2 個裝飾（裝飾品質 55）。點選放大",
 "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": "滿足全部要求的最小布局：6x4 地板 (24 地塊)；原木牆 + 原木地板 + 原木門；2 個裝飾（裝飾品質 60）。點選放大",
 "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": "滿足全部要求的最小布局：6x4 地板 (24 地塊)；原木牆 + 原木地板 + 原木門；3 個裝飾（裝飾品質 95）。點選放大",
 "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": "滿足全部要求的最小布局：6x5 地板 (30 地塊)；原木牆 + 原木地板 + 原木門；3 個裝飾（裝飾品質 75）。點選放大",
 "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": "滿足全部要求的最小布局：6x5 地板 (30 地塊)；原木牆 + 原木地板 + 原木門；3 個裝飾（裝飾品質 85）。點選放大",
 "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": "滿足全部要求的最小布局：6x5 地板 (30 地塊)；原木牆 + 原木地板 + 原木門；3 個裝飾（裝飾品質 96）。點選放大",
 "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": "滿足全部要求的最小布局：8x4 地板 (32 地塊)；木板牆 + 木地板 + 木板門；4 個裝飾（裝飾品質 105）。點選放大",
 "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": "滿足全部要求的最小布局：8x4 地板 (32 地塊)；木板牆 + 木地板 + 木板門；4 個裝飾（裝飾品質 110）。點選放大",
 "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": "滿足全部要求的最小布局：8x4 地板 (32 地塊)；木板牆 + 木地板 + 木板門；6 個裝飾（裝飾品質 170）。點選放大",
 "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": "滿足全部要求的最小布局：8x6 地板 (48 地塊)；木板牆 + 木地板 + 木板門；6 個裝飾（裝飾品質 165）。點選放大",
 "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": "滿足全部要求的最小布局：8x6 地板 (48 地塊)；木板牆 + 木地板 + 木板門；6 個裝飾（裝飾品質 171）。點選放大",
 "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": "滿足全部要求的最小布局：8x6 地板 (48 地塊)；木板牆 + 木地板 + 木板門；7 個裝飾（裝飾品質 175）。點選放大",
 "Minimum layout meeting every requirement: {#}. Click to enlarge": "滿足全部要求的最小布局：{#}。點選放大",
 "MiningCapability": "MiningCapability",
 "Miscellaneous": "雜項",
 "Missing \"": "缺少 \"",
 "Missing HP %": "已損失 HP %",
 "Missing-HP scaling": "已損失 HP 縮放",
 "Missing-HP scaling calculator": "已損失 HP 縮放計算器",
 "Missing-HP scaling effects": "已損失 HP 縮放效果",
 "Missions": "任務",
 "Missions - Dungeon Settlers Wiki": "任務 - Dungeon Settlers 維基",
 "Mobility & Vision": "機動力與視野",
 "Mode": "模式",
 "Modest Treasure Chest Remnant": "樸素寶箱遺蹟",
 "Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "樸素寶箱遺蹟 - Dungeon Settlers 維基",
 "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": "受裝備影響",
 "Modified by skills": "由技能修改",
 "Modifier Keys": "修飾鍵",
 "ModifierPerCurrentAndRequiredCraftingGap": "ModifierPerCurrentAndRequiredCraftingGap",
 "Modifiers": "修正",
 "Monster": "怪物",
 "Monster Attacks Damage Ranking": "怪物攻擊傷害排行",
 "Monster Detection & Aggro": "怪物檢測與仇恨",
 "Monster Detection & Aggro - Dungeon Settlers Wiki": "怪物檢測與仇恨 - Dungeon Settlers 維基",
 "Monster Difficulty Devastation": "怪物難度 毀滅",
 "Monster Difficulty Devastation - Dungeon Settlers Wiki": "怪物難度 毀滅 - Dungeon Settlers 維基",
 "Monster Difficulty Devastation icon": "怪物難度 毀滅 圖示",
 "Monster Difficulty Easy": "怪物難度簡單",
 "Monster Difficulty Easy - Dungeon Settlers Wiki": "怪物難度簡單 - Dungeon Settlers 維基",
 "Monster Difficulty Easy icon": "怪物難度簡單 圖示",
 "Monster Difficulty Normal": "怪物難度普通",
 "Monster Difficulty Normal - Dungeon Settlers Wiki": "怪物難度普通 - Dungeon Settlers 維基",
 "Monster Difficulty Normal icon": "怪物難度普通 圖示",
 "Monster Difficulty Very Hard": "怪物難度極難",
 "Monster Difficulty Very Hard - Dungeon Settlers Wiki": "怪物難度極難 - Dungeon Settlers 維基",
 "Monster Difficulty Very Hard icon": "怪物難度極難 圖示",
 "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 僅在極難 x1.25、毀滅 x1.5 時變化；其他檔位保持困難的數值，因此目標的 HP % 在那些檔位不變。",
 "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 僅在 {#} 時變化；其他檔位保持 {#} 的數值，因此目標的 HP % 在那些檔位不變。",
 "Monster Pool": "怪物池",
 "Monster Voice Kits": "怪物語音包",
 "Monster abilities": "怪物能力",
 "Monster animations": "怪物動畫",
 "Monster attack": "怪物攻擊",
 "Monster attack scales {#}.": "怪物攻擊按 {#} 縮放。",
 "Monster attack scales 简单 x0.15, 普通 x0.4, Hard x1, Very Hard x1.25, Devastation x1.5.": "怪物攻擊按 簡單 x0.15、普通 x0.4、困難 x1、極難 x1.25、毀滅 x1.5 縮放。",
 "Monster attacks": "怪物攻擊",
 "Monster drops": "怪物掉落",
 "Monster exists, no drop": "怪物存在，無掉落",
 "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.": "高於普通的怪物等級。精英掉落更好；首領必給一顆法力石，外加特殊掉落。部分銘文（例如挑戰）會專門提高對精英和首領敵人的傷害。",
 "Monster has Night Vision": "怪物擁有夜視",
 "Monster respawn interval": "怪物重生間隔",
 "Monster roster": "怪物名單",
 "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": "按區域和層的怪物生成組",
 "Monster spawn groups: pool, counts, region/room bindings.": "怪物生成組：池、數量、區域/房間繫結。",
 "Monster stat": "怪物屬性",
 "Monster thorns (Spike / Crystal Turtle)": "怪物荊棘（尖刺龜 / 水晶龜）",
 "Monster thorns / carapace (50%)": "怪物荊棘 / 甲殼（50%）",
 "Monster thorns.": "怪物荊棘。",
 "Monster trait": "怪物特質",
 "Monster vision range (tiles)": "怪物視野範圍（格）",
 "Monster's Vision Range": "怪物的視野範圍",
 "MonsterRat": "巨鼠",
 "MonsterSkill": "MonsterSkill",
 "Monsters": "怪物",
 "Monsters & NPCs": "怪物與 NPC",
 "Monsters & units": "怪物與單位",
 "Monsters - Dungeon Settlers Wiki": "怪物 - Dungeon Settlers 維基",
 "Monsters of the Beast Faction have {0}% more health and receive {1}% more experience.": "野獸派系的怪物擁有額外 {0}% 生命值，並獲得額外 {1}% 經驗值。",
 "Monsters only": "僅怪物",
 "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": "戰鬥難度越高，怪物重生越快（簡單每 1200 分鐘，普通每 900 分鐘，困難及以上每 600 分鐘），因此各層補充更快。當",
 "Monsters strengthen over time (AFFECTER_MagicSaturation). Ramp not decoded - flagged only, no numbers folded in.": "怪物會隨時間變強（AFFECTER_MagicSaturation）。遞增尚未解碼 - 僅標記，不計入數字。",
 "Monsters, NPCs and player units with stats, skills and drops": "怪物、非玩家角色和玩家單位，含屬性、技能與掉落",
 "Monsters, spawns and loot": "怪物、生成與掉落",
 "Mood": "心情",
 "Mood & Stress": "心情與壓力",
 "Mood & Stress page": "心情與壓力頁面",
 "Mood +": "心情 +",
 "Mood +2 within 5 tiles; lingers 60 seconds.": "5 格內心情 +2；殘留 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 格內心情 +4、能量恢復 +0.03；持續 60 秒。（過時的開發註釋寫的是 +8；引擎實際施加 +4。）",
 "Mood -": "心情 -",
 "Mood -2, Max Stamina -20%": "心情 -2，最大體力 -20%",
 "Mood -20": "心情 -20",
 "Mood Simulator": "心情模擬器",
 "Mood Simulator - Dungeon Settlers Wiki": "心情模擬器 - Dungeon Settlers 維基",
 "Mood Value Decrease": "心情值下降",
 "Mood and Stress": "心情與壓力",
 "Mood and stress thresholds": "心情與壓力閾值",
 "Mood bonuses": "心情加成",
 "Mood bonuses (+)": "心情加成（+）",
 "Mood controls stress": "心情控制壓力",
 "Mood equipment": "心情裝備",
 "Mood is a per-settler value equal to the": "心情是每個開拓者的數值，等於",
 "Mood is the lever on Stress.": "心情是壓力的槓桿。",
 "Mood modifiers": "心情修正",
 "Mood penalties": "心情懲罰",
 "Mood penalties (-)": "心情懲罰（-）",
 "Mood penalty": "心情懲罰",
 "Mood penalty applied the longer a unit stays on an expedition, in four escalating stages.": "單位在探險中停留越久，心情懲罰越重，共四個遞增階段。",
 "Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "按管理難度的心情懲罰：-1 (簡單), -3 (普通), -4 (困難), -5 (極難), -6 (毀滅)。",
 "Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "按管理難度的心情懲罰：-10 (簡單), -12 (普通), -22 (困難), -23 (極難), -24 (毀滅)。",
 "Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "按管理難度的心情懲罰：-4 (簡單), -6 (普通), -10 (困難), -11 (極難), -12 (毀滅)。",
 "Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "按管理難度的心情懲罰：-7 (簡單), -9 (普通), -16 (困難), -17 (極難), -18 (毀滅)。",
 "Mood status": "心情狀態",
 "Mood system: reflects the unit's current feelings": "心情繫統：反映單位當前的感受",
 "Mood when eaten": "食用時心情",
 "Mood, before food, sleep or traits are counted.": "心情，尚未計入食物、睡眠或特質。",
 "Mood.": "情緒。",
 "MoodApplyCondition": "MoodApplyCondition",
 "MoodMax": "MoodMax",
 "MoodToStressFactor": "MoodToStressFactor",
 "MoodUnder-3": "MoodUnder-3",
 "Mood_": "Mood_",
 "Moon": "月亮",
 "More Topics": "更多主題",
 "More about save files": "關於存檔檔案的更多說明",
 "More info": "更多資訊",
 "More information": "詳細資訊",
 "More seasoned personnel will be needed for future expediti...": "未來的探險需要更有經驗的人員……",
 "Most common buildings and props": "最常見的建築與物件",
 "Most enemies see 8 tiles; a few scouts more, some sluggish monsters less. Night shortens everyone's sight unless they have Night Vision.": "多數敵人能看 8 格；少數斥候更遠，部分遲緩怪物更近。夜晚會縮短所有人的視野，除非他們擁有夜視。",
 "Most skills use this divide. The table uses the most common cooldowns in this build, and the reduction amounts the game actually grants.": "大多數技能用這次除法。表用的是本版本最常見的冷卻，以及遊戲實際給的縮減量。",
 "Move 1.2": "移動 1.2",
 "Move 1.3": "移動 1.3",
 "Move 2": "移動 2",
 "Move 2.1": "移動 2.1",
 "Move 2.2": "移動 2.2",
 "Move 2.3": "移動 2.3",
 "Move 3": "移動 3",
 "Move Near the Marker": "移動到標記附近",
 "Move Start": "移動開始",
 "Move down": "下移",
 "Move speed (100 = normal)": "移動速度 (100 = 正常)",
 "Move to the Dungeon": "移動到地下城",
 "Move to the Settlement": "移動到據點",
 "Move up": "上移",
 "Move ×1, Pull ×1, Smash ×1, Step ×1": "移動 ×1，拉扯 ×1，猛擊 ×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": "移動速度",
 "Move_": "Move_",
 "Movement speed": "移動速度",
 "Movement speed (100 = normal walker)": "移動速度（100 = 普通步行者）",
 "MovementSpeed": "MovementSpeed",
 "Moves": "動作",
 "Mucus Spray": "黏液噴霧",
 "Mucus Sprayer summon": "黏液噴霧草召喚",
 "Mud": "泥漿",
 "Mud Medium Slime Random": "中型泥漿史萊姆 隨機",
 "Mud Slogel Random": "泥漿斯洛格爾 隨機",
 "Mud Small Slime Random": "小型泥漿史萊姆 隨機",
 "Mudslowgel": "泥漿斯洛格爾",
 "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.": "多目標普通攻擊對每個敵人各算一次命中，因此計數每打中一個敵人就前進一次。這是從資料形態推導的，未經實測。",
 "MultipleAny": "任意多個",
 "MultipleAnyExceptMe": "MultipleAnyExceptMe",
 "MultipleHostile": "群體敵對",
 "Muscle": "肌肉",
 "Mushroom Random": "蘑菇 隨機",
 "Mushroom Remnant": "蘑菇遺蹟",
 "Mushroom Remnant - Dungeon Settlers Wiki": "蘑菇遺蹟 - Dungeon Settlers 維基",
 "Music & Sound": "音樂與聲音",
 "Music and Sound": "音樂與音效",
 "Music and Sound - Dungeon Settlers Wiki": "音樂與音效 - Dungeon Settlers 維基",
 "Music and sound clips": "音樂與音效片段",
 "My roster unit": "我的名冊單位",
 "My unit": "我的單位",
 "My,": "哈，",
 "Myriad.": "無數。",
 "Mysterious": "神秘",
 "Mystic Study Props": "神秘書房道具",
 "Mystic Study Props - Dungeon Settlers Wiki": "神秘書房道具 - Dungeon Settlers 維基",
 "NET MOOD": "淨心情",
 "NPC": "非玩家角色",
 "NPC Events": "NPC 事件",
 "NPC Spawns": "非玩家角色生成",
 "NPC Spawns & Quest Reports": "非玩家角色生成與任務報告",
 "NPC Spawns & Quest Reports - Dungeon Settlers Wiki": "非玩家角色生成與任務報告 - Dungeon Settlers 維基",
 "NPC side quests": "非玩家角色支線任務",
 "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 對話",
 "NPC → event mappings.": "NPC → 事件對映。",
 "NPC/Unit": "NPC/單位",
 "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 在這些擺件間紮營：",
 "NPCs on the memorial floor": "紀念層上的 NPC",
 "NULL": "NULL",
 "NULL,": "NULL,",
 "Naked": "裸裝",
 "Name": "名稱",
 "Name the new team": "為新隊伍命名",
 "Named & elf recruits": "具名與精靈招募",
 "Named campaign regions that exist in the data but are not playable in this build (few or no rooms yet).": "資料中已有名稱、但本版本尚不可遊玩的戰役區域（房間很少或沒有）。",
 "Named in game text": "遊戲文字中的名稱",
 "Named in text": "文字中已命名",
 "Named story units: Endrossi, Xenon, Perion and the merchants": "具名劇情單位：恩多爾西、科賽農、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 個 AudioClip 資產的純名稱普查。音訊檔案本身未嵌入此維基--請在遊戲中收聽。",
 "Narrative Intro Hold Space Skip Guide": "按住空格鍵跳過",
 "Narrative Intro Notice 1": "敘事介紹通知 1",
 "Narrative Intro Notice 2": "敘事介紹通知 2",
 "Narrative Intro Notice 3": "敘事介紹通知 3",
 "Narrative Intro Notice 4": "你可以在設定中禁用此功能。",
 "Narrative Intro Notice 5": "敘事開場通知 5",
 "Narrative Intro Notice 6": "你可以在設定中禁用此功能。",
 "Natural": "自然",
 "Natural (from your background)": "天生（來自你的出身）",
 "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.": "自然魔法專注於治療並增強生命力。",
 "NatureMagic": "NatureMagic",
 "Nearby": "附近",
 "Neatly dressed hides and bones are arranged around her.": "她周圍擺放著處理整齊的獸皮和骨頭。",
 "Neatly dressed hides and bones are arranged around her. \"Take whatever you need. Just make sure you pay a fair price.\"": "她周圍擺放著處理整齊的獸皮和骨頭。“你需要什麼就拿走吧。只要確保你支付了合理的價格。”",
 "Need Ammo Weapon": "需要彈藥武器",
 "NeededFoodQualityPerLevel": "NeededFoodQualityPerLevel",
 "Needs {#}.": "需要 {#}。",
 "Needs_": "Needs_",
 "Negative": "負面",
 "Negative effects": "負面效果",
 "Negative mood": "負面心情",
 "Neither": "無論是",
 "Net mood is 0, so nothing pushes stress either way.": "淨心情為 0，因此壓力不會向任何方向變化。",
 "Neutral": "中立",
 "Never": "從不",
 "Never clear": "切勿清空",
 "New": "新",
 "New Character": "新角色",
 "New Discovery": "新發現",
 "New addition - quest to create two Level 2 [characters]": "新增內容 - 任務：建立兩個等級 2 的 [characters]",
 "New character": "新角色",
 "New member": "新成員",
 "New team": "新隊伍",
 "New units are hired from a pool of": "新單位從",
 "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...": "新單位從候選人池中招募，該池每 480 遊戲分鐘重新整理一次。候選人的數量和等級隨探險等級縮放。你可以檢查...",
 "New...": "新的...",
 "Newbie Treasure Chest Remnant": "新手寶箱遺蹟",
 "Newbie Treasure Chest Remnant - Dungeon Settlers Wiki": "新手寶箱遺蹟 - Dungeon Settlers 維基",
 "Newly added - Create 2 level 2 units quest + build goddess statue": "新增 - 建立2個2級單位任務 + 建造女神雕像",
 "Newly added:": "新增：",
 "Newly added: 4 text entries.": "新增：4 條文字。",
 "Newly added: {#}.": "新增：{#}。",
 "News": "訊息",
 "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.\"": "訊息傳來，在腐爛地穴中發現的被認為是格洛斯首領的生物已經消滅了許多探險隊。如果我們能擊敗長者格洛斯，公會一定會認可我們的成就。“各位，做好充分準備。是時候讓他們看看我們能做什麼了。”",
 "Next": "繼續",
 "Next step": "下一步",
 "Niche": "縫隙",
 "Night": "夜晚",
 "Night Watchmen patrol the streets while others sleep, keeping watch for danger.": "Night Watchmen patrol the streets while others sleep, 警惕危險。",
 "Night is a double-edged raid.": "夜襲是雙刃的。",
 "Night vision": "夜間視野",
 "Nighttime": "夜晚",
 "No Research in Progress": "沒有正在進行的研究",
 "No action (ends the event).": "無行動（結束該事件）。",
 "No active skills - this character arrives with an empty shortcut bar.": "沒有主動技能 - 該角色入場時快捷欄為空。",
 "No additional placeholder region names in this build.": "本版本沒有額外的佔位區域名稱。",
 "No ammo bubble": "無彈藥氣泡",
 "No arrows or ammunition in stock": "庫存中沒有箭或彈藥",
 "No authored layout for this floor.": "這一層沒有編寫佈局。",
 "No button: the step runs on its own": "無按鈕：該步驟會自行執行",
 "No character selected": "未選擇角色",
 "No characters yet. Build one in the Character Builder tab (it autosaves the moment it has a name) and it will appear here.": "還沒有角色。在角色構築器標籤頁中建立一個（有名稱後會立即自動儲存），它就會出現在這裡。",
 "No comparison available for those two builds.": "無法比較這兩個版本。",
 "No decision to make here: one button, and this is what it does.": "此處無需選擇：只有一個按鈕，作用如下。",
 "No default traits or skills.": "無預設特質或技能。",
 "No dungeon floor of the region rolls this room in this build.": "本版本該區域沒有任何地下城層會抽出這個房間。",
 "No edible food available (food search failed)": "沒有可食用的食物（食物搜尋失敗）",
 "No equipment": "無裝備",
 "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).": "該路徑中沒有層、階段或區域檢查：加成作用於模板池包含該房間的每一層（每階段的等級輸入決定池）。",
 "No form endpoint is configured yet (see": "尚未配置表單介面（見",
 "No free inscription slots. Remove one (click a chosen inscription) or level up to gain another.": "沒有空閒銘文欄位。請移除一條（點選已選銘文）或升級以獲得新欄位。",
 "No golem here. Search for a monster, set how many, hit Add. Leave this if you'd rather fight the scarecrow or the golem.": "這裡沒有魔像。搜尋怪物，設定數量，點新增。若更想打稻草人或魔像，就別動這項。",
 "No imported roster - use Test unit, or import a team in the Builder.": "沒有已匯入的名冊 - 請使用測試單位，或在角色構築器中匯入隊伍。",
 "No inscription matches \"": "沒有匹配 \"",
 "No inscription matches these filters.": "沒有銘文匹配這些篩選條件。",
 "No item drops.": "無物品掉落。",
 "No kit ticked - the squad walks in with nothing but its gear.": "未勾選套件 - 小隊進場時只有自身裝備。",
 "No known modifiers in this build.": "此版本中無已知修正。",
 "No known obtention route - gated/unreleased content.": "無已知獲取途徑 - 鎖定/未釋出內容。",
 "No known source": "無已知來源",
 "No longer in the game:": "已不在遊戲中：",
 "No longer in the game: {#}.": "已不在遊戲中：{#}。",
 "No matches for these filters.": "沒有符合這些篩選條件的結果。",
 "No matching changes in this build.": "此版本中無匹配的更改。",
 "No matter how you look at it, this is far too suspicious. There is no n...": "無論怎麼看，這都太可疑了。沒有必要...",
 "No member has": "沒有成員擁有",
 "No member has {#}": "沒有成員擁有 {#}",
 "No monster": "無怪物",
 "No monster matches that search.": "沒有怪物匹配該搜尋。",
 "No monsters chosen yet - the room would be empty.": "尚未選擇怪物 - 房間會是空的。",
 "No monsters from": "沒有顯示來自",
 "No mood change": "心情無變化",
 "No mood sources added yet.": "尚未新增心情來源。",
 "No obtainable source in this build.": "本版本沒有可獲得的來源。",
 "No obtainable source in this build. Also in the data: {#}.": "本版本沒有可獲得的來源。資料裡還有：{#}。",
 "No player clan units are stored in this save.": "此存檔中沒有儲存玩家團隊單位。",
 "No player-facing differences between these two builds.": "這兩個版本對玩家沒有可見差異。",
 "No portrait": "無頭像",
 "No portrait sprites for": "尚無頭像，種族為",
 "No rank named": "未標明等級",
 "No reduction": "無縮減",
 "No results for \"": "沒有找到 \"",
 "No room or base-area layout in this build places this building - likely unreleased content or spawned by a special mechanic.": "此版本中沒有任何房間或據點區域佈局會放置該建築。可能是未釋出內容，或由特殊機制生成。",
 "No saved roster unit - build a team in the Builder first.": "沒有已儲存的名冊單位 - 請先在角色構築器中組建隊伍。",
 "No skills assigned to this tree in the current build.": "當前 build 中，此技能樹未分配任何技能。",
 "No skills on this tree yet.": "此技能樹尚無技能。",
 "No soul stones exist in this build.": "此版本中不存在靈魂石。",
 "No spawn group or room placement found - likely unreleased or event-only.": "未找到生成組或房間放置 - 可能是未釋出或僅限事件。",
 "No such monster in this build": "本版本沒有該怪物",
 "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.": "此版本中沒有任何表會產出這塊石頭。它不出現在掉落表、配方產出、商人庫存、地下城事件、探險決議、作物、研究、任務或初始套件中。",
 "No target - raw damage before enemy resistance.": "無目標 - 未經敵人抗性減免的原始傷害。",
 "No team": "無隊伍",
 "No tree": "無技能樹",
 "No weapon": "無武器",
 "No weapon equipped": "未裝備武器",
 "No weapon skills learned yet - scoped by basic-attack damage type (": "尚未學習武器技能 - 按普通攻擊傷害型別劃分（",
 "No {#} on this map has been interacted with": "本地圖上沒有任何 {#} 被互動過",
 "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.": "不會。放技能後公共冷卻是 {#}。冷卻縮減從不進入這條路徑。新的公共冷卻只有比剩餘時間更長才會替換。",
 "NoManaDamagePerTick": "NoManaDamagePerTick",
 "Nobody in the expedition has": "探險隊中無人擁有",
 "Nobody in the expedition has {#}": "探險隊中無人擁有 {#}",
 "Nocturnal": "夜行性",
 "Nocturnal. Lycans run on a night rhythm.": "夜行性。狼人按夜間節律行動。",
 "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。狼人按夜間節律行動。[Nocturnal - Nighttime] 在天黑後生效，使全部 {{talent.major_count}} 項主要屬性變化 {{effect.AFFECTER_NocturnalNightTime.uniform}}。[Nocturnal - Daytime] 在白天生效，使相同屬性變化 {{effect.AFFECTER_NocturnalDayTime.uniform}}。因此每項屬性都會隨晝夜在兩者之間擺動，狼人隊伍應圍繞夜間作戰來組建。",
 "Node": "節點",
 "Node D010 Common Mood": "通用情緒",
 "Node D010 Rank1 Room Type3": "節點 D010 等級1 房間型別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": "節點E100",
 "NodeF000": "NodeF000",
 "NodeF100": "NodeF100",
 "NodeF1000": "NodeF1000",
 "NodeF1100": "NodeF1100",
 "NodeF1200": "NodeF1200",
 "NodeF1300": "NodeF1300",
 "NodeF1400": "NodeF1400",
 "NodeF1410": "節點F1410",
 "NodeF1411": "節點F1411",
 "NodeF1500": "NodeF1500",
 "NodeF1510": "節點F1510",
 "NodeF1511": "F1511節點",
 "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": "節點R010",
 "NodeR020": "節點R020",
 "NodeR100": "NodeR100",
 "NodeR1000": "NodeR1000",
 "NodeR1010": "NodeR1010",
 "NodeR1011": "NodeR1011",
 "NodeR1100": "NodeR1100",
 "NodeR112": "節點R112",
 "NodeR1200": "NodeR1200",
 "NodeR1210": "NodeR1210",
 "NodeR1211": "NodeR1211",
 "NodeR1212": "NodeR1212",
 "NodeR1300": "NodeR1300",
 "NodeR1310": "節點R1310",
 "NodeR1320": "NodeR1320",
 "NodeR1321": "NodeR1321",
 "NodeR1322": "NodeR1322",
 "NodeR1400": "NodeR1400",
 "NodeR1413": "節點R1413",
 "NodeR1420": "NodeR1420",
 "NodeR1421": "NodeR1421",
 "NodeR1422": "NodeR1422",
 "NodeR1423": "NodeR1423",
 "NodeR1430": "NodeR1430",
 "NodeR1500": "NodeR1500",
 "NodeR1510": "節點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": "節點R1910",
 "NodeR1912": "NodeR1912",
 "NodeR1920": "NodeR1920",
 "NodeR1921": "NodeR1921",
 "NodeR1930": "NodeR1930",
 "NodeR200": "NodeR200",
 "NodeR300": "NodeR300",
 "NodeR400": "NodeR400",
 "NodeR410": "節點R410",
 "NodeR500": "NodeR500",
 "NodeR510": "NodeR510",
 "NodeR511": "NodeR511",
 "NodeR600": "NodeR600",
 "NodeR610": "NodeR610",
 "NodeR611": "NodeR611",
 "NodeR700": "NodeR700",
 "NodeR710": "NodeR710",
 "NodeR711": "NodeR711",
 "NodeR712": "NodeR712",
 "NodeR800": "NodeR800",
 "NodeR810": "節點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": "節點與箱子",
 "Non-boss": "非首領",
 "Non-combat abilities bonus / malus": "非戰鬥能力加成 / 減益",
 "Non-damaging": "無傷害",
 "Non-player base value": "非玩家基礎值",
 "Non-player default": "非玩家預設",
 "NonCombatOnly": "NonCombatOnly",
 "NonPlayerFactionUnitPathfindableDistance": "NonPlayerFactionUnitPathfindableDistance",
 "None": "無",
 "None (36)": "無 (36)",
 "None - Dungeon Settlers Wiki": "無 - Dungeon Settlers 維基",
 "None icon": "無圖示",
 "None implemented mechanically, but each Tal is designed to have a guaranteed unique personality ('the face behind the mask'; 'Tal' means 'mask').": "機制上尚未實裝，但每個 Tal 都被設計為擁有固定的獨特性格（“面具後的面孔”；“Tal”意為“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.": "尚未實裝。設定（“以強健體魄和精湛工藝聞名；群山是我們的家園與堡壘”）指向未來的製作/採礦種族加成。",
 "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.": "尚未實裝。設定將他們描述為“背叛其他惡魔種族、投靠人類的異端，至少在公開場合如此稱呼”，帶有凝視擊殺的特色，暗示存在隱藏的惡魔種族陣營。",
 "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.": "這些都不會製造護盾；它們會放大護盾、把未用完的護盾退成治療，並把獲得護盾轉為冷卻時間降低。把它們接到任意格擋屏障或火焰披風引擎上。",
 "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 補給馬車 藍莓 固定",
 "Normal Support Wagon Grass Fixed": "普通 補給馬車 草 固定",
 "Normal Support Wagon Hardtack Fixed": "普通 補給馬車 硬餅 固定",
 "Normal Support Wagon Ointment Fixed": "普通 補給馬車 藥膏 固定",
 "Normal Support Wagon Tech Book Fixed": "普通 補給馬車 科技手冊 固定",
 "Normal Support Wagon Wood Fixed": "普通 補給馬車 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.": "不是存檔。",
 "Not active in this build.": "本版本未啟用。",
 "Not capped": "無上限",
 "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，沒有任何房間、事件、研究或農場會建造、解鎖或放置它。它要麼是未釋出內容，要麼由特殊的遊戲內機制生成（地下城生成，或遊玩過程中會變形的互動結構）。",
 "Not enough data to call the exchange (one side deals no damage).": "資料不足，無法判定對拼（一方不造成傷害）。",
 "Not found in the data.": "資料中未找到。",
 "Not housing": "非住宅",
 "Not importable.": "無法匯入。",
 "Not in a team yet - click a card to add to {#}:": "尚未加入隊伍 - 點選卡牌以新增到 {#}:",
 "Not modeled in this sheet": "本表未計入",
 "Not needed if using Battlemage without a fire staff": "使用火焰戰鬥法師且不帶火焰法杖時不需要",
 "Not obtainable": "無法獲得",
 "Not obtainable in DS_B.0.4.19:": "在 DS_B.0.4.19 中不可獲取：",
 "Not on an expedition": "未在探險中",
 "Not part of a line": "不屬於一條線",
 "Not rolled": "未抽出",
 "Not scaled by any major talent.": "不受任何主要天賦影響。",
 "Not sure whether spawning the initial units via an event is a good approach.": "不確定透過事件生成初始單位是否是好方法。",
 "Not very sturdy, but easy to handle.": "不是很堅固，但易於操作。",
 "Not {#}": "不 {#}",
 "Not-in-game: hidden": "遊戲外：隱藏",
 "Not-in-game: shown": "遊戲外：顯示",
 "Notable drops": "主要掉落",
 "Notable room odds (per floor)": "值得注意的房間機率（每層）",
 "Note": "注意",
 "Nothing": "無",
 "Nothing (flat per stack; no attack-power scaling)": "無（每層固定值；不隨攻擊力縮放）",
 "Nothing changes: this scene is text only.": "無變化：此場景僅為文字。",
 "Nothing equipped.": "未裝備任何物品。",
 "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.": "表裡沒有任何一項帶這個值。效果施加者行帶有 [-1.0] 執行時哨兵值，沒有 SKILL_ 對應項，也沒有 BindingValue，因此 0.25 只能從方法本身讀出。",
 "Nothing in this section matches these filters.": "此分類中沒有符合這些篩選條件的內容。",
 "Nothing leads into these and nothing follows them: no scene starts one after another quest is reported.": "這些沒有前置，也沒有後續：不會在另一個任務報告完成後接著開始場景。",
 "Nothing to compare yet - add a weapon (or a whole family) above. Your equipped weapon is always included.": "暫無可對比項 - 在上方新增武器（或整個系列）。您的已裝備武器始終包含在內。",
 "Nothing uncovered yet. Reveal a hidden section and it will be listed here.": "尚未揭示任何內容。揭示一個隱藏分類後，會顯示在這裡。",
 "Notice": "通知",
 "Notice at the cap": "達到上限時的通知",
 "Notice when you cannot pay": "無法支付時的通知",
 "Noticing": "注意到",
 "Now": "現在",
 "Now pooled by:": "現已納入池：",
 "Npc": "Npc",
 "NpcQuestReportSpawnWeightMultiplier": "NpcQuestReportSpawnWeightMultiplier",
 "Number of days used for indicating food shortage in the dungeon alert window": "地下城警報視窗中用於標示食物短缺的天數",
 "Number of environmental effects (positive/negative) by combat difficulty": "按戰鬥難度劃分的環境效果（正面/負面）數量",
 "Number of inventory slots": "揹包欄位數量",
 "Number of ticks until sleep-related Affecter effects (sleeping on floor, sleeping in bed) trigger": "直到睡眠相關 Affecter 效果（在地面上睡覺、在床上睡覺）觸發所需的跳數",
 "Numbers": "數值",
 "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.": "數值尚未計入目標抗性（傷害 x 100 / (100 + R)；大多數怪物為 0，帶護甲的最高為 60，相當於削減 37.5%），也尚未計入命中機率、閃避和格擋。戰鬥難度不會改變你自己造成的傷害。",
 "Numbers from {#}.": "數字來自 {#}。",
 "Numbers representing a unit's abilities. Each": "表示單位能力的數值。每個",
 "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.": "表示單位能力的數值。每個主屬性對應以下能力： [Strength] 該主屬性按比例提高最大負重、物理攻擊力、採礦能力和伐木能力。 [Toughness] 該主屬性按比例提高最大生命值、物理抗性（斬擊/鈍擊/穿刺）。 ## [Will] 該主屬性按比例提高最大體力、狀態效果抗性（出血/中毒/眩暈/定身/繳械），以及馴化能力。 [Intelligence] 該主屬性按比例提高魔法攻擊力、魔法抗性（火/水/自然）、研究能力和醫療能力。 ## [Agility] 該主屬性按比例提高移動速度、閃避機率，以及製作能力。 [Perception] 該主屬性按比例提高物理暴擊機率、近戰命中機率、遠端命中機率、耕作能力和烹飪能力。",
 "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.": "表示單位能力的數值。每個主屬性對應以下能力： 力量 該主屬性按比例提高最大負重、物理攻擊力、採礦能力和伐木能力。 體質 該主屬性按比例提高最大生命值和物理抗性（斬擊/鈍擊/穿刺）。 ## 意志 該主屬性按比例提高最大能量、狀態效果抗性（出血/中毒/眩暈/定身/繳械），以及馴化能力。 智力 該主屬性按比例提高魔法攻擊力、魔法抗性（火/水/自然）、研究能力和醫療能力。 ## 敏捷 該主屬性按比例提高移動速度、閃避機率，以及製作能力。 感知 該主屬性按比例提高物理暴擊機率、近戰命中機率、遠端命中機率、耕作能力和烹飪能力。",
 "Nutrient Absorption GAMESYSTEM_Environment_{affecterName}": "養分吸收 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": "可選",
 "OUTLOOK": "OUTLOOK",
 "Oats Growth2 Random": "燕麥 生長2 隨機",
 "Oats Random": "燕麥 隨機",
 "Observe": "觀察",
 "Observe Endorsi": "觀察恩多西",
 "Obtain": "入手",
 "Obtainable": "可獲得",
 "Obtained": "入手",
 "Obtained from": "入手來源",
 "Odds: {#}": "機率：{#}",
 "Of": "的",
 "Of World Tree": "世界之樹",
 "Of the {#} skills in the table, {#} spend no durability at all; the rest spend {#} per use.": "表中的 {#} 個技能裡，{#} 個完全不消耗耐久度；其餘每次使用消耗 {#}。",
 "Off-hand": "副手",
 "Off:": "關閉：",
 "Offered by": "提供方",
 "Offered by {#}": "由 {#} 提供",
 "Offered by {#} in {#}": "由 {#} 在 {#} 提供",
 "Offered when": "提供時機",
 "Offering": "祭品",
 "Offering (level-up stat multiplier / mana-stone cost multiplier):": "祭品（升級屬性倍率 / 法力石消耗倍率）：",
 "Offering multipliers": "祭品倍率",
 "Offering tier does not change inscription rarity": "祭品檔位不改變銘文稀有度",
 "Offering tiers": "祭品檔位",
 "Offering: Least": "祭品：較少",
 "Offering: Ordinary": "祭品：普通",
 "Offering: Plentiful": "祭品：豐盛",
 "Offerings vs rarity": "祭品與稀有度",
 "Officer": "官員",
 "Official in-game text": "遊戲內官方文字",
 "Official rank descriptions": "官方等級描述",
 "Official tier descriptions": "官方檔位描述",
 "Oh": "哦",
 "Oh,": "哦，",
 "Oh, no!": "哦，不！",
 "Older ~B.0.2.x builds stored the unlock instead, where": "更早的約 B.0.2.x 版本改為儲存解鎖狀態，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.": "在毀滅難度下，怪物擁有困難難度下 x1.5 的 HP 和 x1.5 的攻擊力。",
 "On Event Occur": "事件發生時",
 "On Research Completed": "研究完成時",
 "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.": "普通攻擊時，向該次命中的造成傷害加成加入固定 25 百分點。第二段處理讀取技能的耐久消耗及其對應裝備，並對該槽位發出額外損耗。",
 "On a basic attack, multiply the hit by 1.25 before other bonuses dilute it.": "普通攻擊時，在其他加成稀釋之前將命中乘以 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": "點選時",
 "On deconstruct / gather": "拆解 / 採集時",
 "On deconstruct:": "拆解時：",
 "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，該方法讀取單位的四項屬性，並治療身體每一半所缺的四分之一：0.25 x (最大生命值（頭部） - 頭部生命值) 以及 0.25 x (最大生命值（軀幹） - 軀幹生命值)。該節拍是遊戲自己的邏輯重新整理，表裡記為 60 個 0.0167 秒的刻度，即 1.002 秒。每一拍都按仍然缺少的量重算，因此隨著單位回滿，治療會變小。",
 "On each grant the counter resets to 1, not to 0.": "每次獲得時，計數器重置為 1，而不是 0。",
 "On equip": "裝備時",
 "On quest completion, multiplies the weight by {0}x if it is the matching floor (default 10)": "任務完成時，若為對應層則將權重乘以 {0}x（預設 10）",
 "On repeat visits the": "重複進入時，",
 "On the boss floor the exit portal is already the next region's portal (": "在首領層，出口傳送門已經是下一區域的傳送門（",
 "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.": "觸發時，加成 = (目標已損失 HP / 目標最大 HP) x 120，作為造成傷害加成的百分點加入。該縮放對已損失比例完全線性，這裡沒有額外的百分之一換算：結果本身就是百分點。",
 "On the scarecrow": "在稻草人上",
 "On this page": "本頁內容",
 "On top of those effects, each point of {#} adds {#} cooldown reduction.": "在那些效果之上，{#} 每點再加 {#} 冷卻縮減。",
 "On use": "使用時",
 "On {#} a monster has x{#} the HP and x{#} the attack power it has on {#}.": "在 {#} 上，怪物的 HP 為 {#} 倍、攻擊力為 {#} 倍（以 {#} 為基準）。",
 "On {#}, {#} has changed from {#} to {#}.": "{#} 的 {#} 已從 {#} 改為 {#}。",
 "On-death EXP": "死亡時經驗",
 "On:": "開啟：",
 "On: Items": "物件：物品",
 "On: Items + Buildings": "物件：物品 + 建築",
 "On: Other units + Buildings": "物件：其他單位 + 建築",
 "On: Player units": "物件：玩家單位",
 "On: Player units + Other units": "物件：玩家單位 + 其他單位",
 "On: Player units + Other units + Buildings": "物件：玩家單位 + 其他單位 + 建築",
 "On: Player units + Other units + Items": "物件：玩家單位 + 其他單位 + 物品",
 "Once": "一旦",
 "Once it is completely dismantled, a tiny green essence ...": "一旦它被完全拆解，一個微小的綠色精華...",
 "Once per combat start, and no more than once per 60 ticks of the internal cooldown.": "每次戰鬥開始一次，且內部冷卻每 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.": "關於探險成功的演說準備完畢後，所有人聚集過來。他們的眼中燃燒著前所未有的光芒，充滿希望。你環視聚集在面前的探險隊員們，緩緩開口。“我們成功了！我們征服了寂靜帷幕，那片黑暗而危險的森林。這份成就源自站在這裡的每一個人的勇氣與決心。沒有任何障礙、任何威脅，能夠動搖我們堅定不移的決心。”話音落下，探險隊員們爆發出掌聲與歡呼。驕傲清楚地寫在他們臉上。“無論前方還有怎樣的艱難，我們都要彼此信任、一同前進！”在你的示意下，探險隊員們碰杯，將慶功酒一飲而盡。",
 "One": "一個",
 "One counter stack is exactly 1 Energy, which is why the counter's max stack is 200.": "隱藏計數器的 1 層正好是 1 點能量，所以計數器的最大層數為 200。",
 "One damage model: hit = AtkPower x coef x (1 + Crit% x CritDmg%) x (1 + DamageDealt%) x FDM x 100/(100+resist).": "單一傷害模型：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": "一層枯竭就會把 -50% 懲罰施加到整個區域",
 "One full day is": "完整一天為",
 "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.": "一次發放最多使等級提升一級；仍高於新目標的點數會等到下一次發放才會觸發下一次升級。",
 "One in-game day": "遊戲內一天",
 "One in-game day passes in roughly 18 real minutes.": "遊戲內一天大約經過 18 現實分鐘。",
 "One is nowhere near enough.": "一個人遠遠不夠。",
 "One is nowhere near enough. Wait- the link is lost?": "一個人遠遠不夠。 Wait- the link is lost?",
 "One level-up roll": "一次升級抽取",
 "One named inscription": "一條具名銘文",
 "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 項核心屬性之一：力量、體質、意志、智力、敏捷、感知，它們供給派生戰鬥屬性。每項在升級時的成長速度由其天賦層級決定。",
 "One point of a major stat adds the amount below to each final stat (from": "主屬性每 1 點會把下方數值加到各項最終屬性上（來自",
 "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": "同一時間只進行一項決議。從你接受起，你有 3 天來達成其條件；之後遊戲會提議放棄它。每隔 1 天至 2 天會提供一項新的。放棄需花費",
 "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.": "同一時間只進行一項決議。從你接受起，你有 {#} 來達成其條件；之後遊戲會提議放棄它。",
 "One row per source.": "每個來源一行。",
 "One second returns a quarter of the missing health; a full four second application returns about two thirds of it.": "一秒恢復已損失生命值的四分之一；完整施加四秒大約恢復三分之二。",
 "One slot per level after the first. That's four at level 5. Hit Add an inscription and fill them.": "第一級之後每升一級一個槽。5 級時共四個。點新增銘文並填上。",
 "One specific, per offered slot": "單個指定，每個提供的欄位",
 "One stack:": "一疊：",
 "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).": "離開安全層每過 1440 遊戲內分鐘（1 個遊戲內天）升一檔。一個遊戲內天在 1x 速度下約等於 18 真實分鐘（每遊戲內分鐘 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.": "一次踐踏對整群敵人落下兩個減益，因此格擋屏障一次打出一波護盾 - 強力起手，不過每 30 秒才能用一次。",
 "One-handed and two-handed weapons": "單手與雙手武器",
 "One-handed weapons": "單手武器",
 "One-handed weapons (Blunt, Sword) can pair with a shield for sword-and-board play.": "單手武器（鈍器、劍）可以搭配盾，進行劍盾戰鬥。",
 "One-shot": "一次性",
 "Only": "僅",
 "Only Physical and Magic (no elemental damage types)": "只有物理和魔法（沒有元素傷害型別）",
 "Only a bow uses ammo. Equip one in the Primary slot first.": "只有弓消耗彈藥。請先在主要裝備欄裝備一把。",
 "Only a portion of Resources used in construction is refunded when demolished.": "拆除時，只會退還部分用於建造的資源。",
 "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.": "只有暴擊才計數，所以該銘文在高暴擊構築上最強；低暴擊單位可能在單次探險中永遠達不到上限。",
 "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.": "只有暴擊才會結算（每次 {#} 金幣）。存滿 {#} 金幣後停止獲取金幣，改為在本次探險剩餘時間獲得永久 +{#}% 暴擊機率。",
 "Only on a guarded result, and only when the wearer is the victim.": "僅在格擋結果時觸發，且僅當穿戴者是受害者。",
 "Only the first 2 regions have real content; the rest are placeholders (see the": "僅前 2 個區域有真實內容；其餘為佔位（見",
 "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.": "僅顯示淨差異：在中間各版本中多次變化的內容只出現一次，並給出起始值和結束值；變了又變回去的內容則完全不出現。",
 "Only the region's clear boss flips the": "只有該區域的通關首領會翻轉",
 "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.": "僅攜帶該效果的單位。整個版本里只有一個技能施加它：怪物技能哨兵警報，1 層，持續四秒。",
 "OnlyBasicAttack": "OnlyBasicAttack",
 "Only_Platform_Stove": "Only_Platform_Stove",
 "Opal Ore": "貓眼石礦石",
 "Open \"How do I use the file?\" below before you load it.": "載入前請先開啟下方的“如何使用該檔案？”。",
 "Open Character Builder": "開啟角色構築器",
 "Open Game Guide": "開啟遊戲指南",
 "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.": "開啟 Saves 資料夾，然後在下方選擇你的團隊 .json。確切資料夾可能因版本而異。瀏覽器無法替你開啟資料夾，所以請複製路徑並按上面的方法貼上。",
 "Open the full scene, with every line of dialog": "開啟完整場景，含每一句對話",
 "Opens": "開啟",
 "Opens a shop": "開啟商店",
 "Opens the Tutorial Attack panel": "開啟教程攻擊面板",
 "Opens the Tutorial Base Building Basics panel": "開啟教程建造與拆除面板",
 "Opens the Tutorial Crafting panel": "開啟教程製造面板",
 "Opens the Tutorial Deadly Status panel": "開啟教程瀕死狀態面板",
 "Opens the Tutorial Dungeon Expedition Basics panel": "開啟教程地下城探險面板",
 "Opens the Tutorial Indoor Structures panel": "開啟教程室內結構面板",
 "Opens the Tutorial Inventory Management panel": "開啟教程物品欄管理面板",
 "Opens the Tutorial Object Interaction panel": "開啟教程物件互動面板",
 "Opens the Tutorial Pause In Combat Video panel": "開啟教程戰鬥中暫停影片面板",
 "Opens the Tutorial Pick Up panel": "開啟教程拾取面板",
 "Opens the Tutorial Quest panel": "開啟教程任務面板",
 "Opens the Tutorial Recruitment panel": "開啟教程招募面板",
 "Opens the Tutorial Resources Gathering panel": "開啟教程資源採集面板",
 "Opens the Tutorial Select Entity panel": "開啟教程選擇與概覽面板",
 "Opens the Tutorial Unit Behavior Options panel": "開啟教程單位行為選項面板",
 "Opens the Tutorial Unit Move panel": "開啟教程移動面板",
 "Opens the Tutorial Wip Notice panel": "開啟教程進行中提示面板",
 "Opens the shop of": "開啟商店：",
 "Opens the shop of {#}": "開啟 {#} 的商店",
 "Opens the {#} panel": "開啟 {#} 面板",
 "Operation-Difficulty": "管理難度",
 "Opt": "選項",
 "Optional": "可選",
 "Options": "選項",
 "Options,": "選項，",
 "Or browse and filter the full list": "或瀏覽並篩選完整列表",
 "Order of computation": "計算順序",
 "Order of enemies that must be cleared for the region clear: Stage 1, Stage 2, etc. If NULL, there is no boss, so clearing does not trigger an unlock.": "區域通關必須清除的敵人順序：第 1 階段、第 2 階段等。若為 NULL，則沒有首領，通關不會觸發解鎖。",
 "Orders": "命令",
 "Orders',": "指令”，",
 "Other": "其他",
 "Other adjustments": "其他調整",
 "Other discoveries": "其他發現",
 "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 / 物品賦予）",
 "Other units (NPC/monster): no": "其他單位 (NPC/怪物): 否",
 "Other units (NPC/monster): yes": "其他單位 (NPC/怪物): 是",
 "Other units + Buildings": "其他單位 + 建築",
 "Other/Unused": "其他/未使用",
 "Our": "我們的",
 "Output": "產出",
 "Over": "結束",
 "Overall": "整體",
 "Overbleed": "過度流血",
 "Overloaded (Caution, displays once)": "超載（注意，僅顯示一次）",
 "Overseer's": "觀察者的",
 "Overview": "概覽",
 "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": "精靈男性 67",
 "PLAYERNAME Elf Male 68": "精靈男性 68",
 "PLAYERNAME Human Female 0": "PLAYERNAME Human Female 0",
 "PLAYERNAME Human Female 67": "人類女性 67",
 "PLAYERNAME Human Female 68": "人類女性 68",
 "PLAYERNAME Human Male 0": "PLAYERNAME Human Male 0",
 "PLAYERNAME Human Male 66": "人類男性 66",
 "PLAYERNAME Human Male 67": "人類男性 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：如果地圖太大，裝甲甲蟲可能會逃離戰鬥，因此似乎需要調整大小...",
 "Packs": "擁有",
 "Packs a powerful strike but is vulnerable to heavy impacts.": "攻擊力強，但易受重擊。",
 "Packs the ticked units into one link. Whoever opens it rebuilds them - no account, no server, nothing stored.": "將勾選的單位打包成一條連結。開啟連結的人會重建這些單位 - 無需賬號，無需伺服器，不會儲存任何內容。",
 "Page not found": "頁面未找到",
 "Page not found - Dungeon Settlers Wiki": "頁面未找到 - Dungeon Settlers 維基",
 "Pain": "痛苦",
 "Panic State (Debuff, prints once)": "精神崩潰：恐慌（減益，僅顯示一次）",
 "Parsed and used as \"GAMESYSTEM_LevelUp_{statType}{talentType}\", so do NOT change the key name!!! {0}: Minimum increase {1}: Maximum increase": "解析後用作 \"GAMESYSTEM_LevelUp_{statType}{talentType}\"，因此切勿更改鍵名!!! {0}: 最小增加量 {1}: 最大增加量",
 "Party per round": "隊伍每回合",
 "Party totals": "隊伍合計",
 "Passive": "被動",
 "Passive - affects self": "被動 - 作用於自身",
 "Passive skills": "被動技能",
 "Path": "路徑",
 "Path of the Scholar": "學者之路",
 "Patrol": "巡邏",
 "Pause": "暫停",
 "Pause, 1x, 3.5x, 7x": "暫停、1x、3.5x、7x",
 "Pausing stops the clock entirely. At the fastest setting an in-game day passes in about 2.6 real minutes.": "暫停會完全停止時鐘。在最快設定下，遊戲內一天大約經過 2.6 現實分鐘。",
 "Payouts": "結算",
 "Payouts and Bleeding stacks applied over a run of basic attacks.": "一串普通攻擊中的結算和施加的出血層數。",
 "Payouts and Burning stacks applied over a run of basic attacks.": "一串普通攻擊中的結算和施加的燃燒層數。",
 "Pays the running Expedition Resolution's reward": "發放正在進行的探險決議的獎勵",
 "Peach": "桃色",
 "Pendant": "墜飾",
 "Per +1 point: Con {#} HP; Str {#} / Agi {#} / Per {#} Phys Atk; Int {#} / Will {#} / Per {#} Magic Atk.": "每 +1 點：體質 {#} HP；力量 {#} / 敏捷 {#} / 感知 {#} 物理攻擊力；智力 {#} / 意志 {#} / 感知 {#} 魔法攻擊力。",
 "Per cast range": "每次施放射程",
 "Per neighbour": "每個相鄰目標",
 "Per roll": "每擲",
 "Per roll (5 slots)": "每次抽取（5 個欄位）",
 "Per roll ({#} slots)": "每擲（{#} 個槽）",
 "Per room": "每個房間",
 "Per slot": "每槽",
 "Per stack": "每層",
 "Per stack:": "每層：",
 "Per victim": "每個目標",
 "Per victim, before that victim's own resistance.": "每個目標，在該目標自身抗性之前。",
 "Per-floor": "每層",
 "Per-floor odds for special rooms and spawns": "特殊房間與生成的每層機率",
 "Per-floor room and node odds in {#}": "{#} 的每層房間與節點機率",
 "Per-point stat calculator": "逐點屬性計算器",
 "Per-point stat values": "每點屬性值",
 "Per-point values": "逐點數值",
 "Per-region conditions (weather, resource abundance, hazards) that apply positive or negative effects during an expedition; harder difficulties roll more negative environmental effects.": "各區域條件（天氣、資源丰度、危險）會在探險期間施加正面或負面效果；更高難度會擲出更多負面環境效果。",
 "Per-region weather/effects and depletion counters": "各區域天氣/效果和枯竭計數",
 "Per-room odds": "每房間機率",
 "Per-skill damage breakdown is unavailable (the damage-ranking data was not built into this page).": "各技能傷害明細不可用（此頁面未包含傷害排行資料）。",
 "Per-skill damage is unavailable (the damage-ranking data was not built into this page).": "各技能傷害不可用（此頁面未包含傷害排行資料）。",
 "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.": "各技能傷害使用與技能/傷害排行相同的引擎：施放者的真實攻擊屬性和暴擊計入每個技能的配方，再受該目標抗性減免。玩家傷害不隨難度縮放（只有目標 HP 會變），因此技能在此顯示的數字與匹配難度下排行頁面上的數字相同。",
 "Per-skill damage vs": "各技能傷害對陣",
 "Per-slot": "每槽",
 "Per-status value curves/scaling.": "各狀態的數值曲線/縮放。",
 "Percent": "百分比",
 "Percent and flat bonuses": "百分比與固定加成",
 "Percent stat": "百分比屬性",
 "Percent vs flat stats": "百分比與固定屬性",
 "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": "決定單位在強制休息模式下睡眠多久的百分比值",
 "Perception Boost: Positive GAMESYSTEM_Environment_{affecterName}": "感知強化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Perception Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "感知削弱：負面 GAMESYSTEM_Environment_{affecterName}",
 "Perception myth": "感知誤區",
 "PerceptionFortify": "PerceptionFortify",
 "PerceptionWeaken": "PerceptionWeaken",
 "Perception_": "Perception_",
 "Peridot Ore": "橄欖石礦石",
 "Perion Quest End 1": "佩里昂任務結束 1",
 "Perion Quest End 1 - Dungeon Settlers Wiki": "佩里昂任務結束 1 - Dungeon Settlers 維基",
 "Perion Quest End 1 icon": "佩里昂任務結束 1 圖示",
 "Perion Quest End 2": "佩里昂任務結束 2",
 "Perion Quest End 2 - Dungeon Settlers Wiki": "佩里昂任務結束 2 - Dungeon Settlers 維基",
 "Perion Quest End 2 icon": "佩里昂任務結束 2 圖示",
 "Perion quietly": "佩裡翁悄悄地",
 "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 體質，並在 10 秒內恢復 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 (": "階段 5 是首領階段：其房間池為入口 -> 首領 -> 傳送門，首領房間（",
 "Phase change": "階段變化",
 "Phase unit [n]: phase of floor n": "階段單位 [n]: 第 n 層的階段",
 "Phase1 Combat1": "階段1 戰鬥1",
 "Phase1 Combat2": "階段1 戰鬥2",
 "Phase1 Combat3": "階段1 戰鬥3",
 "Phase1 Combat4": "階段1 戰鬥4",
 "Phase1 Hard Combat1": "階段1 困難戰鬥1",
 "Phase1 Hard Combat2": "階段1 困難戰鬥2",
 "Phase1 Hard Combat3": "階段1 困難戰鬥3",
 "Phase1 Patrol Anomaly1": "階段1 巡邏異形1",
 "Phase1 Patrol Beast1": "階段1 巡邏野獸1",
 "Phase1 Patrol Insect1": "階段1 巡邏昆蟲1",
 "Phase2 Combat1": "階段2 戰鬥1",
 "Phase2 Combat2": "階段2 戰鬥2",
 "Phase2 Combat3": "階段2 戰鬥3",
 "Phase2 Combat4": "階段2 戰鬥4",
 "Phase2 Combat5": "階段2 戰鬥5",
 "Phase2 Hard Combat1": "階段2 困難戰鬥1",
 "Phase2 Hard Combat2": "階段2 困難戰鬥2",
 "Phase2 Hard Combat3": "階段2 困難戰鬥3",
 "Phase2 Hard Combat4": "階段2 困難戰鬥4",
 "Phase2 Patrol Anomaly1": "階段2 巡邏異形1",
 "Phase2 Patrol Beast1": "階段2 巡邏野獸1",
 "Phase2 Patrol Insect1": "階段2 巡邏昆蟲1",
 "Phase3 Combat1": "階段3 戰鬥1",
 "Phase3 Combat2": "階段3 戰鬥2",
 "Phase3 Combat3": "階段3 戰鬥3",
 "Phase3 Combat4": "階段3 戰鬥4",
 "Phase3 Combat5": "階段3 戰鬥5",
 "Phase3 Combat6": "階段3 戰鬥6",
 "Phase3 Core": "階段3 核心",
 "Phase3 Hard Combat1": "階段3 困難戰鬥1",
 "Phase3 Hard Combat2": "階段3 困難戰鬥2",
 "Phase3 Hard Combat3": "階段3 困難戰鬥3",
 "Phase3 Hard Combat4": "階段3 困難戰鬥4",
 "Phase3 Hard Combat5": "階段3 困難戰鬥5",
 "Phase3 Patrol Anomaly1": "階段3 巡邏異形1",
 "Phase3 Patrol Beast1": "階段3 巡邏野獸1",
 "Phase3 Patrol Insect1": "階段3 巡邏昆蟲1",
 "Phase4 Combat1": "階段4 戰鬥1",
 "Phase4 Combat2": "階段4 戰鬥2",
 "Phase4 Combat3": "階段4 戰鬥3",
 "Phase4 Combat4": "階段4 戰鬥4",
 "Phase4 Combat5": "階段4 戰鬥5",
 "Phase4 Hard Combat1": "階段4 困難戰鬥1",
 "Phase4 Hard Combat2": "階段4 困難戰鬥2",
 "Phase4 Hard Combat3": "階段4 困難戰鬥3",
 "Phase4 Hard Combat4": "階段4 困難戰鬥4",
 "Phase4 Hard Combat5": "階段4 困難戰鬥5",
 "Phase4 Patrol Anomaly1": "階段4 巡邏異形1",
 "Phase4 Patrol Beast1": "階段4 巡邏野獸1",
 "Phase4 Patrol Insect1": "階段4 巡邏昆蟲1",
 "PhaseUnit": "PhaseUnit",
 "Phase_": "Phase_",
 "Phases": "階段",
 "Phys": "物理",
 "Phys Res": "物抗",
 "Phys res": "物理抗性",
 "PhysAtk": "物理攻擊力",
 "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": "物理攻擊力",
 "Physical Attack Power added": "加入的物理攻擊力",
 "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.": "物理攻擊力還會額外從每點 敏捷 +0.5、感知 +0.5 獲得加成，疊加在基礎值之上：13.5 + 力量 x1 + 敏捷 x0.5 + 感知 x0.5。",
 "Physical Attack Power base": "物理攻擊力基礎值",
 "Physical Attack per skill use": "每次使用技能的物理攻擊力",
 "Physical Resistance and Magic Resistance only": "僅有物理抗性和魔法抗性",
 "Physical attack": "物理攻擊力",
 "Physical attack power": "物理攻擊力",
 "Physical attack power on the bow; arrows are the ammo slot.": "弓上堆物理攻擊力；箭矢佔用彈藥槽。",
 "Physical attack power on the weapon, the best shield in the off-hand.": "武器上堆物理攻擊力，副手裝備最好的盾。",
 "Physical attack power; no off-hand.": "堆物理攻擊力；沒有副手。",
 "Physical damage stat source": "物理傷害屬性來源",
 "Physical resistance": "物理抗性",
 "Physical resistance increases by 25% for 180 seconds": "物理抗性提高 25%，持續 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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：受到的傷害 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 {#}：受到的傷害 x 100 / (100 + R)",
 "Physical spells": "物理法術",
 "Physical stats from": "物理屬性來自",
 "Physical {#} ({#}) &middot; Magic {#} ({#}). Equipped tier exact, other tiers scaled.": "物理 {#} ({#}) &middot; 魔法 {#} ({#})。已裝備檔位為精確值，其他檔位按比例縮放。",
 "Physical, ignores defense & shields": "物理，無視防禦與護盾",
 "Physical, ignores shields": "物理，無視護盾",
 "Physical/Magic Attack Power": "物理/魔法攻擊力",
 "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}或螢幕右下角）",
 "Pick a background first - it decides which trees this character has.": "請先選擇出身 - 它決定該角色擁有哪些技能樹。",
 "Pick a background. That's their job, and it picks which skill trees they can learn.": "選擇一個出身。那就是他們的職業，並決定他們能學哪些技能樹。",
 "Pick a face for this recruit - shown on the Build card, saved with the build and its share link.": "為此招募單位選擇一張臉 - 顯示在構築卡上，並與構築及其分享連結一同儲存。",
 "Pick a squad": "選擇小隊",
 "Pick a weapon type, then a material set - the set brings that weapon plus the tier armour. Tweak any slot below.": "先選武器型別，再選材料套裝 - 套裝包含該武器及對應檔次護甲。可在下方調整任意欄位。",
 "Pick an enemy above. Estimate only - ignores skill cooldowns, statuses, positioning and AoE.": "請在上方選擇一名敵人。僅為估算 - 忽略技能冷卻、狀態、站位和範圍傷害。",
 "Pick any two builds to see what changed between them.": "任選兩個版本，檢視它們之間的變化。",
 "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.": "任選兩個版本，檢視它們之間的變化。僅顯示淨差異：在中間各版本中多次變化的內容只出現一次，並給出起始值和結束值；變了又變回去的內容則完全不出現。",
 "Pick at least one character first.": "請先選擇至少一個角色。",
 "Pick at least one character in the team above.": "請在上方隊伍中至少選擇一名角色。",
 "Pick level, difficulty and mood effects; the net mood is computed for you": "選擇等級、難度和心情效果；淨心情會自動計算",
 "Pick team members above first.": "請先在上方選擇隊員。",
 "Pick the": "選擇",
 "Pick this character's attack for the Weapon comparison below by clicking a row in the per-skill table.": "點選各技能表中的一行，即可將該角色的攻擊用於下方的武器對比。",
 "Pick two different builds.": "請選擇兩個不同的版本。",
 "Pick up to 3 (the game rolls 1 + a 30% chance of extras).": "最多選 3 項（遊戲抽取 1 項，另有 30% 機率額外抽取）。",
 "Pickaxe": "鎬",
 "Pickaxe Enhancement": "鎬強化",
 "Picked": "已拾取",
 "Picked from SpawnGroupTable by region / phase / room type": "按區域 / 階段 / 房間型別從 SpawnGroupTable 選取",
 "Picked-up": "已拾取",
 "Picks a resolution": "選擇一項決議",
 "Picks which Expedition Resolution runs": "選擇執行哪項探險決議",
 "Pickup": "拾取",
 "Pierce": "穿透",
 "Pin": "固定",
 "Pin this bar to the top while you scroll": "滾動時將此欄固定在頂部",
 "Pin this menu to the top while you scroll": "滾動時將此選單固定在頂部",
 "Pinball Time": "彈珠時間",
 "Pinball Time - Dungeon Settlers Wiki": "彈珠時間 - Dungeon Settlers 維基",
 "Pinball Time map": "彈珠時間地圖",
 "Pink": "粉色",
 "Pink Flowerbed": "粉色花壇",
 "Pioneering": "開拓",
 "Place": "地點",
 "Placed directly into 2 room templates (Combat rooms in": "直接放入 2 個房間模板（戰鬥房間，位於",
 "Placed directly into 2 room templates (SafeFloor rooms in": "直接放入 2 個房間模板（SafeFloor 房間，位於",
 "Placed directly into 2 room templates (Tutorial1 / Tutorial2 rooms in": "直接放入 2 個房間模板（Tutorial1 / Tutorial2 房間，位於",
 "Placed directly into 3 room templates (Combat / Elite / Event rooms in": "直接放入 3 個房間模板（戰鬥 / 精英 / 事件房間，位於",
 "Placed directly into 3 room templates (Combat / Event rooms in": "直接放入 3 個房間模板（戰鬥 / 事件房間，位於",
 "Placed directly into 3 room templates (Combat rooms in": "直接放入 3 個房間模板（戰鬥房間，位於",
 "Placed directly into 3 room templates (Elite / Event rooms in": "直接放入 3 個房間模板（精英 / 事件房間，位於",
 "Placed directly into 4 room templates (Combat rooms in": "直接放入 4 個房間模板（戰鬥房間，位於",
 "Placed directly into 5 room templates (Combat / Elite rooms in": "直接放入 5 個房間模板（戰鬥 / 精英房間，位於",
 "Placed directly into 5 room templates (Combat rooms in": "直接放入 5 個房間模板（戰鬥房間，位於",
 "Placed directly into 5 room templates (Elite / Event rooms in": "直接放入 5 個房間模板（精英 / 事件房間，位於",
 "Placed directly into 6 room templates (Combat / Event rooms in": "直接放入 6 個房間模板（戰鬥 / 事件房間，位於",
 "Placed directly into 6 room templates (Combat rooms in": "直接放入 6 個房間模板（戰鬥房間，位於",
 "Placed directly into 7 room templates (Combat / Event rooms in": "直接放入 7 個房間模板（戰鬥 / 事件房間，位於",
 "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 {#} 個房間模板（{#} 中有 {#} 個房間） - 下方每行顯示該層以及抽出該房間的機率。",
 "Placed on the base map in": "放置在據點地圖的",
 "Placed on the base map in {#}.": "放置在據點地圖的 {#}。",
 "Placeholder (unused)": "佔位符（未使用）",
 "Placeholder chest loot; no dedicated monster drop tables yet": "寶箱掉落為佔位資料；尚無專用怪物掉落表",
 "Plain JSON, ~1-2 MB per campaign autosave": "純 JSON，每個戰役自動存檔約 1-2 MB",
 "Plan a settler": "規劃開拓者",
 "Plan your expedition - team, backgrounds, skills, equipment, final stats": "規劃你的探險 - 隊伍、出身、技能、裝備、最終屬性",
 "Plank": "木板",
 "Planned": "計劃中",
 "Plant-Eating Rage (Debuff, prints once)": "植物之怒（減益，僅顯示一次）",
 "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": "可玩種族及其特質",
 "Player": "玩家",
 "Player Idle Start Tick": "玩家空閒開始計時",
 "Player Management Difficulty Easy": "玩家管理難度 簡單",
 "Player Management Difficulty Easy - Dungeon Settlers Wiki": "玩家管理難度 簡單 - Dungeon Settlers 維基",
 "Player Management Difficulty Easy icon": "玩家管理難度 簡單 圖示",
 "Player Management Difficulty Hard": "玩家管理難度 困難",
 "Player Management Difficulty Hard - Dungeon Settlers Wiki": "玩家管理難度 困難 - Dungeon Settlers 維基",
 "Player Management Difficulty Hard icon": "玩家管理難度 困難 圖示",
 "Player default": "玩家預設",
 "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": "玩家法術傷害排名",
 "Player spells": "玩家法術",
 "Player unit base value": "玩家單位基礎值",
 "Player units": "玩家單位",
 "Player units + Other units": "玩家單位 + 其他單位",
 "Player units + Other units + Buildings": "玩家單位 + 其他單位 + 建築",
 "Player units + Other units + Items": "玩家單位 + 其他單位 + 物品",
 "Player units: no": "玩家單位：否",
 "Player units: yes": "玩家單位：是",
 "PlayerCombatMaxCap": "PlayerCombatMaxCap",
 "PlayerFactionUnitPathfindableDistance": "PlayerFactionUnitPathfindableDistance",
 "PlayerMaxCap": "PlayerMaxCap",
 "PlayerPartyMax": "PlayerPartyMax",
 "PlayerSellDiscount": "PlayerSellDiscount",
 "Player_": "Player_",
 "Players": "玩家",
 "Playing": "遊玩",
 "Playing already?": "已經在玩了？",
 "Playing around it": "應對方式",
 "Playing the {#} scenario": "正在遊玩 {#} 場景",
 "Playtest Build 3": "遊戲測試版本 3",
 "Please": "請",
 "Please describe the issue first.": "請先描述問題。",
 "Plus {#} more rooms.": "另有 {#} 個房間。",
 "Point\"": "點\"",
 "Points your clan earns from expeditions and objectives, spent to advance your clan rank.": "探險隊從探險和目標獲得的點數，用來提升探險等級。",
 "Poison in full.": "中毒全文。",
 "PoisonImmune": "PoisonImmune",
 "Polarity": "極性",
 "Policy": "政策",
 "Pool": "池",
 "Pool Tier": "池檔位",
 "Pool composition": "池構成",
 "Poor Research Lab: +30%": "簡陋的研究室：+30%",
 "Portal_": "Portal_",
 "Portrait": "頭像",
 "Português (Brasil)": "Português (Brasil)",
 "Position": "位置",
 "Position and rotation information for placement within the campsite": "營地內放置的位置和旋轉資訊",
 "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": "藥水增益套件",
 "Potions": "藥水",
 "Pottery": "陶器",
 "Power": "威力",
 "Practical tip": "實用提示",
 "Praying here": "在此祈禱",
 "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.": "遊戲用於招募的預製開拓者模板 - 按職責分組。每張卡片顯示該開拓者的出身、特質、銘文、值得注意的天賦（僅列出與中等不同的）以及初始裝備。可按種族或等級篩選，也可按名稱或特質搜尋。",
 "Pre-input ticks (previously 12)": "預輸入 tick（原先為 12）",
 "Precise": "精準",
 "Precise commands reduce unnecessary losses.": "精準的指令可以減少不必要的損失。",
 "Prefer": "優先",
 "Prerequisites": "前置條件",
 "Presence": "存在",
 "Press Cmd+C to copy": "按 Cmd+C 複製",
 "Press Win+R, paste this, press Enter.": "按 Win+R，貼上此路徑，再按 Enter。",
 "Pretending": "假裝",
 "Preview": "預覽",
 "Previous": "返回",
 "Price": "價格",
 "PriceRamdomPerModifierRange": "PriceRamdomPerModifierRange",
 "Priest": "牧師",
 "Priest.": "牧師。",
 "Primary skill points gained on level up": "升級時獲得的主要技能點",
 "Primary weapon": "主要武器",
 "Primitive": "原始的",
 "Primitive but effective in close combat.": "原始但在近戰中有效。",
 "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 探險隊員 feel that their personal space is being invaded. To provide 探險隊員 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, 探險隊員 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": "私人房間",
 "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 探險隊員 can rest properly. \"This should be more than enough to recover from a long day.\"",
 "PrivateRoom": "PrivateRoom",
 "Probability": "機率",
 "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（未來出身）",
 "Produce 4 Cloth / Produce 1 Cloth Armor / Produce Wooden Arrows": "生產 4 布料 / 生產 1 布甲 / 生產木箭",
 "Produces": "生產",
 "Progress will be saved if you are in the settlement.": "位於據點時，進度將被自動儲存。",
 "Proper meal": "像樣的餐食",
 "Properties": "屬性",
 "Proportional to PRE-barrier damage (~0.1 factor per hit); guard reduces it, dodge/miss costs none, barriers do NOT protect gear": "與護盾前傷害成正比（每次命中約 0.1 係數）；格擋會減少損耗，閃避/未命中不消耗，護盾並不保護裝備",
 "ProposedInscriptionCount": "ProposedInscriptionCount",
 "Proud warriors of the swamps, Lizardmen possess powerful bodies and": "沼澤的驕傲戰士。蜥蜴人擁有強健的體格和",
 "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.": "沼澤的驕傲戰士。蜥蜴人擁有強健的體格和 lightning fast reflexes. Gain 植物之怒 吃素食時。 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.": "沼澤的驕傲戰士。蜥蜴人擁有強健的體格和 lightning-fast reflexes. Gain 植物之怒 吃素食時。 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": "擁有單位物品",
 "QUEST Input Control Mode Gather": "任務：輸入控制模式收集",
 "QUEST Input Control Mode Pick Up": "任務：輸入控制模式拾取",
 "QUEST Input Game Speed Fast": "任務：輸入遊戲速度快",
 "QUEST Inspect Building": "任務：檢查建築",
 "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": "數量",
 "Quest": "任務",
 "Quest Units": "任務單位",
 "Quest Units - Dungeon Settlers Wiki": "任務單位 - Dungeon Settlers 維基",
 "Quest line": "任務線",
 "Quest report boost": "任務報告提升",
 "Quest report boost: while": "任務報告加成：當",
 "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 (": "任務報告加成：當任務已完成但尚未向其非玩家角色報告時，遊戲將該非玩家角色的房間權重乘以 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.": "任務報告加成：當任務已完成但尚未向其非玩家角色報告時，遊戲將該非玩家角色的房間權重乘以 {#}（{#}）。它作用於池中包含該房間的每一層，從不作用於隨機地下城事件，並在報告事件完成或關閉時結束。",
 "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. {#}": "任務報告加成：當 {#} 已完成但尚未向 {#} 報告時，遊戲將該房間的模板權重乘以 {#} - 但 {#} 是其槽位的唯一模板，因此機率不變。{#}",
 "Quest report boost: while {#} is completed but not yet reported to {#}, the game multiplies the room's template weight by {#}: {#}. {#}": "任務報告加成：當 {#} 已完成但尚未向 {#} 報告時，遊戲將該房間的模板權重乘以 {#}：{#}。{#}",
 "Quest scene": "任務場景",
 "Quest scene - {#}": "任務場景 - {#}",
 "Quest scene · {#}": "任務場景 · {#}",
 "Quest+Tutorial": "任務+教程",
 "Quest-recruitable characters (current build)": "可透過任務招募的角色（當前版本）",
 "Questioning": "質疑",
 "Quests": "任務",
 "Quests - Dungeon Settlers Wiki": "任務 - Dungeon Settlers 維基",
 "Quests come in 4 lines, and every quest below links to its row on the quests index.": "任務分為 4 條線，下方每個任務都鏈到任務索引中的對應行。",
 "Quests, Expedition Resolutions and Events - what the game asks you to do": "任務、探險決議和事件 - 遊戲要求你做的事",
 "Quick add:": "快速新增：",
 "Quick sets:": "快速套裝：",
 "QuickLoad": "快速載入",
 "Quit Dungeon Settlers completely.": "請完全退出 Dungeon Settlers。",
 "Quite": "相當",
 "R0 rng": "R0 rng",
 "R1 Abyss Boss Treasure Chest Remnant": "R1 深淵首領寶箱遺蹟",
 "R1 Abyss Boss Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 深淵首領寶箱遺蹟 - Dungeon Settlers 維基",
 "R1 Abyss Elite Treasure Chest Remnant": "R1 深淵精英寶箱遺蹟",
 "R1 Abyss Elite Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 深淵精英寶箱遺蹟 - Dungeon Settlers 維基",
 "R1 Abyss High Treasure Chest Remnant": "R1 高階深淵寶箱遺蹟",
 "R1 Abyss High Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 高階深淵寶箱遺蹟 - Dungeon Settlers 維基",
 "R1 Abyss Low Treasure Chest Remnant": "R1 低階深淵寶箱遺蹟",
 "R1 Abyss Low Treasure Chest Remnant - Dungeon Settlers Wiki": "R1 低階深淵寶箱遺蹟 - Dungeon Settlers 維基",
 "R1 Abyss Treasure Boss Chest Random1": "R1 深淵寶物首領寶箱隨機1",
 "R1 Abyss Treasure Boss Chest Random2": "R1 深淵首領寶箱隨機2",
 "R1 Abyss Treasure Elite Chest Random1": "R1 深淵精英寶箱隨機1",
 "R1 Abyss Treasure Elite Chest Random2": "R1 深淵寶物精英寶箱隨機2",
 "R1 Abyss Treasure High Chest Random1": "R1 深淵寶物高階寶箱隨機1",
 "R1 Abyss Treasure High Chest Random2": "R1 高階深淵寶箱隨機2",
 "R1 Abyss Treasure Low Chest Random1": "R1 低階深淵寶箱隨機1",
 "R1 Abyss Treasure Low Chest Random2": "R1 低階深淵寶箱隨機2",
 "R1 Abyss treasure chests": "R1 無盡深淵寶箱",
 "R1 Codex Fixed": "R1 寶典 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 隨機1",
 "R1 Luxurious Treasure Chest Random": "R1 豪華寶箱隨機",
 "R1 Luxurious Treasure Chest Random2": "R1 豪華寶箱隨機2",
 "R1 Modest Treasure Chest Random": "R1 樸素寶箱隨機",
 "R1 Modest Treasure Chest Random2": "R1 樸素寶箱隨機2",
 "R1 Newbie Treasure Chest Random": "R1 新手寶箱 隨機",
 "R1 Newbie Treasure Chest Random2": "R1 樸素寶箱隨機2",
 "R1 Sturdy Treasure Chest Random": "R1 堅固寶箱隨機",
 "R1 Sturdy Treasure Chest Random2": "R1 堅固寶箱隨機2",
 "R1 Wooden Crate Random": "R1 木箱隨機",
 "R1 Wooden Crate Random2": "R1 木箱 隨機2",
 "R1 chests, crates & dungeon cores": "R1 箱子、板條箱與地下城核心",
 "R1 variant": "R1 variant",
 "R2 Abyss Boss Treasure Chest Remnant": "R2 深淵首領寶箱遺蹟",
 "R2 Abyss Boss Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 深淵首領寶箱遺蹟 - Dungeon Settlers 維基",
 "R2 Abyss Elite Treasure Chest Remnant": "R2 深淵精英寶箱遺蹟",
 "R2 Abyss Elite Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 深淵精英寶箱遺蹟 - Dungeon Settlers 維基",
 "R2 Abyss High Treasure Chest Remnant": "R2 高階深淵寶箱遺蹟",
 "R2 Abyss High Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 高階深淵寶箱遺蹟 - Dungeon Settlers 維基",
 "R2 Abyss Low Treasure Chest Remnant": "R2 低階深淵寶箱遺蹟",
 "R2 Abyss Low Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 低階深淵寶箱遺蹟 - Dungeon Settlers 維基",
 "R2 Abyss Treasure Boss Chest Random1": "R2 深淵寶物首領寶箱隨機1",
 "R2 Abyss Treasure Boss Chest Random2": "R2 深淵首領寶箱 Random2",
 "R2 Abyss Treasure Elite Chest Random1": "R2 深淵精英寶箱隨機1",
 "R2 Abyss Treasure Elite Chest Random2": "R2 深淵精英寶箱 隨機2",
 "R2 Abyss Treasure High Chest Random1": "R2 深淵寶物高階寶箱隨機1",
 "R2 Abyss Treasure High Chest Random2": "R2 高階深淵寶箱 Random2",
 "R2 Abyss Treasure Low Chest Random1": "R2 低階深淵寶箱隨機1",
 "R2 Abyss Treasure Low Chest Random2": "R2 低階深淵寶箱 隨機2",
 "R2 Codex Fixed": "R2 寶典 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 隨機1",
 "R2 Luxurious Treasure Chest Random": "R2 豪華寶箱隨機",
 "R2 Luxurious Treasure Chest Random2": "R2 豪華寶箱隨機2",
 "R2 Luxurious Treasure Chest Remnant": "R2 豪華寶箱遺蹟",
 "R2 Luxurious Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 豪華寶箱遺蹟 - Dungeon Settlers 維基",
 "R2 Modest Treasure Chest Random": "R2 樸素寶箱隨機",
 "R2 Modest Treasure Chest Random2": "R2 樸素寶箱隨機2",
 "R2 Modest Treasure Chest Remnant": "R2 樸素寶箱遺蹟",
 "R2 Modest Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 樸素寶箱遺蹟 - Dungeon Settlers 維基",
 "R2 Sturdy Treasure Chest Random": "R2 堅固寶箱隨機",
 "R2 Sturdy Treasure Chest Random2": "R2 堅固寶箱隨機2",
 "R2 Sturdy Treasure Chest Remnant": "R2 堅固寶箱遺蹟",
 "R2 Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "R2 堅固寶箱遺蹟 - Dungeon Settlers 維基",
 "R2 Wooden Crate Random": "R2 木箱隨機",
 "R2 Wooden Crate Random2": "R2 木箱 隨機2",
 "R2 Wooden Crate Remnant": "R2 木箱遺蹟",
 "R2 Wooden Crate Remnant - Dungeon Settlers Wiki": "R2 木箱遺蹟 - Dungeon Settlers 維基",
 "R2 chests, crates & dungeon cores": "R2 箱子、板條箱與地下城核心",
 "R2 events": "R2 events",
 "R3 pool": "R3 pool",
 "RANDOMTIP 13": "在地下城中，你可能會遇到商人。他們會出售物品，併購買你不需要的物品。",
 "RANDOMTIP 17": "在地下城中，你可能會遇到商人。他們會出售物品，併購買你不需要的物品。",
 "RANDOMTIP 26": "在地下城中，你可能會遇到商人。他們會出售物品，併購買你不需要的物品。",
 "RANDOMTIP 27": "隨機提示27",
 "RANDOMTIP 29": "在地下城中，你可能會遇到商人。他們會出售物品，併購買你不需要的物品。",
 "RANDOMTIP 33": "單位在地下城中停留的時間越長，地下城的魔法就會逐漸降低其情緒。",
 "RANDOMTIP 41": "當洛厄爾擔任守衛時，他經常在酒館裡賒賬。他來到貧瘠之地前留下的最後一筆賬很可能長期--也許永遠--無法償還。",
 "RANDOMTIP 42": "在地下城中，你可能會遇到商人。他們會出售物品，並提供一些服務，例如治療或升級你的裝備。",
 "RANDOMTIP 43": "在地下城中，你可能會遇到各種陷阱。有些陷阱會造成傷害，有些會施加負面效果，有些則會觸發怪物。",
 "RANDOMTIP 44": "在地下城中，你可能會遇到各種謎題。解決謎題可以獲得獎勵，或者解鎖新的區域。",
 "RANDOMTIP 45": "在地下城中，你可能會遇到各種事件。有些事件是隨機的，有些則與你的任務或背景故事有關。",
 "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": "按探險等級的招募權重",
 "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": "娛樂住房房間效果",
 "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": "根節點",
 "Rabid": "狂暴",
 "Race": "種族",
 "Race and clan rank": "種族與探險等級",
 "Race details": "種族詳情",
 "RaceWeights": "RaceWeights",
 "Races": "種族",
 "Races (1)": "種族 (1)",
 "Races (2)": "種族 (2)",
 "Races (3)": "種族 (3)",
 "Races (4)": "種族 (4)",
 "Races (5)": "種族 (5)",
 "Races (6)": "種族 (6)",
 "Races ({#})": "種族 ({#})",
 "Races - Dungeon Settlers Wiki": "種族 - Dungeon Settlers 維基",
 "Races by rank": "按等級劃分的種族",
 "Races page": "種族頁面",
 "Races that can appear (recruit weight)": "可出現的種族（招募權重）",
 "Races with zero recruit weight at every rank (unreleased in DS_B.0.4.19):": "在每個等級招募權重均為零的種族（DS_B.0.4.19 中未釋出）：",
 "Radius": "Radius",
 "Rags And Wastes Fixed": "破布與廢料 固定",
 "Rags And Wastes Random": "破布與廢料 隨機",
 "Raise": "舉起",
 "Raises all 6 talents one tier, capped at Genius": "將全部 6 項天賦提升一級，上限為天才",
 "Raises mood for 300 seconds.": "提升心情，持續 300 秒。",
 "Random": "隨機",
 "Random Events": "隨機事件",
 "Random bonuses": "隨機加成",
 "Random dungeon events (EventRandomMappingTable weights) are not boosted; only the NPC's room template weight changes after a quest.": "隨機地下城事件（EventRandomMappingTable 權重）不會被提升；任務完成後只會改變該非玩家角色的房間模板權重。",
 "Random event (base-map, per StartCondition) - selection weight 100, shows an alert.": "隨機事件（據點地圖，按 StartCondition） - 選擇權重 100，顯示警報。",
 "Random event (base-map, per StartCondition) - selection weight 3.": "隨機事件（據點地圖，按 StartCondition） - 選擇權重 3.",
 "Random event (dungeon, per StartCondition) - selection weight 100, shows an alert.": "隨機事件（地下城，按 StartCondition）- 選擇權重 100，顯示警報。",
 "Random event pools per region/context.": "按區域/情境劃分的隨機事件池。",
 "Random settlers are marked Random. Delete them from your list when you are done.": "隨機開拓者會標為隨機。用完後從列表中刪除他們。",
 "RandomDismiss": "RandomDismiss",
 "RandomInterval": "RandomInterval",
 "RandomWeight_": "RandomWeight_",
 "Range and area": "射程與範圍",
 "Range and area of Base Campsite Bedrolls": "基礎營地 睡袋 的射程與範圍",
 "Range and area of Base Campsite Camp Fire": "基礎營地 篝火 的射程與範圍",
 "Range and area of Base Campsite Deco1": "基礎營地 裝飾1 的射程與範圍",
 "Range and area of Base Campsite Deco2": "基礎營地 裝飾2 的射程與範圍",
 "Range and area of Base Campsite Lesser Guardian Stone": "基礎營地 次級守護石碑 的射程與範圍",
 "Range and area of Base Campsite Repairstand": "基礎營地 修理工作臺 的射程與範圍",
 "Range and area of Black Serum": "黑色血清 的射程與範圍",
 "Range and area of Blood Soaked Fruit": "浸血果實 的射程與範圍",
 "Range and area of Blue Berry": "藍莓 的射程與範圍",
 "Range and area of Goddess Tears": "女神之淚 的射程與範圍",
 "Range and area of {#}": "{#} 的射程與範圍",
 "Range and area of 上等生肉": "上等生肉 的射程與範圍",
 "Range and area of 先发打击": "先發打擊 的射程與範圍",
 "Range and area of 冲锋攻击": "衝鋒攻擊 的射程與範圍",
 "Range and area of 决斗邀请": "決鬥邀請 的射程與範圍",
 "Range and area of 剑之屏障": "劍之屏障 的射程與範圍",
 "Range and area of 剑柄打击": "劍柄打擊 的射程與範圍",
 "Range and area of 剑流": "劍流 的射程與範圍",
 "Range and area of 剑风": "劍風 的射程與範圍",
 "Range and area of 卫士嘲讽": "衛士嘲諷 的射程與範圍",
 "Range and area of 双重抓挠": "雙重抓撓 的射程與範圍",
 "Range and area of 双重突刺": "雙重突刺 的射程與範圍",
 "Range and area of 召唤：泡泡灵": "召喚：泡泡靈 的射程與範圍",
 "Range and area of 召唤：泡泡蟾蜍": "召喚：泡泡蟾蜍 的射程與範圍",
 "Range and area of 史莱姆布丁": "史萊姆布丁 的射程與範圍",
 "Range and area of 吞噬": "吞噬 的射程與範圍",
 "Range and area of 哥布林投掷": "哥布林投擲 的射程與範圍",
 "Range and area of 哥布林攻击": "哥布林攻擊 的射程與範圍",
 "Range and area of 哥布林诅咒": "哥布林詛咒 的射程與範圍",
 "Range and area of 哥布林逃跑": "哥布林逃跑 的射程與範圍",
 "Range and area of 哨兵惩击": "哨兵懲擊 的射程與範圍",
 "Range and area of 喷吐": "噴吐 的射程與範圍",
 "Range and area of 坚韧生肉": "堅韌生肉 的射程與範圍",
 "Range and area of 坠落冰川": "墜落冰川 的射程與範圍",
 "Range and area of 基础剑击": "基礎劍擊 的射程與範圍",
 "Range and area of 基础巨剑攻击": "基礎巨劍攻擊 的射程與範圍",
 "Range and area of 基础弓攻击": "基礎弓攻擊 的射程與範圍",
 "Range and area of 基础拳击": "基礎拳擊 的射程與範圍",
 "Range and area of 基础棍棒攻击": "基礎棍棒攻擊 的射程與範圍",
 "Range and area of 基础矛击": "基礎矛擊 的射程與範圍",
 "Range and area of 基础魔法飞弹": "基礎魔法飛彈 的射程與範圍",
 "Range and area of 复活": "復活 的射程與範圍",
 "Range and area of 大地冲击": "大地衝擊 的射程與範圍",
 "Range and area of 大头菜": "大頭菜 的射程與範圍",
 "Range and area of 大头菜粥": "大頭菜粥 的射程與範圍",
 "Range and area of 大头菜色拉": "大頭菜色拉 的射程與範圍",
 "Range and area of 太阳花": "太陽花 的射程與範圍",
 "Range and area of 奇异种子": "奇異種子 的射程與範圍",
 "Range and area of 奥术回响": "奧術迴響 的射程與範圍",
 "Range and area of 孢子喷吐": "孢子噴吐 的射程與範圍",
 "Range and area of 尘球根": "塵球根 的射程與範圍",
 "Range and area of 岩石冲锋": "岩石衝鋒 的射程與範圍",
 "Range and area of 干扰一击": "干擾一擊 的射程與範圍",
 "Range and area of 幽魂锁链": "幽魂鎖鏈 的射程與範圍",
 "Range and area of 快速射击": "快速射擊 的射程與範圍",
 "Range and area of 急救箱": "急救箱 的射程與範圍",
 "Range and area of 怪物基础打击": "怪物基礎打擊 的射程與範圍",
 "Range and area of 怪物基础斩击": "怪物基礎斬擊 的射程與範圍",
 "Range and area of 怪物基础穿透": "怪物基礎穿透 的射程與範圍",
 "Range and area of 怪物烤肉": "怪物烤肉 的射程與範圍",
 "Range and area of 恶心的怪物肉": "噁心的怪物肉 的射程與範圍",
 "Range and area of 恶毒辱骂": "惡毒辱罵 的射程與範圍",
 "Range and area of 战争践踏": "戰爭踐踏 的射程與範圍",
 "Range and area of 投石": "投石 的射程與範圍",
 "Range and area of 拥抱之波": "擁抱之波 的射程與範圍",
 "Range and area of 捕获猎物": "捕獲獵物 的射程與範圍",
 "Range and area of 掷网": "擲網 的射程與範圍",
 "Range and area of 改良草粥": "改良草粥 的射程與範圍",
 "Range and area of 攻击": "攻擊 的射程與範圍",
 "Range and area of 攻击：魔法弹": "攻擊：魔法彈 的射程與範圍",
 "Range and area of 斩杀": "斬殺 的射程與範圍",
 "Range and area of 断筋": "斷筋 的射程與範圍",
 "Range and area of 旋风冲击": "旋風衝擊 的射程與範圍",
 "Range and area of 旋风斩": "旋風斬 的射程與範圍",
 "Range and area of 日心花": "日心花 的射程與範圍",
 "Range and area of 普通攻击": "普通攻擊 的射程與範圍",
 "Range and area of 曼德拉草": "曼德拉草 的射程與範圍",
 "Range and area of 格洛斯冲锋": "格洛斯衝鋒 的射程與範圍",
 "Range and area of 格洛斯喷吐": "格洛斯噴吐 的射程與範圍",
 "Range and area of 格洛斯煎蛋卷": "格洛斯煎蛋卷 的射程與範圍",
 "Range and area of 格洛斯长老冲锋": "格洛斯長老衝鋒 的射程與範圍",
 "Range and area of 横扫斩": "橫掃斬 的射程與範圍",
 "Range and area of 毁灭劈斩": "毀滅劈斬 的射程與範圍",
 "Range and area of 治愈之触": "治癒之觸 的射程與範圍",
 "Range and area of 泡泡撞击": "泡泡撞擊 的射程與範圍",
 "Range and area of 泥浆喷吐": "泥漿噴吐 的射程與範圍",
 "Range and area of 流水冲击": "流水衝擊 的射程與範圍",
 "Range and area of 潮汐印记": "潮汐印記 的射程與範圍",
 "Range and area of 火焰飞弹": "火焰飛彈 的射程與範圍",
 "Range and area of 炽焰回响": "熾焰迴響 的射程與範圍",
 "Range and area of 烤大头菜": "烤大頭菜 的射程與範圍",
 "Range and area of 烤肉": "烤肉 的射程與範圍",
 "Range and area of 焚烧": "焚燒 的射程與範圍",
 "Range and area of 燕麦粥": "燕麥粥 的射程與範圍",
 "Range and area of 爆裂": "爆裂 的射程與範圍",
 "Range and area of 狂野乱舞": "狂野亂舞 的射程與範圍",
 "Range and area of 狙击": "狙擊 的射程與範圍",
 "Range and area of 瓢虫冲锋": "瓢蟲衝鋒 的射程與範圍",
 "Range and area of 疾速冲刺": "疾速衝刺 的射程與範圍",
 "Range and area of 眩晕冲锋": "眩暈衝鋒 的射程與範圍",
 "Range and area of 石之践踏": "石之踐踏 的射程與範圍",
 "Range and area of 神秘野生草药": "神秘野生草藥 的射程與範圍",
 "Range and area of 种子爆发": "種子爆發 的射程與範圍",
 "Range and area of 穿刺突": "穿刺突 的射程與範圍",
 "Range and area of 竖劈斩": "豎劈斬 的射程與範圍",
 "Range and area of 箭雨": "箭雨 的射程與範圍",
 "Range and area of 紧急逃脱": "緊急逃脫 的射程與範圍",
 "Range and area of 缠绕藤蔓": "纏繞藤蔓 的射程與範圍",
 "Range and area of 肉串": "肉串 的射程與範圍",
 "Range and area of 肉干": "肉乾 的射程與範圍",
 "Range and area of 肉炖菜": "肉燉菜 的射程與範圍",
 "Range and area of 肉粥": "肉粥 的射程與範圍",
 "Range and area of 致命恐惧": "致命恐懼 的射程與範圍",
 "Range and area of 舌刺": "舌刺 的射程與範圍",
 "Range and area of 草粥": "草粥 的射程與範圍",
 "Range and area of 药膏": "藥膏 的射程與範圍",
 "Range and area of 蘑菇": "蘑菇 的射程與範圍",
 "Range and area of 蘑菇串": "蘑菇串 的射程與範圍",
 "Range and area of 蘑菇炖菜": "蘑菇燉菜 的射程與範圍",
 "Range and area of 蜂王浆": "蜂王漿 的射程與範圍",
 "Range and area of 血泪": "血淚 的射程與範圍",
 "Range and area of 血腥抓挠": "血腥抓撓 的射程與範圍",
 "Range and area of 血雨": "血雨 的射程與範圍",
 "Range and area of 蹬踏": "蹬踏 的射程與範圍",
 "Range and area of 连环斩": "連環斬 的射程與範圍",
 "Range and area of 连锁攻击": "連鎖攻擊 的射程與範圍",
 "Range and area of 逃跑": "逃跑 的射程與範圍",
 "Range and area of 酸液喷吐": "酸液噴吐 的射程與範圍",
 "Range and area of 酸液泼洒": "酸液潑灑 的射程與範圍",
 "Range and area of 野生草药": "野生草藥 的射程與範圍",
 "Range and area of 金属冲锋": "金屬衝鋒 的射程與範圍",
 "Range and area of 铁索抓取": "鐵索抓取 的射程與範圍",
 "Range and area of 锤击": "錘擊 的射程與範圍",
 "Range and area of 长矛猛击": "長矛猛擊 的射程與範圍",
 "Range and area of 食用": "食用 的射程與範圍",
 "Range and area of 鲁玛果": "魯瑪果 的射程與範圍",
 "Range and area of 黏液喷雾草": "黏液噴霧草 的射程與範圍",
 "Range and area of 鼓舞嚎叫": "鼓舞嚎叫 的射程與範圍",
 "Range and area on a dungeon room": "地下城房間上的範圍與區域",
 "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（例如來自營火）的範圍",
 "Range of minute intervals for how long weather lasts": "天氣持續時間的分鐘間隔範圍",
 "Range reaches past this room, so the target sits at the edge.": "射程超出此房間，因此目標位於邊緣。",
 "Ranged": "遠端",
 "Ranged fire-mage": "遠端火焰法師",
 "RangedHitChance": "RangedHitChance",
 "Rank": "等級",
 "Rank 1": "等級 1",
 "Rank 2": "等級 2",
 "Rank 3": "等級 3",
 "Rank by Skill Damage among the monsters currently shown, highest first. The gold crown marks #1.": "按當前顯示怪物的技能傷害排名，從高到低。金冠標記 #1。",
 "Rank by Skill Damage among the skills shown, highest first. The gold crown marks #1.": "按當前顯示技能的技能傷害排名，從高到低。金冠標記 #1。",
 "Rank recruit ladder": "探險等級招募階梯",
 "Rank {#}": "等級 {#}",
 "Rank-up CP": "升級所需 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": "等級2 精英",
 "Rank2 Food": "等級2 食物",
 "Rank2 Level": "等級2 等級",
 "Rank2 Research1": "等級2 研究1",
 "Rank2 Research10": "等級2 研究10",
 "Rank2 Research11": "Rank2 Research11",
 "Rank2 Research12": "Rank2 Research12",
 "Rank2 Research13": "等級2 研究13",
 "Rank2 Research14": "等級2 研究14",
 "Rank2 Research15": "等級2 研究15",
 "Rank2 Research16": "等級2 研究16",
 "Rank2 Research2": "等級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": "等級2 研究9",
 "Rank2 Resource1": "等級2資源1",
 "Rank2 Resource2": "等級2 資源2",
 "Rank2 Room Type1": "等級2 房間型別1",
 "Rank2 Room Type2": "等級2 房間型別2",
 "Rank2 Room Type3": "等級2 房間型別3",
 "Rank2 Room Type4": "等級2 房間型別4",
 "Rank2 Room Type5": "等級2 房間型別5",
 "Rank2 Room Type6": "等級2 房間型別6",
 "Rank2 Room Type7": "等級2 房間型別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.": "按技能傷害排名。免費普通攻擊（0 能量）預設隱藏；被動不是主動施放，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.": "排名根據本版本的遊戲資料表計算：數值來自表本身，順序也依表排列，平衡補丁會在下一版本重排每一份列表。帶有程式碼側效果的銘文按其在二進位制中的經驗規則列出；構型優先順序是唯一手寫的部分。",
 "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.": "排名根據 {#} 的遊戲資料表計算：數值來自表本身，順序也依表排列，平衡補丁會在下一版本重排每一份列表。帶有程式碼側效果的銘文按其在二進位制中的經驗規則列出；構型優先順序是唯一手寫的部分。",
 "Rare resource nodes per floor": "每層稀有資源節點",
 "Rarity": "稀有度",
 "Rarity chances": "稀有度機率",
 "Rarity weights": "稀有度權重",
 "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 隨機抽取中出現商店的機率",
 "Rate at which combat appears in a dungeon's Theme 1 random roll": "地下城 Theme 1 隨機抽取中出現戰鬥的機率",
 "Rate at which resources appear in a dungeon's Theme 1 random roll": "地下城 Theme 1 隨機抽取中出現資源的機率",
 "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.)": "每跳持有硬幣的增長率（PS: 在公會交易實現之前沒有賺取硬幣的途徑，因此會自然增長。）",
 "Rations": "補給",
 "Rations.": "補給。",
 "Raw": "原始",
 "Raw ore containing copper. Can be smelted to obtain pure copper.": "含有銅的生礦石。可以熔鍊以獲得純銅。",
 "Raw values": "原始數值",
 "Raw values:": "原始數值：",
 "Re-opens part of the map": "重新開啟地圖的一部分",
 "Reaching a safe floor does two things: it": "到達安全層會做兩件事：它",
 "Reaching level {#} needs {#} XP": "達到等級 {#} 需要 {#} 經驗",
 "Reaching {#} spends {#} ({#} per prayer)": "達到 {#} 消耗 {#}（每次奉獻 {#}）",
 "Reactive": "反應型",
 "Read from the game code of build 25154317; the citations are on the": "摘自版本 25154317 的遊戲程式碼；引用來源在",
 "Read from the game code of build {#}; the citations are on the {#} page.": "摘自版本 {#} 的遊戲程式碼；引用來源在 {#} 頁面。",
 "Read out of the game binary of build 25154317.": "從 build 25154317 的遊戲二進位制讀取。",
 "Read out of the game binary of build {#}.": "從 build {#} 的遊戲二進位制讀取。",
 "Read the threshold straight off the enemy's max HP: a fifth of it is the execute line.": "直接從敵人的最大 HP 讀取閾值：其五分之一即為處決線。",
 "Read this first: your first days in the game": "請先閱讀：遊戲中的最初幾天",
 "Reads": "讀取",
 "Real time per day at 1x": "1 倍速下每天的現實時間",
 "Realizing an unacceptable truth increases perception but": "領悟到難以接受的事實後，感知提高但",
 "Realizing an unacceptable truth increases perception but makes mood decreases.": "領悟到難以接受的事實後，感知提高但 makes mood decreases.",
 "Rebound": "反彈",
 "Receive": "獲得",
 "Received Critical Damage Bonus +50% (a crit that would deal +50% deals +100%).": "受到的暴擊傷害加成 +50%（原本 +50% 的暴擊會打出 +100%）。",
 "RecentPartnerBlockCount": "RecentPartnerBlockCount",
 "RecentTopicBlockCount": "RecentTopicBlockCount",
 "RecentTopicMaxCount": "RecentTopicMaxCount",
 "Recipe": "配方",
 "Recipe: {#}": "配方：{#}",
 "Recipes": "配方",
 "Recipes - Dungeon Settlers Wiki": "配方 - Dungeon Settlers 維基",
 "Recommended for intended gameplay experience.": "是遊戲的預設體驗。",
 "Records the Expedition Resolution as completed": "將探險決議記錄為已完成",
 "Records the Expedition Resolution as dismissed": "將探險決議記錄為已放棄",
 "Recover": "恢復",
 "Recover 600 Energy over a fight: 600 ÷ 60 =": "一場戰鬥中恢復 600 能量：600 ÷ 60 =",
 "Recover stack * {0} energy per second.": "每秒恢復層數 * {0} 能量。",
 "Recover stack * {0} health per second.": "每秒恢復層數 * {0} 生命值。",
 "Recover {0} Stamina every tick": "每跳恢復 {0} 體力",
 "Recover {0} Stamina every tick (currently unused. Might never be used at all?)": "每跳恢復 {0} 體力（目前未使用。也許永遠不會用到？）",
 "Recovery interval": "恢復間隔",
 "Recovery runs on the campaign clock.": "恢復按戰役時鐘執行。",
 "Recovery timer": "恢復計時器",
 "Recovery)": "恢復)",
 "Recreaction_": "Recreaction_",
 "Recreation (3)": "娛樂 (3)",
 "Recreation Room Allows recreation to be enjoyed more efficiently. [ROOM_PoorRecreationRoom] [ROOM_MediocreRecreationRoom] [ROOM_NormalRecreationRoom] [ROOM_DecentRecreationRoom]": "娛樂室 允許更高效地享受娛樂。[ROOM_PoorRecreationRoom] [ROOM_MediocreRecreationRoom] [ROOM_NormalRecreationRoom] [ROOM_DecentRecreationRoom]",
 "Recreation buildings - capacity, buff/bored affecters, workload.": "娛樂建築 - 容量、增益/無聊效果施加者、需求量。",
 "Recreation buildings restore mood. Each of these grants a Mood bonus per play session, about 40 in-game minutes:": "娛樂建築會恢復心情。以下每一項在每個遊戲時段（約 40 遊戲內分鐘）給予一次心情加成：",
 "Recreation buildings settlers use to restore mood. Playing grants the buff affecter; overuse applies the bored affecter. Workload = ticks per play session.": "開拓者用來恢復心情的娛樂建築。進行娛樂會賦予增益效果施加者；過度使用會施加無聊效果施加者。需求量 = 每次娛樂的刻數。",
 "Recreation now lives on the": "娛樂現已移至",
 "Recreation:": "娛樂：",
 "RecreationCondition": "RecreationCondition",
 "RecreationEffectApplyCondition": "RecreationEffectApplyCondition",
 "RecreationRegeneration": "RecreationRegeneration",
 "RecreationRoom": "RecreationRoom",
 "Recreation_": "Recreation_",
 "Recruit More Units": "招募更多單位",
 "Recruit More Units - Dungeon Settlers Wiki": "招募更多單位 - Dungeon Settlers 維基",
 "Recruit Presets": "招募模板",
 "Recruit Presets - Dungeon Settlers Wiki": "招募模板 - Dungeon Settlers 維基",
 "Recruit UI Refresh Confirm Notice": "招募介面重新整理確認通知",
 "Recruit UIRefresh": "招募介面重新整理",
 "Recruit candidates rolled with an inscription cost extra gold by rarity: Common +50 - Uncommon +100 - Rare +300 - Legendary +500.": "帶銘文擲出的招募候選人按稀有度多花金幣：普通 +50 - 優秀 +100 - 稀有 +300 - 傳說 +500。",
 "Recruit generation": "招募生成",
 "Recruit odds per rank: every level and race weight": "每個等級的招募機率：所有等級與種族權重",
 "Recruit presets:": "招募模板：",
 "Recruit reroll +cost": "招募重新整理 +費用",
 "Recruit roll quality - where your stat rolls land (the game's recruit RNG, made deterministic here). Pick worst / average / best:": "招募抽取品質 - 屬性抽取的落點（遊戲的招募隨機數，此處改為固定）。選擇最差 / 平均 / 最佳：",
 "Recruit unit weights // (0306) Human, Lizardman, Elf, Dwarf, White Demon, Tal, Lycan": "招募單位權重 // (0306) 人類、蜥蜴人、精靈、矮人、白魔、塔爾、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 個單位（主線任務 3）。花錢前先讀下方的招募建議。",
 "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:": "招募生成屬性抽取 - 即遊戲的招募隨機數，按你下方選擇的抽取品質（最差 / 平均 / 最佳）在此套用。在角色構築器中不隨機，而是跟隨你的設定。僅一次性修正初始屬性 - 不會隨升級成長提高：",
 "RecruitCandidateCountMin / Max": "RecruitCandidateCountMin / Max",
 "RecruitCandidateCountMin / RecruitCandidateCountMax": "RecruitCandidateCountMin / RecruitCandidateCountMax",
 "RecruitRerollAdditionalCost": "RecruitRerollAdditionalCost",
 "Recruiting": "招募",
 "Recruitment": "招募",
 "Recruitment Additional Prices By Inscription Rarity": "招募額外價格按銘文稀有度",
 "Recruitment Fix Sub Skill Traits": "招募修復子技能特質",
 "Recruitment Individual Trait Max Count": "招募個體特質最大數量",
 "Recruitment Refresh Cost": "招募重新整理費用",
 "Recruitment Unique Existing Names": "招募獨特現有名稱",
 "Recruitment Unique Existing Profiles": "招募唯一現有檔案",
 "Recruitment article": "招募文章",
 "Recruitment guide": "招募指南",
 "Recruitment pool": "招募池",
 "Recruitment rank": "招募等級",
 "Recruitment: applied to newly recruited units": "招募：應用於新招募的單位",
 "RecruitmentInspectRevealTalentAmount": "RecruitmentInspectRevealTalentAmount",
 "Recruitment_": "Recruitment_",
 "Red": "紅色",
 "Red = offense, Blue = defense, Green = utility": "紅 = 攻擊，藍 = 防禦，綠 = 功能",
 "Red Carpet": "紅色地毯",
 "Red Carpet B": "紅地毯 B",
 "Red Monster Rat (主线任务 8) ends the story; it does NOT clear the region or unlock anything": "紅色怪鼠（主線任務 8）結束劇情；它不會通關該區域，也不會解鎖任何內容",
 "Red Monster Rat Exclusive Room 1": "紅色怪鼠專屬房間 1",
 "Red Monster Rat Exclusive Room 1 - Dungeon Settlers Wiki": "紅色怪鼠專屬房間 1 - Dungeon Settlers 維基",
 "Red Monster Rat Exclusive Room 1 map": "紅色怪鼠專屬房間 1 地圖",
 "Red Monster Rat Exclusive Room 2": "紅色怪鼠專屬房間 2",
 "Red Monster Rat Exclusive Room 2 - Dungeon Settlers Wiki": "紅色怪鼠專屬房間 2 - Dungeon Settlers 維基",
 "Red Monster Rat Exclusive Room 2 map": "紅色怪鼠專屬房間 2 地圖",
 "Red Monster Rat Exclusive Room 3": "紅色怪鼠專屬房間 3",
 "Red Monster Rat Exclusive Room 3 - Dungeon Settlers Wiki": "紅色怪鼠專屬房間 3 - Dungeon Settlers 維基",
 "Red Monster Rat Exclusive Room 3 map": "紅色怪鼠專屬房間 3 地圖",
 "Red Monster Rat Exclusive Room 4": "紅色怪鼠專屬房間 4",
 "Red Monster Rat Exclusive Room 4 - Dungeon Settlers Wiki": "紅色怪鼠專屬房間 4 - Dungeon Settlers 維基",
 "Red Monster Rat Exclusive Room 4 map": "紅色怪鼠專屬房間 4 地圖",
 "Red Monster Rat Fixed": "紅色怪鼠 固定",
 "Red Monster Rat Random": "紅色怪鼠 隨機",
 "Red Rat Random": "紅老鼠 隨機",
 "Red Stone Golem Random": "紅石魔像 隨機",
 "Red veins are visible within the rock crevices.": "岩石縫隙中可見紅色紋路。",
 "RedMonsterRat": "RedMonsterRat",
 "Red_Small": "Red_Small",
 "Reddish": "微紅的",
 "Reduces incoming damage by about 50%": "將受到的傷害降低約 50%",
 "Reducing wear": "減少磨損",
 "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.": "遊戲中每個屬性/狀態鍵的參考。",
 "Referenced by": "引用來源",
 "Refers to the base Settlement Portal's durability decrease per hour.": "指基礎據點傳送門每小時的耐久度下降。",
 "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\".": "指從每一級升到下一級所需物品的「種類」鍵值。{0} 是未使用的佔位符，值固定為 \"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。它並不是實際使用中會波動的值；主要用於在介面中顯示槽條等時作為最大參照。（實際數值沒有上限。）",
 "Refers to the number of ticks per hour. Multiplying this by 24 gives the number of ticks per day.": "指每小時的跳數。乘以 24 即得每天的跳數。",
 "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": "指基於生命屬性的槽位背景顯示範圍。低於 {0}：差 低於 {1}：普通 低於 {2}：好 低於 {3}：優秀 其他（即 {3} 或更高）：完美",
 "Refined Garnet": "精煉石榴石",
 "Refined Opal": "精煉貓眼石",
 "Refined Peridot": "精煉橄欖石",
 "Reflect / Thorns": "反射 / 荊棘",
 "Reflect and thorns": "反射與荊棘",
 "Reflect damage calculator": "反彈傷害計算器",
 "Reflect fraction": "反彈比例",
 "Reflect source": "反彈來源",
 "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 = 受到命中的總傷害 x 100 x 0.01，作為無傷害型別的固定值命中返還給攻擊者。",
 "Reflected back": "反射回去",
 "Reflected before the reflector's own damage bonuses and critical roll.": "反射者自身傷害加成和暴擊判定之前的反射量。",
 "Reflected damage = 200 × 100% =": "反彈傷害 = 200 × 100% =",
 "Reflects": "反射",
 "Refreshing the pool by hand is not free either. Each rank sets its own reroll price (": "手動重新整理該池也不是免費的。每個等級都有自己的重新整理價格（",
 "Regen": "恢復",
 "Regeneration aura": "恢復光環",
 "Region": "區域",
 "Region 1 Encounter after completing Alpha Sandstone Slogel Hunt": "完成阿爾法砂岩泥沼狩獵後的區域1遭遇",
 "Region 1 Shared": "區域 1 共用",
 "Region 1 Shared - Dungeon Settlers Wiki": "區域 1 共享 - Dungeon Settlers 維基",
 "Region 1 Shared map": "區域 1 共享地圖",
 "Region 2 Shared": "區域 2 共用",
 "Region 2 Shared - Dungeon Settlers Wiki": "區域 2 共用 - Dungeon Settlers 維基",
 "Region 2 Shared map": "區域 2 共享地圖",
 "Region Unlock & Progression": "區域解鎖與進度",
 "Region chain": "區域鏈",
 "Region enum": "區域列舉",
 "Region id": "區域 ID",
 "Region-wide scope": "全區域範圍",
 "Regional environment effect": "區域環境效果",
 "Regional environment roll in {#}.": "在 {#} 的地區環境判定。",
 "Regions": "區域",
 "Regions - Dungeon Settlers Wiki": "區域 - Dungeon Settlers 維基",
 "Regions the toggle ignores": "開關忽略的區域",
 "Related page (optional)": "相關頁面（可選）",
 "Related:": "相關：",
 "Related: {#} (bands, stress, recreation) · {#} · {#}.": "相關: {#}（區間、壓力、娛樂） · {#} · {#}。",
 "Related: {#} - {#} - {#}.": "相關：{#} - {#} - {#}。",
 "Related: {#}.": "相關：{#}。",
 "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.": "招募板抽出候選人時的相對機率：L 列是該候選人等級的權重，種族列是該種族的權重。點表示零。權重是同一等級內的相對值，不是百分比。表格的每一列都會顯示；將指標懸停在表頭上可檢視列名。",
 "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).": "每次探險的相對抽取權重；抽出多少正面/負面效果取決於所選戰鬥難度（簡單 2/0 - 普通 1/0 - 困難 1/1 - 極難 1/2 - 毀滅 1/3）。",
 "Relaxed": "輕鬆",
 "Relaxed (below 20)": "輕鬆（低於 20）",
 "Released": "已釋出",
 "Released equipment tiers run in this order:": "已釋出的裝備檔次按此順序排列：",
 "Released gear tiers": "已實裝的裝備檔位",
 "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.": "於 B.0.3.40 釋出；DS_B.0.4.11 加入矛 +2 資質。從探險等級 3 可招募，這是狼人權重首次非零的等級（見上方各等級標籤）。側重感知，矛 +2 資質，弓、自然魔法和水魔法 +1，巨劍 -1 懲罰：首先是矛種族，其次是弓或自然/水施法。晝夜屬性擺動是所有種族中最大的條件修正。",
 "Remember reveals": "記住已揭開的內容",
 "Remnant (89)": "遺蹟 (89)",
 "Remove": "移除",
 "Remove an item.": "移除一個物品。",
 "Remove this character": "移除此角色",
 "Remove this inscription tree - frees its inscription slot.": "移除此銘文技能樹 - 釋放其銘文欄位。",
 "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 減速 (Slow) from the user and grants 加速 (Haste) 持續 {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.": "根據該模板的遊戲真實地板、牆壁和裝飾地塊渲染。沒有牆壁的邊緣是門口，走廊在此將此房間與相鄰房間相連。不顯示怪物、物品和 NPC 的生成點。",
 "Renders the creep area at the base out to a distance of {0} from the creep": "將據點的蔓延區域繪製到距蔓延 {0} 的距離",
 "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.": "修理在修理工作臺進行；遊戲資料表沒有定義每次修理的材料消耗，因此“修回滿耐久”指恢復的耐久度，不是物品價格。",
 "Repairs with": "修理使用",
 "Repeatable": "可重複",
 "Repeatable on-death drops only. One-time first-kill bonuses (soul stones, etc.) are on each unit's page; bosses are on the": "僅含可重複的死亡掉落。一次性的首次擊殺獎勵（靈魂石等）在各單位的頁面上；首領在",
 "Replay the team tutorial": "重播隊伍教程",
 "Replay the tutorial": "重播教程",
 "Report a bug / suggest a feature": "報告錯誤 / 建議功能",
 "Report a bug or suggest a feature": "報告漏洞或建議功能",
 "Report events (the boost triggers)": "報告事件（觸發該提升）",
 "Report pending": "待報告",
 "Reported to {#} in {#}": "向 {#} 在 {#} 報告",
 "Represents the current emotional state of a unit.": "代表單位當前的情緒狀態。",
 "Represents the current emotional state of a unit. You can check": "表示單位當前的情緒狀態。你可以檢視",
 "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.": "表示單位當前的情緒狀態。你可以檢視 mood influencing 因素，透過“狀態”標籤中的“心情”部分。 ## 心情 decreases due to negative conditions like low 飢餓 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.": "表示單位當前的情緒狀態。你可以檢視 mood influencing 透過“狀態”面板中的“心情”標籤檢視這些因素。 If Mood is below 0, 壓力 increases proportionally. If Mood is above 0, 壓力 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.": "表示單位當前的情緒狀態。你可以檢視 影響心情的 因素，透過“狀態”標籤中的“心情”部分。 ## 心情 decreases due to negative conditions like low 飢餓 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.": "表示單位當前的情緒狀態。你可以檢視 影響心情的 透過“狀態”面板中的“心情”標籤檢視這些因素。 If Mood is below 0, 壓力 increases proportionally. If Mood is above 0, 壓力 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": "代表聲望與地位，屬於",
 "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": "代表聲望與地位，屬於 the Dungeon 探險隊。更高等級 allow broader use of the Guild. You can raise the rank by accumulating 貢獻點. 初級探險隊 普通探險隊 站穩腳跟的探險隊 <未實裝功能> 知名探險隊 聞名探險隊 著名探險隊 傳奇探險隊",
 "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": "代表聲望與地位，屬於 your dungeon 探險隊。更高等級 grant broader access to guild services. You can raise your rank by earning 貢獻點. 初級探險隊 普通探險隊 <未實裝功能> 站穩腳跟的探險隊 知名探險隊 聞名探險隊 著名探險隊 傳奇探險隊",
 "Request": "請求",
 "Request to Join the Expedition": "請求加入探險隊",
 "Required Furniture": "所需傢俱",
 "Required average Quality of the room's walls (corners included) and interior floor tiles": "房間牆壁（含角落）與室內地板格的所需平均品質",
 "Required equipment": "所需裝備",
 "Required items": "所需物品",
 "Required level": "所需等級",
 "Required total Quality of all buildings inside the room except walls, doors and floor tiles": "房間內除牆壁、門和地板格外，所有建築的所需品質總和",
 "RequiredItemAmountFactorForLevelUpByOfferingType": "RequiredItemAmountFactorForLevelUpByOfferingType",
 "RequiredItemAmountForLevelUp": "RequiredItemAmountForLevelUp",
 "RequiredItemForLevelUp": "RequiredItemForLevelUp",
 "Requirement met": "已滿足要求",
 "Requires": "需要",
 "Requires adequate tanking capability and sustained damage output.": "需要足夠的坦克能力和持續傷害輸出。",
 "Requires ammo": "需要彈藥",
 "Requires:": "需要：",
 "Requires: {#}": "需要：{#}",
 "Reroll cost (gold)": "重新整理費用 (金幣)",
 "Res P/M": "物/魔抗",
 "RescueWorkload": "RescueWorkload",
 "Research (1)": "研究 (1)",
 "Research Complete": "研究完成",
 "Research Insect": "研究昆蟲",
 "Research Insect 2": "研究昆蟲2",
 "Research Insect 3": "研究昆蟲3",
 "Research Insect 4": "研究昆蟲4",
 "Research Journal": "研究日誌",
 "Research Lab A space prepared for research. Increases research speed. [ROOM_PoorResearchLab] [ROOM_MediocreResearchLab] [ROOM_NormalResearchLab] [ROOM_DecentResearchLab]": "研究實驗室。為研究準備的空間。提高研究速度。[ROOM_PoorResearchLab] [ROOM_MediocreResearchLab] [ROOM_NormalResearchLab] [ROOM_DecentResearchLab]",
 "Research Lab bonus": "研究實驗室加成",
 "Research Papers": "研究論文",
 "Research Papers - Dungeon Settlers Wiki": "研究論文 - Dungeon Settlers 維基",
 "Research Papers2": "研究論文2",
 "Research Papers2 - Dungeon Settlers Wiki": "研究論文2 - Dungeon Settlers 維基",
 "Research capability +30% (Poor Research Lab) up to +210% (Fantastic Research Lab)": "研究能力 +30%（簡陋的研究室）至 +210%（極佳的研究室）",
 "Research complete": "研究已完成",
 "Research progress and crops": "研究進度和作物",
 "Research requirement multiplier": "研究需求倍率",
 "Research that unlocks it": "解鎖它的研究",
 "Research tree": "研究樹",
 "Research tree with unlocks": "帶解鎖的研究樹",
 "Research tree: grid position, workload, prerequisites, unlock results.": "研究樹：網格位置、需求量、前置條件、解鎖結果。",
 "Research workload": "研究工作量",
 "Research {#} unlocks it (workload {#}). Needs {#} to start; requires {#} first.": "研究 {#} 可解鎖它（需求量 {#}）。開始需要 {#}；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 - 確定？",
 "Reset columns": "重置列",
 "Reset discoveries": "重置發現記錄",
 "Resets all learned skills and refunds the SP.": "重置所有已學技能，並返還技能點。",
 "Resistance formula": "抗性公式",
 "Resistance is always useful but never reaches full immunity.": "抗性始終有用，但永遠達不到完全免疫。",
 "Resistance value 0: damage taken x 100 / (100 + 0)": "抗性值 0：受到的傷害 x 100 / (100 + 0)",
 "Resistance value 10: damage taken x 100 / (100 + 10)": "抗性值 10：受到的傷害 x 100 / (100 + 10)",
 "Resistance value 15: damage taken x 100 / (100 + 15)": "抗性值 15：受到的傷害 x 100 / (100 + 15)",
 "Resistance value 20: damage taken x 100 / (100 + 20)": "抗性值 20：受到的傷害 x 100 / (100 + 20)",
 "Resistance value 25: damage taken x 100 / (100 + 25)": "抗性值 25：受到的傷害 x 100 / (100 + 25)",
 "Resistance value 30: damage taken x 100 / (100 + 30)": "抗性值 30：受到的傷害 x 100 / (100 + 30)",
 "Resistance value 3: damage taken x 100 / (100 + 3)": "抗性值 3：受到的傷害 x 100 / (100 + 3)",
 "Resistance value 40: damage taken x 100 / (100 + 40)": "抗性值 40：受到的傷害 x 100 / (100 + 40)",
 "Resistance value 50: damage taken x 100 / (100 + 50)": "抗性值 50：受到的傷害 x 100 / (100 + 50)",
 "Resistance value 60: damage taken x 100 / (100 + 60)": "抗性值 60：受到的傷害 x 100 / (100 + 60)",
 "Resistance value {#}: damage taken x 100 / (100 + {#})": "抗性值 {#}：受到的傷害 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).": "抗性走收益遞減曲線，而不是減去固定傷害。數值 R 大約按 R / (100 + R) 減少受到的傷害，因此將受到的傷害乘以約 100 / (100 + R)。",
 "Resolution": "決議",
 "Resolution abandoned": "決議已放棄",
 "Resolution completed": "決議已完成",
 "Resolution dismissed": "決議已駁回",
 "Resolution reward": "決議獎勵",
 "Resolutions": "決議",
 "Resolutions off": "探險決議關",
 "Resolutions on": "探險決議開",
 "Resolutions to rank up": "升級所需決議",
 "Resource node": "資源節點",
 "Resource node: {#}": "資源節點：{#}",
 "Resource nodes": "資源節點",
 "Resource | From | Floors | Chance": "資源 | 來源 | 層 | 機率",
 "Resource_Blue Quartz": "藍水晶資源",
 "Resource_Blue Quartz - Dungeon Settlers Wiki": "藍水晶資源 - Dungeon Settlers 維基",
 "Resource_Blue Quartz map": "藍水晶資源地圖",
 "Resource_Blueberry Room": "Resource_Blueberry 房間",
 "Resource_Blueberry Room - Dungeon Settlers Wiki": "Resource_Blueberry 房間 - Dungeon Settlers 維基",
 "Resource_Blueberry Room map": "Resource_Blueberry 房間地圖",
 "Resource_Copper": "Resource_Copper",
 "Resource_Copper - Dungeon Settlers Wiki": "銅礦資源 - Dungeon Settlers 維基",
 "Resource_Copper map": "銅礦資源 地圖",
 "Resource_Dirt Boulder Room": "泥土巨石資源房間",
 "Resource_Dirt Boulder Room - Dungeon Settlers Wiki": "泥土巨石資源房間 - Dungeon Settlers 維基",
 "Resource_Dirt Boulder Room map": "泥土巨石資源房間地圖",
 "Resource_Green Quartz.": "綠水晶資源.",
 "Resource_Green Quartz. - Dungeon Settlers Wiki": "綠水晶資源. - Dungeon Settlers 維基",
 "Resource_Green Quartz. map": "綠水晶資源. 地圖",
 "Resource_Herb Room": "Resource_Herb 房間",
 "Resource_Herb Room - Dungeon Settlers Wiki": "Resource_Herb 房間 - Dungeon Settlers 維基",
 "Resource_Herb Room map": "Resource_Herb 房間地圖",
 "Resource_Medium Room Tree": "Resource_Medium 房間樹木",
 "Resource_Medium Room Tree - Dungeon Settlers Wiki": "Resource_Medium 房間樹木 - Dungeon Settlers 維基",
 "Resource_Medium Room Tree map": "Resource_Medium 房間樹木地圖",
 "Resource_Mushroom Room": "Resource_蘑菇房間",
 "Resource_Mushroom Room - Dungeon Settlers Wiki": "Resource_蘑菇房間 - Dungeon Settlers 維基",
 "Resource_Mushroom Room 2": "Resource_蘑菇房間 2",
 "Resource_Mushroom Room 2 - Dungeon Settlers Wiki": "Resource_蘑菇房間 2 - Dungeon Settlers 維基",
 "Resource_Mushroom Room 2 map": "Resource_蘑菇房間 2 地圖",
 "Resource_Mushroom Room map": "Resource_蘑菇房間地圖",
 "Resource_Oat Room": "Resource_Oat 房間",
 "Resource_Oat Room - Dungeon Settlers Wiki": "Resource_Oat 房間 - Dungeon Settlers 維基",
 "Resource_Oat Room map": "Resource_Oat 房間地圖",
 "Resource_Red Quartz": "紅水晶資源",
 "Resource_Red Quartz - Dungeon Settlers Wiki": "紅水晶資源 - Dungeon Settlers 維基",
 "Resource_Red Quartz map": "紅水晶資源地圖",
 "Resource_Small Room Blue Crystal": "小型房間藍水晶",
 "Resource_Small Room Blue Crystal - Dungeon Settlers Wiki": "Resource_Small 房間藍水晶 - Dungeon Settlers 維基",
 "Resource_Small Room Blue Crystal map": "Resource_小型房間藍水晶地圖",
 "Resource_Small Room Green Crystal": "小型綠水晶資源房間",
 "Resource_Small Room Green Crystal - Dungeon Settlers Wiki": "小型綠水晶資源房間 - Dungeon Settlers 維基",
 "Resource_Small Room Green Crystal map": "小型綠水晶資源房間 地圖",
 "Resource_Small Room Green Quartz.": "Resource_Small 房間綠石英.",
 "Resource_Small Room Green Quartz. - Dungeon Settlers Wiki": "Resource_Small 房間綠石英. - Dungeon Settlers 維基",
 "Resource_Small Room Green Quartz. map": "Resource_Small 房間綠石英. 地圖",
 "Resource_Small Room Red Crystal": "小型紅水晶資源房間",
 "Resource_Small Room Red Crystal - Dungeon Settlers Wiki": "小型紅水晶資源房間 - Dungeon Settlers 維基",
 "Resource_Small Room Red Crystal map": "小型紅水晶資源房間 地圖",
 "Resource_Small Room Red Quartz": "Resource_Small 房間紅石英",
 "Resource_Small Room Red Quartz - Dungeon Settlers Wiki": "Resource_Small 房間紅石英 - Dungeon Settlers 維基",
 "Resource_Small Room Red Quartz map": "Resource_Small 房間紅石英地圖",
 "Resource_Small Room Silver Vein": "Resource_小型房間銀礦脈",
 "Resource_Small Room Silver Vein - Dungeon Settlers Wiki": "Resource_Small 房間銀礦脈 - Dungeon Settlers 維基",
 "Resource_Small Room Silver Vein map": "Resource_小型房間銀礦脈地圖",
 "Resource_Small Room Tree": "Resource_Small 房間樹木",
 "Resource_Small Room Tree - Dungeon Settlers Wiki": "Resource_Small 房間樹木 - Dungeon Settlers 維基",
 "Resource_Small Room Tree map": "Resource_Small 房間樹木地圖",
 "Resource_Turnip Room": "大頭菜資源房間",
 "Resource_Turnip Room - Dungeon Settlers Wiki": "大頭菜資源房間 - Dungeon Settlers 維基",
 "Resource_Turnip Room map": "大頭菜資源房間地圖",
 "Resources": "資源",
 "Resources & Needs": "資源與需求",
 "Resources and time are very limited, requiring precise": "資源與時間都非常有限，需要精確的",
 "Resources are": "資源",
 "Resources are extremely scarce and goods are expensive.": "資源極度匱乏，貨物十分昂貴。",
 "Resources are extremely scarce and goods are expensive. Your long term planning and delicate management skills will be put to the test.": "資源極度匱乏，貨物十分昂貴。您的長期規劃和精細管理能力將受到考驗。",
 "Resources are extremely scarce and goods are expensive. Your long-term planning and delicate management skills will be put to the test.": "資源極度匱乏，貨物十分昂貴。 Your long-term 規劃與精細管理能力將受到考驗。",
 "Resources are scarce, requiring careful management and planning ahead.": "資源稀缺，需要仔細管理和提前規劃。",
 "Resources per Dungeon": "各地下城資源",
 "Resources per Dungeon - Dungeon Settlers Wiki": "各地下城資源 - Dungeon Settlers 維基",
 "Resources you can gather in {#}": "可在 {#} 採集的資源",
 "Resources: {#}": "資源：{#}",
 "Respawn interval & Magic Saturation": "重生間隔與魔力飽和",
 "Respect the clock (": "留意時鐘（",
 "Rest": "Rest",
 "RestWoundDecreasePercentage": "RestWoundDecreasePercentage",
 "RestWoundDecreaseStructureQualityFactor": "RestWoundDecreaseStructureQualityFactor",
 "Resting his chin on one hand, he": "他用手託著下巴，",
 "Resting his chin on one hand, he murmurs to himself.": "他用手託著下巴， 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.": "他用手託著下巴，自言自語般喃喃道：“看起來早該滅絕的昆蟲……究竟是什麼機制讓其存活下來呢？”他再次埋頭在研究之中。",
 "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.": "他用手託著下巴， mutters to himself. \"It seems 像是早該滅絕的昆蟲... 究竟什麼 principle keeps it alive?\" He immerses himself in his research once more.",
 "Restores": "恢復",
 "Restores 15 health to an ally per cast (about 0.9/s at this cadence)": "每次施放為一名盟友恢復 15 生命值（按此節奏約 0.9/秒）",
 "Restores 196 health to an ally per cast (about 125.7/s at this cadence)": "每次施放為盟友恢復 196 生命值（按此節奏約 125.7/秒）",
 "Restores 300 HP over 10 seconds.": "在 10 秒內恢復 300 HP。",
 "Restores 400 HP over 10 seconds.": "在 10 秒內恢復 400 HP。",
 "Restores 49 health to an ally per cast (about 31.4/s at this cadence)": "每次施放為盟友恢復 49 生命值（按此節奏約 31.4/秒）",
 "Restores 800 HP over 10 seconds.": "在 10 秒內恢復 800 HP。",
 "Restores an ally unit's": "為友方單位恢復",
 "Restores an ally unit's 当前生命值 by {0}% of 魔法攻击力.": "為友方單位恢復 當前生命值 by {0}% of 魔法攻擊力.",
 "Restores an ally unit's 当前生命值 by {0}% of 魔法攻击力. Cannot target the caster.": "為友方單位恢復 當前生命值 by {0}% of 魔法攻擊力. Cannot target the caster.",
 "Restores {0} 当前生命值 per stack every second.": "每層每秒恢復 {0} 當前生命值。",
 "Restores {0} 能量 per stack every second.": "每層每秒恢復 {0} 能量。",
 "Resulting crit chance": "最終暴擊機率",
 "Retains a red wood grain and boasts high draw strength.": "保留紅色木紋，並擁有很高的拉力。",
 "Retire UI Warning Retire Pay": "退休後，你將獲得一筆退休金，但你的所有單位都將受到情緒懲罰。",
 "Return": "返回",
 "Reveal identity": "揭示身份",
 "Revered": "受人尊敬的",
 "Revive": "復活",
 "Reward": "獎勵",
 "Reward: {#}": "獎勵：{#}",
 "RichManaStone": "RichManaStone",
 "Rider": "騎手",
 "Rider.": "騎士。",
 "Right": "右",
 "Right after swallowing the third piece of meat, the room's pulsing suddenly stops.": "吞下第三塊肉後，房間的脈動突然停止了。",
 "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“物品欄”中右鍵點選物品即可開啟互動選單。在此選單中可以裝備或使用物品。 ## 提示：單位生命值較低時，使用藥膏恢復生命值。",
 "Right-click": "右鍵點選",
 "Right-click (and Alt + right-click for the full list) opens the interaction menu. These are all the verbs it can offer;": "右鍵點選（按住Alt再右鍵點選可檢視完整列表）開啟互動選單。以下是它能提供的所有動詞；",
 "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‘揹包’中的一件物品以開啟互動選單。 從那裡，你可以裝備。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‘揹包’中的一件物品以開啟互動選單。 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": "儀式",
 "Roaring ×2, Slash ×2, Death ×1": "咆哮 ×2，劈砍 ×2，死亡 ×1",
 "Rock Remnant": "岩石遺蹟",
 "Rock Remnant - Dungeon Settlers Wiki": "岩石遺蹟 - Dungeon Settlers 維基",
 "Rock Wall Fixed": "石牆 固定",
 "Rocky Area 1": "岩石區域 1",
 "Rocky Area 2": "岩石區域 2",
 "Rocky Area 3": "岩石區域 3",
 "Role": "職責",
 "Roll a dungeon floor the way the game does": "按遊戲方式擲出一層地下城",
 "Roll floor": "生成層",
 "Roll weight": "抽取權重",
 "Rolled from the random pool at weight 100, and shows an alert": "從隨機池以權重 100 抽出，並顯示警報",
 "Rolled from the random pool at weight 3, with no alert": "從隨機池以權重 3 抽出，無警報",
 "Rolled from the random pool at weight {#}, and shows an alert": "從隨機池以權重 {#} 抽出，並顯示警報",
 "Rolled from the random pool at weight {#}, with no alert": "從隨機池以權重 {#} 抽出，無警報",
 "Rolls": "擲骰",
 "Rolls 1 random bonus from:": "從以下抽取 1 個隨機加成：",
 "Rolls 2 random bonuses from:": "從以下抽取 2 個隨機加成：",
 "Rolls and offerings": "抽取與祭品",
 "Rolls as a negative regional environment effect in": "作為負面區域環境效果出現於",
 "Rolls as a positive regional environment effect in": "作為正面區域環境效果出現於",
 "Room": "房間",
 "Room & Spawn Odds": "房間與生成機率",
 "Room & Spawn Odds - Dungeon Settlers Wiki": "房間與生成機率 - Dungeon Settlers 維基",
 "Room Type : Sleeping Room": "房間型別：臥室",
 "Room Type Recreation Room": "房間型別：娛樂室",
 "Room Type:": "房間型別：",
 "Room Type: Dining": "房間型別：餐廳",
 "Room Type: Dining Hall": "房間型別：餐廳 Hall",
 "Room Type: Laboratory": "房間型別：實驗室",
 "Room Type: Merchant": "房間型別：商人",
 "Room Type: Merchant Room": "房間型別：商人 Room",
 "Room composition for this seed": "此種子的房間構成",
 "Room depth where tasks are carried out in the dungeon": "地下城中執行任務的房間深度",
 "Room details": "房間詳情",
 "Room layouts by region": "按區域的房間佈局",
 "Room map": "房間地圖",
 "Room odds": "房間機率",
 "Room templates": "房間模板",
 "Room theme": "房間主題",
 "Room theme for range previews": "射程預覽的房間主題",
 "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.": "高於不錯的房間檔位（出色、豪華和極佳）已在遊戲資料中定義了住宅加成，但尚無尺寸、傢俱或品質要求，因此在此版本中無法建造。此處列出其加成供查閱。",
 "Room type": "房間型別",
 "Room types": "房間型別",
 "Room-composition probability tables": "房間構成機率表",
 "Room-type mix": "房間型別構成",
 "Room.": "房間。",
 "RoomMoodCooltime": "RoomMoodCooltime",
 "RoomStayMin": "RoomStayMin",
 "RoomType": "RoomType",
 "RoomType_": "RoomType_",
 "Rooms": "房間",
 "Rooms are the real in-game maps, connected door-to-door by corridors. Drag to pan; click any room to enlarge.": "房間就是遊戲裡的真實地圖，由走廊把門與門連起來。拖動平移；點選任意房間放大。",
 "Rooms.": "房間。",
 "Rooms:": "房間：",
 "Root (before tier 1)": "根節點（第 1 層之前）",
 "Rotatable": "可旋轉",
 "Rotate floors and regions - never grind a single floor to 0": "輪換層和區域 - 永遠不要把單層刷到 0",
 "Rotate floors rather than farming one to the bottom.": "輪換各層，不要把同一層刷到底。",
 "Rotate floors; a floor at 0 depletion debuffs the whole region by -50% drops": "輪換各層；一層枯竭到 0 會給整個區域施加 -50% 掉落減益",
 "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.": "輪換嚴格優於等待。把次數分散到各層和各區域，能讓每個計數器保持在零以上，這樣你就不會吃到 -50% 區域懲罰，也不必乾等兩週恢復。",
 "Rough": "粗糙",
 "Rough in texture, but possesses high piercing power.": "質地粗糙，但穿刺力強。",
 "Rough,": "粗糙，",
 "Rows": "行",
 "Rule": "規則",
 "Rule of thumb:": "經驗法則：",
 "Run Away": "逃跑",
 "Runs with no dialog": "執行且無對話",
 "Rustling": "沙沙作響",
 "Rustling through the nearby undergrowth, {0} calls out to you.": "附近的灌木叢中傳出沙沙聲，{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.": "附近的灌木叢中傳出沙沙聲，{0}向你喊道。 \"Captain, 這裡有個隱藏的洞口。” 撥開枝葉後，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.": "附近的灌木叢中傳出了沙沙聲，翻找著的{0}向你喊道：“指揮官，這裡有個隱藏的洞口。”撥開擋路的枝葉後，你們可以看到傾倒的樹木內部有一個向下延伸的狹窄洞口。",
 "SFX census (218 clips)": "音效普查（218個片段）",
 "SKILL-TREE AFFINITIES": "技能樹適性",
 "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": "技能點需求",
 "SPAWN CONDITIONS": "生成條件",
 "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": "安全層",
 "SPEECH Safe Floor2": "安全層",
 "SPEECH Safe Floor3": "安全層",
 "SPEECH Safe Floor4": "安全層",
 "SPEECH Test Test": "測試測試",
 "STARTING GEAR": "初始裝備",
 "STATUS_Agility": "STATUS_Agility",
 "STATUS_Agility -": "STATUS_Agility -",
 "STATUS_AgilityPerModifier": "STATUS_AgilityPerModifier",
 "STATUS_AgilityPerModifier -": "STATUS_AgilityPerModifier -",
 "STATUS_AttackSpeed": "STATUS_AttackSpeed",
 "STATUS_AttackSpeed -": "STATUS_AttackSpeed -",
 "STATUS_AttackSpeedFinalMultiflier": "STATUS_AttackSpeedFinalMultiflier",
 "STATUS_AttackSpeedFinalMultiflier -": "STATUS_AttackSpeedFinalMultiflier -",
 "STATUS_AttackSpeedPerModifier": "STATUS_AttackSpeedPerModifier",
 "STATUS_AttackSpeedPerModifier -": "STATUS_AttackSpeedPerModifier -",
 "STATUS_AxeSkillAptitude": "STATUS_AxeSkillAptitude",
 "STATUS_AxeSkillAptitude -": "STATUS_AxeSkillAptitude -",
 "STATUS_Barrier": "STATUS_Barrier",
 "STATUS_Barrier -": "STATUS_Barrier -",
 "STATUS_BluntSkillAptitude": "STATUS_BluntSkillAptitude",
 "STATUS_BluntSkillAptitude -": "STATUS_BluntSkillAptitude -",
 "STATUS_BowSkillAptitude": "STATUS_BowSkillAptitude",
 "STATUS_BowSkillAptitude -": "STATUS_BowSkillAptitude -",
 "STATUS_Constitution": "STATUS_Constitution",
 "STATUS_Constitution -": "STATUS_Constitution -",
 "STATUS_ConstitutionPerModifier": "STATUS_ConstitutionPerModifier",
 "STATUS_ConstitutionPerModifier -": "STATUS_ConstitutionPerModifier -",
 "STATUS_ConstructionCapability": "STATUS_ConstructionCapability",
 "STATUS_ConstructionCapability -": "STATUS_ConstructionCapability -",
 "STATUS_ConstructionCapabilityPerModifier": "STATUS_ConstructionCapabilityPerModifier",
 "STATUS_ConstructionCapabilityPerModifier -": "STATUS_ConstructionCapabilityPerModifier -",
 "STATUS_CookingCapability": "STATUS_CookingCapability",
 "STATUS_CookingCapability -": "STATUS_CookingCapability -",
 "STATUS_CookingCapabilityPerModifier": "STATUS_CookingCapabilityPerModifier",
 "STATUS_CookingCapabilityPerModifier -": "STATUS_CookingCapabilityPerModifier -",
 "STATUS_CooldownReduction": "STATUS_CooldownReduction",
 "STATUS_CooldownReduction -": "STATUS_CooldownReduction -",
 "STATUS_CooldownReductionPerModifier": "STATUS_CooldownReductionPerModifier",
 "STATUS_CooldownReductionPerModifier -": "STATUS_CooldownReductionPerModifier -",
 "STATUS_CraftingCapability": "STATUS_CraftingCapability",
 "STATUS_CraftingCapability -": "STATUS_CraftingCapability -",
 "STATUS_CraftingCapabilityPerModifier": "STATUS_CraftingCapabilityPerModifier",
 "STATUS_CraftingCapabilityPerModifier -": "STATUS_CraftingCapabilityPerModifier -",
 "STATUS_CriticalChance": "STATUS_CriticalChance",
 "STATUS_CriticalChance -": "STATUS_CriticalChance -",
 "STATUS_CriticalChanceFinalMultiflier": "STATUS_CriticalChanceFinalMultiflier",
 "STATUS_CriticalChanceFinalMultiflier -": "STATUS_CriticalChanceFinalMultiflier -",
 "STATUS_CriticalDamageBonus": "STATUS_CriticalDamageBonus",
 "STATUS_CriticalDamageBonus -": "STATUS_CriticalDamageBonus -",
 "STATUS_CriticalMultipierFinalMultiflier": "STATUS_CriticalMultipierFinalMultiflier",
 "STATUS_CriticalMultipierFinalMultiflier -": "STATUS_CriticalMultipierFinalMultiflier -",
 "STATUS_CrossbowSkillAptitude": "STATUS_CrossbowSkillAptitude",
 "STATUS_CrossbowSkillAptitude -": "STATUS_CrossbowSkillAptitude -",
 "STATUS_DaggerSkillAptitude": "STATUS_DaggerSkillAptitude",
 "STATUS_DaggerSkillAptitude -": "STATUS_DaggerSkillAptitude -",
 "STATUS_DamageDealtBonus": "STATUS_DamageDealtBonus",
 "STATUS_DamageDealtBonus -": "STATUS_DamageDealtBonus -",
 "STATUS_DamageTakenBonus": "STATUS_DamageTakenBonus",
 "STATUS_DamageTakenBonus -": "STATUS_DamageTakenBonus -",
 "STATUS_DamageTakenBonusPerModifier": "STATUS_DamageTakenBonusPerModifier",
 "STATUS_DamageTakenBonusPerModifier -": "STATUS_DamageTakenBonusPerModifier -",
 "STATUS_DarkMagicSkillAptitude": "STATUS_DarkMagicSkillAptitude",
 "STATUS_DarkMagicSkillAptitude -": "STATUS_DarkMagicSkillAptitude -",
 "STATUS_DespairOvercomeChance": "STATUS_DespairOvercomeChance",
 "STATUS_DespairOvercomeChance -": "STATUS_DespairOvercomeChance -",
 "STATUS_DodgeChance": "STATUS_DodgeChance",
 "STATUS_DodgeChance -": "STATUS_DodgeChance -",
 "STATUS_Durability": "STATUS_Durability",
 "STATUS_Durability -": "STATUS_Durability -",
 "STATUS_Energy": "STATUS_Energy",
 "STATUS_Energy -": "STATUS_Energy -",
 "STATUS_EnergyRegeneration": "STATUS_EnergyRegeneration",
 "STATUS_EnergyRegeneration -": "STATUS_EnergyRegeneration -",
 "STATUS_EnergyRegenerationFinalMultiflier": "STATUS_EnergyRegenerationFinalMultiflier",
 "STATUS_EnergyRegenerationFinalMultiflier -": "STATUS_EnergyRegenerationFinalMultiflier -",
 "STATUS_EnergyRegenerationPerModifier": "STATUS_EnergyRegenerationPerModifier",
 "STATUS_EnergyRegenerationPerModifier -": "STATUS_EnergyRegenerationPerModifier -",
 "STATUS_Exp": "STATUS_Exp",
 "STATUS_Exp -": "STATUS_Exp -",
 "STATUS_ExpGainedBonus": "STATUS_ExpGainedBonus",
 "STATUS_ExpGainedBonus -": "STATUS_ExpGainedBonus -",
 "STATUS_ExpireSpeed": "STATUS_ExpireSpeed",
 "STATUS_ExpireSpeed -": "STATUS_ExpireSpeed -",
 "STATUS_FarmingCapability": "STATUS_FarmingCapability",
 "STATUS_FarmingCapability -": "STATUS_FarmingCapability -",
 "STATUS_FarmingCapabilityPerModifier": "STATUS_FarmingCapabilityPerModifier",
 "STATUS_FarmingCapabilityPerModifier -": "STATUS_FarmingCapabilityPerModifier -",
 "STATUS_FinalDamageMultiplier": "STATUS_FinalDamageMultiplier",
 "STATUS_FinalDamageMultiplier -": "STATUS_FinalDamageMultiplier -",
 "STATUS_FireMagicSkillAptitude": "STATUS_FireMagicSkillAptitude",
 "STATUS_FireMagicSkillAptitude -": "STATUS_FireMagicSkillAptitude -",
 "STATUS_GatheringCapability": "STATUS_GatheringCapability",
 "STATUS_GatheringCapability -": "STATUS_GatheringCapability -",
 "STATUS_GatheringCapabilityPerModifier": "STATUS_GatheringCapabilityPerModifier",
 "STATUS_GatheringCapabilityPerModifier -": "STATUS_GatheringCapabilityPerModifier -",
 "STATUS_GreatSwordSkillAptitude": "STATUS_GreatSwordSkillAptitude",
 "STATUS_GreatSwordSkillAptitude -": "STATUS_GreatSwordSkillAptitude -",
 "STATUS_GuardChance": "STATUS_GuardChance",
 "STATUS_GuardChance -": "STATUS_GuardChance -",
 "STATUS_GuardDamageReduction": "STATUS_GuardDamageReduction",
 "STATUS_GuardDamageReduction -": "STATUS_GuardDamageReduction -",
 "STATUS_HealthBody": "STATUS_HealthBody",
 "STATUS_HealthBody -": "STATUS_HealthBody -",
 "STATUS_HealthHead": "STATUS_HealthHead",
 "STATUS_HealthHead -": "STATUS_HealthHead -",
 "STATUS_HealthPercentageRegeneration": "STATUS_HealthPercentageRegeneration",
 "STATUS_HealthPercentageRegeneration -": "STATUS_HealthPercentageRegeneration -",
 "STATUS_HealthTotal": "STATUS_HealthTotal",
 "STATUS_HealthTotal -": "STATUS_HealthTotal -",
 "STATUS_HitChance": "STATUS_HitChance",
 "STATUS_HitChance -": "STATUS_HitChance -",
 "STATUS_HolyMagicSkillAptitude": "STATUS_HolyMagicSkillAptitude",
 "STATUS_HolyMagicSkillAptitude -": "STATUS_HolyMagicSkillAptitude -",
 "STATUS_Hunger": "STATUS_Hunger",
 "STATUS_Hunger -": "STATUS_Hunger -",
 "STATUS_HungerRegeneration": "STATUS_HungerRegeneration",
 "STATUS_HungerRegeneration -": "STATUS_HungerRegeneration -",
 "STATUS_HungerRegenerationPerModifier": "STATUS_HungerRegenerationPerModifier",
 "STATUS_HungerRegenerationPerModifier -": "STATUS_HungerRegenerationPerModifier -",
 "STATUS_Intelligence": "STATUS_Intelligence",
 "STATUS_Intelligence -": "STATUS_Intelligence -",
 "STATUS_IntelligencePerModifier": "STATUS_IntelligencePerModifier",
 "STATUS_IntelligencePerModifier -": "STATUS_IntelligencePerModifier -",
 "STATUS_Level": "STATUS_Level",
 "STATUS_Level -": "STATUS_Level -",
 "STATUS_LifeSteal": "STATUS_LifeSteal",
 "STATUS_LifeSteal -": "STATUS_LifeSteal -",
 "STATUS_LoggingCapability": "STATUS_LoggingCapability",
 "STATUS_LoggingCapability -": "STATUS_LoggingCapability -",
 "STATUS_LoggingCapabilityPerModifier": "STATUS_LoggingCapabilityPerModifier",
 "STATUS_LoggingCapabilityPerModifier -": "STATUS_LoggingCapabilityPerModifier -",
 "STATUS_MagicAttackPower": "STATUS_MagicAttackPower",
 "STATUS_MagicAttackPower -": "STATUS_MagicAttackPower -",
 "STATUS_MagicAttackPowerFinalMultiflier": "STATUS_MagicAttackPowerFinalMultiflier",
 "STATUS_MagicAttackPowerFinalMultiflier -": "STATUS_MagicAttackPowerFinalMultiflier -",
 "STATUS_MagicAttackPowerPerModifier": "STATUS_MagicAttackPowerPerModifier",
 "STATUS_MagicAttackPowerPerModifier -": "STATUS_MagicAttackPowerPerModifier -",
 "STATUS_MagicDamageDealtBonus": "STATUS_MagicDamageDealtBonus",
 "STATUS_MagicDamageDealtBonus -": "STATUS_MagicDamageDealtBonus -",
 "STATUS_MagicResistance": "STATUS_MagicResistance",
 "STATUS_MagicResistance -": "STATUS_MagicResistance -",
 "STATUS_MagicResistancePerModifier": "STATUS_MagicResistancePerModifier",
 "STATUS_MagicResistancePerModifier -": "STATUS_MagicResistancePerModifier -",
 "STATUS_MainSkillPoint": "STATUS_MainSkillPoint",
 "STATUS_MainSkillPoint -": "STATUS_MainSkillPoint -",
 "STATUS_MaxDurability": "STATUS_MaxDurability",
 "STATUS_MaxDurability -": "STATUS_MaxDurability -",
 "STATUS_MaxEnergy": "STATUS_MaxEnergy",
 "STATUS_MaxEnergy -": "STATUS_MaxEnergy -",
 "STATUS_MaxEnergyPerModifier": "STATUS_MaxEnergyPerModifier",
 "STATUS_MaxEnergyPerModifier -": "STATUS_MaxEnergyPerModifier -",
 "STATUS_MaxExp": "STATUS_MaxExp",
 "STATUS_MaxExp -": "STATUS_MaxExp -",
 "STATUS_MaxHealthBody": "STATUS_MaxHealthBody",
 "STATUS_MaxHealthBody -": "STATUS_MaxHealthBody -",
 "STATUS_MaxHealthHead": "STATUS_MaxHealthHead",
 "STATUS_MaxHealthHead -": "STATUS_MaxHealthHead -",
 "STATUS_MaxHealthTotal": "STATUS_MaxHealthTotal",
 "STATUS_MaxHealthTotal -": "STATUS_MaxHealthTotal -",
 "STATUS_MaxHealthTotalFinalMultiflier": "STATUS_MaxHealthTotalFinalMultiflier",
 "STATUS_MaxHealthTotalFinalMultiflier -": "STATUS_MaxHealthTotalFinalMultiflier -",
 "STATUS_MaxHealthTotalPerModifier": "STATUS_MaxHealthTotalPerModifier",
 "STATUS_MaxHealthTotalPerModifier -": "STATUS_MaxHealthTotalPerModifier -",
 "STATUS_MaxHunger": "STATUS_MaxHunger",
 "STATUS_MaxHunger -": "STATUS_MaxHunger -",
 "STATUS_MaxHungerPerModifier": "STATUS_MaxHungerPerModifier",
 "STATUS_MaxHungerPerModifier -": "STATUS_MaxHungerPerModifier -",
 "STATUS_MaxStress": "STATUS_MaxStress",
 "STATUS_MaxStress -": "STATUS_MaxStress -",
 "STATUS_MaxStressPerModifier": "STATUS_MaxStressPerModifier",
 "STATUS_MaxStressPerModifier -": "STATUS_MaxStressPerModifier -",
 "STATUS_MaxWeight": "STATUS_MaxWeight",
 "STATUS_MaxWeight -": "STATUS_MaxWeight -",
 "STATUS_MaxWeightPerModifier": "STATUS_MaxWeightPerModifier",
 "STATUS_MaxWeightPerModifier -": "STATUS_MaxWeightPerModifier -",
 "STATUS_MiningCapability": "STATUS_MiningCapability",
 "STATUS_MiningCapability -": "STATUS_MiningCapability -",
 "STATUS_MiningCapabilityPerModifier": "STATUS_MiningCapabilityPerModifier",
 "STATUS_MiningCapabilityPerModifier -": "STATUS_MiningCapabilityPerModifier -",
 "STATUS_Mood": "STATUS_Mood",
 "STATUS_Mood -": "STATUS_Mood -",
 "STATUS_MovementSpeed": "STATUS_MovementSpeed",
 "STATUS_MovementSpeed -": "STATUS_MovementSpeed -",
 "STATUS_MovementSpeedFinalMultiflier": "STATUS_MovementSpeedFinalMultiflier",
 "STATUS_MovementSpeedFinalMultiflier -": "STATUS_MovementSpeedFinalMultiflier -",
 "STATUS_MovementSpeedPerModifier": "STATUS_MovementSpeedPerModifier",
 "STATUS_MovementSpeedPerModifier -": "STATUS_MovementSpeedPerModifier -",
 "STATUS_NatureMagicSkillAptitude": "STATUS_NatureMagicSkillAptitude",
 "STATUS_NatureMagicSkillAptitude -": "STATUS_NatureMagicSkillAptitude -",
 "STATUS_Perception": "STATUS_Perception",
 "STATUS_Perception -": "STATUS_Perception -",
 "STATUS_PerceptionPerModifier": "STATUS_PerceptionPerModifier",
 "STATUS_PerceptionPerModifier -": "STATUS_PerceptionPerModifier -",
 "STATUS_PhysicalAttackPower": "STATUS_PhysicalAttackPower",
 "STATUS_PhysicalAttackPower -": "STATUS_PhysicalAttackPower -",
 "STATUS_PhysicalAttackPowerFinalMultiflier": "STATUS_PhysicalAttackPowerFinalMultiflier",
 "STATUS_PhysicalAttackPowerFinalMultiflier -": "STATUS_PhysicalAttackPowerFinalMultiflier -",
 "STATUS_PhysicalAttackPowerPerModifier": "STATUS_PhysicalAttackPowerPerModifier",
 "STATUS_PhysicalAttackPowerPerModifier -": "STATUS_PhysicalAttackPowerPerModifier -",
 "STATUS_PhysicalDamageDealtBonus": "STATUS_PhysicalDamageDealtBonus",
 "STATUS_PhysicalDamageDealtBonus -": "STATUS_PhysicalDamageDealtBonus -",
 "STATUS_PhysicalResistance": "STATUS_PhysicalResistance",
 "STATUS_PhysicalResistance -": "STATUS_PhysicalResistance -",
 "STATUS_PhysicalResistancePerModifier": "STATUS_PhysicalResistancePerModifier",
 "STATUS_PhysicalResistancePerModifier -": "STATUS_PhysicalResistancePerModifier -",
 "STATUS_PrayNeedsBonus": "STATUS_PrayNeedsBonus",
 "STATUS_PrayNeedsBonus -": "STATUS_PrayNeedsBonus -",
 "STATUS_RecreationCapability": "STATUS_RecreationCapability",
 "STATUS_RecreationCapability -": "STATUS_RecreationCapability -",
 "STATUS_RecreationCapabilityPerModifier": "STATUS_RecreationCapabilityPerModifier",
 "STATUS_RecreationCapabilityPerModifier -": "STATUS_RecreationCapabilityPerModifier -",
 "STATUS_ResearchCapability": "STATUS_ResearchCapability",
 "STATUS_ResearchCapability -": "STATUS_ResearchCapability -",
 "STATUS_ResearchCapabilityPerModifier": "STATUS_ResearchCapabilityPerModifier",
 "STATUS_ResearchCapabilityPerModifier -": "STATUS_ResearchCapabilityPerModifier -",
 "STATUS_ShieldSkillAptitude": "STATUS_ShieldSkillAptitude",
 "STATUS_ShieldSkillAptitude -": "STATUS_ShieldSkillAptitude -",
 "STATUS_SpearSkillAptitude": "STATUS_SpearSkillAptitude",
 "STATUS_SpearSkillAptitude -": "STATUS_SpearSkillAptitude -",
 "STATUS_StorageCapacity": "STATUS_StorageCapacity",
 "STATUS_StorageCapacity -": "STATUS_StorageCapacity -",
 "STATUS_Strength": "STATUS_Strength",
 "STATUS_Strength -": "STATUS_Strength -",
 "STATUS_StrengthPerModifier": "STATUS_StrengthPerModifier",
 "STATUS_StrengthPerModifier -": "STATUS_StrengthPerModifier -",
 "STATUS_Stress": "STATUS_Stress",
 "STATUS_Stress -": "STATUS_Stress -",
 "STATUS_StressDecreaseBonus": "STATUS_StressDecreaseBonus",
 "STATUS_StressDecreaseBonus -": "STATUS_StressDecreaseBonus -",
 "STATUS_StressIncreaseBonus": "STATUS_StressIncreaseBonus",
 "STATUS_StressIncreaseBonus -": "STATUS_StressIncreaseBonus -",
 "STATUS_StressModifier": "STATUS_StressModifier",
 "STATUS_StressModifier -": "STATUS_StressModifier -",
 "STATUS_StressRegenerationFinalMultiflier": "STATUS_StressRegenerationFinalMultiflier",
 "STATUS_StressRegenerationFinalMultiflier -": "STATUS_StressRegenerationFinalMultiflier -",
 "STATUS_SubSkillPoint": "STATUS_SubSkillPoint",
 "STATUS_SubSkillPoint -": "STATUS_SubSkillPoint -",
 "STATUS_SurvivalSkillAptitude": "STATUS_SurvivalSkillAptitude",
 "STATUS_SurvivalSkillAptitude -": "STATUS_SurvivalSkillAptitude -",
 "STATUS_SwordSkillAptitude": "STATUS_SwordSkillAptitude",
 "STATUS_SwordSkillAptitude -": "STATUS_SwordSkillAptitude -",
 "STATUS_TalentAgility": "STATUS_TalentAgility",
 "STATUS_TalentAgility -": "STATUS_TalentAgility -",
 "STATUS_TalentConstitution": "STATUS_TalentConstitution",
 "STATUS_TalentConstitution -": "STATUS_TalentConstitution -",
 "STATUS_TalentIntelligence": "STATUS_TalentIntelligence",
 "STATUS_TalentIntelligence -": "STATUS_TalentIntelligence -",
 "STATUS_TalentPerception": "STATUS_TalentPerception",
 "STATUS_TalentPerception -": "STATUS_TalentPerception -",
 "STATUS_TalentStrength": "STATUS_TalentStrength",
 "STATUS_TalentStrength -": "STATUS_TalentStrength -",
 "STATUS_TalentWillPower": "STATUS_TalentWillPower",
 "STATUS_TalentWillPower -": "STATUS_TalentWillPower -",
 "STATUS_TamingCapability": "STATUS_TamingCapability",
 "STATUS_TamingCapability -": "STATUS_TamingCapability -",
 "STATUS_TamingCapabilityPerModifier": "STATUS_TamingCapabilityPerModifier",
 "STATUS_TamingCapabilityPerModifier -": "STATUS_TamingCapabilityPerModifier -",
 "STATUS_VisionRange": "STATUS_VisionRange",
 "STATUS_VisionRange -": "STATUS_VisionRange -",
 "STATUS_WaterMagicSkillAptitude": "STATUS_WaterMagicSkillAptitude",
 "STATUS_WaterMagicSkillAptitude -": "STATUS_WaterMagicSkillAptitude -",
 "STATUS_Weight": "STATUS_Weight",
 "STATUS_Weight -": "STATUS_Weight -",
 "STATUS_WillPower": "STATUS_WillPower",
 "STATUS_WillPower -": "STATUS_WillPower -",
 "STATUS_WillPowerPerModifier": "STATUS_WillPowerPerModifier",
 "STATUS_WillPowerPerModifier -": "STATUS_WillPowerPerModifier -",
 "STOVE.": "STOVE。",
 "STRESS": "STRESS",
 "STRESS RATE": "壓力變化率",
 "Safe": "安全",
 "Safe Floors": "安全層",
 "Safe Floors (Expedition Staging)": "安全層（探險準備）",
 "Safe Floors (Expedition Staging) - Dungeon Settlers Wiki": "安全層（探險準備） - Dungeon Settlers 維基",
 "Safe floor": "安全層",
 "Safe floors guide": "安全層指南",
 "Safe floors reset it": "安全層會重置它",
 "SafeFloor": "SafeFloor",
 "Same attacks, behaviour and phase triggers as the base form - only the highlighted stats differ. Fought only in the": "攻擊、行為和階段觸發與基礎形態相同，僅高亮的屬性不同。僅在",
 "Same numbers as the game. Race, job, skills, gear. Nothing saves until you change something.": "數值與遊戲相同。種族、出身、技能、裝備。你改動之後才會儲存。",
 "Sandbox": "Sandbox",
 "Sandbox Easy": "沙盒 簡單",
 "Sandbox Hard": "沙盒 困難",
 "Sandbox Normal": "沙盒 普通",
 "Sandbox Recruitment Additional Individual Trait Grant Chance": "沙盒招募額外個體特質授予機率",
 "Sandbox Recruitment Background Trait Max Clan Rank": "沙盒招募出身特質最大氏族等級",
 "Sandbox Recruitment Individual Trait Min Count": "沙盒招募個體特質最小數量",
 "Sandbox Recruitment Race Weights": "沙盒招募種族權重",
 "Sandbox Recruitment Talent Sum Range": "沙盒招募天賦總和範圍",
 "Sandstone": "砂岩",
 "Sap": "樹液",
 "Satisfies": "填滿",
 "Save Files": "存檔檔案",
 "Save Files (Advanced)": "存檔檔案（高階）",
 "Save Files (Advanced) - Dungeon Settlers Wiki": "存檔檔案（高階） - Dungeon Settlers 維基",
 "Save Load Campaign Load Failed": "存檔載入戰役失敗",
 "Save Load Iron Mode": "鐵人模式",
 "Save Load Iron Mode Dungeon Load Notice": "鐵人模式下無法載入地下城存檔。",
 "Save Load Iron Mode Switch Notice": "切換鐵人模式將重新開始戰役。",
 "Save Load Ironman Mode": "儲存/載入鐵人模式",
 "Save Load New Campaign": "儲存/載入 新戰役",
 "Save Load Overwrite Save Notice": "儲存/載入 覆蓋儲存通知",
 "Save Load Quick Load": "快速載入",
 "Save Load Remove Save Notice": "刪除存檔通知",
 "Save Only Iron Mode": "僅儲存：鐵人模式",
 "Save as new": "另存為新",
 "Save editing": "存檔編輯",
 "Save units in the Builder to pick a team.": "在角色構築器中儲存單位以選擇隊伍。",
 "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": "已儲存 - 編輯時自動儲存此構築",
 "Saved vs none": "相對無縮減省下的",
 "Saves are plain": "存檔是純",
 "Saving": "正在儲存",
 "Scales": "天平",
 "Scales with": "縮放依據",
 "Scaling coefficient applied to the numeric value used for Work Progress gain": "應用於工作進度獲取所用數值的縮放係數",
 "Scaling formulas": "縮放公式",
 "Scarab": "聖甲蟲",
 "Scare Crow Remnant": "稻草人遺蹟",
 "Scare Crow Remnant - Dungeon Settlers Wiki": "稻草人遺蹟 - Dungeon Settlers 維基",
 "ScareCrow": "ScareCrow",
 "Scarecrow draw": "稻草人抽取",
 "Scenario starter - not in the recruit pool": "場景起始角色 - 不在招募池中",
 "ScenarioType_CrawlingDoom": "ScenarioType_CrawlingDoom",
 "ScenarioType_Establish": "ScenarioType_Establish",
 "ScenarioType_Sandbox": "ScenarioType_Sandbox",
 "Scenarios": "場景",
 "Scenarios - Dungeon Settlers Wiki": "場景 - Dungeon Settlers 維基",
 "Scene": "場景",
 "Scene control": "場景控制",
 "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.": "在據點或地下城打斷你的場景，其中大多需要做選擇。開啟一行可檢視完整決定樹。",
 "Scholar": "學者",
 "Scholar Desk": "學者書桌",
 "Scholar Desk - Dungeon Settlers Wiki": "學者書桌 - Dungeon Settlers 維基",
 "Scope": "範圍",
 "Scope quirk": "範圍特例",
 "Scout the outliers.": "去偵察極端單位。",
 "Screenshot mode": "截圖模式",
 "Screenshot mode - press Esc to exit": "截圖模式 - 按 Esc 退出",
 "Scribe": "抄寫員",
 "Scroll to full stat sheet": "滾動檢視完整屬性表",
 "Search Dirty Corpses": "搜尋骯髒屍體",
 "Search Dirty Corpses - Dungeon Settlers Wiki": "搜尋骯髒屍體 - Dungeon Settlers 維基",
 "Search Dirty Corpses icon": "搜尋骯髒屍體 圖示",
 "Search a monster...": "搜尋怪物...",
 "Search backgrounds by name, skill tree or bonus": "按名稱、技能樹或加成搜尋出身",
 "Search everything...": "搜尋全部...",
 "Search everything... ( / )": "搜尋全部... ( / )",
 "Search inscriptions by name or effect": "按名稱或效果搜尋銘文",
 "Search items by the effect they carry": "按物品攜帶的效果搜尋",
 "Search monsters by name": "按名稱搜尋怪物",
 "Search monsters by name...": "按名稱搜尋怪物...",
 "Search results": "搜尋結果",
 "Search soul stones, effects or monsters...": "搜尋靈魂石、效果或怪物...",
 "Search the wiki": "搜尋維基",
 "Searchable GameSystemTable": "可搜尋的 GameSystemTable",
 "Second": "第二個",
 "Secondary skill points gained on level up": "升級時獲得的輔助技能點",
 "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.": "該怪物再次使用此攻擊前的秒數。普通攻擊沒有技能冷卻，因此這是由攻擊速度得出的有效再用間隔（1 / 攻擊速度），標有 ~。不隨難度變化。",
 "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數（冷卻縮減之前）。普通攻擊顯示由攻擊速度得出的有效再用間隔，標有 ~。",
 "Seconds since it was summoned": "自召喚起的秒數",
 "Secret...": "秘密……",
 "Section navigation": "章節導航",
 "See": "參見",
 "See Contribution - the specific value spent to rank up the clan.": "參見貢獻點：用來提升探險等級的具體數值。",
 "See the": "參見",
 "See the full comparison table": "檢視完整對照表",
 "See the full economy/management axis on the": "完整的經濟/管理軸見",
 "See {#} for every quest-recruitable and future special character.": "參見 {#} 瞭解所有可透過任務招募及未來的特殊角色。",
 "See:": "見：",
 "Seeding workload": "播種需求量",
 "Seedling regen": "幼苗回覆",
 "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": "可選擇",
 "Self & Target": "自身與目標",
 "Self only": "僅自身",
 "Self-buff into Summon": "自我增益轉召喚",
 "Self-test (": "自檢 (",
 "SelfRepair": "自我修復",
 "Sell value": "出售價格",
 "Send feedback": "傳送反饋",
 "Send report": "傳送報告",
 "Sends 100 percent of every hit you take back at the attacker as typeless damage.": "將你受到的每次命中的 100% 以無屬性傷害返還給攻擊者。",
 "Sentinel": "哨兵",
 "Sentinel Warning Active": "哨兵警報主動",
 "Sentinel Warning Active - Dungeon Settlers Wiki": "哨兵警報主動 - Dungeon Settlers 維基",
 "Sentinel Warning Active icon": "哨兵警報主動 圖示",
 "Sentinel.": "哨兵。",
 "Sentinels": "哨兵值",
 "Separate system; not the same as the empty Forgotten Abyss region": "獨立系統；與空白的遺忘深淵區域不是同一套",
 "Serving": "份",
 "Set Game Speed Fast": "將遊戲速度設為快速",
 "Set Game Speed Fast ({0} or screen upper-left)": "將遊戲速度設為快速 ({0} or screen upper-left)",
 "Set by the skill that applies it": "由施加該效果的技能決定",
 "Set directly": "直接設定",
 "Settled": "平穩",
 "Settled (20 to 40)": "平穩（20 到 40）",
 "Settlement needs system (hunger / rest / exhaustion)": "據點需求系統（飢餓 / 休息 / 疲憊）",
 "Settlement task system: applied while performing the task": "據點任務系統：執行該任務時生效",
 "Settlement)": "定居點）",
 "Settlement, buildings and research": "據點、建築和研究",
 "Settlement-Oriented": "據點偏好",
 "SettlementPortal_": "SettlementPortal_",
 "Settlement_": "Settlement_",
 "Settler emotion-bubble triggers (affecter-driven speech icons).": "開拓者情緒氣泡觸發條件（由效果施加者驅動的話語圖示）。",
 "Settler name pool (102 names)": "開拓者名字池 (102 個名字)",
 "Settler name pool (135 names)": "開拓者名字池 (135 個名字)",
 "Settler name pool (137 names)": "開拓者名稱池（137 個名字）",
 "Settler name pool (22 names)": "開拓者名字池 (22 個名字)",
 "Settlers": "拓荒者",
 "Settlers and recruitment": "探險隊員與招募",
 "Several members' faces...": "幾名成員的臉色……",
 "Several skills stack a buff that fades over time; each caps at a fixed number of stacks, so the buff has a clear maximum.": "若干技能會疊加一種隨時間消退的增益；每種都有固定層數上限，因此該增益有明確的最大值。",
 "Severe": "嚴重",
 "Severe (80+), breakdown at 100": "嚴重（80+），100 時崩潰",
 "Severe Injury (Warning, prints once)": "嚴重受傷（警告，僅顯示一次）",
 "Severe Overload (Caution, prints once)": "嚴重超載（注意，僅顯示一次）",
 "Severe Stress (Warning, prints once)": "壓力嚴重（警告，僅顯示一次）",
 "Severe stress": "壓力嚴重",
 "Shadow_": "Shadow_",
 "Shaman": "薩滿",
 "Shaman's": "薩滿的",
 "Shaman.": "薩滿。",
 "Share and import": "分享與匯入",
 "Share this whole party as one link, or pull your real clan straight out of a save file.": "將整支隊伍作為一條連結分享，或從存檔檔案中直接匯入你的真實團隊。",
 "Shared Super High": "共享超高",
 "Shared Super Low": "共享超低",
 "Shared team": "分享的隊伍",
 "Shared team - preview": "分享的隊伍 - 預覽",
 "Shared team link is broken": "分享的隊伍連結已損壞",
 "SharedRoom": "SharedRoom",
 "Sharing": "共享",
 "Sharpened": "鋒利的",
 "Sharpened bone withstands heavy impacts.": "鋒利的骨頭能承受重擊。",
 "She": "她",
 "She does not seem interested in you.": "她似乎對你沒什麼興趣。",
 "She gazes up at the sky for a moment, then ...": "她抬頭望了望天空，然後……",
 "She lets out a": "她發出一聲",
 "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.\"": "她對你的回答發出一聲輕微的咯咯笑。“白喉獸可不是普通的野獸。當它們看到一個人……它們不會逃跑。它們會捕獵。”她的指尖漫不經心地撥弄著弓弦。“記住，恐懼並不可恥。雖然我自己很少用到它。”短暫的停頓後，她斜睨了你一眼，輕輕聳了聳肩。“如果恐懼控制了你，那麼離開也並不可恥。”",
 "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.\"": "她對你的回答發出一聲輕笑。“白喉獸只棲息在密林深處。我提前警告你：它們可不是普通的野獸。當它們看到人時，它們不會逃跑……它們會捕獵。”她的指尖慢慢撥弄著弓弦。“害怕並不可恥。我可不是在說我自己。”過了一會兒，她看了你一眼，聳了聳肩。“如果你真的害怕，你可以隨時退出。”",
 "She looks at you.": "她看著你。",
 "She looks you": "她打量著你",
 "She offers her first three hunts only while you are in Veil of Silence, and the Elder Gloth hunt only in Festering Burrow.": "她的前三次狩獵只在寂靜帷幕中提供，格洛斯長老的狩獵只在潰爛地穴中提供。",
 "She smirks at your answer.": "她對你的回答報以一聲輕笑。",
 "She studies the evidence in silence for a moment": "她沉默地審視了一會兒手頭的證據",
 "She's surrounded by a swarm of rats and soon collapses...": "她被一群老鼠包圍，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，然後……",
 "Shell Combat": "外殼戰鬥",
 "Shell Effect": "外殼效果",
 "Shell End": "外殼結束",
 "Shell Potion": "甲殼藥水",
 "Shell Potion - Dungeon Settlers Wiki": "甲殼藥水 - Dungeon Settlers 維基",
 "Shell Potion Duration": "甲殼藥水持續時間",
 "Shell Potion Duration - Dungeon Settlers Wiki": "甲殼藥水持續時間 - Dungeon Settlers 維基",
 "Shell Potion Duration icon": "甲殼藥水持續時間 圖示",
 "Shell Potion icon": "甲殼藥水 圖示",
 "Shell block charges": "外殼格擋次數",
 "Shell blocks": "外殼抵擋",
 "Shell gained": "獲得的外殼",
 "Shell held, assuming none was lost in between.": "持有的外殼，假設期間沒有損失。",
 "Shell.": "甲殼。",
 "Shells": "外殼",
 "Shield": "護盾",
 "Shield incompatibility": "盾不相容",
 "Shield tank (add-on)": "護盾坦克（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.,.. 第二塊肉消失時，裂隙邊緣接連鼓起兩小塊，然後又沉下去。有隊員伸手去拿下一塊肉時，裂隙緩緩朝那個方向傾斜。它現在似乎不僅能聞到肉味，還能分辨是誰拿著肉。深處傳來硬物互相碰撞的微弱聲響。",
 "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.": "衝擊波銘文會疊乘。濺射是已結算傷害的一部分，因此淹沒銘文的觸發會按同一係數放大濺射：在 72 點觸發時，濺射從 67.5 變為 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": "快捷欄",
 "Shout ×4, Dead ×2": "吼叫 ×4，死亡 ×2",
 "Show": "顯示",
 "Show all 4 entries": "顯示全部 4 條",
 "Show all 5 entries": "顯示全部 5 條",
 "Show all {#} entries": "顯示全部 {#} 條",
 "Show basic attacks": "顯示普通攻擊",
 "Show everything": "顯示全部",
 "Show in the units bar": "在單位欄中顯示",
 "Show items granting any of:": "顯示提供以下任意項的物品：",
 "Show me": "帶我看",
 "Show me how": "教我怎麼做",
 "Show the Infinite Abyss corrupted form": "顯示無限深淵的侵蝕形態",
 "Show the sidebar (keyboard: [ )": "顯示側邊欄 (鍵盤: [ )",
 "Show the small explanatory hint lines (everywhere)": "顯示簡短說明提示行（全域性）",
 "Show the units bar": "顯示單位欄",
 "Show tips": "顯示提示",
 "Show unlocked buildings": "顯示已解鎖的建築",
 "Show/Hide": "顯示/隱藏",
 "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).": "僅顯示此角色使用的武器型別（來自其技能 + 已裝備武器）。",
 "Shown for stock Kragas, 木制巨剑 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "以等級上限的初始克拉加斯、木製巨劍（等級 5）為對照。請在側邊欄選擇你的物理和魔法單位。",
 "Shown for stock Liana, 木弓 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "顯示為初始麗安娜，木弓，等級 5（等級上限）。在側邊欄選擇你的物理和魔法單位。",
 "Shown for stock Liana, 火焰木法杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "顯示為預設麗安娜、火焰木法杖，等級 5（等級上限）。請在側欄選擇你的物理和魔法單位。",
 "Shown for stock Lowell, 木制棍棒 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "以等級上限的初始洛威爾、木製棍棒（等級 5）為對照。請在側邊欄選擇你的物理和魔法單位。",
 "Shown for stock Lowell, 木剑 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "以預設洛威爾、5 級木劍（等級上限）為例。請在側欄選擇你的物理單位和魔法單位。",
 "Shown for stock Lowell, 木矛 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "顯示為初始洛威爾，木矛，等級 5（等級上限）。在側邊欄選擇你的物理和魔法單位。",
 "Shown for stock Mage recruit, 流水木法杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "顯示物件為等級上限的初始法師招募，流水木法杖，5 級。請在側邊欄選擇你的物理和魔法單位。",
 "Shown for stock Perion, 自然木法杖 at level 5 (level cap). Pick your physical and magic units in the sidebar.": "以等級上限的初始佩里昂、自然木法杖（等級 5）為對照。請在側邊欄選擇你的物理和魔法單位。",
 "Shown on the profile of a settler with this background;": "顯示在擁有該出身的開拓者的個人資料上；",
 "Side files": "附屬檔案",
 "Sight is traced tile by tile and blocked by walls and obstacles (": "視野按格逐一追蹤，並被牆和障礙擋住 (",
 "SilentSerenity": "SilentSerenity",
 "Silver": "銀",
 "Silver draws its affix from the broad pool; crystal jewelry draws from a focused, themed one.": "銀飾從寬泛池抽取詞綴；水晶飾品從集中、有主題的池抽取。",
 "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.": "銀是飾品檔，紅/藍/綠水晶飾品和水晶法杖與之並列。阿克倫是位於頂端的特殊地下城金屬。",
 "Simple": "簡單",
 "Simple in": "簡單的",
 "Simple in design but devastating in impact.": "設計簡單，但衝擊力巨大。",
 "Simple,": "簡單，",
 "Simple, yet sufficient for sharing a meal.": "簡單，但足以共進晚餐。",
 "Simple-Minded": "頭腦簡單",
 "SimpleCombat": "SimpleCombat",
 "Simulate mood over a day": "模擬一天的心情",
 "Since": "由於",
 "Single-Faction": "單一陣營",
 "Single-Faction Patrol": "單陣營巡邏",
 "SingleAlly": "SingleAlly",
 "SingleHostile": "單體敵對",
 "Sinking (target at 50% missing): 120% × 0.5 =": "淹沒（目標已損失 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.": "淹沒會疊加進去。淹沒的加成已經包含在普通攻擊造成的傷害裡，因此濺射會帶上它：72 點淹沒觸發會把 67.5 濺射變成 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.": "淹沒銘文對風暴銘文沒有任何作用。該觸發是一次按物理攻擊力縮放的全新結算，淹沒銘文的加成只作用於產生基礎命中的那次結算。",
 "Sinking: 3rd-hit bonus": "淹沒：第 3 次命中加成",
 "Site sections": "網站分割槽",
 "Size (W×H)": "尺寸 (寬×高)",
 "Skill": "技能",
 "Skill Aptitudes": "技能資質",
 "Skill DPS - estimate": "技能 DPS - 估算",
 "Skill Damage": "技能傷害",
 "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).": "技能傷害除以能量消耗。越高 = 共享能量池每一能量點造成的傷害越多。0 能量的免費普通攻擊為無窮大（預設隱藏）。",
 "Skill Damage x casts per minute (60 / effective cooldown, cooldown-reduction applied). Sustained output if you spammed this one skill.": "技能傷害 x 每分鐘施放次數（60 / 有效冷卻，已計入冷卻縮減）。只連發這一個技能時的持續輸出。",
 "Skill Tree": "技能樹",
 "Skill Trees": "技能樹",
 "Skill Trees - Dungeon Settlers Wiki": "技能樹 - Dungeon Settlers 維基",
 "Skill animation": "技能動畫",
 "Skill animations": "技能動畫",
 "Skill cooldown": "技能冷卻",
 "Skill cooldown is the table cooldown divided by (1 + cooldown reduction / {#}), unless the attack-speed flag is set.": "技能冷卻是表冷卻除以 (1 + 冷卻縮減 / {#})，攻擊速度標記開啟時除外。",
 "Skill cooldown reduction increases by 30 for 180 seconds.": "冷卻時間降低提高 30，持續 180 秒。",
 "Skill cooldown reduction increases by 30% for 180 seconds.": "冷卻時間降低提高 30%，持續 180 秒。",
 "Skill cooldowns count down faster.": "技能冷卻加快。",
 "Skill formula": "技能公式",
 "Skill points": "技能點",
 "Skill points to learn": "學習所需技能點",
 "Skill trees, learned skills, skill points, quick slots": "技能樹、已學技能、技能點、快捷欄",
 "Skill',": "技能”，",
 "Skill's": "技能的",
 "Skill-tree grants": "技能樹授予",
 "Skill-tree inscriptions grant a weapon or magic tree the unit's background would not normally provide. That lets you build unusual hybrids (see": "技能樹銘文授予單位出身通常不會提供的武器或魔法技能樹。這樣可以做出少見的混合構築（見",
 "SkillMaxRangeCorrection": "SkillMaxRangeCorrection",
 "SkillPointIncreaseOnLevelUp": "SkillPointIncreaseOnLevelUp",
 "Skills": "技能",
 "Skills & trees": "技能與技能樹",
 "Skills and Quick Slots": "技能與快捷欄",
 "Skills and skill trees": "技能與技能樹",
 "Skills are ranked by": "技能按",
 "Skills that use attack speed": "用攻擊速度的技能",
 "Skin": "皮膚",
 "Skip": "跳過",
 "Skip Safe Floor": "跳過安全層",
 "Skip option": "跳過選項",
 "Skip to content": "跳到正文",
 "Skipping it on repeat visits": "重複進入時跳過",
 "Slash": "斬擊",
 "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.": "斬殺（巨劍）賦予施法者“暴露弱點”，而不是敵人（遊戲中的技能文字顯示“賦予你暴露弱點”）。這是一個自我減益--一個500%物理攻擊力的核彈式攻擊，短暫地使你無法閃避，並保證在1秒內對你造成暴擊（這是巨大打擊的代價；用它擊殺敵人會使其冷卻時間減少70%）。它不會觸發格擋屏障（沒有敵人減益），也不會啟用刀刃之魂（它不會使你的攻擊暴擊）。對於巨劍的“暴露弱點”設定，請改用致命恐懼。",
 "Slay is NOT a debuff/shield synergy": "斬殺不是減益/護盾協同作用",
 "Sleep / rest system": "睡眠 / 休息系統",
 "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.": "睡眠品質是階梯式的。在地上睡覺得到的舒適心情，持續時間只是床的一小部分，真正的臥室會再把床的效果翻倍。",
 "SleepCondition": "SleepCondition",
 "Sleep_": "Sleep_",
 "Sleeping (speech bubble persists)": "睡眠（氣泡持續）",
 "Sleeping here": "此處睡覺中",
 "Sleeping in a Bed (speech bubble persists)": "在床上睡眠（氣泡持續）",
 "Sleeping in a Sleeping Bag (speech bubble persists)": "在睡袋中睡眠（氣泡持續）",
 "Sleeping on the ground gives a far shorter comfort buff than a bed or a proper bedroom.": "睡在地上得到的舒適增益遠短於床或正規臥室。",
 "Sleeping spot": "睡覺位置",
 "Sleeping_": "Sleeping_",
 "Slightly heavy but offers great range.": "略顯沉重，但射程很遠。",
 "SlimUnisex": "SlimUnisex",
 "Slime": "史萊姆",
 "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.": "史萊姆會分裂併成為蝌蚪的食物。還會形成兩難：先擊敗蝌蚪會觸發白色莫默克的奧術迴響傷害，但若留下蝌蚪它會吃掉屍體。",
 "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": "史萊姆會分裂併成為蝌蚪的食物。還會形成兩難：先擊敗蝌蚪會觸發白色莫默克的奧術迴響傷害，但若留下蝌蚪它會吃掉屍體。 - Dungeon Settlers 維基",
 "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": "史萊姆會分裂併成為蝌蚪的食物。還會形成兩難：先擊敗蝌蚪會觸發白色莫默克的奧術迴響傷害，但若留下蝌蚪它會吃掉屍體。地圖",
 "Slime splits and becomes food for tadpoles. Also creates a dilemma where defeating the tadpole first causes White Marmok...": "史萊姆分裂併成為蝌蚪的食物。這也造成了一個困境，即先擊敗蝌蚪會導致白色馬莫克...",
 "Slime.": "史萊姆。",
 "SlimeCombat": "SlimeCombat",
 "Slogel": "斯洛格爾",
 "Slogel Hunt Complete": "斯洛格爾狩獵完成",
 "Slogel flees and the thrower casts nets, so the battle can drag on quite long, making the Abyss gimmick's Bleeding stack...": "斯洛格爾逃跑，投擲者撒網，因此戰鬥可能會拖得很長，使得深淵機制的流血堆疊...",
 "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.": "斯洛格爾會逃跑，投擲者會投網，戰鬥可能拖得很久，使無盡深淵機制的出血疊加成為嚴重威脅。",
 "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": "斯洛格爾會逃跑，投擲者會投網，戰鬥可能拖得很久，使無盡深淵機制的出血疊加成為嚴重威脅。 - Dungeon Settlers 維基",
 "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": "斯洛格爾會逃跑，投擲者會投網，戰鬥可能拖得很久，使無盡深淵機制的出血疊加成為嚴重威脅。地圖",
 "Slogel.": "斯洛格爾。",
 "Slogel2": "斯洛格爾2",
 "Slot": "槽",
 "Slot 0, 寂静帷幕's clear boss, is": "槽 0，寂靜帷幕的通關首領，是",
 "Slot 1": "欄位 1",
 "Slot 1, 溃烂地穴's clear boss, is": "槽 1，潰爛地穴的通關首領，是",
 "Slot 2": "欄位 2",
 "Slot 3": "欄位 3",
 "Slot 4": "欄位 4",
 "Slot 5": "欄位 5",
 "Slot Machine Remnant": "老虎機遺蹟",
 "Slot Machine Remnant - Dungeon Settlers Wiki": "老虎機遺蹟 - Dungeon Settlers 維基",
 "Slot {#}": "槽 {#}",
 "Slot {#}, {#}'s clear boss, is [{#}]": "槽 {#}，{#} 的通關首領，是 [{#}]",
 "Slot {#}: [{#}]": "欄位 {#}：[{#}]",
 "Slot: Accessory1": "槽：飾品1",
 "Slot: Accessory2": "槽：飾品2",
 "Slot: Ammo": "槽：彈藥",
 "Slot: Body": "槽：身體",
 "Slot: Head": "槽：頭部",
 "Slot: Primary": "槽：主要",
 "Slot: Secondary": "槽：次要",
 "Slots and swapping": "槽位與更換",
 "Small": "小型",
 "Small Blue Crystal Random": "小型藍水晶 隨機",
 "Small Blue Crystal Remnant": "小型藍水晶遺蹟",
 "Small Blue Crystal Remnant - Dungeon Settlers Wiki": "小型藍水晶遺蹟 - Dungeon Settlers 維基",
 "Small Copper Node Random": "小型銅礦脈 隨機",
 "Small Copper Node Remnant": "小型銅礦脈遺蹟",
 "Small Copper Node Remnant - Dungeon Settlers Wiki": "小型銅礦脈遺蹟 - Dungeon Settlers 維基",
 "Small Dirt Rock Fixed": "小型土巖 固定",
 "Small Dirt Rock Random": "小型土巖 隨機",
 "Small Dirt Rock Remnant": "小型土巖遺蹟",
 "Small Dirt Rock Remnant - Dungeon Settlers Wiki": "小型土巖遺蹟 - Dungeon Settlers 維基",
 "Small Dust Root Fixed": "小塵根 固定",
 "Small Dust Root Random": "小塵根 隨機",
 "Small Dust Root Remnant": "小塵根遺蹟",
 "Small Dust Root Remnant - Dungeon Settlers Wiki": "小塵根遺蹟 - Dungeon Settlers 維基",
 "Small Green Crystal Random": "小型綠水晶 隨機",
 "Small Green Crystal Remnant": "小型綠水晶遺蹟",
 "Small Green Crystal Remnant - Dungeon Settlers Wiki": "小型綠水晶遺蹟 - Dungeon Settlers 維基",
 "Small Red Crystal Random": "小型紅水晶 隨機",
 "Small Red Crystal Remnant": "小型紅水晶遺蹟",
 "Small Red Crystal Remnant - Dungeon Settlers Wiki": "小型紅水晶遺蹟 - Dungeon Settlers 維基",
 "Small Room 1": "小房間 1",
 "Small Room 10": "小房間 10",
 "Small Room 11": "小房間 11",
 "Small Room 12": "小房間 12",
 "Small Room 13": "小房間 13",
 "Small Room 14": "小房間 14",
 "Small Room 15": "小房間 15",
 "Small Room 16": "小房間 16",
 "Small Room 17": "小房間 17",
 "Small Room 18": "小房間 18",
 "Small Room 19": "小房間 19",
 "Small Room 2": "小房間 2",
 "Small Room 20": "小房間 20",
 "Small Room 21": "小房間 21",
 "Small Room 22": "小房間 22",
 "Small Room 23": "小房間 23",
 "Small Room 24": "小型房間 24",
 "Small Room 25": "小型房間 25",
 "Small Room 3": "小房間 3",
 "Small Room 4": "小房間 4",
 "Small Room 5": "小房間 5",
 "Small Room 6": "小房間 6",
 "Small Room 7": "小房間 7",
 "Small Room 8": "小房間 8",
 "Small Room 9": "小房間 9",
 "Small Silver Vein Random": "小型銀礦脈 隨機",
 "Small Silver Vein Remnant": "小型銀礦脈遺蹟",
 "Small Silver Vein Remnant - Dungeon Settlers Wiki": "小型銀礦脈遺蹟 - Dungeon Settlers 維基",
 "Small Slime Random": "小型史萊姆 隨機",
 "Small Spore Slime Random": "小型孢子史萊姆 隨機",
 "Small Stone Golem": "小型石魔",
 "Small Talk Reaction": "閒聊反應",
 "Small Talk Topic": "閒聊話題",
 "Small Twisted Tree Fixed": "扭曲小樹 固定",
 "Small Twisted Tree Remnant": "扭曲小樹遺蹟",
 "Small Twisted Tree Remnant - Dungeon Settlers Wiki": "扭曲小樹遺蹟 - Dungeon Settlers 維基",
 "Small,": "小型，",
 "Small-Sized Normal Battle Room": "小型普通戰鬥房間",
 "Small-Sized Normal Battle Room - Dungeon Settlers Wiki": "小型普通戰鬥房間 - Dungeon Settlers 維基",
 "Small-Sized Normal Battle Room map": "小型普通戰鬥房間地圖",
 "SmallDarkThornRadius": "SmallDarkThornRadius",
 "SmallStoneGolem": "小型石魔",
 "Smite": "懲擊",
 "Smite 2": "懲擊 2",
 "Snatching Prey, the plant's other attack, is a triggered skill on its own cooldown and does not share this cadence.": "捕獲獵物是該植物的另一種攻擊，屬於自帶冷卻的觸發技能，不共用這一節奏。",
 "So a summon inherits the summoner's full Magic Attack Power into its health pool and half of it into its own attack.": "因此召喚物把召喚者的全部魔法攻擊力計入生命值池，並把其中一半計入自身攻擊力。",
 "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，這塊石頭只有消耗沒有來源：升級祈禱會消耗它，表或程式碼中沒有任何東西會把它交給你。",
 "So the best tier with the richest offering can gain 4.5-10.5 points in a single level.": "因此最高層級配上最豐盛的祭品，單次升級可獲得 4.5-10.5 點。",
 "So you'll be joining us. Welcome.": "那麼你將加入我們。歡迎。",
 "So...": "於是...",
 "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 裡有些加成會一直增長，有些則會碰到牆。本頁彙總所有帶",
 "Some expedition members are": "Some 探險隊員 are",
 "Some expedition members are outside the portal area!": "Some 探險隊員 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 探險隊員 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:": "有些命中消耗較少耐久度，或完全不消耗：",
 "Some structures, such as beds or Research Stations, can only be constructed indoors.": "有些建築，如床或研究站，只能在室內進行建造。",
 "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.": "有些建築，如床或研究站，只能在室內進行建造。室內空間的要求是：該區域必須被牆壁和門完全封閉，也包括角落。 ## 此外，牆壁的質量要求也包含房間的角落，而地板質量要求則根據位於牆內的地格來進行判定。",
 "Someone": "有人",
 "Something": "某物",
 "Soon": "很快",
 "Soon a gruff male voice flows out.": "很快，一個粗啞的男聲傳了出來。",
 "Soul": "靈魂",
 "Soul Chain Active": "靈魂鎖鏈主動",
 "Soul Chain Active - Dungeon Settlers Wiki": "靈魂鎖鏈主動 - Dungeon Settlers 維基",
 "Soul Chain Active icon": "靈魂鎖鏈主動 圖示",
 "Soul Stone": "靈魂石",
 "Soul Stones": "靈魂石",
 "Soul Stones - Dungeon Settlers Wiki": "靈魂石 - Dungeon Settlers 維基",
 "Soul stone - skill grant": "靈魂石 - 技能賦予",
 "Soul stones": "靈魂石",
 "Soul-Stone Taming": "靈魂石馴化",
 "Source": "來源",
 "Spawn": "生成",
 "Spawn Acid Insect": "生成酸液蟲",
 "Spawn Acid Insect - Dungeon Settlers Wiki": "生成酸液蟲 - Dungeon Settlers 維基",
 "Spawn Acid Insect icon": "生成酸液蟲 圖示",
 "Spawn Blue Goblin": "生成藍哥布林",
 "Spawn Blue Goblin - Dungeon Settlers Wiki": "生成藍哥布林 - Dungeon Settlers 維基",
 "Spawn Blue Goblin icon": "生成藍哥布林 圖示",
 "Spawn Eyeball": "生成眼球",
 "Spawn Eyeball - Dungeon Settlers Wiki": "生成眼球 - Dungeon Settlers 維基",
 "Spawn Eyeball icon": "生成眼球 圖示",
 "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 維基",
 "Spawn Gloth Pup icon": "生成格洛斯幼崽 圖示",
 "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 維基",
 "Spawn Grey Monster Rat icon": "生成灰色怪鼠 圖示",
 "Spawn Grey Rat": "生成灰老鼠",
 "Spawn Grey Rat - Dungeon Settlers Wiki": "生成灰老鼠 - Dungeon Settlers 維基",
 "Spawn Grey Rat icon": "生成灰老鼠 圖示",
 "Spawn Group": "生成組",
 "Spawn Groups": "生成組",
 "Spawn Groups - Dungeon Settlers Wiki": "生成組 - Dungeon Settlers 維基",
 "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 維基",
 "Spawn Male Gloth icon": "生成雄性格洛斯 圖示",
 "Spawn Mawmurk": "生成莫默克",
 "Spawn Mawmurk - Dungeon Settlers Wiki": "生成莫默克 - Dungeon Settlers 維基",
 "Spawn Mawmurk icon": "生成莫默克 圖示",
 "Spawn Metal Scarab": "生成金屬聖甲蟲",
 "Spawn Metal Scarab - Dungeon Settlers Wiki": "生成金屬聖甲蟲 - Dungeon Settlers 維基",
 "Spawn Metal Scarab icon": "生成金屬聖甲蟲 圖示",
 "Spawn cell": "生成格子",
 "Spawn condition": "生成條件",
 "Spawn conditions": "生成條件",
 "Spawn group": "生成組",
 "Spawn groups": "生成組",
 "Spawn probability {0} for large thornvines vs. small thornvines": "巨型黑荊棘藤蔓相對小型黑荊棘藤蔓的生成機率 {0}",
 "Spawn room": "生成房間",
 "Spawn state and leash": "生成狀態與牽引",
 "Spawned by a mage with 80 Magic Attack Power": "由魔法攻擊力為 80 的法師生成",
 "Spawned by a mage with {#} Magic Attack Power": "由魔法攻擊力 {#} 的法師生成",
 "Spawns": "生成",
 "Spawns in": "出現於",
 "Spawns in base area": "在基地區域生成",
 "Spawns in the world": "在世界中出現",
 "Spawns in {#}": "出現於 {#}",
 "Spawns naturally in Combat / Core / Hard Combat / Patrol rooms of": "自然生成於戰鬥 / 核心 / 困難戰鬥 / 巡邏房間，位於",
 "Spawns naturally in Combat / Core / Hard Combat rooms of": "自然生成於戰鬥 / 核心 / 困難戰鬥房間的",
 "Spawns naturally in Combat / Hard Combat / Patrol rooms of": "自然生成於戰鬥 / 困難戰鬥 / 巡邏房間，所屬",
 "Spawns naturally in Combat / Hard Combat rooms of": "自然生成於戰鬥 / 困難戰鬥房間的",
 "Spawns naturally in Combat / Patrol rooms of": "自然生成於戰鬥 / 巡邏房間的",
 "Spawns naturally in Combat rooms of": "自然生成於戰鬥房間的",
 "Spawns naturally in Core / Patrol rooms of": "自然生成於核心 / 巡邏房間的",
 "Spawns naturally in Hard Combat rooms of": "自然生成於困難戰鬥房間的",
 "Spawns naturally in {#} rooms of {#} from phase {#} onward - each group below is one possible room population.": "自然生成於 {#} 房間（{#}），從階段 {#} 起 - 下方每組為一種可能的房間配置。",
 "Spawns only in the Boss room": "僅在首領房間生成",
 "Spawns only in the Combat room": "僅在戰鬥房間生成",
 "Spawns only in the Elite room": "僅在精英房間生成",
 "Spawns only in the Tutorial3 room": "僅在 Tutorial3 房間生成",
 "Spawns only in the {#} room {#} in {#}: one appears here per visit, alongside {#}.": "僅出現在 {#} 的 {#} 房間 {#}：每次訪問此處出現 1 個，同時還有 {#}。",
 "Spawns only in the {#} room {#} in {#}: one appears here per visit.": "僅在 {#} 的 {#} 房間 {#} 中生成：每次訪問此處出現 1 只。",
 "Spawns only in the {#} room {#} in {#}: {#} appear here per visit, alongside {#}.": "僅出現在 {#} 的 {#} 房間 {#}：每次訪問此處出現 {#}，同時還有 {#}。",
 "Spawns only in the {#} room {#} in {#}: {#} appear here per visit.": "僅出現在 {#} 的 {#} 房間 {#}：每次訪問此處出現 {#}。",
 "Spears": "長矛",
 "Spears excel in range and controlling the battlefield.": "長矛擅長遠端和控制戰場。",
 "Special (71)": "特殊 (71)",
 "Special rooms per floor": "每層特殊房間",
 "Specials (effects that live in code, not in a stat column)": "特殊項（存在於程式碼中、不在屬性列裡的效果）",
 "SpecificTarget": "SpecificTarget",
 "Specimen": "樣本",
 "Specimen Large": "大型樣本",
 "Specimen Large - Dungeon Settlers Wiki": "大型樣本 - Dungeon Settlers 維基",
 "Specimen Medium": "中型樣本",
 "Specimen Medium - Dungeon Settlers Wiki": "中型樣本 - Dungeon Settlers 維基",
 "Specimen Small": "小型樣本",
 "Specimen Small - Dungeon Settlers Wiki": "小型樣本 - Dungeon Settlers 維基",
 "Speed settings": "速度設定",
 "Spell Damage Ranking": "法術傷害排名",
 "Spell Damage Ranking (Skill Damage, DPE)": "法術傷害排名 (技能傷害, DPE)",
 "Spell Damage Ranking - Dungeon Settlers Wiki": "法術傷害排名 - Dungeon Settlers 維基",
 "Spells": "法術",
 "Spike Turtle Random": "尖刺龜 隨機",
 "SpikeTurtle": "尖刺龜",
 "Spin": "旋轉",
 "Spin End": "旋轉結束",
 "Spin Start": "旋轉開始",
 "Spirit": "精神",
 "Spit ×3, MouthOpen ×2, ShellStart ×1": "吐口水 ×3，張嘴 ×2，開始縮殼 ×1",
 "Splash": "濺射",
 "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.": "濺射 = 普通攻擊造成的傷害 x 30 x 0.01，對目標周圍半寬為 1 的方形內每個敵人生效。目標自己所在格會被跳過，因此最多打到 8 個相鄰單位。",
 "Splash before each victim's own resistance and critical roll.": "濺射在每個受害者自身的抗性和暴擊判定之前結算。",
 "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.": "濺射命中無法再次觸發衝擊波、風暴或淹沒。發出它們的是銘文，不是技能，而這三者都以普通攻擊技能為門檻。",
 "Splits from": "分裂自",
 "Splits into:": "分裂為：",
 "Spoiler - click to reveal": "劇透 - 點選顯示",
 "Spoiler - click to reveal spawn info": "劇透 - 點選顯示生成資訊",
 "Spoiler warning:": "劇透警告：",
 "Spoiler-free experience": "無劇透體驗",
 "Spoiler-free?": "無劇透？",
 "Spoilers": "劇透",
 "Spoils": "保質期",
 "Spore": "孢子",
 "Spore Bug investigation done, here's your reward": "孢子昆蟲調查完成，這是你的獎勵",
 "Spore Insect Random": "孢子昆蟲 隨機",
 "SporeSlimeCombat": "SporeSlimeCombat",
 "Spores": "孢子",
 "Spray": "噴霧",
 "Sprays landed": "命中的噴霧",
 "Sprays landed by that moment.": "截至該時刻已命中的噴霧。",
 "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.": "將燃燒擴散到整個怪物群，讓引燃因其存在而消耗它們，然後引爆層數以造成爆發傷害，其傷害量與你堆疊的燃燒量成正比。",
 "Spread Burning, amplify every hit against burning targets, then detonate the stacks. A ranged damage package that does not lean on shields.": "擴散燃燒，放大對燃燒目標的每次打擊，然後引爆層數。一種不依賴護盾的遠端傷害組合。",
 "Spread levels across the squad rather than rushing one unit.": "把等級鋪開到整支小隊，不要只猛升一個單位。",
 "SpreadingFireWarmth_": "SpreadingFireWarmth_",
 "Sprite animations extracted from the game's AnimatorController (": "從遊戲的 AnimatorController 提取的精靈動畫 (",
 "Sprite height": "精靈高度",
 "Sprouting Shell / Shell": "萌芽甲殼 / 外殼",
 "Sprouting Shell calculator": "萌芽甲殼計算器",
 "Square r1": "正方形 r1",
 "Square r2": "正方形 r2",
 "Square, radius 1": "方形，半徑 1",
 "Square, radius 2": "方形，半徑 2",
 "Square, radius 7": "方形，半徑 7",
 "Squatting": "蹲伏",
 "Squatting on the": "蹲坐在",
 "Stab": "刺",
 "Stack cap": "疊加上限",
 "Stacking": "疊加",
 "Stacks": "層數",
 "Stacks refresh onto the same target, so the Bleeding damage compounds against a single enemy you keep hitting.": "層數會重新整理到同一目標上，因此出血傷害會在你持續攻擊的單個敵人身上疊加。",
 "Stacks refresh onto the same target, so the Burning damage compounds against a single enemy you keep hitting.": "層數會重新整理到同一目標上，因此燃燒傷害會在你持續攻擊的單個敵人身上疊加。",
 "Stacks up to 1": "最多疊加 1 層",
 "Stacks up to 10": "最多疊加 10 層",
 "Stacks up to 100": "最多疊加 100 層",
 "Stacks up to 15": "最多疊加 15 層",
 "Stacks up to 200": "最多疊加 200 層",
 "Stacks up to 2000": "最多疊加 2000 層",
 "Stacks up to 3": "最多疊加 3 層",
 "Stacks up to 4": "最多疊加 4 層",
 "Stacks up to 5": "最多疊加 5 層",
 "Stacks up to 50": "最多疊加 50 層",
 "Stacks up to 6": "最多疊加 6 層",
 "Stacks up to 7": "最多疊加 7 層",
 "Stacks up to 99": "最多疊加 99 層",
 "Stacks up to 9999": "最多疊加 9999 層",
 "Stacks up to 999999": "最多疊加 999999 層",
 "Stacks up to {#}": "最多疊加{#}層",
 "Stacks without limit": "無限疊加",
 "Staff": "法杖",
 "Stage": "階段",
 "Stage 1": "階段 1",
 "Stage 2": "階段 2",
 "Stage 3": "階段 3",
 "Stage 4": "階段 4",
 "Stalling": "Stalling",
 "Stalling without clearing floors fires the": "停滯且未清理層會觸發",
 "Stand": "站立",
 "Standalone endless-dungeon mode, separate from the campaign regions: see the": "獨立的無盡地下城模式，與戰役區域分開：見",
 "Standard": "Standard",
 "Standard Forest (internal)": "標準森林（內部）",
 "Standard triangle synergy combat.": "標準三角協同戰鬥。",
 "Standard triangle synergy combat. - Dungeon Settlers Wiki": "標準三角協同戰鬥。 - Dungeon Settlers 維基",
 "Standard triangle synergy combat. map": "標準三角協同戰鬥。地圖",
 "StandardFemale": "StandardFemale",
 "StandardMale": "StandardMale",
 "Standing": "站立",
 "Standing effect": "常駐",
 "Stare": "凝視",
 "Start Quest Main5": "開始任務 Main5",
 "Start a new character or open one you already saved. Nothing is saved until you change something.": "開始一個新角色或開啟一個已儲存的角色。在您更改某些內容之前，不會儲存任何內容。",
 "Start condition": "開始條件",
 "Start delay": "開始延遲",
 "Start here": "從這裡開始",
 "Start node": "起始節點",
 "Start the game and load it. If it asks about a different game version, that is normal - say yes.": "啟動遊戲並載入它。如果詢問是否為不同遊戲版本，這是正常的 - 選是。",
 "Start with one settler. Then make a squad you can load in the game. Skip a step if you already know it.": "先做一個開拓者。再組建一支能在遊戲中載入的小隊。已經會的步驟可以跳過。",
 "Start_": "Start_",
 "Started by": "開始於",
 "Starting backgrounds and their tree bonuses": "初始出身及其技能樹加成",
 "Starting buildings:": "初始建築：",
 "Starting characters": "初始角色",
 "Starting coin holdings": "初始硬幣持有量",
 "Starting durability": "起始耐久度",
 "Starting gear": "初始裝備",
 "Starting gear (what this background hands a recruit in game):": "初始裝備（該出身在遊戲中給予招募單位的裝備）：",
 "Starting inscriptions and talents": "初始銘文與天賦",
 "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": "起始區域",
 "Starting stress (0 to 100)": "起始壓力（0 到 100）",
 "Starting talent sum": "初始天賦合計",
 "Starting units:": "初始單位：",
 "Starts": "開始",
 "Starts a randomly picked Expedition Resolution": "開始一項隨機抽出的探險決議",
 "Starts from the difficulty set in the units bar.": "從單位欄中設定的難度開始。",
 "Starts {#}": "開始 {#}",
 "StartupMuteSec": "StartupMuteSec",
 "Stat": "屬性",
 "Stat Above: Mood": "屬性高於：心情",
 "Stat Above: Mood -10": "屬性高於：心情 -10",
 "Stat Above: Mood -99": "屬性高於：心情 -99",
 "Stat Ratio Above: Energy 0": "屬性比例高於：能量 0",
 "Stat Ratio Above: Health Head 0": "屬性比例高於：頭部生命值 0",
 "Stat Ratio Above: Health Head 20": "屬性比例高於：頭部生命值 20",
 "Stat Ratio Above: Health Total 0": "屬性比例高於：當前生命值 0",
 "Stat Ratio Above: Health Total 20": "屬性比例高於：當前生命值 20",
 "Stat Ratio Above: Hunger 0": "屬性比例高於：飢餓 0",
 "Stat Ratio Above: Stress 40": "屬性比例高於：壓力 40",
 "Stat Ratio Above: Stress 60": "屬性比例高於：壓力 60",
 "Stat Ratio Below: Energy 20": "屬性比例低於：能量 20",
 "Stat Ratio Under: Health Head 20": "屬性比例低於：頭部生命值 20",
 "Stat Ratio Under: Health Head 40": "屬性比例低於：頭部生命值 40",
 "Stat Ratio Under: Health Total 20": "屬性比例低於：當前生命值 20",
 "Stat Ratio Under: Health Total 40": "屬性比例低於：當前生命值 40",
 "Stat Ratio Under: Hunger 20": "屬性比例低於：飢餓 20",
 "Stat Ratio Under: Stress 100": "屬性比例低於：壓力 100",
 "Stat Ratio Under: Stress 60": "屬性比例低於：壓力 60",
 "Stat Sheet": "屬性表",
 "Stat Under: Mood": "屬性低於：心情",
 "Stat Under: Mood -10": "屬性低於：心情 -10",
 "Stat Under: Mood -5": "屬性低於：心情 -5",
 "Stat calculator": "屬性計算器",
 "Stat changes": "屬性變化",
 "Stat definitions - percent vs flat, defaults, caps.": "屬性定義 - 百分比對比固定值、預設值、上限。",
 "Stat grades": "屬性檔位",
 "Stat pipeline": "屬性計算鏈",
 "Stat reference - percent vs flat, defaults": "屬性參考 - 百分比與固定值，預設值",
 "Stat-grade scaling": "屬性檔位縮放",
 "StatIncreaseFactorByOffering": "StatIncreaseFactorByOffering",
 "Station(s)": "工作臺",
 "Status Values": "狀態數值",
 "StatusResistance_": "StatusResistance_",
 "Status_": "Status_",
 "Statuses": "狀態",
 "Statuses - Dungeon Settlers Wiki": "狀態 - Dungeon Settlers 維基",
 "Stay stage 1": "停留階段 1",
 "Stay stage 2": "停留階段 2",
 "Stay stage 3": "停留階段 3",
 "Stay stage 4": "停留階段 4",
 "StayPenaltyTerm": "StayPenaltyTerm",
 "Staying in the dungeon too long adds a penalty in four stages.": "在地下城待太久會依四階段加懲罰。",
 "Stealth keeps you unseen and untargetable at any range. It ends the instant you deal damage.": "潛行使你在任何距離都保持未被發現且無法成為目標。造成傷害的瞬間即結束。",
 "Stealth to reset, not to farm.": "潛行用來重置，不是用來刷。",
 "Steam": "Steam",
 "Steam build id": "Steam 構建 id",
 "Step": "步驟",
 "Step 1": "步驟 1",
 "Step 2": "步驟 2",
 "Step 3": "步驟 3",
 "Step 4": "步驟 4",
 "Step 5": "步驟 5",
 "Step 6": "步驟 6",
 "Step 7": "步驟 7",
 "Step 8": "步驟 8",
 "Step by step:": "逐步：",
 "Step by step: {#}.": "逐步：{#}。",
 "Step {#}": "步驟 {#}",
 "Still to earn": "仍需獲取",
 "Stock caster": "初始施法者",
 "Stock caster level": "預設施法者等級",
 "Stock food and put beds down before night.": "天黑前囤好食物並放下床。",
 "Stock level": "預設等級",
 "Stock offered at": "庫存提供於",
 "Stockpile 2 days of food with Mood 1 or higher": "儲備 2 天心情 1 或更高的食物",
 "Stockpile 2 days of food with Mood 2 or higher": "儲備 2 天心情 2 或更高的食物",
 "Stockpile 2 days of food with Mood 3 or higher": "儲備 2 天心情 3 或更高的食物",
 "Stockpile {#} days of food with Mood {#} or higher": "儲備 {#} 天心情 {#} 或更高的食物",
 "Stone Bid": "石制投標",
 "Stone Decoration": "石質裝飾",
 "Stone Decoration - Dungeon Settlers Wiki": "石質裝飾 - Dungeon Settlers 維基",
 "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.": "石頭。",
 "Stones per prayer": "每次祈禱的法力石",
 "Storage (13)": "倉庫 (13)",
 "Storage buildings are used to": "倉庫建築用於",
 "Storage capacity": "儲存容量",
 "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.": "風暴銘文和衝擊波銘文的觸發也不會給計數充能。它們的發出者是銘文而不是技能，因此通不過普通攻擊門檻。",
 "Storm gains nothing. Its proc scales off physical attack power on a fresh execution, which never sees Sinking's bonus.": "風暴銘文沒有任何收益。它的觸發按物理攻擊力在一次全新結算上縮放，永遠看不到淹沒銘文的加成。",
 "Storm splash": "風暴濺射",
 "Story": "劇情",
 "Stove Load UI": "載入 UI",
 "Strange": "奇怪",
 "Strange Niche Remnant": "奇異縫隙遺蹟",
 "Strange Niche Remnant - Dungeon Settlers Wiki": "奇異縫隙遺蹟 - Dungeon Settlers 維基",
 "Strange smiles spread across their faces.": "他們的臉上浮現出詭異的微笑。",
 "Strange smiles spread across their faces. \"Very well. Then we shall make you &%$&.\" In an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members. Everything comes into sharper focus than before-but with that clarity, you also grasp truths you would rather never have known. When you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.": "他們的臉上浮現出詭異的微笑。 “很好。那麼就讓你們變得 &%$&.\" 剎那間，無數聲音、形象與未知的碎片 knowledge flood into the minds of you and the 探險隊員. 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 @##$@.\" In an instant, countless voices, images, and fragments of unknown knowledge flood into the minds of you and the expedition members. Everything comes into sharper focus than before-but with that clarity, you also grasp truths you would rather never have known. When you come to your senses, the beings have already vanished. You perceive the world more clearly than ever, yet at the same time feel an anguish you cannot explain.": "他們的臉上浮現出詭異的微笑。 “很好。那麼就讓你們變得 @##$@.\" 剎那間，無數聲音、形象與未知的碎片 knowledge flood into the minds of you and the 探險隊員. 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}": "力量強化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Strength Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "力量削弱：負面 GAMESYSTEM_Environment_{affecterName}",
 "StrengthFortify": "StrengthFortify",
 "StrengthWeaken": "StrengthWeaken",
 "Strength_": "Strength_",
 "Stress and mental break": "壓力與精神崩潰",
 "Stress at checkpoints": "檢查點的壓力",
 "Stress crosses its effect thresholds at 20% / 40% / 80%. When it maxes out the unit suffers a": "壓力在 20% / 40% / 80% 越過其效果閾值。達到上限時，該單位會遭受",
 "Stress is at 0 and mood keeps it there.": "壓力為 0，心情使其保持在此。",
 "Stress is at the maximum.": "壓力已達最大值。",
 "Stress never moves": "壓力不變",
 "Stress over time projection": "壓力隨時間變化預測",
 "Stress reaches 0 in {#}": "壓力將在 {#} 降至 0",
 "Stress reset on mental breakdown": "精神崩潰時的壓力重置",
 "Stress very high": "壓力極高",
 "StressEffectApplyCondition": "StressEffectApplyCondition",
 "StressEffectCondition": "StressEffectCondition",
 "Stress_": "Stress_",
 "Stressed": "緊張",
 "Stressed (40 to 80)": "緊張（40 到 80）",
 "Strike 1": "打擊 1",
 "Strike 2": "打擊 2",
 "StringValues": "StringValues",
 "Strongest attack per enemy": "每個敵人的最強攻擊",
 "Structure_": "Structure_",
 "Structures": "建築",
 "Structures'": "目標'",
 "Str×0.05": "力量×0.05",
 "Str×1": "力量×1",
 "Str×4": "力量×4",
 "Student": "學生",
 "Student Discount": "學生折扣",
 "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.": "疊到 2 層後眩暈 1 秒，然後層數重置。",
 "Sturdy Treasure Chest Remnant": "堅固寶箱遺蹟",
 "Sturdy Treasure Chest Remnant - Dungeon Settlers Wiki": "堅固寶箱遺蹟 - Dungeon Settlers 維基",
 "Sub": "輔助",
 "Sub SP": "輔技能點",
 "Sub SP left": "剩餘輔技能點",
 "Sub accessory": "次要飾品",
 "Sub skill trees": "輔助技能樹",
 "Sub trees": "輔助技能樹",
 "Sub trees:": "輔助技能樹：",
 "Sub-faction": "子派系",
 "Sub:": "輔助：",
 "SubBuilding": "SubBuilding",
 "SubBuilding (3)": "附屬 (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 探險隊員 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": "如此差勁的",
 "Such poor discipline? I'll be confiscating all of it.": "紀律如此鬆散？我要沒收所有這些東西。",
 "Suddenly,": "突然，",
 "Suffix:": "字尾：",
 "Suggestion": "建議",
 "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": "召喚",
 "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 所有泡泡靈立即衝向指定地格，造成施法者 {0}% 的 魔法攻擊力 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": "召喚 HP = 你的魔攻 ×1 + 基礎 HP；召喚魔攻 = 你的魔攻 ×0.5 + 基礎魔攻 (反彙編已驗證)。召喚技能讀取的是你的",
 "Summon Ladybug Count": "召喚瓢蟲計數",
 "Summon Ladybug Count - Dungeon Settlers Wiki": "召喚瓢蟲計數 - Dungeon Settlers 維基",
 "Summon Ladybug Count icon": "召喚瓢蟲計數 圖示",
 "Summon Magic Attack": "召喚魔法攻擊力",
 "Summon Max HP": "召喚最大 HP",
 "Summon calculator": "召喚計算器",
 "Summon inherits the summoner's current HP/energy ratios": "召喚物繼承召喚者當前的 HP/能量 比例",
 "Summon output, over the summon's lifetime (the cast itself deals no hit)": "召喚產出，按召喚物存活期間計算（施放本身不造成命中）",
 "Summon scaling": "召喚縮放",
 "Summon spam + Ebb and Flow + Extra Bubble": "召喚連發 + 潮汐 + 額外泡泡",
 "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.": "召喚屬性由召喚者決定：HP = 召喚者魔法攻擊力 ×1 + 基礎 HP；召喚物魔法攻擊力 = 召喚者魔法攻擊力 ×0.5 + 基礎值。上方屬性卡顯示錶中的原始基礎值。",
 "Summon's own Magic Attack Power": "召喚物自身的魔法攻擊力",
 "Summonable units": "可召喚單位",
 "Summoned": "召喚物",
 "Summoned Creatures": "召喚生物",
 "Summoned Creatures - Dungeon Settlers Wiki": "召喚生物 - Dungeon Settlers 維基",
 "Summoned Creatures guide": "召喚生物指南",
 "Summoned by": "召喚來源：",
 "Summoned by:": "召喚來源：",
 "Summoned or placed by": "由以下召喚或放置",
 "Summoned or placed by {#}.": "由 {#} 召喚或放置。",
 "Summoned unit": "召喚單位",
 "Summoned units": "召喚單位",
 "Summoner": "召喚師",
 "Summoner Magic Attack": "召喚者魔法攻擊力",
 "Summoner mage": "召喚師法師",
 "Summons": "召喚",
 "Summons (Bubblings, Bubble Toad, Ladybug...) scale off the": "召喚物（泡泡靈、泡泡蟾蜍、瓢蟲...）隨",
 "Summons 1": "召喚 1",
 "Summons 2": "召喚 2",
 "Summons are leashed to about 5 tiles from their summoner.": "召喚物被限制在召喚者約 5 格範圍內。",
 "Summons {#}": "召喚 {#}",
 "Summons {#}: HP = your {#} + {#} = {#}, {#} = half your {#} + {#} = {#}": "召喚 {#}：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)": "召喚 泡泡靈：HP = 你的 魔法攻擊力 + 0 = 88，魔法攻擊力 = 你的 魔法攻擊力 的一半 + 0 = 44（基礎 物理攻擊力 16.9，攻擊速度 0.3）。場上最多 2 個。以 泡泡撞擊 攻擊（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)": "召喚 泡泡蟾蜍：HP = 你的 魔法攻擊力 + 300 = 388，魔法攻擊力 = 你的 魔法攻擊力 的一半 + 50.7 = 95（基礎 物理攻擊力 16.9，攻擊速度 0.3）。消耗 1 泡泡靈。場上最多 1 個。以 舌刺 攻擊（100% 魔法，射程 1）",
 "Summons:": "召喚：",
 "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.": "日心花每次攻擊更重，但開火頻率只有四分之一，所以一株太陽花的每秒傷害高於一株日心花。",
 "Sunny Wet": "晴朗潮溼",
 "Sunny Wet - Dungeon Settlers Wiki": "晴朗潮溼 - Dungeon Settlers 維基",
 "Sunny Wet icon": "晴朗潮溼 圖示",
 "Supervisor's": "監察官的",
 "Supplies: only": "補給：僅有",
 "Support": "支援",
 "Support wagons": "支援馬車",
 "Supported": "支援了",
 "Surely": "當然",
 "Surely the Expedition": "想必探險",
 "Surely the Expedition Leader already has a solid plan in mind!": "探險指揮官肯定早已有了好計劃！",
 "Surgery": "手術",
 "SurpisedDuration": "SurpisedDuration",
 "Surround yourself with a cloak of flame, granting yourself a": "用火焰披風包裹自身，獲得",
 "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.": "用火焰披風包裹自身，獲得 護盾 等同於 {1}% 的 魔法攻擊力 for {0} seconds, dealing {2}% of 魔法攻擊力 as magic damage per every {5} seconds to adjacent enemy units, and granting {3} 燃燒 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.": "用火焰披風包裹自身，獲得 護盾 等同於 {1}% 的 魔法攻擊力 for {0} seconds, dealing {2}% of 魔法攻擊力 as magic damage per second to adjacent enemy units, and granting {3} 燃燒 for {4} seconds.",
 "Surrounding units": "周圍單位",
 "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.": "周圍視野範圍。戰爭迷霧根據該值更新。在原型中，該值尚無「最終屬性」。之後每個單位都需要有最終的視野屬性。例如，視野揭示的地圖範圍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 維基",
 "Survival Instinct Effect icon": "生存本能效果 圖示",
 "Suspicious": "可疑",
 "Sustained DPS": "持續 DPS",
 "Svya...": "斯維亞……",
 "Swapping gear mid-fight has a cost since B.0.3.44. Changing equipment during combat triggers a": "自 B.0.3.44 起，戰鬥中更換裝備有代價。戰鬥中更換裝備會觸發",
 "Swarming Fleas GAMESYSTEM_Environment_{affecterName}": "跳蚤群 GAMESYSTEM_Environment_{affecterName}",
 "SwarmingFleaEnv": "SwarmingFleaEnv",
 "Sweet": "甜",
 "Sweet Sap": "甜樹液",
 "Swing": "揮舞",
 "Swings": "揮舞",
 "Sword and shield": "劍與盾",
 "Sword equipped": "裝備劍",
 "Sword melee": "劍類近戰",
 "Sword tree (Chain Slash)": "劍系技能樹（連環斬）",
 "Sword tree (Dual Request) or Shield tree (Guardian's Taunt)": "劍技能樹（雙重請求）或盾技能樹（守護者嘲諷）",
 "Synergies": "協同",
 "Synergies - Dungeon Settlers Wiki": "協同 - Dungeon Settlers 維基",
 "System (10)": "系統 (10)",
 "System Menu Quit Notice": "系統選單退出通知",
 "System base hit chance": "系統基礎命中機率",
 "Systems on the clock": "受時鐘驅動的系統",
 "TALENT PER-MODIFIER RANGES": "天賦每修正值範圍",
 "TALENT ROLL RANGES": "天賦抽取範圍",
 "TASK Recreation": "任務：娛樂",
 "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：在探險期間，單位",
 "TIP: Some ranged attacks consume ammo, such as arrows. Be careful not to run out.": "提示：部分遠端攻擊會消耗箭矢等彈藥。請注意彈藥的使用情況，避免耗盡。",
 "TIP: Use ointment to recover health when un...": "提示：在單位生命值較低時使用藥膏恢復...",
 "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": "表冷卻",
 "Tadpole": "蝌蚪",
 "Tadpole Evolve Random": "掠食蛙 隨機",
 "Tadpole Random": "森林蝌蚪 隨機",
 "TadpoleEvolve": "TadpoleEvolve",
 "Take": "拿取",
 "Take 1": "拿取 1",
 "Take defense ignoring magic damage equal to {0}% of": "受到相當於 {0}% 的無視防禦魔法傷害，來自",
 "Take defense ignoring magic damage equal to {0}% of 总最大生命值 per 10 second. This effect cannot stack.": "受到相當於 {0}% 的無視防禦魔法傷害，來自 總最大生命值 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.": "每秒承受總最大生命值 {0}% 的無視防禦魔法傷害。此效果不可疊加。",
 "Take defense-ignoring magic damage equal to {0}% of 总最大生命值 per second. This effect cannot stack.": "Take 無視防禦 等同於 {0}% 的魔法傷害 總最大生命值 每秒。此效果不可疊加。",
 "Take defense-ignoring magic damage of stack * {0} per second.": "Take 無視防禦 堆疊 * {0} 的魔法傷害每秒。",
 "Take defense-ignoring typeless damage equal to 1% of": "承受相當於 1% 的無視防禦無屬性傷害，來自",
 "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 總最大生命值 1% 的無視防禦無屬性傷害。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 總最大生命值 1% 的無視防禦無屬性傷害。此效果不可疊加。",
 "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}% 的無視防禦無屬性傷害。此效果不可疊加。",
 "Take stack * {0}": "受到堆疊 * {0}",
 "Take stack * {0} defense-ignoring physical damage per second.": "受到堆疊 * {0} 無視防禦 物理傷害每秒。",
 "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.": "取技能上的冷卻，再除以 (1 + {#} / {#})。結果為 0，或除數不大於 0 時，表冷卻不變。",
 "Take {#} {#} from the party": "從探險隊拿走 {#} {#}",
 "Taking": "吃下",
 "Taking a bite makes you feel like your whole body is energized.": "咬一口，你會感覺全身充滿活力。",
 "TalWeight": "TalWeight",
 "Talent growth": "天賦成長",
 "Talent represents a": "天賦代表",
 "Talent represents a character's growth potential": "天賦代表角色的成長潛力",
 "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": "天賦代表角色對主屬性的成長潛力。天賦越高，升級時其主屬性可提升的幅度越大。 - 較差 - 中等 - 優秀 - 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": "天賦代表角色對主屬性的成長潛力。天賦越高，升級時其主屬性可提升的幅度越大。 - 較差 - 中等 - 優秀 - 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": "天賦代表角色的成長潛力 in a 主屬性. The higher 天賦越高，越能 that 主屬性 can increase during 升級. - 較差 - 中等 - 優秀 - 卓越 - 天才",
 "Talent scaling": "天賦成長",
 "Talent scaling (player units):": "天賦成長（玩家單位）：",
 "Talent sum (save values):": "天賦合計（存檔值）：",
 "Talent tendencies": "天賦傾向",
 "Talent tiers": "天賦層級",
 "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.": "天賦檔位決定一個單位整個生涯的屬性成長。新候選人在 6 項主屬性上合計大約只有 2-5 檔，所以一項卓越或天才屬性是真正的發現。",
 "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": "天賦",
 "Talents & Stat Growth": "天賦與屬性成長",
 "Talents & Stat Growth - Dungeon Settlers Wiki": "天賦與屬性成長 - Dungeon Settlers 維基",
 "Talents & stats": "天賦與屬性",
 "Talents & stats guide": "天賦與屬性指南",
 "Talisman": "護身符",
 "Talk to": "對話",
 "Talk to Endorsi": "與恩多爾西交談",
 "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.": "馴化被標記為尚未實現的功能。本版本中留下的每顆怪物靈魂石在使用時會授予一項靈魂特質（一個單位只能持有一項靈魂特質；使用另一顆會覆蓋原有特質），而不是設計所暗示的完整「生物技能樹」。在 DS_B.0.4.11 中，每顆靈魂石都繫結到首次擊殺對應怪物，包括鍊甲騎士哨兵的靈魂石（其首領房間生成在該區域第 5 層；參見區域如何解鎖）。DS_B.0.4.11 移除了 13 顆沒有效果的無效靈魂石。靈魂石目錄列出了每顆石頭、其特質和來源。",
 "TamingCapability": "TamingCapability",
 "Tank": "坦克",
 "Tap tooltips": "點按提示",
 "Tape": "捲尺",
 "Tape Measure": "捲尺",
 "Target Max Health (not the caster's attack power)": "目標最大生命值 (非施法者的攻擊力)",
 "Target burning stacks": "目標燃燒層數",
 "Target burning stacks:": "目標燃燒層數：",
 "Target current HP (head + body)": "目標當前 HP（頭部 + 身體）",
 "Target is a Boss": "目標是首領",
 "Target max HP (head + body)": "目標最大 HP（頭部 + 身體）",
 "Target missing HP (%)": "目標已損失 HP (%)",
 "Target unit condition": "目標單位條件",
 "Target's combined HP fraction": "目標合計 HP 比例",
 "Target's missing HP": "目標已損失 HP",
 "Target's missing HP (every 3rd basic)": "目標已損失 HP（每第 3 次普通攻擊）",
 "Targeting range 8; the distance bonus maxes at 16 tiles (far corner of the range).": "瞄準射程 8；距離加成在 16 格時達到上限（範圍的最遠角）。",
 "Task": "任務",
 "Task - Dungeon Settlers Wiki": "任務 - Dungeon Settlers 維基",
 "Task Dungeon Depth": "任務地下城深度",
 "Task icon": "任務 圖示",
 "TaskTalentScores": "TaskTalentScores",
 "Task_": "Task_",
 "Tastes": "嚐起來",
 "Tastes stuffy like its name, but is a valuable source of moisture.": "嚐起來和它的名字一樣沉悶，但卻是寶貴的水分來源。",
 "Taunt + Mocking Grin": "嘲諷 + 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).": "嘲諷是一種減益效果，強制敵人攻擊嘲諷者。雙重請求嘲諷一個目標（並對它造成+50%傷害，來自其他人的傷害-30%）；守護者嘲諷嘲諷一整群敵人。因為嘲諷是敵人的減益效果，施放它也會觸發格擋屏障。然後嘲弄之笑（堡壘）將你從被嘲諷的敵人那裡受到的每次攻擊的20%轉化為屏障，持續10秒--所以你受到的攻擊越多，你生成的護盾就越多，這恰好顛倒了成為目標的通常缺點。雙重請求的-30%傷害減免和護盾堆疊（強化/屏障復甦）使這成為一個真正粘人的坦克。嘲諷者和嘲弄之笑的持有者必須是同一個單位（它基於“你的”嘲諷）。",
 "Taunt tank": "嘲諷坦克",
 "Team & import": "隊伍與匯入",
 "Team 1": "隊伍 1",
 "Team Stats": "隊伍資料",
 "Team composition": "隊伍構成",
 "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.": "隊伍構成。點選卡牌即可加入此隊伍。再點一次即可移出。Compact+ 是預設檢視。它顯示種族、出身、裝備和技能樹。",
 "Team damage per second": "隊伍每秒傷害",
 "Team energy to kill": "隊伍擊殺能量",
 "Team for DPS and energy": "DPS 與能量隊伍",
 "Team link": "隊伍連結",
 "Team name for the imported party": "匯入隊伍的名稱",
 "Team name:": "隊伍名稱：",
 "Team units": "隊伍單位",
 "Tears": "淚",
 "Technical": "技術",
 "Technique": "技巧",
 "Temp Tuto Skip": "Temp Tuto Skip",
 "TempTutoSkip": "TempTutoSkip",
 "Template balance fingerprint": "模板平衡指紋",
 "Template game version": "模板遊戲版本",
 "Template weight": "模板權重",
 "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]": "神廟 供奉女神的場所。這個地方越神聖，女神就越願意將她的恩典賜予信徒。[ROOM_PoorTemple] [ROOM_MediocreTemple] [ROOM_NormalTemple] [ROOM_DecentTemple]",
 "Temple of": "……神殿",
 "Temple.": "寺廟。",
 "TemplePray": "TemplePray",
 "Temple_": "Temple_",
 "Temporarily gain": "暫時獲得",
 "Temporarily gain shell.": "暫時獲得 shell.",
 "Temporary": "臨時",
 "Temporary-buff stack caps": "臨時增益層數上限",
 "Terms of use": "使用條款",
 "Test": "測試",
 "Test Setting": "測試設定",
 "Test Squad": "測試小隊",
 "Test Superman": "Test Superman",
 "Test Superman - Dungeon Settlers Wiki": "Test Superman - Dungeon Settlers 維基",
 "Test Superman icon": "Test Superman 圖示",
 "Test Test Test": "測試 測試 測試",
 "Test Test Test - Dungeon Settlers Wiki": "測試 測試 測試 - Dungeon Settlers 維基",
 "Test Test Test icon": "測試 測試 測試 圖示",
 "Test Trade": "測試交易",
 "Test Trade - Dungeon Settlers Wiki": "測試交易 - Dungeon Settlers 維基",
 "Test Trade Box": "測試交易箱",
 "Test Trade Box - Dungeon Settlers Wiki": "測試交易箱 - Dungeon Settlers 維基",
 "Test Trade icon": "測試交易 圖示",
 "Test presets": "測試模板",
 "Test this build in-game": "在遊戲中測試此構築",
 "Test this team in-game": "在遊戲中測試此隊伍",
 "Test unit": "測試單位",
 "Test unit: Magic {#}, Physical {#}.": "測試單位：魔法 {#}，物理 {#}。",
 "Text / Localization": "文字 / 本地化",
 "Text and wording": "文字與措辭",
 "Text varies per Expedition Resolution": "文字因探險決議而異",
 "Text varies per Expedition Resolution - see": "文字因探險決議而異 - 見",
 "Th...": "這...",
 "Thank": "謝謝",
 "Thank you for": "感謝您",
 "Thank you for playing the Dungeon Settlers demo.": "感謝您遊玩《地城拓荒》試玩版。",
 "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.": "感謝您遊玩 Dungeon Settlers 試玩版。本試玩版旨在讓您提前體驗 Dungeon Settlers 的核心玩法迴圈。遊戲的許多部分仍在開發中，試玩版中部分內容和系統受到限制。我們將繼續改進平衡、便捷性功能、事件和後期內容。您分享的反饋將極大幫助我們繼續完善遊戲。",
 "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.": "感謝您遊玩《地城拓荒》試玩版。 本試玩版旨在讓您提前體驗《地城拓荒》的核心玩法迴圈。 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.": "謝謝！你的報告已傳送。",
 "That": "那",
 "That file is not a Dungeon Settlers save.": "該檔案不是地下城拓荒者存檔。",
 "That file is not readable JSON.": "該檔案不是可讀的 JSON。",
 "That finale is a": "該終局是",
 "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.": "該輔助函式用於掉落路徑：當區域上的豐饒魔力石環境效果生效時，已經擲出的法力石堆疊會按該效果的百分比提高。因此如果上級法力石曾經掉落，數量會被提高。",
 "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.": "因此安全層是長途推進的天然整備站：一支在第 3 天到達安全層的小隊，離開時的狀態與剛抵達的小隊相同，所以每次都經過安全層的深層探險根本不必支付最差費率。",
 "That table exists in the data, and": "該表存在於資料中，並且",
 "That's": "那是",
 "That...": "那...",
 "The": "該",
 "The +10% hit / +5% crit surround bonus per flanking unit. Note: authored in the data but": "每個側翼單位提供 +10% 命中 / +5% 暴擊的包圍加成。注意：資料中已寫入，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.": "夜間 -3 視野讓你可以靠得更近，但己方單位同樣盲目 - 若有夜視就帶上。",
 "The 20 is the ceiling on Shell stacks, not a cap on how many times the inscription may trigger.": "20 是外殼層數的上限，不是該銘文可觸發次數的上限。",
 "The 20 second duration and the 60 tick cooldown both come from the inscription's own values.": "20 秒持續時間和 60 跳冷卻都來自銘文自身的數值。",
 "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 額度是推斷出來的：減量和剩餘額度檢測已被讀到，但從第二個數值寫入額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.": "這 25 在造成傷害區間內加算，然後該區間再乘以暴擊倍率。",
 "The 3": "這 3 條",
 "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 秒節奏既不在資料表中，也不在遊戲內說明裡：重置是編譯進攻擊流程的常量，因此改資料無法改動它。",
 "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.": "遊戲發放的 48 個任務，分 5 條線發放：每條線是一條鏈，只有前一步彙報後，下一步才會開啟。65 項探險決議也以任務形式執行，並有單獨的頁面。",
 "The 6 major stats, Max Health, Physical/Magic Attack Power, Attack Speed": "6 項主屬性、最大生命值、物理/魔法攻擊力、攻擊速度",
 "The 6 of them are:": "共 6 種：",
 "The 65 \"Expedition Resolution\" goals also run as quests. They are repeatable settlement targets that push your": "這 65 個“探險決議”目標也會作為任務執行。它們是可重複的據點目標，用來推動你的",
 "The 65 goals cover 7 kinds of work:": "這 65 個目標涵蓋 7 類工作：",
 "The Abyss runs": "無限深淵共有",
 "The Bleeding stacks are applied to the target of the attack that completed the cycle.": "出血層數施加到完成該迴圈的那次攻擊的目標上。",
 "The Bleeding stacks land on the target of the critical hit.": "出血層數落在該次暴擊的目標上。",
 "The Burning stacks are applied to the target of the attack that completed the cycle.": "燃燒層數施加到完成該迴圈的那次攻擊的目標上。",
 "The Burning stacks land on the target of the critical hit.": "燃燒層數落在該次暴擊的目標上。",
 "The Chain Knight Sentinel in its room.": "房間裡的鍊甲騎士哨兵。",
 "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點會在 4 秒後下一次命中到來之前結束，所以目標是間歇暴露，而不是在植物站立的整段時間裡都暴露。",
 "The Demolition control is locked": "拆除控制已鎖定",
 "The Demolition control is unlocked": "拆除控制已解鎖",
 "The Depleted Dungeon effect": "枯竭地下城效果",
 "The EXP required to": "升到下一級所需的經驗",
 "The EXP required to level up from the current level. Determines the maximum value of 经验值.": "升到下一級所需的經驗 level up from the current 等級。決定最大值的是 經驗值.",
 "The EXP required to reach the next level. Determines the maximum value of 经验值.": "升到下一級所需的經驗 reach the next 等級。決定最大值的是 經驗值.",
 "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.": "搶先體驗版本（DS_B.0.4.11，build 25096615）從物品表中刪去了 138 行，幾乎全是本頁曾經說明過的無法獲得的佔位項。在 DS_B.0.4.11 中移除：錫、青銅和鐵的武器與護甲系列（以及鐵礦石和鐵棍），從木到阿克倫的全部匕首和斧物品，石榴石、貓眼石和橄欖石礦石、精煉寶石、法杖、戒指和項鍊，黃金戒指和黃金項鍊，20 顆怪物靈魂石中的 13 顆，四件傳說遺物飾品（男爵血淚、紅龍之息、冰冷之握、漩渦之潮），寶物飾品，以及一套未使用的藥水和補劑。鐵系列中僅剩鐵製護甲和鐵製頭盔：各有配方，但配方未寫出工作臺，且材料鐵錠在表中沒有來源。鐵製巨劍和鐵錠本身也仍在，完全沒有來源。金礦石和金錠在任何版本中都不曾存在。最新內容頁面列出了每一行被刪除的記錄。",
 "The Early Access release removed these from the item data:": "搶先體驗版本從物品資料中移除了以下內容：",
 "The Elros Empire": "埃爾羅斯帝國",
 "The Elros Empire (spoiler)": "埃爾羅斯帝國（劇透）",
 "The Elros Empire thread continues in unreleased content (future Elros bosses and regions): see": "埃爾羅斯帝國線索在未釋出內容中繼續（未來的埃爾羅斯首領和區域）：參見",
 "The Giant Stone Golem in its room.": "房間裡的巨石魔像。",
 "The Golem memorial": "魔像紀念物",
 "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": "魔像紀念競技場；其恩多爾西生成要求已有巨石魔像擊殺記錄，且任務狩獵阿爾法酸性斯洛格爾已完成",
 "The HP at or below which the enemy is executed.": "敵人會在該 HP 及以下被處決。",
 "The Infinite Abyss is a standalone endless mode, separate from the campaign regions. Its corrupted monsters drop nothing directly - you farm it through the treasure chests below. See the": "無盡深淵是獨立的無盡模式，與戰役區域分開。其中受侵蝕的怪物不會直接掉落物品 - 透過下方寶箱刷取。參見",
 "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...": "無盡深淵是獨立的無盡地下城模式。它與探險地圖上的空區域遺忘深淵分開，並且只部分實現...",
 "The Infinite Abyss uses one fixed layout on every floor (1-10): an Entry, a Combat room, an": "無盡深淵每一層（1-10）使用同一固定佈局：入口、戰鬥房間、",
 "The Inscription of Gloom tradeoff": "憂鬱銘文的取捨",
 "The Inscription of Reflection bounces 100% of every damage type. Monster carapaces (Spike Turtle, Crystal Turtle) reflect a portion of melee / magic damage instead.": "反射銘文反彈所有傷害型別的 100%。怪物甲殼（尖刺龜、水晶龜）則反彈一部分近戰 / 魔法傷害。",
 "The Inscription of the Sprouting Shell turns recovered Energy into Shell charges, capped at 20.": "萌芽甲殼銘文把恢復的能量轉成外殼層數，上限為 20。",
 "The Inspector's voice flows from the raven's beak.": "觀察者的聲音從烏鴉的喙中傳出。",
 "The Intelligence talent of {#} has changed from {#} to {#}.": "{#} 的智力天賦已從 {#} 改為 {#}。",
 "The Korean text adds a clause not in the English description: hits against a target within 1 tile deal 50% less. Not folded into the numbers.": "韓語文字比英語描述多了一句：對 1 格內目標的命中造成的傷害減少 50%。未折入所示數值。",
 "The Legendary": "傳說級",
 "The Lycan expedition members exchange disappointed looks, then...": "狼人隊員們遺憾地互望一眼，然後...",
 "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.\"": "魔法工坊已成形為一個合適的工坊，可以安全地處理魔法和材料。“很好。現在我們終於可以製作合適的魔法工具了。”",
 "The Perception myth": "感知誤區",
 "The Rare": "稀有",
 "The Red Monster Rat": "紅色怪鼠",
 "The Retry button rerolls all 5 slots.": "重試按鈕會重擲全部 5 個欄位。",
 "The Retry button rerolls all {#} slots.": "重試按鈕會重抽全部 {#} 個槽。",
 "The Stat suggested by the goddess during prayer will increase or decrease by a certain percentage based on the chosen type of": "在祈禱時，女神所建議的屬性會根據所選的",
 "The Stat suggested by the goddess during prayer will increase or decrease by a certain percentage based on the chosen type of consecretionn.": "在祈禱時，女神所建議的屬性會根據所選的 consecretionn.",
 "The Strength talent of {#} has changed from {#} to {#}.": "{#} 的力量天賦已從 {#} 改為 {#}。",
 "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 探險隊員 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 恰好定義了 {#} 條 TypeName 為 Soul 的特質，每顆可用的怪物靈魂石一條；每條只給開拓者一項效果（每名角色一條靈魂特質）。",
 "The Watching One 2": "守望者2",
 "The XP ladder": "經驗階梯",
 "The actual timing of effect application is governed by the item skill sheet data.": "效果施加的實際時間由物品技能表資料決定。",
 "The alternate room appearance used in range previews": "射程預覽所用的備用房間外觀",
 "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\".": "所需經驗量。{1} 指等級 1 時的最大經驗量。{0} 是未使用的佔位符，值固定為 \"None\"。",
 "The amount of the first item in {#} has changed from {#} to {#}.": "{#} 中第一件物品的數量已從 {#} 改為 {#}。",
 "The amount of the second item in {#} has changed from {#} to {#}.": "{#} 中第二件物品的數量已從 {#} 改為 {#}。",
 "The amount of the third item in {#} has changed from {#} to {#}.": "{#} 中第三件物品的數量已從 {#} 改為 {#}。",
 "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.": "範圍是目標周圍半寬為 1 的正方形，讀取自銘文的第一個數值。它不是正好 8 格的一圈：相鄰目標更少則命中更少。",
 "The assembled connected floor map": "拼好的連通層地圖",
 "The attack counter starts at 2 rather than at the interval, so the opening hit comes twice as fast as the ones that follow.": "攻擊計數從 2 開始而不是從間隔值開始，所以首次命中比之後的命中快一倍。",
 "The attack counter starts at 2 rather than at the interval, so the opening spray comes twice as fast as the ones that follow.": "攻擊計數從 2 開始而不是從間隔值開始，所以首次噴霧比之後的噴霧快一倍。",
 "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.": "攻擊流程按一秒一跳執行。每跳將植物的存活計數加一，並將攻擊計數減一；攻擊計數耗盡時植物攻擊，然後計數重置。太陽花用自己的第六個數值重置它，計數從 1 開始，因此第一次攻擊就是第一跳，之後每一跳都是一次攻擊。",
 "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.": "攻擊程式按每秒一步執行。每一步把植物的存活計數加 1，並把攻擊計數減 1；攻擊計數耗盡時植物攻擊，然後計數重置。重置值是寫進該程式的常量 4，計數從 2 開始，所以第一次命中發生在第 2 步，之後每次命中間隔 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.": "攻擊程式按每秒一步執行。每一步把植物的存活計數加 1，並把攻擊計數減 1；攻擊計數耗盡時植物噴霧，然後計數重置。重置值是寫進該程式的常量 4，計數從 2 開始，所以第一次噴霧發生在第 2 步，之後每次噴霧間隔 4 步。",
 "The attack speed of {#} has changed from {#} to {#}.": "{#} 的攻擊速度已從 {#} 改為 {#}。",
 "The availability condition changed for {#} dialogue options.": "{#} 個對話選項的可用條件已更改。",
 "The average Mood has stayed -3 미만 for 180분": "平均心情已保持低於 -3，持續 180 分鐘",
 "The average Mood has stayed under -3 for 180 min": "平均心情已保持低於 -3，持續 180 分鐘",
 "The average Mood has stayed {#} for {#}": "平均心情已保持 {#}，持續 {#}",
 "The average Mood is under -2": "平均心情低於 -2",
 "The average Mood is under {#}": "平均心情低於 {#}",
 "The backgrounds available to {#} have changed from {#} to {#}.": "{#} 可選用的出身已從 {#} 改為 {#}。",
 "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.": "護盾量以護盾效果的層數攜帶，持續 20 秒。這就是護盾行自身的數值無法解析它的原因：該數字在執行時繫結。",
 "The base price of {#} has changed from {#} to {#}.": "{#} 的基礎價格已從 {#} 改為 {#}。",
 "The base quantity cycles 4 / 24 / 72 across the whole ladder, independent of the grade band.": "基礎數量在整條階梯上按 4 / 24 / 72 迴圈，與檔位段無關。",
 "The base random event": "基地隨機事件",
 "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.": "每個等級的開拓者對其待遇（住房/食物標準）所期望的基準心情。管理難度越高，該基準越低 - 在毀滅難度下，5 級開拓者的心情期望從 -9 開始，而簡單難度下為 -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%.": "該節拍是遊戲全域性的一秒重新整理，不是效果自己啟動的計時器，因此四秒施加會覆蓋三次或四次治療，取決於落在節拍的哪個位置。三次節拍返還已損失的 1 - 0.75^3 = 57.8%，四次返還 1 - 0.75^4 = 68.4%。",
 "The blocking conditions changed for {#} NPC spawns.": "{#} 個非玩家角色生成的阻擋條件已更改。",
 "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.": "招募板每隔一個重新整理間隔（一個遊戲內分鐘常量）自動重新整理；計數器開始時為滿，因此戰役一開始就會抽出第一批招募板。",
 "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 {#} 遊戲內分鐘自動抽出一批新候選人，即 {#} 遊戲內小時。",
 "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 在據點中會留在原地 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 ...": "在定居點中死亡的探險隊員，其遺體會留在原地。在妥善埋葬遺體之前，該探險隊員仍會...",
 "The body used by {#} has changed from {#} to {#}.": "{#} 使用的身體已從 {#} 改為 {#}。",
 "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.": "該加成與同一區間內其他所有造成傷害加成為加法關係，因此每多一個來源，其價值都低於第一個。",
 "The bonus is scoped to one hit and is additive with the other damage dealt bonuses, so it does not multiply them.": "該加成只作用於一次命中，並與其他造成傷害加成加算，因此不會與它們相乘。",
 "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.": "該加成寫入那一次命中的造成傷害。一次命中為 (固定值 + 自身係數 + 目標係數) x (1 + 倍率 + 造成傷害 / 100 + 型別造成傷害 / 100 + 目標受到傷害 / 100) x 命中結果 x 100 / (100 + 抗性) x 最終倍率。沉重戰錘銘文落在加法加成區間內，該整個區間隨後再乘以暴擊係數，然後才結算防禦。",
 "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.": "該加成進入那一次命中的加算造成傷害區間，然後該區間再乘以暴擊倍率。它在防禦之前結算。",
 "The bonus speeds up research work.": "該加成會加快研究工作。",
 "The bonuses granted by equipping {#} have changed from {#} to {#}.": "裝備 {#} 所賦予的加成已從 {#} 改為 {#}。",
 "The boost ends when the report event is completed or dismissed.": "報告事件完成或關閉時，加成結束。",
 "The boss is removed from that room and your monsters take its place.": "該房間的首領會被移除，由你的怪物佔據其位置。",
 "The bottom of the Perception modifier range on {#} has changed from {#} to {#}.": "{#} 的感知修正範圍下限已從 {#} 改為 {#}。",
 "The build menu category of {#} has changed from {#} to {#}.": "{#} 的建造選單分類已從 {#} 改為 {#}。",
 "The building record shape has no status component.": "建築記錄形狀沒有狀態元件。",
 "The building subtype of {#} has changed from {#} to {#}.": "{#} 的建築子型別已從 {#} 改為 {#}。",
 "The calculator covers the two confident stacking DoTs,": "計算器覆蓋兩個已確認的可疊加持續傷害，",
 "The calendar still turns at midnight, not at dawn.": "日曆仍在午夜翻過，而不是黎明。",
 "The camera moves": "鏡頭移動",
 "The camera moves to": "鏡頭移至",
 "The camera moves to {#}": "鏡頭移至 {#}",
 "The camp holds:": "營地中有：",
 "The camp is assembled from": "營地由",
 "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.": "營地由 {#} 個預先製作的區域模板組成。隱藏在蔓延下的區域會在爆炸露出它們或單位走入時被發現，其建築和物品堆隨後出現。",
 "The campaign is split into": "戰役分為",
 "The campaign runs on a single global clock shared by the settlement and any active expedition. There is no separate dungeon calendar.": "戰役使用一個全域性時鐘，由據點與任何進行中的探險共享。沒有單獨的地下城日曆。",
 "The carapace traits that grant these reflects carry FloatValue": "賦予這些反彈的甲殼特質帶有 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%.": "施法者的命中機率。在「我的單位」模式下，這是你單位的真實命中機率（來自角色構築器）；否則以玩家為目標的法術為 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.": "施法者的暴擊機率（暴擊倍率已計入技能傷害）。在「我的單位」模式下，這是你所選施法者的真實暴擊 - 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 {#}.": "{#} 的分類已從 {#} 改為 {#}。",
 "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 (": "主線在兩個任務上收尾。主線任務 7 需要建好女神像以及 2 個 2 級及以上單位，主線任務 8 就是擊殺本身（",
 "The chain, traced in the DS_B.0.4.11 binary (2026-09-04):": "該鏈路在 DS_B.0.4.11 二進位制中追蹤如下（2026-09-04）：",
 "The chance of drawing the first item from {#} has changed from {#} to {#}.": "從 {#} 抽到第一件物品的機率已從 {#} 變為 {#}。",
 "The chance of drawing the second item from {#} has changed from {#} to {#}.": "從 {#} 抽到第二件物品的機率已從 {#} 變為 {#}。",
 "The chance of drawing the third item from {#} has changed from {#} to {#}.": "從 {#} 抽到第三件物品的機率已從 {#} 變為 {#}。",
 "The chance of each item appearing at {#} has changed from {#} to {#}.": "{#} 處各物品出現的機率已從 {#} 改為 {#}。",
 "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.": "每層機率就是本站的房間機率：該模板的權重，相對該層符合條件的同型別其他模板，再乘以該層佈置的該型別房間槽數量。",
 "The check is": "判定依據是",
 "The check is combined head+body HP, not either bar alone. Any damaging hit that leaves a non-boss enemy at": "判定使用頭部 + 身體的合計 HP，不是單獨某一條。任何傷害命中若把非首領敵人打到",
 "The choices offered at {#} have changed from {#} to {#}.": "{#} 提供的選項已從 {#} 變為 {#}。",
 "The chosen arena room is not in this template.": "所選競技場房間不在此模板中。",
 "The chosen member has more than 10 energy": "所選成員的能量多於 10",
 "The chosen member has more than {#} energy": "所選成員的能量多於 {#}",
 "The chosen member's head health is": "所選成員的頭部生命值",
 "The chosen member's head health is 80 or higher": "所選成員的頭部生命值達到 80 或更高",
 "The chosen member's head health is more than 50": "所選成員的頭部生命值多於 50",
 "The chosen member's head health is more than {#}": "所選成員的頭部生命值多於 {#}",
 "The chosen member's head health is {#} or higher": "所選成員的頭部 HP 為 {#} 或更高",
 "The clan rank from which {#} start appearing among recruits has changed from {#} to {#}.": "{#} 開始出現在招募名單中的探險等級已從 {#} 改為 {#}。",
 "The clan you begin a scenario with - the tutorial and basic starting settlers.": "開始場景時的團隊 - 教程和基礎初始開拓者。",
 "The clear forest air aids growth. All units": "清新的森林空氣有助於生長。所有單位",
 "The clear forest air aids growth. All units gain": "清新的森林空氣有助於生長。所有單位獲得",
 "The clear forest air aids growth. All units gain experience gain bonuses.": "清新的森林空氣有助於生長。所有單位獲得經驗值加成。",
 "The client's": "客戶端的",
 "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.": "係數屬性被硬編碼為物理攻擊力。魔法普通攻擊仍按物理攻擊力觸發風暴銘文，只有傷害型別被繼承，因此目標使用的抗性跟隨攻擊，縮放則不跟隨。",
 "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.": "編譯後的遊戲只在一處提到這塊石頭：一個判斷物品鍵是否為法力石的輔助函式。該輔助函式只決定法力石加成是否作用於已經掉落的堆疊，它不會生成任何東西。",
 "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 完整資料庫：物品、怪物、技能、技能樹、建築、事件、任務、掉落表和角色構築器，來自遊戲自身資料。",
 "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.": "完整的遊戲內手冊（遊戲指南面板），此版本包含57個主題。關鍵詞連結功能與遊戲中的懸停參考相同。",
 "The completion requirement changed for {#} quests.": "{#} 個任務的完成條件已更改。",
 "The composited in-game unit icon, with its equipped gear": "遊戲內合成的單點陣圖標，含已裝備的裝備",
 "The conditions and the rewards for each goal are on the ": "每個目標的條件和獎勵見 ",
 "The constant is written": "該常量寫為",
 "The cooldown of {#} has changed from {#} to {#}.": "{#} 的冷卻已從 {#} 改為 {#}。",
 "The cooldown on {#} has changed from {#} to {#} in-game minutes.": "{#} 的冷卻已從 {#} 改為 {#} 遊戲內分鐘。",
 "The counter effect's max stack of 4 is the 1, 2, 3, 4 then reset pattern, not a 4-attack cadence.": "該計數效果的最大層數 4 是 1、2、3、4 然後重置的模式，而不是每 4 次攻擊一次的節奏。",
 "The counter is hidden. The effect is not exposed to the player, so there is no way to see how charged it is.": "該計數是隱藏的。效果不對玩家顯示，因此無法看到充能到了哪一步。",
 "The counter is invisible in game.": "該計數在遊戲中不可見。",
 "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.": "計數按 1、2、3、4 執行，然後減 3 回到 1，因此第一次觸發發生在第 4 次符合條件的普通攻擊，之後每第 3 次再觸發。",
 "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.\"": "魔法工具的製作逐漸成形，但過程仍難以稱得上穩定。有了改進的魔法工坊，工作效率將大大提高。“魔法即使是最小的失誤也可能變得危險。我們需要一個更好的魔法工坊。”",
 "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.": "結束時賦予的暴擊機率讀取的是銘文的第一個數值，不是第三個。第三個數值只用來填充提示框的佔位符，因此修改它只會改變文字，沒有其他效果。兩者碰巧都是 10，這正是該錯誤被掩蓋的原因。",
 "The crow looks down at you, tilts its beak,": "烏鴉俯視著你，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.": "烏鴉俯視著你，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.": "烏鴉俯視著你，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.": "升級所用的貨幣。等級為低階（Low）、中級（Mid）、上級（High）和超級；更高等級的單位需要更高等級的石頭才能升級。",
 "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.\"": "目前的實驗室似乎無法獨自處理日益增長的研究和記錄。是時候需要一個更好的研究環境了。“如果我們要積累知識，就必須首先整理研究環境。”",
 "The custom AI is built on Behavior Designer trees whose distance/vision checks (": "自定義 AI 建立在 Behavior Designer 樹上，其距離/視野檢查（",
 "The damage dealt bonus changes by current 心情 × {0}%. The lower 心情 is, the more damage is dealt.": "造成的傷害加成隨當前心情 × {0}% 變化。心情越低，造成的傷害越高。",
 "The damage is figured from the summoner's Magic Attack: the plant is a building and carries no stat block of its own.": "傷害由召喚者的魔法攻擊計算：該植物是建築，自身沒有屬性資料。",
 "The damage pipeline, per-point stat coefficients, crit and resist math, DoT scaling, encirclement and summon scaling - every number cited to its table.": "傷害計算流程、逐點屬性係數、暴擊與抗性計算、DoT 縮放、包圍與召喚縮放 - 每個數字都引用來源表。",
 "The data ships a": "資料中帶有一個",
 "The decoration style of {#} has changed from {#} to {#}.": "{#} 的裝飾風格已從 {#} 改為 {#}。",
 "The deeper you go into a dungeon, the richer and rarer the Resources you can obtain.": "The deeper you go into a dungeon, the 更豐富也更稀有 the Resources you can obtain.",
 "The default conversation for {#} has changed from {#} to {#}.": "{#} 的預設對話已從 {#} 改為 {#}。",
 "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.": "預設且最常見的招募物件（每個探險等級的招募權重都最高；見上方標籤）。唯一帶有經驗加成的種族。程式化名字池最大。",
 "The depletion recovery interval:": "枯竭恢復間隔：",
 "The detection model": "檢測模型",
 "The dev comment on the constant is explicit. A NULL slot means the region has no boss and never unlocks the next one.": "該常量上的開發者註釋寫得很明確。NULL 槽表示該區域沒有首領，且永遠不會解鎖下一個區域。",
 "The device pays 24": "該裝置發放 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 探險隊員 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 探險隊員 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權重已從 {#} 改為 {#}。",
 "The draw weight of the second item in {#} has changed from {#} to {#}.": "{#} 中第二件物品的抽取權重已從 {#} 改為 {#}。",
 "The draw weight of the third item in {#} has changed from {#} to {#}.": "{#} 中第三件物品的抽取權重已從 {#} 改為 {#}。",
 "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": "轉儲確認了常量和近戰/遠端劃分（開發者註釋：[0] melee, [1] ranged），但方法體被剝掉了，因此倍率如何運算是推斷的，不是逐行讀出來的。程式碼裡沒有發現拴繩或返回重新整理點計時器 - 怪物達到",
 "The dungeon runs on a day/night clock. Daytime is": "地下城按晝夜時鐘執行。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.": "耐久計算本身尚未反彙編。已確定的是，額外損耗由技能的耐久消耗驅動，並落在該技能對應的裝備上。",
 "The durability of {#} has changed from {#} to {#}.": "{#} 的耐久度已從 {#} 改為 {#}。",
 "The duration of {#} has changed from {#} to {#}.": "{#} 的持續時間已從 {#} 改為 {#}。",
 "The effects carried by {#} have changed from {#} to {#}.": "{#} 攜帶的效果已從 {#} 改為 {#}。",
 "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": "包圍常數已寫入遊戲資料，但沒有戰鬥程式碼讀取它，因此該加成目前無效。面板顯示它",
 "The enemy is assumed to always hit (100%) - no dodge/guard model exists for monsters in the data.": "假定敵人必定命中 (100%) - 資料中怪物沒有閃避/格擋模型。",
 "The energy cost of {#} has changed from {#} to {#}.": "{#} 的能量消耗已從 {#} 改為 {#}。",
 "The equipment required to use {#} has changed from {#} to {#}.": "使用 {#} 所需的裝備已從 {#} 改為 {#}。",
 "The events linked to {#} have changed from {#} to {#}.": "與 {#} 關聯的事件已從 {#} 改為 {#}。",
 "The exact gain is rolled randomly inside the tier's range at each level-up. The roll is then multiplied by your": "每次升級時，精確收益在該層級範圍內隨機擲出。擲出結果再乘以你的",
 "The exact skill it grants is not defined in stock {#} yet (gated / unreleased content).": "它授予的具體技能尚未寫入現有 {#}（未開放內容）。",
 "The exact value is the Played effect listed on each building's page.": "精確數值是各建築頁面上列出的已玩效果。",
 "The exchange": "對拼",
 "The expedition does not hold": "探險未持有",
 "The expedition does not hold {#}": "探險未持有 {#}",
 "The expedition has 3 members or more": "探險隊有 3 名或以上成員",
 "The expedition has been wiped out": "探險隊已被全滅",
 "The expedition has made no progress for 3 days": "探險已 3 天沒有進展",
 "The expedition has made no progress for {#} days": "探險已 {#} 天沒有進展",
 "The expedition has no deputy commander": "探險隊沒有副指揮官",
 "The expedition has {#} members or more": "探險隊有 {#} 名或以上成員",
 "The expedition holds": "探險隊持有",
 "The expedition holds fewer than": "探險隊持有少於",
 "The expedition holds fewer than 15": "探險隊持有少於 15",
 "The expedition holds fewer than 20": "探險隊持有少於 20",
 "The expedition holds fewer than 30": "探險隊持有少於 30",
 "The expedition holds fewer than 8": "探險隊持有少於 8",
 "The expedition holds fewer than {#} {#}": "探險隊持有少於 {#} {#}",
 "The expedition holds {#}": "探險隊持有 {#}",
 "The expedition is not in combat": "探險隊未在戰鬥中",
 "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.\"": "探險隊員聚集起來，慶祝這次探險的成功。你環顧眾人，然後緩緩開口。“我們做到了！我們征服了寂靜帷幕，那片黑暗危險的森林。這場勝利，靠的是在場每一個人的勇氣與決心。”你說完後，隊員們爆發出掌聲與歡呼。“指揮官，現在威脅已經清除，公會應該能把寂靜帷幕的最深處建成繼續開拓的前線基地。”你對那名隊員點了點頭。“很好。那我們就可以推進到下一個區域了。”",
 "The expedition members receive meals more generous than usual and eat with visibly greater satisfaction.": "隊員們領到了比平時更充足的食物，神情明顯滿意了許多，於是愉快地享用起來。",
 "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...": "探險隊的最終目標，是摧毀擁有自我意識的地下城“阿克提恩”的核心，並結束這場降臨到世...",
 "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.": "探險隊的最終目標，是摧毀擁有自我意識的地下城“阿克提恩”的核心，並結束這場降臨到世界上的可怕末日。由於最近的探險沒能取得明顯成果，探險隊員們似乎都有些按捺不住了。“隊長，下次探險要不要試著下到更深的地方？”所有隊員聚集的場合，有人高聲提出了這個建議。“如果我們在這裡止步不前，所有人都會覺得我們是一群膽小鬼。”經過深思熟慮，你覺得現在隊員們士氣高漲的狀況，或許正是推進到探險下一階段的絕佳機會。",
 "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 探險隊員 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.": "升到下一級所需的經驗大致按二次曲線上升。完整階梯（每行一級）見上方一覽。表中還有一個值 9'457，對應等級 12 本身，此後沒有更高等級。",
 "The extra effects on gear come in two kinds. An": "裝備上的額外效果有兩種。每項屬性上的",
 "The extra hit before the target's magic resistance and its own critical roll.": "目標魔法抗性及其自身暴擊判定之前的額外命中。",
 "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.": "這次額外命中是獨立的一次結算。由於是固定值，它不含攻擊力項，但仍走完整的傷害計算流程：攻擊者的造成傷害和造成魔法傷害會放大它，它獨立判定暴擊和格擋，目標的魔法抗性會減免它。",
 "The eyes used by {#} have changed from {#} to {#}.": "{#} 使用的眼睛已從 {#} 改為 {#}。",
 "The face portrait": "面部頭像",
 "The facial decoration used by {#} has changed from {#} to {#}.": "{#} 使用的面部裝飾已從 {#} 改為 {#}。",
 "The fifth group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第五組物體已從 {#} 改為 {#}。",
 "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.": "讀取的是該命中的總傷害，即護盾結算前的數值，不是你實際損失的生命值。護盾吃掉這次命中，也不會縮小反射量。",
 "The first group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第一組物體已從 {#} 改為 {#}。",
 "The first item in {#} has changed from {#} to {#}.": "{#} 中的第一件物品已從 {#} 改為 {#}。",
 "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).": "第一個可遊玩區域，也是據點所在區域，5 層共 117 個房間模板。怪物包括灰老鼠、紅老鼠、精英紅色怪鼠、酸液蟲、酸性斯洛格爾、阿爾法酸性斯洛格爾、莫默克/白色莫默克、石魔像（紅/藍/黃）和史萊姆。地下城內商人阿里克、獵人恩多爾西（可招募的任務釋出者）和學者科賽農所在地。掉落表字首為 DROP_R1*（注意掉落池從 1 編號，而此區域的 id 為 0）。",
 "The first two studies are offered in Veil of Silence, the last two in Festering Burrow.": "前兩項研究在寂靜帷幕發放，後兩項在潰爛地穴發放。",
 "The floor has:": "該層有：",
 "The following content is planned for Early Access.": "以下內容計劃在搶先體驗中推出。",
 "The following content is planned for the full release.": "以下內容計劃在正式版中推出。",
 "The following features are currently not implemented.": "以下功能目前尚未實裝。",
 "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": "以下功能目前尚未實裝。 計劃在後續開發中加入。 - 捕捉並馴服格洛斯 - 更多特質 - 酒精飲料",
 "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": "以下功能目前尚未實裝。 計劃在後續開發中加入。 - 捕捉並馴服格洛斯 - 更多特質 - 酒精飲料 - 允許/禁用儲存",
 "The formula is not one-for-one. The first points of cooldown reduction cut more wait than the same amount added later.": "公式不是一對一。冷卻縮減的前幾點，比後面再加同樣多削掉的等待更多。",
 "The fourth group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第四組物體已從 {#} 改為 {#}。",
 "The full dataset is machine-readable:": "完整資料集可供機器讀取：",
 "The full dataset is machine-readable: {#} (site map for LLMs), {#} (agent instructions), and {#} - every table as JSON plus a manifest.": "完整資料集可供機器讀取：{#}（面向 LLMs 的網站地圖），{#}（智慧體說明），以及 {#} - 每張表均為 JSON，另附清單。",
 "The full ladder to level 12 gives 11 rolls, and that raises the chance to 15.2%.": "升到等級 12 的完整階梯有 11 次抽取，機率提高到 15.2%。",
 "The full ladder to level {#} gives {#} rolls, and that raises the chance to {#}.": "完整升到 {#} 級會給予 {#} 次抽取，並將機率提升至 {#}。",
 "The game": "遊戲",
 "The game auto saves to a single slot on exit. Recommended for intended gameplay experience.": "The game auto saves 退出時儲存到獨立欄位。 是遊戲的預設體驗。",
 "The game auto-saves to a single slot on exit. Recommended for intended gameplay experience.": "The game auto-saves 退出時儲存到獨立欄位。 是遊戲的預設體驗。",
 "The game calls Burning defense-ignoring in English and barrier-ignoring in Korean; raw numbers shown ignore the difference.": "遊戲在英語中稱燃燒為無視防禦，在韓語中稱無視屏障；所示原始數值忽略該差異。",
 "The game calls it the": "遊戲稱之為",
 "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.": "遊戲稱之為{#}：你的探險隊同時只持有一個等級。收集足夠的貢獻點後會提升，每一級都會解鎖更多據點內容：成員、招募候選、種族、房間品質和研究。其背後的資料表名為 ClanRankTable，所以舊連結會寫 Clan Rank。",
 "The game currently has": "遊戲目前有",
 "The game data also defines an": "遊戲資料還定義了一個",
 "The game leaves out inscriptions the unit already owns, so the odds of the rest rise as it collects them.": "遊戲會排除該單位已擁有的銘文，因此其餘銘文的機率會隨收集而上升。",
 "The game only builds the creep out to": "遊戲只會把蔓延鋪到已清理地面以外",
 "The game only builds the creep out to {#} tiles beyond your cleared ground and pushes that ring outward as you clear.": "遊戲只把蔓延生成到已清除地面以外 {#} 格，並隨著你的清除把這個環向外推。",
 "The game reads the": "遊戲讀取",
 "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.": "遊戲在 10 個會抽取的按鈕中的 2 個上顯示機率，掉落抽取則完全不顯示。其 308 個按鈕中有 128 個真正消耗或給予某物，其中 44 個按鈕上沒有預覽，而這其中 10 個效果在完全無對話的步驟中觸發。每一項都顯示在上方展開的那一行裡。",
 "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.": "遊戲在 {#} 個（共 {#} 個）會擲骰的按鈕上顯示機率，掉落抽取則完全不顯示。其 {#} 個（共 {#} 個）按鈕真正會消耗或給予某物，其中 {#} 個按鈕上沒有預覽，而這些效果中有 {#} 個發生在完全沒有對話的步驟裡。以上每一項都畫在上方展開的那一行裡。",
 "The game speed is set": "遊戲速度已設定",
 "The game starts an autosave after every successful clearing.": "每次成功清除後，遊戲會開始自動儲存。",
 "The game tracks 4 quest lines. Each line is a different kind of work. Every quest below links to its row on the ": "遊戲追蹤 4 條任務線。每條線是不同種類的工作。下方每項任務都連結到 ",
 "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.": "遊戲追蹤 4 條任務線。每條線是不同種類的工作。下方每項任務都連結到任務索引中的對應行。",
 "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.": "遊戲內部對單位身上任何已施加效果的用語：增益、減益、銘文、種族特質、光環和狀態效果都是「效果施加者」。遊戲裡你多半以具名增益/減益（護盾、燃燒、眩暈）和銘文的形式遇到它們。",
 "The game's own encyclopedia entries for the campaign backstory, quoted verbatim from the localization table.": "遊戲自己關於戰役背景故事的百科條目，從本地化表原文引用。",
 "The game's own encyclopedia text for each expedition rank, quoted verbatim, including the member cap each rank advertises.": "遊戲內手冊中每個探險等級的原文，逐字引用，包括每一級標明的成員上限。",
 "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.": "判定條件是技能行的命中型別和傷害型別，而不是普通攻擊這幾個字。表中 252 個技能裡有 96 個是近戰物理，每一個都獲得該加成。遠端物理（9 個技能）、遠端魔法（35）和近戰魔法（3）什麼都得不到。",
 "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.": "金色按鈕會生成存檔並下載。別隻為結束教程就去按。若真要這個檔案，先關閉 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.": "金幣是一次金錢變動，同時會在穿戴者身上疊加可見的計數效果，以便讀取累計總數。",
 "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.": "金幣會先被扣除。金幣不足時不會發生任何事，遊戲會顯示通知。手動重新整理也會重置自動計時器。",
 "The goods sold at {#} have changed from {#} to {#}.": "{#} 處出售的商品已從 {#} 改為 {#}。",
 "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.": "圖是相對錶冷卻剩下的等待。沒有縮減時等滿。冷卻縮減到 {#} 時等一半。",
 "The greater the talent, the more their": "天賦越高，其",
 "The greatsword excels in powerful": "巨劍擅長強力",
 "The greatsword excels in powerful strikes but is slower in speed.": "巨劍擅長強力 strikes but is slower in speed.",
 "The green square is the baseline - a recruit with all-Moderate talents has no bonus and no malus.": "綠色方塊是基準 - 全部天賦為中等的新兵沒有加成也沒有減益。",
 "The hair used by {#} has changed from {#} to {#}.": "{#} 使用的髮型已從 {#} 改為 {#}。",
 "The heal is published as its own execution on the wearer.": "治療作為穿戴者身上的獨立結算發出。",
 "The health of {#} has changed from {#} to {#}.": "{#} 的生命值已從 {#} 改為 {#}。",
 "The illustration shown at {#} has changed from {#} to {#}.": "{#} 處顯示的插圖已從 {#} 改為 {#}。",
 "The in-game handbook, every topic": "遊戲內手冊，全部主題",
 "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.": "遊戲內文字為相當於物理攻擊力 10% 的額外魔法傷害；程式碼中為普通攻擊剛剛造成的傷害的 10%。該流程中任何地方都不會讀取物理攻擊力。",
 "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.": "遊戲內文字為每第 3 次普通攻擊；程式碼中為第一次觸發發生在第 4 次符合條件的攻擊上，之後每第 3 次再觸發。",
 "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": "遊戲內文字為該效果在若干秒內分攤恢復一部分生命值；程式碼中為每一秒節拍返還仍缺失生命值的四分之一，且這兩個數值都不存在於遊戲的表中",
 "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.": "遊戲內文字為傷害型別取決於普通攻擊的型別；程式碼中為只有傷害型別被繼承。數值本身始終按物理攻擊力縮放。",
 "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.": "遊戲內文字為然後暴擊機率按第三個數值提高；程式碼中為該流程改為讀取第一個數值。加成為 +10 暴擊機率，是因為第一個數值是 10，而不是因為第三個是。",
 "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.": "遊戲內文字為最多 5 名敵人；程式碼中為迴圈的計數器允許 7 次已發出的命中。設計者本意是兩者中的哪一個尚未確定，因此將 5 視為意圖數值，將 7 視為程式碼上限。",
 "The in-game text says {#}; in the code, {#}": "遊戲內文字為 {#}；程式碼中為 {#}",
 "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)": "將法力石用作發電機燃料時，消耗一塊法力石所需的遊戲內時間（原型之後，燃料消耗速率需要透過建築表按建築單獨調整）",
 "The infamous Red Monster Rat that lives in the forest. It": "臭名昭著的紅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.": "臭名昭著的紅色怪鼠居住在森林之中，擁有驚人的力量。",
 "The ingredient amounts for {#} have changed from {#} to {#}.": "{#} 的材料數量已從 {#} 變為 {#}。",
 "The inscription deals no lethal damage of its own. It applies a status, and that status does the killing.": "該銘文字身不造成致命傷害。它施加一個狀態，由該狀態完成擊殺。",
 "The inscriptions a candidate is born with use the same rarity weights as level-up rolls (807 / 170 / 20 / 3 out of 1000).": "候選人出生時自帶的銘文使用與升級抽取相同的稀有度權重（1000 中 807 / 170 / 20 / 3）。",
 "The internal keyword changed for {#} events.": "{#} 個事件的內部關鍵字已更改。",
 "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.": "非玩家角色任務鏈的物品獎勵由後續對話發放，此處顯示的每項獎勵都來自該事件資料。",
 "The items gathered from {#} have changed from {#} to {#}.": "從 {#} 採集的物品已從 {#} 改為 {#}。",
 "The ladder": "階梯",
 "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.": "階梯止於地下城停留 (D4)：遊戲為 4 個階段只保留 3 個間隔，因此一旦到達最後階段，只要小隊仍在裡面就會一直停在該階段。",
 "The largest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#} 處每種物品的最大庫存數量已從 {#} 改為 {#}。",
 "The last row,": "最後一行，",
 "The last two steps": "最後兩個步驟",
 "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.": "佈局引擎在這個種子上超時了，因此下方只排了 {#} / {#} 個房間，與引擎當時的結果一致。遊戲本身給一層 10 秒。",
 "The lessons cover:": "教學內容包括：",
 "The level-up offer": "升級祭品",
 "The level-up prayer": "升級祈禱",
 "The longer a unit stays in a dungeon, the more": "單位在地下城中停留的時間越長，其",
 "The longer a unit stays in a dungeon, the more its Mood decreases due to the dungeon's Magic.": "單位在地下城中停留的時間越長，其心情就會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": "單位在地下城中停留的時間越長，地下城的",
 "The longer a unit stays in a dungeon, the more the dungeon's magic gradually lowers its Mood.": "單位在地下城中停留的時間越長，地下城的魔法就會逐漸降低其情緒。",
 "The lower end of the price adjustment at {#} has changed from {#} to {#}.": "{#} 處價格調整的下限已從 {#} 改為 {#}。",
 "The magic attack granted by {#} has changed from {#} to {#}.": "{#} 賦予的魔法攻擊力已從 {#} 改為 {#}。",
 "The magic attack of {#} has changed from {#} to {#}.": "{#} 的魔法攻擊力已從 {#} 改為 {#}。",
 "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.": "主線會隨你遊玩自動推進，而不是由非玩家角色發放。最後一步是擊殺紅色怪鼠，即該場景的終局首領。",
 "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 ": "主線會隨你遊玩自動推進，而不是由非玩家角色發放。啟動每一步的劇情場景位於 ",
 "The main chain's finale (主线任务 8) is killing the": "主線鏈的終局（主線任務 8）是擊殺",
 "The mana-stone type required climbs with level. The grade and the amount for every level are in At a glance above.": "所需法力石型別隨等級提高。每個等級的檔位和數量見上方一覽。",
 "The management difficulty of {#} has changed from {#} to {#}.": "{#} 的管理難度已從 {#} 改為 {#}。",
 "The master clock (day / hour / min / tick)": "主時鐘（天 / 時 / 分 / 刻）",
 "The materials needed to build {#} have changed from {#} to {#}.": "{#} 的建造所需材料已從 {#} 改為 {#}。",
 "The materials needed to repair {#} have changed from {#} to {#}.": "{#} 的修理材料已從 {#} 改為 {#}。",
 "The materials returned for dismantling {#} have changed from {#} to {#}.": "{#} 拆解時返還的材料已從 {#} 改為 {#}。",
 "The max stack of 4 on the table row is that counter, not a 4-attack cycle.": "錶行上的最大層數 4 就是該計數，不是 4 次攻擊一個週期。",
 "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.": "成員上限為戰役預設上限，加上直到當前等級為止每一級的成員加成；提升等級時會加上新一級的加成。",
 "The member interacting with": "與之互動的成員",
 "The member interacting with {#}": "與 {#} 互動的成員",
 "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": "使用此徽章的成員被任命為副指揮官，並根據其種族獲得以下效果。所有副指揮官都會為附近的盟友提供遵從指令。副指揮官的種族效果如下： - 人類副指揮官效果 - 蜥蜴人副指揮官效果 - 狼人副指揮官效果 - 精靈副指揮官效果",
 "The member with the most energy": "能量最多的成員",
 "The mode has a roster of": "該模式共有",
 "The mode is built from": "該模式由",
 "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 狩獵的證據後，她的臉色頓時嚴肅起來。 \"...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).": "該怪物在所選難度下的魔法攻擊力（驅動其魔法命中）。",
 "The monster's Physical Attack Power at the selected difficulty (drives its physical hits).": "該怪物在所選難度下的物理攻擊力（驅動其物理命中）。",
 "The monster's total max health at the selected difficulty (HP scales Very Hard x1.25, Devastation x1.5).": "該怪物在所選難度下的總最大生命值（HP 縮放：極難 x1.25，毀滅 x1.5）。",
 "The monster's total max health at the selected difficulty (HP scales {#}).": "該怪物在所選難度下的總最大生命值（HP 縮放：{#}）。",
 "The monster's total max health at the selected difficulty.": "所選難度下該怪物的生命上限合計。",
 "The monsters in {#} have changed from {#} to {#}.": "{#} 中的怪物已從 {#} 改為 {#}。",
 "The monsters placed in {#} have changed from {#} to {#}.": "{#} 中放置的怪物已從 {#} 改為 {#}。",
 "The mood bands (Very Unhappy to Very Happy) and stress bands come straight from": "心情區間（非常不開心到非常開心）和壓力區間直接來自",
 "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.": "心情區間（非常不開心到非常開心）和壓力區間直接來自 {#}；詳見 {#} 頁面，可檢視全部心情來源和常駐修正。",
 "The mood increases starting from dungeon floor {0}.": "心情從地下城第 {0} 層開始增加。",
 "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.": "小隊在地下城內攀升的心情階梯：各階段何時生效，在每種管理難度下的代價，以及安全層如何重置它。",
 "The movement speed of {#} has changed from {#} to {#}.": "{#} 的移動速度已從 {#} 改為 {#}。",
 "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.": "該倍率正好是常量 GAMESYSTEM_Dungeon_NpcQuestReportSpawnWeightMultiplier，載入時下限為 1。提升後的權重為 max(weight, 1) 乘以該倍率，按半數遠離零舍入，從不低於 1。",
 "The neutral units present at the start of {#} have changed from {#} to {#}.": "{#} 開始時存在的中立單位已從 {#} 改為 {#}。",
 "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 你用雙手遞出的徽章。 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.": "新任副指揮官 {0} 平靜地環視隊員們。",
 "The newly appointed Vice Captain {0} humbly receives the badge you bestow with both hands.": "新任副指揮官 {0} 雙手恭敬地接過你授予的徽章。",
 "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}平靜地環視探險隊員們。 “地下城正在侵蝕大地。若無法阻止這場災難， 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 探險隊員 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.\"": "新任副指揮官{0}靜靜接過你遞出的徽章。他們閉上眼睛片刻，如同嗅聞般深吸一口氣，然後緩緩環視探險隊員。\"怪物總會盯上你看起來最虛弱的時刻。但正是這種時刻，才是真正戰鬥的開端。\"{0}露出鋒利的獠牙，微微一笑。\"記住：你流的血越多、呼吸越急促，感官就會越敏銳。\"隊員們的目光自然轉向{0}。\"覺得自己要倒下了嗎？不對。堅持活到最後，把那些傢伙的喉嚨撕開。\"",
 "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.": "新任副指揮官{0}將隊員們召集到篝火前。\"地下城不會善待我們，只會無休無止設下考驗，最終還會試圖將我們全部吞噬。\"沉默片刻後，{0}緩緩看向聚集的隊員們。\"但一味恐懼又能解決什麼問題？為了終結這場末日，總得有人邁出第一步。諸位，和我一起面對最幽深的黑暗吧。\"探險隊員們為{0}的演說歡呼吶喊，所有人的心中都充滿了堅定的決意。",
 "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}平靜地環視探險隊員們。 “地下城正在侵蝕大地。若無法阻止這場災難， 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 探險隊員 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}靜靜接過你遞出的徽章。他們閉上眼睛片刻，如同嗅聞般深吸一口氣 scent, then slowly survey the 探險隊員. \"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 探險隊員' 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}將探險隊員召集到篝火前。 \"地下城不會善待我們。它會無休無止地考驗我們，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 探險隊員 erupt in cheers at {0}'s speech, firm resolve swelling in every heart.",
 "The odds you actually want:": "真正需要的機率：",
 "The offer condition changed for {#} decisions.": "{#} 個選項的提供條件已更改。",
 "The offering tier does": "祭品檔位",
 "The old demo and playtest builds used other folders:": "舊演示版和試玩版用的是別的資料夾：",
 "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.": "唯一會憑空生成法力石的流程是採礦時的法力石洞窟加成，它只生成一塊中級法力石，從不生成這塊。",
 "The only exclusion is the boss tag. Elite monsters are executable, which the tooltip does not say.": "唯一排除的是首領標籤。精英怪物可以被處決，工具提示沒有寫這一點。",
 "The orderly temple now carries a naturally reverent and tranquil atmosphere. \"At last, this is a place worthy of properly honoring the Goddess.\"": "整潔的寺廟現在散發著自然而莊重的寧靜氛圍。“終於，這裡是一個能恰當地榮耀女神的地方了。”",
 "The original room appearance used in range previews": "射程預覽所用的原始房間外觀",
 "The other boss under Which fight. This one is Chain Knight Sentinel, in its own room.": "哪場戰鬥下的另一位首領。這一場是鍊甲騎士哨兵，在它自己的房間裡。",
 "The other switches on the new-campaign screen, with their official descriptions.": "新戰役介面上的其他開關，以及官方說明。",
 "The outcome changed for {#} dialogue options.": "{#} 個對話選項的結果已更改。",
 "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)": "計算地下城外觀如何隨所跨層數按階段變化的部分 基於 GAMESYSTEM_Dungeon_Floor_Phase_Division，但為了可擴充套件，這是 Forest_Dark 的階段劃分（3 階段劃分）",
 "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": "計算地下城外觀如何隨所跨層數按階段變化的部分 基於 GAMESYSTEM_Dungeon_Floor_Phase_Division，但為了可擴充套件，這是 Forest_Dark 的階段劃分（3 階段劃分）名稱已改",
 "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)": "計算地下城外觀如何隨所跨層數按階段變化的部分 基於 GAMESYSTEM_Dungeon_Floor_Phase_Division，但為了可擴充套件，這是 Forest_Standard 的階段劃分（4 階段劃分）",
 "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.": "計算地下城外觀如何隨所跨層數按階段變化的部分 基於 GAMESYSTEM_Dungeon_Floor_Phase_Division，但為了可擴充套件，這是 Forest_Standard 的階段劃分（4 階段劃分）名稱已改 HY: 按層劃分階段。例如 第 1 層 - 階段 1 / 第 4 層 - 階段 3，諸如此類。",
 "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)": "計算地下城外觀如何隨所跨層數按階段變化的部分 預設: 2, 4（階段 1 的最後一層是第 2 層，階段 2 的最後一層是第 4 層。由於最後一個值是 4，第 4 層視為該區域的最終層）",
 "The per-stack stat changes applied by {#} have been adjusted from {#} to {#}.": "{#} 每層施加的屬性變化已從 {#} 調整為 {#}。",
 "The per-stage mood penalty scales with management difficulty:": "每階段的心情懲罰隨管理難度縮放：",
 "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).": "用於判斷睡眠是否足夠的百分比閾值。入睡後，單位在體力恢復到該值之前不會醒來。注意：即使期間出現其他共享任務也不會醒來（仍可透過強制切換到控制模式喚醒）。",
 "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.": "因飢餓等原因進入「昏迷」狀態時，恢復意識前飢餓需要恢復的百分比。",
 "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.": "因瀕死或最終體力懲罰等體力相關原因進入「昏迷」狀態時，恢復意識前體力需要恢復到的百分比。",
 "The percentage value that determines how long a unit sleeps for when in Sleep Priority mode.": "優先睡眠模式下，決定單位睡眠時長的百分比。",
 "The personal traits available to {#} have changed from {#} to {#}.": "{#} 可選用的個人特質已從 {#} 改為 {#}。",
 "The personal traits of {#} have changed from {#} to {#}.": "{#} 的個人特質已從 {#} 改為 {#}。",
 "The phases {#} can appear in have changed from {#} to {#}.": "{#} 可出現的階段已從 {#} 改為 {#}。",
 "The physical attack granted by {#} has changed from {#} to {#}.": "{#} 賦予的物理攻擊力已從 {#} 改為 {#}。",
 "The physical attack of {#} has changed from {#} to {#}.": "{#} 的物理攻擊力已從 {#} 改為 {#}。",
 "The pile of": "一堆",
 "The pile of game beside her still": "她身邊的獵物仍然",
 "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.\"": "她身旁堆積如山的獵物仍然散發著濃烈的鮮血氣息。“它們有敏銳的嗅覺。它們會先撕碎弱者和膽怯者。”她輕蔑地哼了一聲。“所以聽我的勸告。磨礪技能，而不是虛張聲勢。”",
 "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.\"": "她身旁堆積如山的獵物仍然散發著濃烈的鮮血氣息。“它們對弱點有著敏銳的嗅覺。膽怯和虛弱的總是第一個被撕碎。”她輕蔑地哼了一聲。“所以聽我的勸告--磨礪你的技能勝過你的驕傲。”",
 "The pool read is the combined head and body health, not one of the two.": "讀取的池是頭部和軀幹生命值的合計，不是兩者之一。",
 "The position of {#} on the research board has changed from {#} to {#}.": "{#} 在研究板上的位置已從 {#} 改為 {#}。",
 "The pounding of drums, lively pipes, and murmurs in an unknown tongue mingle together and draw steadily closer. So...": "鼓聲震天、笛聲歡快，還有未知語言的呢喃交織在一起，逐漸靠近過來。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.": "升級時選擇的祈禱層級（較少、普通、豐盛）。它用法力石消耗換取屬性提升幅度；它不會影響銘文稀有度。",
 "The preview changed for {#} dialogue options.": "{#} 個對話選項的預覽已更改。",
 "The primary target is explicitly skipped, so it is never hit twice.": "主目標被明確跳過，因此不會被打中兩次。",
 "The quality rating of {#} has changed from {#} to {#}.": "{#} 的品質評級已從 {#} 改為 {#}。",
 "The quarter is a share of the MISSING health, not of maximum health. On a unit at full health it heals nothing at all.": "這四分之一是已損失生命值的份額，不是最大生命值。滿生命值的單位完全不會被治療。",
 "The quest table also defines": "任務表還定義了",
 "The random expedition-name generator combines one entry from each pool (": "隨機探險名稱生成器會從每個池中各取一條進行組合 (",
 "The range of {#} has changed from {#} to {#} tiles.": "{#} 的射程已從 {#} 改為 {#} 地塊。",
 "The raven perched on your forearm glows blue in the eyes.": "落在你前臂上的烏鴉雙眼泛著藍光。",
 "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. \"": "落在你前臂上的烏鴉雙眼泛著藍光。 喙中傳出了略顯沙啞的男性嗓音。 “我收到報告，說副 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. \"": "落在你前臂上的烏鴉雙眼泛著藍光。 喙中傳出了略顯沙啞的男性嗓音。 “我收到報告，說副 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 {#} 的招募權重已從 {#} 改為 {#}。",
 "The recruitment board rolls a number of candidates drawn uniformly between the current rank's minimum and maximum candidate count (both included).": "招募板抽出的候選人數在當前等級的最小與最大候選人數之間均勻抽取（含兩端）。",
 "The recurring": "週期性的",
 "The red grain enhances its sharpness and agility.": "紅色紋理增強了它的鋒利度和敏捷性。",
 "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": "反彈量是防禦後的傷害，在你自己的護盾或格擋吸收之前讀取。吃掉整次命中的護盾仍會反彈全部",
 "The refresh button rolls a new board at once. It costs clan gold, and the price is set per rank:": "重新整理按鈕會立即重新整理招募板。這會消耗團隊金幣，費用按等級設定：",
 "The region chain": "區域鏈",
 "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.": "掉落池所屬的區域層級：DROP_R1* 池對應寂靜帷幕，DROP_R2* 池對應潰爛地穴。寶箱掉落和怪物掉落都接到這些按區域分層的池上。",
 "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.": "寂靜帷幕的區域通關首領（當前版本中唯一配置了通關首領的區域）。使用 StoneStomp、StoneThrow、StoneRaise 和 EarthCrash 的多階段戰鬥。其被擊敗後的屍體作為據點擺件保留。末日臨近戰役的指令碼終局是另一場對抗紅色怪鼠的精英戰。",
 "The regions open in this order:": "區域按此順序開放：",
 "The research facility now has enough equipment and reference materials to support reliable research.": "研究設施現在擁有足夠的裝置和參考資料來支援可靠的研究。",
 "The research facility now has enough equipment and reference materials to support reliable research. \"Now we can carry out most research here without difficulty.\"": "研究設施現在擁有足夠的裝置和參考資料來支援可靠的研究。“現在我們可以在這裡輕鬆進行大部分研究。”",
 "The research tree progresses": "研究樹從",
 "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.": "重置值就是該植物自己的第六個數值，所以遊戲內文字已經寫明瞭節奏。這一對應關係證明：對全部三種自然植物來說，計數器每走一步就是 1 秒。",
 "The reward changed for {#} decisions.": "{#} 個選項的獎勵已更改。",
 "The reward for the first kill of {#} has changed from {#} to {#}.": "{#} 的首次擊殺獎勵已從 {#} 改為 {#}。",
 "The right column is their stats right now. Hover a row if you want the breakdown.": "右欄是他們當前的屬性。想看明細就把指標懸停在一行上。",
 "The room itself is rolled on {#} in about {#} of visits.": "該房間本身在 {#} 中約 {#} 的訪問會被抽出。",
 "The room type of {#} has changed from {#} to {#}.": "{#} 的房間型別已從 {#} 改為 {#}。",
 "The routine counts whole one second ticks, so an attack only ever lands on a whole second after the plant is summoned.": "該程式按整秒計時，所以攻擊只會在植物被召喚後的整秒時刻命中。",
 "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.": "該行還有一個非零的 MaxStack 欄位，遊戲隨附的英文提示將傷害稱為每秒魔法傷害；程式碼與這兩點都矛盾，本頁只把中毒計為不可疊加（上限為 1 層）的效果。",
 "The rules, read from the game code": "規則，讀自遊戲程式碼",
 "The run ends": "本次探險結束",
 "The running Expedition Resolution may be given up": "正在進行的探險決議可以放棄",
 "The same boss room with the boss taken out and the monsters you choose put in instead.": "同一間首領房間，首領已移除，改為放入你選擇的怪物。",
 "The same numbers, with the tick timer they were read from, are on": "這些相同的數字，連同讀取它們時的跳數計時器，見",
 "The same numbers, with the tick timer they were read from, are on {#}": "相同數值及讀取時的跳數計時器見 {#}",
 "The save generator could not be downloaded.": "存檔生成器無法下載。",
 "The save generator did not load.": "存檔生成器未能載入。",
 "The save generator was initialised without the difficulty labels.": "儲存生成器在沒有難度標籤的情況下初始化。",
 "The save generator was initialised without the team-name slugifier.": "儲存生成器在沒有團隊名稱簡化器的情況下初始化。",
 "The scarecrow": "稻草人",
 "The scarecrow draw pays out": "稻草人抽取發放獎勵",
 "The scene hands the controls back": "場景將控制權交還",
 "The scene takes over the controls": "場景接管控制權",
 "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.": "教程任務鏈使用的指令碼開場區域（10 個房間模板）。在此學習攝像機控制、採集，以及對抗弱小灰老鼠和弱小酸液蟲的基礎戰鬥，然後返回據點。不是可重複遊玩的探險區域。",
 "The second group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第二組物體已從 {#} 改為 {#}。",
 "The second item in {#} has changed from {#} to {#}.": "{#} 中第二件物品已從 {#} 改為 {#}。",
 "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*.": "第二個區域（內部名稱 Shadow_Forest，對外為潰爛地穴）。已完整建成，5 層共 103 個房間模板，通關寂靜帷幕後解鎖。怪物表為哥布林戰團（工人、鬥士、投擲者、騎手、薩滿、首席薩滿）、格洛斯野豬家族（幼崽、雄性、雌性、挑戰者、長老）、泥漿史萊姆/斯洛格爾、水晶龜和白色莫默克。商人塞德里克和學者佩里昂所在地。掉落表字首為 DROP_R2*。",
 "The selection weight of {#} has changed from {#} to {#}.": "{#} 的選擇權重已從 {#} 改為 {#}。",
 "The settlement expands": "據點會擴張",
 "The settlement expands by the amount of land cleansed of corruption.": "據點會擴張 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.": "據點一開始是據點區域表擲出的據點區域房間；地圖上其餘地塊都是蔓延，生成器會在上面散佈黑荊棘藤蔓。",
 "The settlement weather is": "據點天氣為",
 "The settlement weather is {#}": "據點天氣為 {#}",
 "The settlement's own decisions: a situation offered at base, with a reward for taking it on and three days to meet its condition.": "據點自己的決定：在據點給出的情況，接下後有獎勵，並有三天時間滿足條件。",
 "The severity of {#} has changed from {#} to {#}.": "{#} 的嚴重程度已從 {#} 改為 {#}。",
 "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.": "快捷欄會隨角色儲存，但尚不會隨分享的隊伍連結傳遞 - 開啟連結的人會得到預設快捷欄。",
 "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.": "模擬器只按基礎模板權重抽取；任務報告加成（報告待處理時，該非玩家角色的房間權重 x10）不在模擬範圍內。",
 "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. {#}": "模擬器只擲基礎模板權重；任務報告加成（報告未交時 NPC 房間 x{#}）不在模擬裡。 {#}",
 "The sixth group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第六組物體已從 {#} 改為 {#}。",
 "The skill's effect animation, extracted from the game sprites. Frame timing is approximate.": "該技能的效果動畫，從遊戲精靈圖提取。幀時間為近似值。",
 "The skill's effect striking the training scarecrow (the game's practice dummy), which recoils as it takes the hit. Frame timing is approximate.": "技能效果擊中訓練用稻草人（遊戲中的練習假人），受擊時會後仰。幀時間均為近似值。",
 "The skill's raw damage coefficient (% of attack power per cast), before crit, weapon or resist.": "技能的原始傷害係數（每次施放為攻擊力的 %），尚未計入暴擊、武器或抗性。",
 "The skills granted by equipping {#} have changed from {#} to {#}.": "{#} 裝備時所賦予的技能已從 {#} 改為 {#}。",
 "The slots include:": "槽位包括：",
 "The smallest quantity of each item stocked at {#} has changed from {#} to {#}.": "{#} 處各物品的最小庫存數量已從 {#} 改為 {#}。",
 "The sound of": "聲音",
 "The sound of drums,": "鼓聲，",
 "The spawn room for {#} has changed from {#} to {#}.": "{#} 的生成房間已從 {#} 改為 {#}。",
 "The specimen (": "該樣本（",
 "The splash is always physical, whatever the damage type of the basic attack that triggered it.": "無論觸發它的普通攻擊是何種傷害型別，濺射始終為物理。",
 "The stack limit on 6 ammo items has changed from 100 to 200.": "6 件彈藥物品的疊加上限已從 100 改為 200。",
 "The stack limit on {#} has changed from {#} to {#}.": "{#} 的疊加上限已從 {#} 改為 {#}。",
 "The staging floor": "準備層",
 "The start delay on {#} has changed from {#} to {#}.": "{#} 的起始延遲已從 {#} 改為 {#}。",
 "The starting equipment for {#} has changed from {#} to {#}.": "{#} 的初始裝備已從 {#} 改為 {#}。",
 "The starting items for {#} have changed from {#} to {#}.": "{#} 的起始物品已從 {#} 改為 {#}。",
 "The starting positions of the buildings in {#} have changed from {#} to {#}.": "{#} 中建築的起始位置已從 {#} 改為 {#}。",
 "The starting skills of {#} have changed from {#} to {#}.": "{#} 的初始技能已從 {#} 改為 {#}。",
 "The starting traits of {#} have changed from {#} to {#}.": "{#} 的初始特質已從 {#} 改為 {#}。",
 "The stat changes applied by {#} have been adjusted from {#} to {#}.": "{#} 施加的數值變化已從 {#} 調整為 {#}。",
 "The stat changes granted by {#} have been adjusted from {#} to {#}.": "{#} 賦予的數值變化已從 {#} 調整為 {#}。",
 "The stat inscriptions scale by grade 低 / Mid / 高, usually 1x / 2x / 3x, across 17 stats:": "屬性銘文按檔位 低 / 中 / 高縮放，通常為 1x / 2x / 3x，覆蓋 17 項屬性：",
 "The stat pipeline": "屬性計算鏈",
 "The step type of {#} has changed from {#} to {#}.": "{#} 的步驟型別已從 {#} 改為 {#}。",
 "The storage capacity of {#} has changed from {#} to {#}.": "{#} 的倉庫容量已從 {#} 改為 {#}。",
 "The stored list behind {#} changed.": "{#} 背後的儲存列表已更改。",
 "The stored list changed for {#} game constants.": "{#} 個遊戲常量的儲存列表已更改。",
 "The sub-faction of {#} has changed from {#} to {#}.": "{#} 的子陣營已從 {#} 改為 {#}。",
 "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.": "召喚物自身技能中引用魔法攻擊力百分比的部分，使用召喚者的實時屬性，而不是召喚物減半後的數值。",
 "The summoner's LIVE Magic Attack Power": "召喚者當前的魔法攻擊力",
 "The supervisor's voice flows through the raven's beak.": "監督者的聲音從烏鴉的喙中傳出。",
 "The table defines {#} ranks; this build lets you reach rank {#}.": "該表定義了 {#} 個等級；本版本可達到等級 {#}。",
 "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.": "表格預設開啟 {#} 個實際事件。任務場景和探險決議外殼預設隱藏；開啟那些晶片即可看到。{#} 個（共 {#} 個）場景會把真正的決策或擲骰擺在你面前，其中 {#} 個會把你再次送回同一步驟；開啟一行即可不離開本頁檢視整棵樹。",
 "The target cannot dodge and every remaining hit against it is a guaranteed critical.": "目標無法閃避，對其剩餘的每次命中均為必定暴擊。",
 "The targeting condition changed for {#} events.": "{#} 個事件的目標條件已更改。",
 "The third group of objects placed in {#} has changed from {#} to {#}.": "{#} 中放置的第三組物體已從 {#} 改為 {#}。",
 "The third item in {#} has changed from {#} to {#}.": "{#} 中第三件物品已從 {#} 改為 {#}。",
 "The threat radius a monster engages within (": "怪物在此威脅半徑內交戰 (",
 "The throw": "投擲",
 "The timer starts full, so a new campaign rolls its first board right away.": "計時器開始時為滿，因此新戰役會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 (": "提示顯示每層 +6% 物理攻擊力（6 層時即為 +36%）。機制上的每層屬性模板（",
 "The top of the Perception modifier range on {#} has changed from {#} to {#}.": "{#} 的感知修正範圍上限已從 {#} 改為 {#}。",
 "The training scarecrow": "訓練用稻草人",
 "The treasure chests use temporary copy-pasted loot rather than final rewards.": "寶箱用的是臨時複製貼上的掉落，不是最終獎勵。",
 "The trigger condition changed for {#} alerts.": "{#} 個警報的觸發條件已更改。",
 "The trigger condition changed for {#} events.": "{#} 個事件的觸發條件已更改。",
 "The trigger is the resolved result on the hit's log, which means a critical that was actually processed, not merely a critical roll.": "觸發條件是命中記錄上的已結算結果，也就是實際處理過的暴擊，而不僅僅是一次暴擊判定。",
 "The tutorial is running": "教程正在進行",
 "The tutorial party has been wiped out": "教程隊伍已被全滅",
 "The tutorial's deadly state is set": "教程的瀕死狀態已設定",
 "The two": "這兩個",
 "The two objects pay out on their own, through their event, on top of the quest rewards below.": "這兩件物體還會透過自身事件單獨發放獎勵，疊在下方的任務獎勵之上。",
 "The unit died during the expedition.": "The unit 在探險中死亡。",
 "The unit went missing during the expedition. TIP: Units outside the portal's room are considered missing.": "The unit 在探險過程中失蹤了。 TIP: Units outside the portal's 房間將被視為失蹤。",
 "The unlock list changed for {#} research options.": "{#} 項研究選項的解鎖列表已更改。",
 "The upper end of the price adjustment at {#} has changed from {#} to {#}.": "{#} 處價格調整的上限已從 {#} 改為 {#}。",
 "The value for what % of max Head Health is set when entering the Deadly state due to damage": "因傷害進入瀕死狀態時，頭部生命值被設為最大頭部生命值的百分比",
 "The value for what % of max Stamina is set when entering the Deadly state due to damage": "因傷害進入瀕死狀態時，體力被設為最大體力的百分之多少的值",
 "The values behind": "以下物件的數值",
 "The values behind {#} have changed from {#} to {#}.": "{#} 背後的數值已從 {#} 變為 {#}。",
 "The values behind {#} were adjusted.": "{#} 背後的數值已調整。",
 "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.": "目標上限無法從二進位制確定。迴圈自身的判定最多發出 7 次命中，而表值和設計註釋都寫 5。維基報告該判定，並標記該讀數為遊戲內未確認。",
 "The vines": "藤蔓",
 "The vines are indestructible buildings: the only way to remove them is the Goddess's Tears blast.": "藤蔓是不可摧毀的建築：移除它們的唯一方法是女神之淚的爆炸。",
 "The vision range of {#} has changed from {#} to {#} tiles.": "{#} 的視野範圍已從 {#} 改為 {#} 格。",
 "The wake-up is": "喚醒",
 "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.": "這堵牆是真的。上級法力石首次出現於達到 6 級時，且此版本中沒有任何表（掉落、配方、商人、事件或任務）會把它給你。預計進度會卡在那裡。",
 "The warmth fades": "溫暖消逝",
 "The warmth fades swiftly-only silent ruin remains.": "溫暖消逝 swiftly-only silent ruin remains.",
 "The weapon or magic tree this skill belongs to.": "此技能所屬的武器或魔法技能樹。",
 "The weapon-and-level recruit pool the game draws from as your clan rank rises.": "隨著探險等級上升，遊戲從中抽取的武器與等級招募池。",
 "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從 10 改為 3。",
 "The weight of 2 equipment items has changed from 2 to 3.": "2 件裝備物品的重量已從 2 改為 3。",
 "The weight of 2 resource items has changed from 3 to 2.": "2 件資源物品的重量已從 3 改為 2。",
 "The weight of 3 common items has changed from 15 to 5.": "3 件普通物品的重量已從 15 改為 5。",
 "The weight of 4 equipment items has changed from 8 to 5.": "4 件裝備物品的重量已從 8 改為 5。",
 "The weight of 5 items has changed from 5 to 3.": "5 件物品的重量已從 5 改為 3。",
 "The weight of {#} has changed from {#} to {#}.": "{#} 的重量已從 {#} 改為 {#}。",
 "The weighting of each background for {#} has changed from {#} to {#}.": "{#} 的各出身權重已從 {#} 改為 {#}。",
 "The weighting of each personal trait for {#} has changed from {#} to {#}.": "{#} 各項個人特質的權重已從 {#} 改為 {#}。",
 "The wood grain remains visible and offers excellent cutting power.": "木紋依然可見，並具有出色的切削力。",
 "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「敵方單位」和「殺氣」，但技能資料只鎖定單個敵人（預設範圍，半徑 0，單個敵對）：傷害和減益只作用於一個目標。",
 "The work needed for {#} has changed from {#} to {#}.": "{#} 所需的工作量已從 {#} 改為 {#}。",
 "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.\"": "工坊現在配備了製作所需的一切，使其能夠可靠地處理各種任務。“有了這樣的裝置，我們應該能夠輕鬆處理幾乎任何任務。”",
 "The {#} control is locked": "{#} 控制已鎖定",
 "The {#} control is unlocked": "{#} 控制已解鎖",
 "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.": "遊戲發放的 {#} 個任務，分 {#} 條線發放：每條線是一條鏈，只有前一步彙報後，下一步才會開啟。{#} 項探險決議也以任務形式執行，並有單獨的頁面。",
 "The...": "……",
 "Their": "他們的",
 "Their conditions and rewards are on the": "它們的條件和獎勵在",
 "Theme1_": "Theme1_",
 "Theme2_": "Theme2_",
 "Then": "然後",
 "Then a": "就在此時",
 "Then,": "然後，",
 "There": "有",
 "There are 95 inscriptions in total: 普通 17, 优秀 31, 稀有 44, 传说 3.": "銘文共 95 條：普通 17，優秀 31，稀有 44，傳說 3。",
 "There are {#} inscriptions in total: {#}.": "銘文共 {#} 條：{#}。",
 "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 同名檔案 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.": "沒有地下城崩壞的警報、減益或事件會觸發。",
 "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，沒有銘文或特質能直接減少耐久度損失。磨損要靠玩法來控制：",
 "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.": "沒有任何表常量給生命吸取屬性本身設上限，暴擊機率、閃避或格擋機率也沒有全域性封頂。如果引擎會鉗制這些（例如暴擊到 100%），該鉗制在程式碼裡，不在遊戲表中，此處無法確認。",
 "There is room for another member": "還可以再加入一名成員",
 "There's no time for that now.": "現在沒時間做那個了。",
 "These": "這些",
 "These are": "這些是",
 "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 玩家的屬性。 - 虛弱 - 脆弱 - 減速 (Slow) - 跛行 - 致命弱點 - 減速 (Deceleration) - 干擾 - 硬直 - 破壞 - 裂縫",
 "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 玩家的屬性。 - 進攻 - 鐵牆 - 加固 (Fortification) - 加速 (Haste) - 猛攻 - 魔法增幅 - 鋒利度 - 加速 (Acceleration) - 精準度 - 冷卻時間減少 - 反射閃避 - 吸血 - 加固 (Reinforced) - 結界",
 "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.": "這些是他們打得多疼、能扛多少的估算。平均普通命中是普通一擊。最高傷害是他們最強的傷害技能。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 在遊玩過程中發生的事件，提供各類情況的說明。",
 "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 ": "這些是據點目標，不是劇情任務。同一時間只進行一項決議。從你接受起，你有 3 天來達成其條件；之後遊戲會提議放棄它（[Event_Fixed30]）。每隔 1 天至 2 天會提供一項新的。放棄需花費 ",
 "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": "這些是據點目標，不是劇情任務。同一時間只進行一項決議。從你接受起，你有 3 天來達成其條件；之後遊戲會提議放棄它（[Event_Fixed30]）。每隔 1 天至 2 天會提供一項新的。放棄需花費",
 "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.": "這些不會產生第一層護盾；它們會放大護盾、把護盾轉成治療，或把護盾轉化為冷卻時間降低。把它們接到格擋屏障或火焰披風引擎上。",
 "These people go into the fight. Click to send them, again to leave them out. Four max.": "這些人會進入戰鬥。點選派出，再點一次則排除。最多四人。",
 "They": "他們",
 "They are identical on every difficulty.": "它們在每種難度下都相同。",
 "They are planned for future development.": "計劃在後續開發中加入。",
 "They are repeatable. The pool you see depends on your ": "它們可重複。你看到的池取決於你的 ",
 "They hold one soul stone. Click one to learn that monster's skill. A new pick replaces it.": "他們可持有一顆靈魂石。點選一顆即可學習該怪物的技能。新的選擇會替換它。",
 "They say they can hear the song of the forest. It's something beyond my understanding, though.": "他們說他們能聽到森林的歌聲。但這超出了我的理解範圍。",
 "They scale with your": "它們會隨你的",
 "They then turn to face the expedition members with a": "隨後轉向探險隊員，帶著",
 "They walk this floor and hit a scarecrow in the boss room, so you can read the damage.": "他們走過這一層，在首領房間打稻草人，這樣你就能看到傷害。",
 "They wear what you put on. Try Spear, then Fortified Bone. That gives them a spear and the Fortified Bone helmet and armour.": "他們穿戴你放上的裝備。先試矛，再試強化骨制。會給他們一把矛，以及強化骨制頭盔和護甲。",
 "They're a Human right now. Pick another race if you want, then a face.": "他們現在是人類。想換種族就選一個，然後再選面部。",
 "They're a {#} right now. Pick another race if you want, then a face.": "他們現在是{#}。想換種族就選一個，然後再選面部。",
 "Thi...": "這...",
 "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.\"": "條件已經改善了，但探險隊員們仍希望能在更好的環境中用餐。提供一間普通的餐廳也會對探險隊計程車氣產生積極影響。“至少在吃飯的時候，應該讓大家安心放鬆吧。”",
 "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, 但探險隊員們 want 能在更好的環境中用餐。 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": "工具提示不會告訴你的內容",
 "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.": "該種族永遠無法擁有的內容（不在其招募池中的出身、其他種族的場景起始角色、種族鎖定的後天特質）仍會顯示但呈灰色且無法選取。開啟此項可照樣構築不可能的假設組合。",
 "This": "此",
 "This attack lands with reduced hit chance (its own penalty); the numbers are pre-hit-chance like every skill.": "此攻擊以降低的命中機率命中（自身懲罰）；數值與所有技能一樣，均為命中機率結算前的值。",
 "This build has no practice target to put in the room.": "此構築沒有可放置在房間中的練習目標。",
 "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.": "該建築會放入下方的房間模板中。“每層機率”= 該房間（因而該建築）在該層出現的可能性：該模板相對於同型別競爭模板的權重，乘以該層該型別的槽數（來自遊戲編寫的層佈局）。“每個房間”= 該模板放置此建築的數量。",
 "This catalog moved to {#}.": "本目錄已移至 {#}。",
 "This character has learned no damaging active skills yet - only the basic attack is shown. Learn skills in the Skill Trees section.": "此角色尚未學會造成傷害的主動技能 - 僅顯示普通攻擊。請在技能樹部分學習技能。",
 "This character has no damaging skill, summon or weapon basic attack yet.": "此角色還沒有造成傷害的技能、召喚或武器普通攻擊。",
 "This demo was prepared to give you an early look at the core gameplay loop of Dungeon Settlers.": "本試玩版旨在讓您提前體驗《地城拓荒》的核心玩法迴圈。",
 "This effect is documented on the {#} page.": "此效果記載於 {#} 頁面。",
 "This file is not a JSON object.": "此檔案不是 JSON 物件。",
 "This file is not valid JSON.": "此檔案不是有效的 JSON。",
 "This floor has no authored layout, so a game seed cannot be replayed for it.": "這一層沒有編寫佈局，因此無法用遊戲種子回放。",
 "This floor hit a snag - try another seed.": "這一層出了問題 - 換一個種子試試。",
 "This is": "這是",
 "This is a": "這是一個",
 "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.": "這是在結算內部對魔法攻擊力點數的絕對加成，在讀取技能係數之前施加。因為它進入的是攻擊力項而不是加算加成區間，技能係數會乘上它。",
 "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.": "這是在結算內部對物理攻擊力點數的絕對加成，在讀取技能係數之前施加。因為它進入的是攻擊力項而不是加算加成區間，技能係數會乘上它。",
 "This is an inscription.": "這是銘文。",
 "This is an inscription: offered at level-up and on recruitment (see": "這是銘文：在升級和招募時提供（見",
 "This is an inscription: offered at level-up and on recruitment (see {#}).": "這是銘文：升級和招募時會出現（見 {#}）。",
 "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.": "這是銘文：在升級和招募時提供（見 {#}）。升級機率：每個提供的槽 {#}，{#} / 每次抽取 {#} 個槽；由 {#} {#} 銘文均分。",
 "This is not the demo build": "這不是演示版",
 "This is the best I can do.": "這是我能做到的極限了。",
 "This is the demo build": "這是演示版",
 "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.": "這是稻草人的實時動畫：練習假人自身的後仰片段，每當技能擊中它時播放。在下方的技能卡片中，它出現在每個合成畫面裡（假人站在技能射程的目標格中，被效果擊中，在命中後一拍後仰）；此處單獨播放，與從遊戲 ScareCrow AnimatorController 提取的內容完全一致。",
 "This is the percent-modifier channel of": "這是以下項的百分比修正通道：",
 "This is the percent-modifier channel of {#}; effects adjust this channel, and the main stat page lists them all.": "這是 {#} 的百分比修正通道；效果會調整此通道，主屬性頁會列出全部。",
 "This is the region's safe floor: the room is always there, nothing is rolled.": "這是該區域的安全層：房間始終存在，不會抽取。",
 "This is the time": "現在是",
 "This is the time of day when": "現在是一天中",
 "This is the time of day when members tend to feel drowsy.": "現在是隊員容易感到睏倦的時間段。",
 "This is the time period when the expedition member becomes active.": "現在是該探險成員變得活躍的時間段。",
 "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.": "這個連結帶的是模擬器種子，已經不存在了。這個數字會按遊戲層種子讀取，所以這是另一層。",
 "This looks disgusting.": "這看起來真噁心。",
 "This page collects content that exists in the game's data but is": "本頁收集遊戲資料中存在但",
 "This page does not exist - it may have been renamed in a game-data update, or the link is stale.": "此頁面不存在 - 可能在遊戲資料更新中被重新命名，或連結已失效。",
 "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.": "本頁仍在編寫，目前故意不從選單或搜尋鏈入。機制已對照遊戲資料核實，但正文和名單仍在審閱。",
 "This page wandered off. One of the dungeon's residents turned up instead.": "此頁面走丟了。地下城的一名住民出現在這裡。",
 "This porridge has none of the crisp crunch you'd expect-it's just mushy.": "這粥一點也不脆，只是糊狀的。",
 "This resource node is documented on the {#} page.": "此資源節點記載於 {#} 頁面。",
 "This room is boosted while a quest report for this NPC is pending": "當該 NPC 的任務報告待提交時，此房間會獲得加成",
 "This salad is made with fresh turnips.": "一道用新鮮大頭菜製成的色拉。",
 "This save has no clan units, so there is nothing to copy the record shape from.": "此存檔沒有氏族單位，因此無法複製記錄形狀。",
 "This save has no existing clan unit to copy the record shape from.": "此存檔沒有可複製記錄結構的現有團隊單位。",
 "This save is from": "此存檔來自",
 "This save is from game build": "此存檔來自遊戲版本",
 "This save is missing \"": "此存檔缺少“",
 "This section contains spoiler-gated content": "此部分含有劇透鎖定內容",
 "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.": "該技能會消耗一隻已召喚的泡泡靈（每隻 5 能量），因此真實能量消耗以及有效 DPE 低於表面的 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.": "此技能施放於施法者自身。沒有目標地塊，也沒有範圍，因此無需瞄準：始終作用於使用該技能的單位。",
 "This skill is planned for a future update.": "此技能計劃在未來的更新中推出。",
 "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).": "此法術的實際輸出主要來自其召喚物自身的攻擊，按召喚物的派生屬性計算，並與施法分開顯示（在召喚物存活期間結算，而非施法時）。",
 "This team's characters (click to switch, x to delete):": "本隊角色 (點選切換，x 刪除)：",
 "This template has no building to copy the record shape from.": "此模板沒有可複製記錄形狀的建築。",
 "This template has no dungeon building list.": "此模板沒有地下城建築列表。",
 "This template has no monster to copy the record shape from.": "此模板沒有怪物可供複製記錄形狀。",
 "This template was not present when the site was built - it cannot be checked against the site data.": "此模板在網站構建時不存在 - 無法與網站資料進行核對。",
 "This value shows how full a unit is. When": "此數值代表了單位的飽食程度。當",
 "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.": "此數值代表了單位的飽食程度。當 飢餓 drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively affects 心情. ## When 飢餓 reaches 0, the unit enters 極度飢餓 and 瀕死, becoming unconscious and impossible to control. At that point, another unit must feed them until 飢餓 is restored above a certain level for them to recover. ## If the unit does not regain consciousness before 瀕死 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.": "此數值代表了單位的飽食程度。當 飢餓 drops below a certain level, the unit will automatically seek out and eat food, and hunger negatively affects 心情. ## When 飢餓 reaches 0, the unit enters 極度飢餓 and 瀕死, becoming unconscious and impossible to control. At that point, another unit must feed them until 飢餓 is restored above a certain level for them to recover. ## If the unit does not regain consciousness before 瀕死 expires, they will die permanently. ## TIP: Bad-tasting food can reduce an expedition member's 心情, so be careful.",
 "Thorned": "荊棘",
 "Those folders are not read by the released game.": "正式版不會讀取這些資料夾。",
 "Though": "儘管",
 "Threat (aggro) range": "威脅（仇恨）範圍",
 "Threat range": "威脅範圍",
 "Three disciplines exist only as aptitude stats with no skill trees and no acquire path.": "三種學科僅作為資質屬性存在，沒有技能樹，也沒有獲取途徑。",
 "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": "三種效果隨 HP 下降呈線性增長，各有自己的上限。三者在滿 HP 時均為 0，在 0 HP 時達到上限；任意一點的值為",
 "Three kills in quick succession stack 3 × 10% =": "連續三次擊殺疊加 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.": "三個互不相關的效果會隨 HP 下降而增強。輸入已損失 HP 的比例（0% = 滿血，100% = 即將死亡），即可對照各自上限讀取當前值。",
 "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.": "三種武器類別僅作為武器專精資質屬性存在（匕首技能資質、斧技能資質、弩技能資質），沒有物品，也沒有技能樹行；DS_B.0.4.11 移除了最後的匕首和斧物品行。弩另外有名為「弩技能樹」的說明（「快速且精確的遠端攻擊」），但沒有武器物品，也沒有弩箭。矛已不在此列：它有可製作的矛系列、矛主要技能樹和陣列輔助技能樹，兩者都由出身授予（參見技能頁面）。還有兩棵輔助技能樹仍是空殼：狂戰有 2 個節點（野性屏障、亂中取勝），但沒有任何出身授予它；不屈僅作為輔助技能樹列舉值存在，沒有技能樹行。",
 "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.": "三方協同戰鬥：以前通常先殺掉蝌蚪更有利，但這次是先殺掉鬥士還是先殺掉蝌蚪的兩難。",
 "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": "三方協同戰鬥：以前通常先殺掉蝌蚪更有利，但這次是先殺掉鬥士還是先殺掉蝌蚪的兩難。 - Dungeon Settlers 維基",
 "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": "三方協同戰鬥：以前通常先殺掉蝌蚪更有利，但這次是先殺掉鬥士還是先殺掉蝌蚪的兩難。地圖",
 "Three-way synergy battle where previously killing Tadpole first was generally advantageous, but in this fight there is a...": "三方協同作戰，以前通常是先殺死蝌蚪更有利，但在這場戰鬥中，存在一個...",
 "Through": "透過",
 "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 無盡的問題，{0} explored the world, questioning 他人視為理所當然的事物，並 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.": "透過研究，你可以開發新技術，完成後解鎖新的配方和建築。",
 "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.": "透過研究，你可以開發新技術，完成後解鎖新的配方和建築。 ## Access the research window by selecting a research building and clicking 'Research', or by pressing the 'Research' button in the top right 螢幕的角落。 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.": "透過研究，你可以開發新技術，完成後解鎖新的配方和建築。 ## Access the research window by selecting a research building and clicking 'Research', or by pressing the 'Research' button in the top-right 螢幕的角落。 Left-click a node to set it as your research target.",
 "Through the": "透過",
 "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.": "穿梭於沼澤之中，{0}捕獵著蛇類，滑入狹窄的縫隙，用舌頭感受空氣，用指尖捕捉動靜。毒液和蛇皮被部落取走，這種辛勞的生活也成了日常。",
 "Through the mist-shrouded vines, a crow flies low before settling on your forearm.": "一隻烏鴉穿過霧氣繚繞的藤蔓，降低後停在你的前臂上。",
 "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.\"": "一隻烏鴉穿過霧氣繚繞的藤蔓，降低後停在你的前臂上。 \"Damn! That bastard 已經又消滅了另外兩支 expeditions in the meantime. We must hasten its destruction.\" You report on the recent status of the 探險隊. 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.\"": "一隻烏鴉穿過霧氣繚繞的藤蔓，降低後停在你的前臂上。 \"Damn! That thing 已經又消滅了另外兩支 探險隊 while we waited. We need to hurry and take it down.\" You report the recent situation of the 探險隊. 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": "投擲",
 "Throw 1": "投擲 1",
 "Throw 2": "投擲 2",
 "Throw in a torch": "投擲火把",
 "Throw range": "投擲射程",
 "Thrower": "投擲者",
 "Thrower 2 + Mud Slime 2": "投擲者 2 + 泥漿史萊姆 2",
 "Thrower.": "投擲者。",
 "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) 持續 {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) 持續 {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.": "勾選一個套件，每個揹包都會拿到這些物品。基礎補給已勾選。將指標懸停在套件上可檢視內容。",
 "Tick at least one character for the squad.": "請至少為小隊勾選一名角色。",
 "Tick at least one unit": "請至少勾選一個單位",
 "Tick duration for one segment of 'Construction' execution": "「建造」執行每一段的跳數時長",
 "Tick duration for one segment of 'Research' execution": "「研究」執行每一段的跳數時長",
 "Tick interval": "跳間隔",
 "Tick interval for Guild Contact.": "公會聯絡的跳間隔。",
 "TickAmountPerHour": "TickAmountPerHour",
 "TickInterval": "TickInterval",
 "TickPerMin": "TickPerMin",
 "Ticks and real time": "刻與真實時間",
 "Ticks per minute / hour / day": "每分鐘 / 小時 / 天的刻數",
 "Tide sub-tree (Ebb and Flow, Extra Bubble)": "潮汐副系（潮起潮落，額外泡泡）",
 "Tide sub-tree (Wave Cicle, optional)": "潮汐子技能樹（波浪迴圈，可選）",
 "Tied to the day / night cycle (not yet active in this build).": "繫結到晝夜迴圈（此版本尚未生效）。",
 "Tier": "檔位",
 "Tier 1, column 1": "第 1 層，第 1 列",
 "Tier 1, column 2": "第 1 檔，第 2 列",
 "Tier 1, column 3": "第 1 階，第 3 列",
 "Tier 2, column 1": "第 2 檔，第 1 列",
 "Tier 2, column 2": "第 2 階，第 2 列",
 "Tier 2, column 3": "第 2 層，第 3 列",
 "Tier 3, column 2": "第 3 階，第 2 列",
 "Tier 4, column 1": "第 4 階，第 1 列",
 "Tier 4, column 2": "第 4 階，第 2 列",
 "Tier 4, column 3": "第 4 階，第 3 列",
 "Tiers sum to about 2-5 across the 6 stats": "各檔合計約 2-5，分佈在 6 項屬性上",
 "TikiTaka_": "TikiTaka_",
 "Time & The Day/Night Clock": "時間與晝夜時鐘",
 "Time & The Day/Night Clock - Dungeon Settlers Wiki": "時間與晝夜時鐘 - Dungeon Settlers 維基",
 "Time & the Day/Night Clock": "時間與晝夜時鐘",
 "Time System": "時間系統",
 "Time horizon": "時間範圍",
 "Time in view to trigger": "進入視野後觸發所需時間",
 "Time inside": "停留時間",
 "Time interval range at which time-based autosave runs at the base": "據點按時間自動儲存的時間間隔範圍",
 "Time is measured in": "時間單位為",
 "Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop:": "探險期間時間持續流動，時鐘也在靜默管理據點迴圈的很大一部分：",
 "Time of day": "時段",
 "Time passes: 1 min": "時間流逝：1 分鐘",
 "Time passes: 1& UnblockGrid min": "時間流逝：1& UnblockGrid 分鐘",
 "Time passes: 5 min": "時間流逝：5 分鐘",
 "Time passes: {#} min": "時間流逝：{#} 分鐘",
 "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.": "上方說明中的時間（增益持續時間、燃燒持續時間）取自技能的原始數值，可能與此持續時間欄位不同，後者是該技能自己的獨立持續時間計時器。",
 "Time to kill": "擊殺時間",
 "Time, in minutes, indicating how long a unit must stay in a room before that room type's effects are applied to it": "單位必須在房間中停留多久（分鐘）後，該房間型別的效果才會對其生效",
 "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]": "Time.deltaTime * [GameSpeedEnum[Current Speed Enum]]",
 "TimeCycle_": "TimeCycle_",
 "Timed": "限時",
 "Tin Dagger": "錫制匕首",
 "Tin Great Sword": "錫制巨劍",
 "Tin Sword": "錫劍",
 "Tiny": "微小",
 "Tip": "提示",
 "Tip: press": "提示：按",
 "Tips": "提示",
 "Tips & Lore": "提示與設定",
 "Tips (39)": "提示 (39)",
 "Tips and Lore": "提示與設定",
 "Tips and Lore - Dungeon Settlers Wiki": "提示與設定 - Dungeon Settlers 維基",
 "Title Menu Continue": "標題選單：繼續",
 "Title Screen": "標題介面",
 "To": "到",
 "To ...": "要...",
 "To avoid evolution, it is tactically advantageous to cut down tadpoles first.": "為了避免進化，戰術上最好先消滅蝌蚪。",
 "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.": "為了躲避陸地上的酷熱，狼人形成了一種身體節律，使他們主要在夜間活動。光線消失、黑暗籠罩世界的戰場是他們的舞臺。在夜晚獲得夜行性 - 夜晚。在白天獲得夜行性 - 白天懲罰。",
 "To learn \"{0}\", you need {1}.": "學習“{0}”，需要{1}。",
 "To learn \"{0}\", you need {1}. It is not in the unit's equipment or inventory. Continue to check?": "學習“{0}”，需要{1}。 在當前單位的裝備或揹包中並未找到。 Continue to check?",
 "To mend back to full": "修復至全滿",
 "To pray for a level up, {0} must first reach the maximum exp.": "要祈禱升級，{0}必須首先達到最大經驗值。",
 "To qualify as an indoor space, the area must be fully enclosed by walls and...": "要成為室內空間，該區域必須被牆壁和...",
 "To stop the catastrophic disaster,": "為了阻止毀滅性的災厄，",
 "To stop the catastrophic disaster, the Guild dispatched expedition teams to dungeons across the world.": "為了阻止毀滅性的災厄， the Guild dispatched expedition teams to dungeons across the world.",
 "Toad": "蟾蜍",
 "Toad,": "蟾蜍，",
 "Toggle Bed Owner": "切換床位主人",
 "Toggle Entity Inspect": "切換實體檢查",
 "Toggle Entity Work Plan": "切換實體工作計劃",
 "Toggle Head Equipment Visibility": "切換頭部裝備可見性",
 "Toggle your units": "切換你的單位",
 "Toggles whether the expedition party's Decision is active/inactive.": "切換探險隊伍的決議是否啟用/停用。",
 "Too large.": "檔案過大。",
 "Tools": "工具",
 "Tooltip Crafting Required Items": "工具提示製作所需物品",
 "Tooltip Hold": "提示：按住",
 "Tooltip No Expire Duration": "工具提示無過期持續時間",
 "Tooltip Random Stats": "工具提示 隨機屬性",
 "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.": "將滑鼠懸停在物品、技能、特質、屬性以及其他想檢視的元素上方，便會顯示工具提示。",
 "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.": "將滑鼠懸停在物品、技能、特質、屬性以及其他想檢視的元素上方，便會顯示工具提示。 ## 顯示工具提示時，按下 CapsLock（預設）會“鎖定”它。鎖定後，你可以檢視關聯元素的工具提示。 ## 例如，滑鼠懸停。",
 "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": "將滑鼠懸停在物品、技能、特質、屬性以及其他想檢視的元素上方，便會顯示工具提示。 ## 顯示工具提示時，按下 CapsLock（預設）會“鎖定”它。鎖定後，你可以檢視關聯元素的額外工具提示。 ## 例如，滑鼠懸停",
 "Top active heal": "最高主動治療",
 "Top hit": "最高傷害",
 "Top passive heal": "最高被動治療",
 "Top shield": "最高護盾",
 "Top-level keys": "頂層鍵",
 "TopicRecordChance": "TopicRecordChance",
 "Total": "總計",
 "Total Talent value": "天賦總值",
 "Total changes": "總更改",
 "Total from a new campaign": "新戰役累計",
 "Total inscriptions": "銘文總數",
 "Total over": "期間合計",
 "TotalTalent": "TotalTalent",
 "Touch": "觸控",
 "ToughnessFortify": "ToughnessFortify",
 "ToughnessWeaken": "ToughnessWeaken",
 "Trade (1)": "交易 (1)",
 "Trade Trade Refresh Interval": "交易重新整理間隔",
 "Trade and prices": "交易與價格",
 "Trade pools, chances and discounts": "交易池、機率與折扣",
 "Trade stock:": "交易庫存：",
 "Trade stock: {#}.": "交易庫存：{#}。",
 "Trade/Join": "交易/加入",
 "TradeRefreshInterval": "TradeRefreshInterval",
 "Trade_": "Trade_",
 "Trader gold": "商人金幣",
 "Trading": "貿易站。”",
 "Trading with strangers, {0}": "與陌生人做買賣，{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.": "與陌生人做買賣，{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.": "與陌生人做買賣，{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.": "訓練技能樹與單位同一時間能實際持有的裝備是分開的。銘文不能讓單位同時持有雙手法杖和盾。",
 "Trait foods": "特性食物",
 "Trait page:": "特質頁面：",
 "Traits": "特質",
 "Traits & Inscriptions": "特質與銘文",
 "Traits & skills": "特質與技能",
 "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 {#}.": "透過使用物品獲得、而非招募抽取的特性列在 {#}。",
 "Traits represent a": "特質代表著一種",
 "Traits represent a unit's": "特質表示單位的",
 "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.": "特質表示單位的 background, 性格傾向、身體特徵、成長經歷及其他決定性要素，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.": "特質表示單位的出身、性格傾向、身體特徵、成長經歷及其他決定性要素，可在角色視窗中檢視。特質可以透過多種方式獲得或失去，每種特質會根據其內容，對屬性、行為、狀態、戰鬥表現等產生不同影響。 <種族特質> 表示單位所屬種族固有特徵的特質。會根據種族預設賦予，反映該種族的性格或身體差異。 <出身特質> 表示單位曾在何種背景中生活過的特質。過去的環境、職業、經歷會反映其中，並影響單位的能力或性格傾向。 <個人特質> 表示單位個體所擁有的性格、習慣、才能、弱點等內容的特質。即使是相同種族或出身的單位，也會因個人特質而擁有不同個性。 <銘刻特質> 升級時從隨機出現的銘文中選擇一個後獲得的特質。它決定單位的成長方向，所選銘文可能會改變戰鬥或生活能力。 <靈魂特質> 透過使用靈魂石獲得的特質。一個單位只能擁有一個靈魂特質，無法同時持有多個靈魂特質。",
 "Traits that lock the sub skill tree count at 3.": "將輔助技能樹數量鎖定為 3 的特質。",
 "Tranquil Silence GAMESYSTEM_Environment_{affecterName}": "靜謐安寧 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.": "技能構築在戰鬥中開啟的臨時提升。每一項計入與裝備相同的屬性計算（不重複計算），並更新下方每個數字。",
 "Treasure": "寶藏",
 "Treasure Chest": "寶箱",
 "Treasure chests, dungeon cores and other containers found on the floor. Full pools are on the": "該層發現的寶箱、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.": "待遇取決於拓荒者等級和戰役管理難度。",
 "Treatment expectation": "待遇期望",
 "Treatment expectation (mood) by unit level": "待遇期望（心情）按單位等級",
 "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.": "待遇期望會根據單位等級和管理難度自動應用。新增該開拓者當前擁有的任何心情來源（食物、睡眠、房間品質、需求、戰鬥等）；每一項都會計入淨心情。",
 "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.": "待遇期望隨等級上升。在普通管理難度下，單位在 1 到 5 級貢獻的基礎心情為 7 / 4 / 0 / -4 / -7，老兵期望更好的房間、食物和薪酬。",
 "TreatmentExpectationMoodDownfallDifficulty": "TreatmentExpectationMoodDownfallDifficulty",
 "TreatmentExpectationMoodEasyDifficulty": "TreatmentExpectationMoodEasyDifficulty",
 "TreatmentExpectationMoodHardDifficulty": "TreatmentExpectationMoodHardDifficulty",
 "TreatmentExpectationMoodNormalDifficulty": "TreatmentExpectationMoodNormalDifficulty",
 "TreatmentExpectationMoodVeryHardDifficulty": "TreatmentExpectationMoodVeryHardDifficulty",
 "Tree": "樹",
 "Tree Of Life Fixed": "生命之樹 固定",
 "Tree Of Life Remnant": "生命之樹遺蹟",
 "Tree Of Life Remnant - Dungeon Settlers Wiki": "生命之樹遺蹟 - Dungeon Settlers 維基",
 "Tree position": "技能樹位置",
 "Tree that thrives in dungeon": "地下城中繁茂的樹木",
 "Trees": "技能樹",
 "Trigger": "觸發",
 "Trigger condition": "觸發條件",
 "Trigger key": "觸發鍵",
 "TriggerChance": "TriggerChance",
 "Triggered by a combat or unit event": "由戰鬥或單位事件觸發",
 "Triggered directly by its start condition.": "由其開始條件直接觸發。",
 "Trio": "三人組",
 "True": "True",
 "Truth": "真相",
 "Try interacting with various objects like portals and treasure chests.": "請嘗試與各種物件互動吧，傳送門和寶箱就是不錯的目標。",
 "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.": "把召喚者的魔法攻擊力換成召喚物的 HP、魔法攻擊力和普通攻擊傷害，適用於泡泡靈、泡泡蟾蜍或任意自定義基礎屬性。",
 "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.": "開啟後可輸入你的遊戲內真實數值。每個已填欄位會覆蓋計算值 (該欄位不再使用裝備/特質公式)，角色在對敵傷害標籤頁中仍可作為有效攻擊者。",
 "Turnip Random": "大頭菜 隨機",
 "Turnip Remnant": "大頭菜遺蹟",
 "Turnip Remnant - Dungeon Settlers Wiki": "大頭菜遺蹟 - Dungeon Settlers 維基",
 "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.": "將上方角色變成可放入遊戲的真實存檔檔案：一座可四處走動的建成基地、一場用來試驗隊伍的首領戰鬥，或把這些單位加入你自己的戰役。全部在瀏覽器內完成。",
 "Turtle": "烏龜",
 "Turtle.": "烏龜。",
 "Tutorial (3)": "教程 (3)",
 "Tutorial 1": "教程 1",
 "Tutorial 1 - Dungeon Settlers Wiki": "教程 1 - Dungeon Settlers 維基",
 "Tutorial 1 map": "教程 1 地圖",
 "Tutorial 2": "教程 2",
 "Tutorial 2 - Dungeon Settlers Wiki": "教程 2 - Dungeon Settlers 維基",
 "Tutorial 2 map": "教程 2 地圖",
 "Tutorial 3": "教程 3",
 "Tutorial 3 - Dungeon Settlers Wiki": "教程 3 - Dungeon Settlers 維基",
 "Tutorial 3 map": "教程 3 地圖",
 "Tutorial Auto Skill": "教程自動技能",
 "Tutorial Chest Aid Kit Fixed": "教程寶箱 急救箱 固定",
 "Tutorial Chest Ointment Fixed": "教程寶箱 藥膏 固定",
 "Tutorial Common Horizontal Corridor 1": "教程 普通橫向走廊 1",
 "Tutorial Common Horizontal Corridor 2": "教程 普通橫向走廊 2",
 "Tutorial Common Horizontal Corridor 3": "教程 普通橫向走廊 3",
 "Tutorial Common Vertical Corridor 1": "教程 普通縱向走廊 1",
 "Tutorial Common Vertical Corridor 2": "教程 普通縱向走廊 2",
 "Tutorial F1-F2": "教程 F1-F2",
 "Tutorial F1-F4": "教程 F1-F4",
 "Tutorial Game Over": "教程遊戲結束",
 "Tutorial Game Over - Dungeon Settlers Wiki": "教程遊戲結束 - Dungeon Settlers 維基",
 "Tutorial Game Over icon": "教程遊戲結束 圖示",
 "Tutorial Region": "教程區域",
 "Tutorial Unit Behavior Options": "教程單位行為選項",
 "Tutorial Wood Club Fixed": "教程木製棍棒（固定）",
 "Tutorial state": "教程狀態",
 "Tutorial, template & developer": "教程、模板與開發者",
 "Tutorial1": "Tutorial1",
 "Tutorial1 Chest Remnant": "Tutorial1 寶箱遺蹟",
 "Tutorial1 Chest Remnant - Dungeon Settlers Wiki": "Tutorial1 寶箱遺蹟 - Dungeon Settlers 維基",
 "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.": "兩段傷害（物理和魔法）分別被對應抗性減免。",
 "Two more combat-difficulty levers pile on top of that flat scaling:": "在該固定縮放之上，還有另外兩個戰鬥難度槓桿：",
 "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 個檔位上的兩條獨立軸，從簡單到毀滅。戰鬥難度會縮放怪物生命值和傷害，在毀滅上最高達 x1.5，並將重生時間從 1200 分鐘縮短到 600 分鐘。管理難度會將經濟成本從 x0.34 縮放到 x1.66，並影響開拓者心情。",
 "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{#}個檔位上的兩條獨立軸，從{#}到{#}。戰鬥難度會縮放怪物生命值和傷害，最高達 x{#}（{#}），並將重生時間從 {#} 分鐘縮短到 {#} 分鐘。管理難度會將經濟成本從 x{#} 縮放到 x{#}，並影響開拓者心情。",
 "Two separate constants govern the fight once you are seen:": "一旦被發現，兩套獨立常量支配這場戰鬥：",
 "Two-Hand Grip is active (two-handed weapon, empty off-hand): its bonus is already in your equipped stats.": "雙手握持已生效（雙手武器，副手空置）：其加成已計入你的已裝備屬性。",
 "Two-handed fighter": "雙手戰士",
 "Two-handed weapons": "雙手武器",
 "Two-handed weapons occupy both hands and block the shield/off-hand slot.": "雙手武器佔用雙手，並封鎖盾/副手槽。",
 "Type": "型別",
 "Type the mood number straight from the unit status panel": "直接輸入單位狀態面板上的心情數值",
 "Type:": "型別：",
 "Typeless, ignores defense": "無屬性，無視防禦",
 "UI": "UI",
 "UI reference data": "UI 參考資料",
 "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": "未確定",
 "UnDetermin": "未確定",
 "Unattackable": "無法被攻擊",
 "Unavailable To Interact": "無法互動",
 "Unavailable:": "不可用：",
 "Unavailable: Indoor conditions not met": "不可用：未滿足室內條件",
 "Unawared": "未察覺",
 "Unbreakable sub-tree (enum value only)": "不屈輔助技能樹（僅列舉值）",
 "Uncheck a unit to hide it from the top units bar. It stays in the team (Team Stats + share link).": "取消勾選單位可將其從頂部單位欄隱藏。它仍留在隊伍中（隊伍資料 + 分享連結）。",
 "Unclassified": "未分類",
 "Unconscious": "昏迷",
 "UnconsciousSleep": "UnconsciousSleep",
 "UnconsciousTick": "UnconsciousTick",
 "Uncovering new knowledge is sure to be a great help in future expeditions.": "如果能發現新的知識，必定會對今後的探險有所助益。",
 "Uncovering new knowledge is sure to be a great help in future expeditions. \"I think we should spend enough time researching this.\"": "如果能發現新的知識，必定會對今後的探險有所助益。\"我們應該花足夠的時間來對其進行研究。\"",
 "Under CrossOver/Wine on a Mac the Windows path resolves to": "在 Mac 上用 CrossOver/Wine 時，Windows 路徑對應到",
 "Under the hood": "幕後",
 "Undergoing": "正在進行",
 "Undergoing surgery (Warning, prints once)": "正在手術（警告，僅顯示一次）",
 "Underground": "地下",
 "Underground Explorer GAMESYSTEM_Environment_{affecterName}": "地下探險家 GAMESYSTEM_Environment_{affecterName}",
 "UndergroundExplorer": "UndergroundExplorer",
 "Undetectable": "無法被發現",
 "Unfinished": "未完成",
 "Unfortunately, the settlement does not yet even have a proper temple.": "據點裡甚至還沒有像樣的神殿，真是太遺憾了。",
 "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.\"": "據點裡甚至還沒有像樣的神殿，真是太遺憾了。 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.\"": "據點裡甚至還沒有像樣的神殿，真是太遺憾了。 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": "獨特",
 "Unique monsters": "獨特怪物",
 "Unique names do not appear in Recruitment.": "獨特名字不會出現在招募中。",
 "Unique profiles (portraits) do not appear in Recruitment.": "獨特形象（肖像）不會出現在招募中。",
 "UniqueExistingNames": "UniqueExistingNames",
 "UniqueExistingProfiles": "UniqueExistingProfiles",
 "Unit": "單位",
 "Unit AI behaviour": "單位 AI 行為",
 "Unit Appearance": "單位外觀",
 "Unit Death and Bodies": "Unit 死亡與遺體",
 "Unit Selection": "單位選擇",
 "Unit Structure": "單位結構",
 "Unit animation sheets, frame by frame": "單位動畫表，逐幀",
 "Unit doesn't have enough main skill points.": "Unit 主技能點不足。",
 "Unit doesn't have enough sub skill points.": "Unit 輔技能點不足。",
 "Unit icon style": "單點陣圖標樣式",
 "Unit icons": "單點陣圖標",
 "Unit level": "單位等級",
 "Unit level cap in this build": "此版本的單位等級上限",
 "Unit template taken from the": "單位模板取自",
 "Unit visual profiles (portraits/bodies).": "單位外觀配置（頭像/身體）。",
 "Unit with Nothing to Do": "無事可做的單位",
 "Unit's hunger consumption rate": "單位的飢餓消耗速率",
 "UnitForClearRegion": "UnitForClearRegion",
 "UnitPatrolTerm": "UnitPatrolTerm",
 "UnitProfileTable - appearance presets used by recruit candidates and NPCs. AppearWeight 0 = fixed preset (scenario characters), >0 = random-generation weight.": "UnitProfileTable - 招募候選人和非玩家角色使用的外觀預設。AppearWeight 0 = 固定預設（場景角色），>0 = 隨機生成權重。",
 "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 使單位每 {0} 分鐘恢復 {1}。（目前提供一定擴充套件性。）",
 "Units & Monsters": "單位與怪物",
 "Units & Monsters - Dungeon Settlers Wiki": "單位與怪物 - Dungeon Settlers 維基",
 "Units & monsters": "單位與怪物",
 "Units (": "單位 (",
 "Units (default trait):": "單位（預設特質）：",
 "Units and Survival": "單位與生存",
 "Units can": "單位可以",
 "Units gain experience from expeditions and combat and level up on a fixed ladder. The ladder is defined up to level": "單位從探險和戰鬥中獲得經驗，並按固定階梯升級。階梯定義到",
 "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...": "單位從探險和戰鬥中獲得經驗，並按固定階梯升級。階梯定義到等級 12。此版本中單位停在等級 5...",
 "Units that have reached maximum": "已達到最大值的單位",
 "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.": "已達到最大值的單位 EXP can perform 奉獻 在女神像處升級。 During 奉獻, increases to each 主屬性 are presented at random based on the unit's 天賦. Leveling up also grants 主技能點 and 輔技能點.",
 "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.": "已達到最大值的單位 experience can perform 奉獻 在女神像處升級。 During 奉獻, the increase in each 主屬性 is randomly determined based on the unit's 天賦. Leveling up also grants 主技能點 and 輔技能點.",
 "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.": "這棵樹能放到場上的單位，含派生屬性（按庫存施法者、等級上限）以及打擊力度。召喚物的輸出與放置它的那次施法是分開的。",
 "Units:": "單位：",
 "Unknown difficulty tier.": "未知難度等級。",
 "Unknown generator mode.": "未知生成器模式。",
 "Unleashes an intense killing aura, dealing {0}% of": "釋放強烈的殺氣，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.": "釋放強烈的殺氣，造成 {0}% 的 物理攻擊力 as damage to enemy units 並施加 {2} 暴露的弱點 and 減速 (Slow) 持續 {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.": "釋放強烈的殺氣，造成 {0}% 的 物理攻擊力 as damage to the enemy unit 並施加 {2} 暴露的弱點 and 減速 (Slow) 持續 {1} 秒。",
 "Unleashes three sword waves forward, dealing": "向前釋放三道劍波，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 物理攻擊力 對直線路徑上的所有目標。 This skill is planned for a future update.",
 "Unleashes three sword waves forward, dealing {0}% of": "向前釋放三道劍波，造成相當於{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 物理攻擊力 as physical damage 對直線路徑上的所有目標。",
 "Unlike": "不同於",
 "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.": "與屠戮（給自己施加“暴露弱點”）不同，致命恐懼給敵人施加“暴露弱點”和“減速”。你對該目標進行的後續近戰攻擊將保證暴擊，從而為刀刃之魂的能量返還和格擋屏障的護盾提供支援。這是一種設定，而不是引擎--15秒的冷卻時間，所以你用它來標記優先目標而不是濫用它--這就是它強大而不是失衡的原因。對於沒有戰士技能樹的巨劍單位來說，致命恐懼僅憑其保證暴擊的視窗就值得擁有。",
 "Unlike reg...": "與常規不同...",
 "Unlock": "解鎖",
 "Unlock all skills.": "解鎖所有技能。",
 "Unlock requires:": "解鎖需要：",
 "Unlock rule": "解鎖規則",
 "Unlocked by research": "由研究解鎖",
 "Unlocked by the research {#}.": "由研究 {#} 解鎖。",
 "Unlocked first by the research": "最先由研究",
 "Unlocked first by the research {#}.": "最先由研究 {#} 解鎖。",
 "Unlocks": "解鎖",
 "Unlocks:": "解鎖：",
 "Unlocks: {#} +{#} more.": "解鎖：{#} +{#} 更多。",
 "Unlocks: {#}.": "解鎖：{#}。",
 "Unpin this bar": "取消固定此欄",
 "Unreleased": "未釋出",
 "Unreleased & future content (spoilers)": "未釋出與未來內容（劇透）",
 "Unreleased / empty trees": "未釋出 / 空白技能樹",
 "Unreleased Magic Schools": "未釋出魔法流派",
 "Unreleased Magic Schools (Holy / Dark / Survival)": "未釋出魔法流派（神聖 / 黑暗 / 生存）",
 "Unreleased Races": "未釋出種族",
 "Unreleased Races (Dwarf / White Demon / Tal)": "未釋出種族（矮人 / 白魔 / 塔爾）",
 "Unreleased and test template entries (10)": "未釋出和測試模板條目 (10)",
 "Unreleased races:": "未釋出種族：",
 "Until": "直到",
 "Up": "上",
 "Up close, parts of the image have": "近看時，影象的部分已經",
 "Up to 5 enemies": "最多 5 個敵人",
 "Up....": "升級....",
 "Upcoming": "即將推出",
 "Upcoming regions": "即將推出的區域",
 "Updates": "更新",
 "Upkeep": "維持費",
 "Upon duration expiry, dies (post-alpha: replaced with Mental Breakdown)": "持續時間結束時死亡（alpha 之後：替換為精神崩潰）",
 "Upon spotting you, Endrossi shows a hint of joy before turning away.": "恩德羅茜看到你時，臉上閃過一絲喜悅，隨後便轉過身去。",
 "Upper": "上層",
 "Usable": "可使用",
 "Usage": "用法",
 "Use 'Behavior Options' in the entity summary panel to control unit behavior.": "在單位概覽面板中使用“行為選項”來控制單位行為。",
 "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.": "在單位概覽面板中使用“行為選項”來控制單位行為。 ## <Hotkeys> - Auto Skill (F): 當高於一定閾值時自動對敵人使用技能，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...": "在單位概覽面板中使用“行為選項”來控制單位行為。共有三種行為選項：“自動技能”、“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.": "在單位概覽面板中使用“行為選項”來控制單位行為。 There are three Behavior Options : 'Auto Skill', 'Wait for Orders', and 'Prioritize Sleep'. ## <Hotkeys> - Auto Skill (F): 當高於一定閾值時自動對敵人使用技能，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": "使用藥膏",
 "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] 建成後，公會商人將會被派來。",
 "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] 建成後，公會商人將會被派來。",
 "Use to permanently teach a character the": "使用後永久讓角色學會",
 "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": "用於",
 "Used by": "使用者",
 "Used in": "用於",
 "Used to learn active skills. Earned through 升级.": "用於學習主動技能。透過升級獲得。",
 "Used to learn passive skills. Earned through 升级.": "用於學習被動技能。透過升級獲得。",
 "Useful": "有用",
 "Useful Magic Scrap Pile Random1": "有用的魔法廢料堆 隨機1",
 "Useful Magic Scrap Pile Random2": "有用的魔法廢料堆 隨機2",
 "Useful for treating injuries during battle.": "在戰鬥中可用於治療傷勢。",
 "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.": "與法術傷害排名及上方各技能表使用同一 RD.skills 配方引擎 - 數字相同，不另行疊加 DamageDealt%/FDM。",
 "Uses/summons": "使用/召喚",
 "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.": "使用技能會在該單位上啟動 {#} 的公共冷卻。其他技能要等它。數量是戰鬥表數值，複製到單位上。不應用冷卻縮減。",
 "Using it consumes it. A settler can hold one soul skill at a time.": "使用後即消耗。一名開拓者同時只能持有一個靈魂技能。",
 "Using {#} as a {#} also grants": "將 {#} 作為 {#} 使用時，還會賦予",
 "Using {#} as a {#} also grants all allies": "將 {#} 作為 {#} 使用時，還會賦予所有盟友",
 "Using {#} as an {#} also grants all allies": "將 {#} 作為 {#} 使用時，還會賦予所有盟友",
 "Using 副指挥官徽章 as a Human also grants all allies": "將副指揮官徽章作為人類使用時，還會賦予所有盟友",
 "Using 副指挥官徽章 as a Lizardman also grants": "將副指揮官徽章作為蜥蜴人使用時，還會賦予",
 "Using 副指挥官徽章 as a Lycan also grants all allies": "將副指揮官徽章作為狼人使用時，還會賦予所有盟友",
 "Using 副指挥官徽章 as an Elf also grants all allies": "將副指揮官徽章作為精靈使用時，還會賦予所有盟友",
 "VARIANT 1": "變體 1",
 "VARIANT 2": "變體 2",
 "VARIANT 3": "變體 3",
 "VARIANT {#}": "變體 {#}",
 "VFXExecution Exp": "VFX執行經驗",
 "Valid save.": "有效存檔。",
 "Value": "值",
 "Value = your max HP x 10 x 0.01, added as flat Magic Attack Power for that one execution.": "數值 = 你的最大 HP x 10 x 0.01，作為該次結算的固定魔法攻擊力加入。",
 "Value = your max HP x 10 x 0.01, added as flat Physical Attack Power for that one execution.": "數值 = 你的最大 HP x 10 x 0.01，作為該次結算的固定物理攻擊力加入。",
 "Value for how many aptitudes are revealed when using Inspect": "使用檢查時揭示多少項資質的數值",
 "Values are the authored per-unit numbers in": "數值是下列表中為每個單位填寫的",
 "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（銘文、難度、裝備）之前的數值。主屬性從 10 起；輸入單位的主屬性即可檢視最終戰鬥屬性。",
 "Variants": "變體",
 "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.": "按此比例變動初始主屬性（= 起始屬性）。目前統一應用，但之後可能需要按出身等加以區分。",
 "Vegetarian": "素食",
 "Vegetarian by conscience.": "出於良心吃素。",
 "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.": "出於良心吃素。[Carnal Guilt] 是精靈吃肉時受到的心情懲罰，但純素飲食可忽略通常的心情懲罰。",
 "Veil Silence": "寂靜帷幕",
 "Veil Silence Boss Giant Stone Golem": "寂靜帷幕首領巨石魔像",
 "Veil Silence Common Boss Portal": "寂靜之幕普通首領傳送門",
 "Veil Silence Common Combat Middle1": "寂靜帷幕 普通戰鬥 中型1",
 "Veil Silence Common Combat Middle10": "寂靜帷幕 普通戰鬥 中型10",
 "Veil Silence Common Combat Middle11": "寂靜帷幕 普通戰鬥 中型11",
 "Veil Silence Common Combat Middle12": "寂靜帷幕 普通戰鬥 中型12",
 "Veil Silence Common Combat Middle13": "寂靜帷幕 普通戰鬥 中型13",
 "Veil Silence Common Combat Middle14": "寂靜帷幕 普通戰鬥 中型14",
 "Veil Silence Common Combat Middle15": "寂靜帷幕 普通戰鬥 中型15",
 "Veil Silence Common Combat Middle16": "寂靜帷幕 普通戰鬥 中型16",
 "Veil Silence Common Combat Middle2": "寂靜帷幕 普通戰鬥 中型2",
 "Veil Silence Common Combat Middle3": "寂靜帷幕 普通戰鬥 中型3",
 "Veil Silence Common Combat Middle3 3f": "寂靜帷幕 普通戰鬥 中型3 3層",
 "Veil Silence Common Combat Middle4": "寂靜帷幕 普通戰鬥 中型4",
 "Veil Silence Common Combat Middle5": "寂靜帷幕 普通戰鬥 中型5",
 "Veil Silence Common Combat Middle5 3f": "寂靜帷幕 普通戰鬥 中型5 3層",
 "Veil Silence Common Combat Middle6": "寂靜帷幕 普通戰鬥 中型6",
 "Veil Silence Common Combat Middle7": "寂靜帷幕 普通戰鬥 中型7",
 "Veil Silence Common Combat Middle8": "寂靜帷幕 普通戰鬥 中型8",
 "Veil Silence Common Combat Middle9": "寂靜帷幕 普通戰鬥 中型9",
 "Veil Silence Common Combat Non Tree Small1": "寂靜帷幕 普通戰鬥 無樹 小型1",
 "Veil Silence Common Combat Non Tree Small2": "寂靜帷幕 普通戰鬥 無樹 小型2",
 "Veil Silence Common Combat Non Tree Small3": "寂靜帷幕 普通戰鬥 無樹 小型3",
 "Veil Silence Common Combat Non Tree Small4": "寂靜帷幕 普通戰鬥 無樹 小型4",
 "Veil Silence Common Combat Non Tree Small5": "寂靜帷幕 普通戰鬥 無樹 小型5",
 "Veil Silence Common Combat Non Tree Small6": "寂靜帷幕 普通戰鬥 無樹 小型6",
 "Veil Silence Common Combat Non Tree1": "寂靜帷幕 普通戰鬥 無樹1",
 "Veil Silence Common Combat Non Tree2": "寂靜帷幕 普通戰鬥 無樹2",
 "Veil Silence Common Combat Non Tree3": "寂靜帷幕 普通戰鬥 無樹3",
 "Veil Silence Common Combat Non Tree4": "寂靜帷幕 普通戰鬥 無樹4",
 "Veil Silence Common Combat Small1": "寂靜帷幕 普通戰鬥 小型1",
 "Veil Silence Common Combat Small1 3f": "寂靜帷幕 普通戰鬥 小型1 3層",
 "Veil Silence Common Combat Small2": "寂靜帷幕 普通戰鬥 小型2",
 "Veil Silence Common Combat Small2 3f": "寂靜帷幕 普通戰鬥 小型2 3層",
 "Veil Silence Common Combat Small3": "寂靜帷幕 普通戰鬥 小型3",
 "Veil Silence Common Combat Small3 3f": "寂靜帷幕 普通戰鬥 小型3 3層",
 "Veil Silence Common Core1": "寂靜帷幕 普通核心1",
 "Veil Silence Common Core2": "寂靜帷幕 普通核心2",
 "Veil Silence Common Elite Alpha Acid Slogel1": "寂靜帷幕 普通精英 阿爾法酸性斯洛格爾1",
 "Veil Silence Common Elite Red Monster Rat1": "寂靜帷幕 普通精英 紅色怪鼠1",
 "Veil Silence Common Elite Red Monster Rat2": "寂靜帷幕 普通精英 紅色怪鼠2",
 "Veil Silence Common Elite Red Monster Rat3": "寂靜帷幕 普通精英 紅色怪鼠3",
 "Veil Silence Common Elite Red Monster Rat4": "寂靜帷幕 普通精英 紅色怪鼠4",
 "Veil Silence Common Elite Treasure Luxurious1": "寂靜帷幕 Common 精英寶箱 Luxurious1",
 "Veil Silence Common Elite Treasure Luxurious2": "寂靜帷幕 Common 精英寶箱 Luxurious2",
 "Veil Silence Common Elite Treasure Modest1": "寂靜帷幕 Common 精英寶箱 Modest1",
 "Veil Silence Common Elite Treasure Sturdy1": "寂靜帷幕 Common 精英寶箱 Sturdy1",
 "Veil Silence Common Elite Treasure Sturdy2": "寂靜帷幕 Common 精英寶箱 Sturdy2",
 "Veil Silence Common Event": "寂靜帷幕 普通事件",
 "Veil Silence Common Event Abandoned Campsite": "寂靜帷幕 普通事件 廢棄營地",
 "Veil Silence Common Event Abandoned Room1": "寂靜帷幕 普通事件 廢棄房間1",
 "Veil Silence Common Event Abandoned Room2": "寂靜帷幕 普通事件 廢棄房間2",
 "Veil Silence Common Event Ancient Library1": "寂靜帷幕 普通事件 古代圖書館1",
 "Veil Silence Common Event Ancient Library2": "寂靜帷幕 普通事件 古代圖書館2",
 "Veil Silence Common Event Ancient Library3": "寂靜帷幕 普通事件 古代圖書館3",
 "Veil Silence Common Event Bee Hive Tree": "寂靜帷幕 普通事件 蜜蜂蜂巢樹",
 "Veil Silence Common Event Blood Tree": "寂靜帷幕 普通事件 血樹",
 "Veil Silence Common Event Codex Level1": "寂靜帷幕 普通事件 寶典等級1",
 "Veil Silence Common Event Echo Flower": "寂靜帷幕 普通事件 回聲花",
 "Veil Silence Common Event Endrossi": "寂靜帷幕 普通事件 恩多爾西",
 "Veil Silence Common Event Flower": "寂靜帷幕 普通事件 花",
 "Veil Silence Common Event Herb": "寂靜帷幕 普通事件 草藥",
 "Veil Silence Common Event Hidden Mandrake": "寂靜帷幕 普通事件 隱藏曼德拉草",
 "Veil Silence Common Event Lab Rat Breeding Center": "寂靜帷幕 普通事件 實驗鼠繁殖中心",
 "Veil Silence Common Event Mandrake": "寂靜帷幕 普通事件 曼德拉草",
 "Veil Silence Common Event Merchant": "寂靜帷幕 普通事件 商人",
 "Veil Silence Common Event Scare Crow": "寂靜帷幕 普通事件 Scare Crow",
 "Veil Silence Common Event Temporal Rest": "寂靜帷幕 普通事件 時間休憩",
 "Veil Silence Common Event Tree Of Life": "寂靜帷幕 普通事件 Tree Of Life",
 "Veil Silence Common Event Xenon": "寂靜帷幕 普通事件 科賽農",
 "Veil Silence Common Goddess": "寂靜帷幕 普通女神",
 "Veil Silence Common Hard Combat Middle1": "寂靜帷幕 普通困難戰鬥 中型1",
 "Veil Silence Common Hard Combat Middle2": "寂靜帷幕 普通困難戰鬥 中型2",
 "Veil Silence Common Hard Combat Middle2 3f": "寂靜帷幕 普通困難戰鬥 中型2 3層",
 "Veil Silence Common Hard Combat Middle3": "寂靜帷幕 普通困難戰鬥 中型3",
 "Veil Silence Common Hard Combat Middle3 3f": "寂靜帷幕 普通困難戰鬥 中型3 3層",
 "Veil Silence Common Hard Combat Middle4": "寂靜帷幕 普通困難戰鬥 中型4",
 "Veil Silence Common Hard Combat Middle4 3f": "寂靜帷幕 普通困難戰鬥 中型4 3層",
 "Veil Silence Common Hard Combat Middle5": "寂靜帷幕 普通困難戰鬥 中型5",
 "Veil Silence Common Hard Combat Middle6": "寂靜帷幕 普通困難戰鬥 中型6",
 "Veil Silence Common Hard Combat Middle6 3f": "寂靜帷幕 普通困難戰鬥 中型6 3層",
 "Veil Silence Common Horizontal Corridor 1": "寂靜帷幕 普通橫向走廊 1",
 "Veil Silence Common Horizontal Corridor 1 3f": "寂靜帷幕 普通橫向走廊 1 3層",
 "Veil Silence Common Horizontal Corridor 2": "寂靜帷幕 普通橫向走廊 2",
 "Veil Silence Common Horizontal Corridor 2 3f": "寂靜帷幕 普通橫向走廊 2 3層",
 "Veil Silence Common Horizontal Corridor 3": "寂靜帷幕 普通橫向走廊 3",
 "Veil Silence Common Horizontal Corridor 3 3f": "寂靜帷幕 普通橫向走廊 3 3層",
 "Veil Silence Common Resource Blue Berry1": "寂靜帷幕 普通資源 藍莓1",
 "Veil Silence Common Resource Blue Berry2": "寂靜帷幕 普通資源 藍莓2",
 "Veil Silence Common Resource Blue Crystal Fake1": "寂靜帷幕 普通資源 藍水晶 假1",
 "Veil Silence Common Resource Blue Crystal Fake2": "寂靜帷幕 普通資源 藍水晶 假2",
 "Veil Silence Common Resource Blue Crystal Small1": "寂靜帷幕 普通資源 藍水晶 小型1",
 "Veil Silence Common Resource Green Crystal Fake1": "寂靜帷幕 普通資源 綠水晶 假1",
 "Veil Silence Common Resource Green Crystal Fake2": "寂靜帷幕 普通資源 綠水晶 假2",
 "Veil Silence Common Resource Green Crystal Small1": "寂靜帷幕 普通資源 綠水晶 小型1",
 "Veil Silence Common Resource Herb1": "寂靜帷幕 普通資源 草藥1",
 "Veil Silence Common Resource Herb2": "寂靜帷幕 普通資源 草藥2",
 "Veil Silence Common Resource Oat": "寂靜帷幕 普通資源 燕麥",
 "Veil Silence Common Resource Red Crystal Fake1": "寂靜帷幕 普通資源 紅水晶 假1",
 "Veil Silence Common Resource Red Crystal Fake2": "寂靜帷幕 普通資源 紅水晶 假2",
 "Veil Silence Common Resource Red Crystal Small1": "寂靜帷幕 普通資源 紅水晶 小型1",
 "Veil Silence Common Resource Silver Small1": "寂靜帷幕 普通資源 銀 小型1",
 "Veil Silence Common Resource Tree Middle1": "寂靜帷幕 普通資源 樹 中型1",
 "Veil Silence Common Resource Tree Small1": "寂靜帷幕 普通資源 樹 小型1",
 "Veil Silence Common Resource Turnip1": "寂靜帷幕 普通資源 大頭菜1",
 "Veil Silence Common Resource Turnip2": "寂靜帷幕 普通資源 大頭菜2",
 "Veil Silence Common Treasure Luxurious1": "寂靜帷幕 Common Treasure Luxurious1",
 "Veil Silence Common Treasure Modest1": "寂靜帷幕 Common Treasure Modest1",
 "Veil Silence Common Treasure Sturdy1": "寂靜帷幕 Common Treasure Sturdy1",
 "Veil Silence Common Treasure Sturdy2": "寂靜帷幕 Common Treasure Sturdy2",
 "Veil Silence Common Vertical Corridor 1": "寂靜帷幕 普通縱向走廊 1",
 "Veil Silence Common Vertical Corridor 1 3f": "寂靜帷幕 普通縱向走廊 1 3層",
 "Veil Silence Common Vertical Corridor 2": "寂靜帷幕 普通縱向走廊 2",
 "Veil Silence Common Vertical Corridor 2 3f": "寂靜帷幕 普通縱向走廊 2 3層",
 "Veil Silence F1-F2": "寂靜帷幕 1-2 層",
 "Veil Silence F1-F3": "寂靜帷幕 1-3 層",
 "Veil Silence F1-F4": "寂靜帷幕 1-4 層",
 "Veil Silence F2-F3": "寂靜帷幕 F2-F3",
 "Veil Silence F2-F4": "寂靜帷幕 2-4 層",
 "Veil Silence F3-F4": "寂靜帷幕 F3-F4",
 "Veil Silence F4": "寂靜帷幕 F4",
 "Veil Silence F5": "寂靜帷幕 F5",
 "Veil Silence Merchant": "寂靜帷幕商人",
 "Veil Silence Merchant - Dungeon Settlers Wiki": "寂靜帷幕商人 - Dungeon Settlers 維基",
 "Veil Silence Merchant Fixed": "寂靜帷幕商人 固定",
 "Veil Silence Merchant icon": "寂靜帷幕商人 圖示",
 "Veil Silence Phase2 Patrol Anomaly1": "Veil Silence 階段2 巡邏異形1",
 "Veil Silence Phase3 Core": "面紗靜默階段3核心",
 "Veil Silence Phase3 Patrol Anomaly1": "Veil Silence 階段3 巡邏異形1",
 "Veil Silence Phase3 Patrol Beast1": "Veil Silence 階段3 巡邏野獸1",
 "Veil Silence Phase3 Patrol Insect1": "Veil Silence 階段3 巡邏昆蟲1",
 "Veil Silence Phase4 Combat3": "寂靜之幕階段4戰鬥3",
 "Veil Silence Phase4 Hard Combat1": "Veil Silence 階段4 困難戰鬥1",
 "Veil Silence Phase4 Patrol Anomaly1": "寂靜帷幕 階段4 巡邏異形1",
 "Veil Silence Phase4 Patrol Beast1": "Veil Silence 階段4 巡邏野獸1",
 "Veil Silence Phase4 Patrol Insect1": "Veil Silence 階段4 巡邏昆蟲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.": "寂靜帷幕，僅野獸派系怪物：+20% 最大 HP（它們還提供 +50% 經驗，這是程式碼側獎勵，介面不顯示）。與格洛斯獲勝疊加。對潰爛地穴或非野獸怪物無效。",
 "Veil of Silence": "寂靜帷幕",
 "Veil of Silence -> Festering Burrow -> Abandoned Mine -> Forgotten Abyss -> Dead Swamp -> Tower of Apocalypse": "寂靜帷幕 -> 潰爛地穴 -> 廢棄礦井 -> 遺忘深淵 -> 死亡沼澤 -> 末日之塔",
 "Veil of Silence and the Tutorial never generate a safe floor (GetProperFloor)": "寂靜帷幕和教程從不生成安全層（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.": "寂靜帷幕和教程完全沒有安全層。這兩個區域在程式碼中被硬排除，因此無論開關如何，那裡的探險總是從第 1 層開始。",
 "Veil of Silence. A demo-only resolver marked the region cleared from floor 5's result screen, boss kill or not.": "寂靜帷幕。一個僅用於演示的解析器會從第 5 層的結果介面將該區域標記為已通關，無論是否擊殺首領。",
 "VeilSilence": "VeilSilence",
 "Veil_": "Veil_",
 "Venom": "毒液",
 "Verbatim in-game texts for the talent tiers (": "天賦層級的遊戲原文（",
 "Verbatim texts from the new-campaign screen (": "新戰役介面的原文（",
 "Verbs (53)": "動詞 (53)",
 "Verified from game code": "已從遊戲程式碼驗證",
 "Version": "版本",
 "Version index": "版本索引",
 "Versus benchmark": "對照基準",
 "Versus median": "對比中位數",
 "Versus monster": "對陣怪物",
 "Vertical Corridor 1": "縱向走廊 1",
 "Vertical Corridor 1 - Dungeon Settlers Wiki": "縱向走廊 1 - Dungeon Settlers 維基",
 "Vertical Corridor 1 map": "縱向走廊 1 地圖",
 "Very": "非常",
 "Very Exhausted (Caution, displays once)": "非常疲憊（注意，僅顯示一次）",
 "Very Hard": "極難",
 "Very Hard Combat Difficulty": "非常困難的戰鬥難度",
 "Very Hard Management Difficulty": "Very 困難管理難度",
 "Very Hard Support Wagon Berry Fixed": "極難 補給馬車 藍莓 固定",
 "Very Hard Support Wagon Grass Fixed": "極難 補給馬車 草 固定",
 "Very Hard Support Wagon Hardtack Fixed": "極難 補給馬車 硬餅 固定",
 "Very Hard Support Wagon Ointment Fixed": "極難 補給馬車 藥膏 固定",
 "Very Hard Support Wagon Tech Book Fixed": "極難 補給馬車 科技手冊 固定",
 "Very Hard Support Wagon Wood Fixed": "極難 補給馬車 木材 固定",
 "Very Hungry (Caution, displays once)": "非常飢餓（注意，僅顯示一次）",
 "Very dissatisfied unit": "心情非常低落的單位",
 "VeryHeavyWeightApplyCondition": "VeryHeavyWeightApplyCondition",
 "Vice": "副",
 "View": "檢視",
 "View Roadmap": "檢視路線圖",
 "View on Steam": "在 Steam 上檢視",
 "View on Steam ›": "在 Steam 上檢視 ›",
 "View the full {#} tree page": "檢視完整 {#} 樹頁面",
 "View the full 剑技能树 tree page →": "檢視完整 劍技能樹 樹頁面 →",
 "View the full 卫士技能树 tree page →": "檢視完整 衛士技能樹 樹頁面 →",
 "View the full 和谐技能树 tree page →": "檢視完整 和諧技能樹 樹頁面 →",
 "View the full 壁垒技能树 tree page →": "檢視完整 壁壘技能樹 樹頁面 →",
 "View the full 处决技能树 tree page →": "檢視完整 處決技能樹 樹頁面 →",
 "View the full 巨剑技能树 tree page →": "檢視完整 巨劍技能樹 樹頁面 →",
 "View the full 弓技能树 tree page →": "檢視完整 弓技能樹 樹頁面 →",
 "View the full 战士技能树 tree page →": "檢視完整 戰士技能樹 樹頁面 →",
 "View the full 水魔法技能树 tree page →": "檢視完整 水魔法技能樹 樹頁面 →",
 "View the full 潮汐技能树 tree page →": "檢視完整 潮汐技能樹 樹頁面 →",
 "View the full 火魔法技能树 tree page →": "檢視完整 火魔法技能樹 樹頁面 →",
 "View the full 爆发技能树 tree page →": "檢視完整 爆發技能樹 樹頁面 →",
 "View the full 狂战技能树 tree page →": "檢視完整 狂戰技能樹 樹頁面 →",
 "View the full 盾技能树 tree page →": "檢視完整 盾技能樹 樹頁面 →",
 "View the full 矛技能树 tree page →": "檢視完整 矛技能樹 樹頁面 →",
 "View the full 自然魔法技能树 tree page →": "檢視完整 自然魔法技能樹 樹頁面 →",
 "View the full 钝器技能树 tree page →": "檢視完整 鈍器技能樹 樹頁面 →",
 "View the full 闪击技能树 tree page →": "檢視完整 閃擊技能樹 樹頁面 →",
 "View the full 阵列技能树 tree page →": "檢視完整 陣列技能樹 樹頁面 →",
 "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.": "藤蔓無法被攻擊或拆除；只有爆炸能移除它們。每一格蔓延地塊都至少在一根藤蔓的覆蓋範圍內，因此任何一片都可以清除。",
 "Visible in game": "遊戲內可見",
 "Vision": "視野",
 "Vision Range (": "視野範圍 (",
 "Vision Range coefficient is": "視野範圍係數是",
 "Vision Range, precisely undoing the night penalty for whoever carries it.": "視野範圍，正好抵消攜帶者的夜間懲罰。",
 "Vision range": "視野範圍",
 "Vision range = how far it spots and chases you": "視野範圍 = 發現並追擊你的距離",
 "Vision range = spot/chase distance": "視野範圍 = 發現/追擊距離",
 "VisionRange": "VisionRange",
 "Visual": "外觀",
 "Visual profiles": "外觀預設",
 "Vitality Boost: Positive GAMESYSTEM_Environment_{affecterName}": "體質強化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Vitality Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "體質削弱：負面 GAMESYSTEM_Environment_{affecterName}",
 "Voice lines": "語音臺詞",
 "Voice lines & hints": "語音臺詞與提示",
 "WIP": "施工中",
 "WIP Notice": "施工中提示",
 "WORK IN PROGRESS.": "仍在製作。",
 "Wagon Cog Wheel": "馬車齒輪",
 "Wagon Fixed": "馬車 固定",
 "Wagon Scraps1": "馬車殘片1",
 "Wagon Scraps1 - Dungeon Settlers Wiki": "馬車殘片1 - Dungeon Settlers 維基",
 "Wagon Scraps2": "馬車殘片2",
 "Wagon Scraps2 - Dungeon Settlers Wiki": "馬車殘片2 - Dungeon Settlers 維基",
 "Wait": "等待",
 "Wait For Appear FX": "等待出現 FX",
 "Wait For Appear FX - Dungeon Settlers Wiki": "等待出現 FX - Dungeon Settlers 維基",
 "Wait For Appear FX icon": "等待出現 FX 圖示",
 "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.": "處於閒置狀態時的等待 tick 時長。在 {0} 與 {1} 之間取隨機值後行動。PS：換言之，這是「重複」Idle 時應用的 tick 間隔。",
 "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.": "進入閒置狀態時的等待 tick。在 {0} 與 {1} 之間取隨機值後行動。PS：從其他行為進入 Idle BT 時，會先等待這麼多 tick 再開始。先前的任務未知。",
 "Wait,": "等等，",
 "Wait-": "等等-",
 "WakeUp": "WakeUp",
 "WakeUpControlSleep": "WakeUpControlSleep",
 "WakeUpSevereExhausted": "WakeUpSevereExhausted",
 "Walk ×3, Hit ×2, Death ×1, Stomp ×1": "行走 ×3，打擊 ×2，死亡 ×1，踐踏 ×1",
 "Wall/Floor Q": "牆/地板品質",
 "Wall/floor quality is the average Quality over the floor tiles inside the room AND the walls enclosing it, corners included; buildable tiers are Straw Q0 / Log Q5 / Lumber (plank) Q10 / Stone Q15, so building walls and floor entirely from the tier matching the gate always passes. The decoration total sums the Quality of every building inside the room EXCEPT walls, doors and floor tiles - the required furniture itself counts toward it. N differs per room: the exact thresholds are the": "牆/地板品質是房間內側地板格以及圍合牆壁（含角落）的平均品質；可建造檔位為稻草 Q0 / 原木 Q5 / 木板 Q10 / 石 Q15，因此牆壁和地板全部使用對應該門檻的檔位時必定透過。裝飾合計為房間內每座建築的品質之和，牆壁、門和地板格除外 - 所需傢俱本身也計入。N 因房間而異：確切門檻為",
 "Wanted": "通緝",
 "Warms": "溫暖",
 "Warning": "警告",
 "Warning lines spoken before the sentinel engages.": "哨兵開戰前說出的警告臺詞。",
 "Warrior sub-tree (Blade Spirit)": "戰士子技能樹（刀刃之魂）",
 "Warrior sub-tree (Flow Seeker + Blade Spirit)": "戰士子樹（戰潮尋者 + 刀魂）",
 "Warrior sub-tree (Flow Seeker)": "戰士子樹（戰潮尋者）",
 "Warrior tree": "戰士技能樹",
 "Warrior-tree skill": "戰士技能樹技能",
 "Wasteless": "不浪費",
 "Wasteless Mining": "無損耗採礦",
 "Watch gear durability and pack food and arrows. Broken weapons and hungry settlers end runs early.": "留意裝備耐久度，帶上食物和箭矢。武器損壞和開拓者捱餓會讓探險提前結束。",
 "Watch out": "注意",
 "Watching": "看著",
 "Watching one of them move, he murmurs to himself.": "看著其中一個移動，他自言自語道。",
 "Watchman": "守望者",
 "Watchmen": "守望者",
 "Water Magic tree for Bubbletoad": "水系魔法樹（泡泡蟾蜍）",
 "Water Magic units can summon creatures (Bubblelings and Bubbletoads). A summon's power scales off the": "水魔法單位可以召喚生物（泡泡靈和泡泡蟾蜍）。召喚物的強度隨",
 "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...": "水魔法單位可以召喚生物（泡泡靈和泡泡蟾蜍）。召喚物的強度隨召喚者的魔法攻擊力縮放，而不是固定...",
 "Water Staff": "水法杖",
 "Water Wave": "水波",
 "Water mage": "水法師",
 "Water magic excels in": "水魔法擅長",
 "Water magic excels in healing and defense.": "水魔法擅長治療和防禦。",
 "Water staff (Summon Bubbling is a free weapon skill)": "水之法杖（召喚泡泡是免費的武器技能）",
 "Water staff (Summon Bubbling)": "水之法杖（召喚泡泡）",
 "WaterMagic": "WaterMagic",
 "WaterSummoned": "WaterSummoned",
 "We": "我們",
 "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 探險隊員! \"Nothing restores the spirits of weary members like a delicious meal.\"",
 "We have taken another step forward!": "我們又向前邁進了一步！",
 "We need a new Vice Captain.": "我們需要一位新的副隊長。",
 "We need a new deputy": "我們需要一位新的副",
 "We need a new deputy captain.": "我們需要一位新的副 captain.",
 "We need to push on deeper.": "我們需要深入推進。",
 "We need to research": "需要研究",
 "We need to research Advanced Cooking.": "需要研究高階烹飪。",
 "We need to research Basic": "需要研究基礎",
 "We need to research Basic Crafts.": "需要研究基礎製作。",
 "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飪。",
 "We need to research Carapace Processing": "需要研究甲殼加工",
 "We need to research Carapace Processing 2.": "需要研究甲殼加工 2.",
 "We need to research Carapace Processing III.": "需要研究甲殼加工 III。",
 "We need to research Carapace Processing.": "需要研究甲殼加工.",
 "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 - 攻擊",
 "Weapon and magic trees with every skill's values": "武器與魔法技能樹，含每個技能的數值",
 "Weapon comparison": "武器對比",
 "Weapon skill": "武器技能",
 "Weapon skill tree": "武器技能樹",
 "Weapon skill trees": "武器技能樹",
 "Weapon wear": "武器磨損",
 "Weapon wear: attacking": "武器磨損：攻擊",
 "Weapon/magic skill-tree layouts (3 columns per row).": "武器/魔法技能樹佈局（每行 3 列）。",
 "Weapons": "武器",
 "Weapons - Dungeon Settlers Wiki": "武器 - Dungeon Settlers 維基",
 "Wear source": "磨損來源",
 "Weather": "天氣",
 "Weather [0]: Settlement [1~6]: Region 1~6 [7]: Abyss": "天氣 [0]：據點 [1~6]：區域 1~6 [7]：深淵",
 "Weather: applied by the current dungeon weather": "天氣：由當前地下城天氣施加",
 "WeatherHourMinMax": "WeatherHourMinMax",
 "WeatherWeightHeavyRain": "WeatherWeightHeavyRain",
 "WeatherWeightRain": "WeatherWeightRain",
 "WeatherWeightSunny": "WeatherWeightSunny",
 "Weaving": "紡織",
 "Weight": "權重",
 "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.": "負重是單位攜帶的所有物品的表負重合計，包括已裝備的裝備。一個未穿裝備、揹包為空的單位負重為 0，該銘文沒有任何效果。",
 "Weight share": "權重佔比",
 "Weight: Heavy": "負重：超載",
 "Weight: Very Heavy": "負重：嚴重超載",
 "Weights are rolled among the random events whose conditions currently hold, so the effective chance depends on context.": "權重在當前滿足條件的隨機事件之間抽取，因此實際機率取決於情境。",
 "Welcome to Dungeon Settlers!": "歡迎來到《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.": "歡迎來到《地城拓荒》！ 點選“確認”，表明您同意服務條款和隱私政策後，便可繼續遊戲。 如果發生嚴重錯誤 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.": "歡迎來到《地城拓荒》！ 點選“確認”，表明您同意服務條款和隱私政策後，便可繼續遊戲。 This game is still in the beta development stage, so there are many bugs. 如果發生嚴重錯誤 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，我不太確定。",
 "Well-balanced": "平衡良好",
 "Well-balanced and easy to handle.": "平衡良好，易於操作。",
 "Well-fired ceramics are highly versatile. They will be a great help in making the settlement more prosperous.": "燒製精良的陶瓷用途廣泛。它們將極大地幫助定居點變得更加繁榮。",
 "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.\"": "燒製精良的陶瓷用途廣泛。它們將極大地幫助定居點變得更加繁榮。“我們應該多製作一些陶瓷並儲備起來。”",
 "Well-roasted": "烤得很好",
 "What": "什麼",
 "What Dungeon Stay is": "地下城停留是什麼",
 "What a breakdown actually does: stress resets to 0 and the unit enters a": "崩潰實際效果：壓力重置為 0，單位進入",
 "What a level-up roll looks like": "升級抽取的樣子",
 "What an NPC or the story asks you to do, with the condition that completes it.": "NPC 或劇情要求你做的事，以及完成它的條件。",
 "What changes it": "什麼會改變它",
 "What difficulty does": "難度",
 "What do you want": "你想要什麼",
 "What does it taste like?": "問這是什麼味道？",
 "What does it taste like? As long as it fills me up, who cares?": "問這是什麼味道？ As long as it fills me up, who cares?",
 "What durability is": "耐久度是什麼",
 "What each game build changed, read from the tables": "每個遊戲版本改了什麼，從表中讀取",
 "What each rank gives": "每一級提供什麼",
 "What each stage costs is": "每個階段消耗的是",
 "What happened / what would you like?": "發生了什麼 / 你想要什麼？",
 "What happens": "會發生什麼",
 "What is a Base Area?": "什麼是據點區域？",
 "What it applies to:": "作用物件：",
 "What it costs": "代價",
 "What it is": "是什麼",
 "What it is / how you get it": "是什麼 / 如何獲得",
 "What lowers it": "什麼在降低它",
 "What one throw does": "一次投擲會做什麼",
 "What raises or lowers detection": "什麼會提高或降低檢測",
 "What scales": "縮放物件",
 "What scales it": "縮放依據",
 "What the data shows": "資料所示",
 "What the game itself previews on a button": "遊戲本身在按鈕上預覽的內容",
 "What the seed decides": "種子決定的內容",
 "What they can use in a fight. Click a skill to put it on the bar.": "他們在戰鬥中能用的技能。點選技能即可放到欄上。",
 "What this enemy does to you": "該敵人對你造成的傷害",
 "What you can farm here": "此處可採集的內容",
 "What you need": "所需",
 "What you uncover": "你會揭開什麼",
 "What's New": "最新內容",
 "What's New (patch history)": "最新內容（補丁歷史）",
 "What's New - Dungeon Settlers Wiki": "最新內容 - Dungeon Settlers 維基",
 "Whatever number appears over your head, the attacker takes the same number.": "你頭頂出現的數字是多少，攻擊者就受到相同的數字。",
 "When": "當",
 "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.": "當洛厄爾擔任守衛時，他經常在酒館裡賒賬。他來到貧瘠之地前留下的最後一筆賬很可能長期--也許永遠--無法償還。",
 "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.": "當洛厄爾擔任守衛時，他經常在酒館裡賒賬。他來到貧瘠之地前留下的最後一筆賬很可能長期--也許永遠--無法償還。",
 "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...": "洛威爾還是一名守衛時，經常在酒館裡賒賬。來荒蕪之地前留下的最後一筆賬，很可能許久都不會結清...",
 "When a floor's counter reaches 0, the region gains the": "當一層的計數器到達 0 時，該區域獲得",
 "When a tooltip is displayed, pressing CapsL...": "顯示工具提示時，按下 CapsL...",
 "When an entity is selected, the entity summary panel appears at the bottom left, where you can check vario...": "選中目標後，左下角會出現目標概覽面板，可以在此檢視各...",
 "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.": "面對巨獸時，{0}並不急躁。他們透過拼湊獵物留下的蹤跡、風中帶來的氣味以及森林突然寂靜的那一刻來縮短距離。但在追逐威脅如此之久後，他們養成了首先判斷危險可能來自何處的習慣，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...": "面對巨獸時，{0}並不急躁。他們透過拼湊獵物留下的蹤跡、風中帶來的氣味以及森林突然寂靜的那一刻來縮短距離...",
 "When final damage is applied, gain a Wound value equal to {0}% of the final damage.": "施加最終傷害時，獲得相當於最終傷害 {0}% 的傷口值。",
 "When guarding, recover {0}% of lost Health and gain": "格擋時，恢復已損失生命值的 {0}%，並獲得",
 "When guarding, recover {0}% of lost Health and gain 加固 (Fortification) for {1} seconds.": "格擋時，恢復已損失生命值的 {0}%，並獲得 加固 (Fortification) 持續 {1} 秒。",
 "When guarding, recover {0}% of lost Health and gain 铁墙 for {1} seconds.": "格擋時，恢復已損失生命值的 {0}%，並獲得 鐵牆 持續 {1} 秒。",
 "When he notices you, his mouth twists into a sly grin.": "當他注意到你時，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 等同於 {1}% 的 the health lost, for {2} seconds.",
 "When in deep sleep from severe exhaustion, wakes up once this percentage or higher is reached": "因嚴重疲勞而深度睡眠時，達到該百分比或更高則醒來",
 "When it runs:": "生效時機：",
 "When members threw torches, the sticky vines began to burn fiercely, belching black smoke.": "當成員們投擲火把時，黏稠的藤蔓開始猛烈燃燒，冒出滾滾黑煙。",
 "When no entity is selected, you can open the 'Construction Menu' at the bottom left of the screen,": "未選擇任何目標時，可以在螢幕左下開啟“建造選單”，",
 "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 ...": "未選擇任何目標時，可以在螢幕左下開啟“建造選單”，左鍵點選要建造的建築，然後左鍵點選...",
 "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.": "未選擇任何目標時，可以在螢幕左下開啟“建造選單”， left click 要建造的建築，然後 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.": "未選擇任何目標時，可以在螢幕左下開啟“建造選單”，左鍵點選要建造的建築，然後在想要放置的區域左鍵點選以進行建造。建造會消耗資源。 ## 可以透過螢幕右下的“拆除模式”來拆除建築。拆除時，會返還部分使用的資源。",
 "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.": "未選擇任何目標時，可以在螢幕左下開啟“建造選單”， left-click 要建造的建築，然後 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": "何時提供",
 "When returning from the dungeon to the settlement, units will place the items they collected during": "從地下城返回據點時，單位會把他們在",
 "When returning from the dungeon to the settlement, units will place the items they collected during expedition on the ground.": "當單位從地下城返回據點時，會將探險期間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.": "當單位從地下城返回據點時，會將探險期間收集的物品放到地上。倉庫建築會被用於存放特定型別的物品，單位會自動將留在地上的物品搬運到倉庫處。 ## 提示：目前無法手動將單位攜帶的物品放入倉庫。如果想將物品存入倉庫，只需將它們丟在地上即可。",
 "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.": "當單位從地下城返回據點時，會將探險期間收集的物品放到地上。倉庫建築會被用於存放特定型別的物品，單位會自動將留在地上的物品搬運到倉庫處。 ## 提示：目前無法手動將單位攜帶的物品放入倉庫。如果想將物品存入倉庫，只需將它們丟在地上即可。",
 "When the flames subsided, on...": "當火焰熄滅後，在……",
 "When the unit's": "當單位的",
 "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.": "當單位的能量降至 0 時，會陷入沉睡並失去意識，無法進行控制。提示：在探險期間，即便能量較低的單位也不會自動入睡。如果需要，請使用“睡眠優先”行動選項。",
 "When they": "當他們",
 "When you": "當你",
 "When you accept the note, he nods with satisfaction.": "When you accept 筆記後，他點了點頭 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.": "你接過筆記後，他滿意地點了點頭。“很好。有這些就足以驗證假設了。”他再次望向孢子蟲，自言自語般喃喃道：“那麼小的孢子，究竟是如何讓生物變得如此脆弱的……？”他彷彿早已忘記了你的存在，再次沉浸在了觀察之中。",
 "When you accept the request, he gives a weary nod.": "你接受任務後，他疲憊地點了點頭。",
 "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.\"": "你接受任務後，他疲憊地點了點頭。 “不必勉強。稍作調查就足夠 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.\"": "你接受任務後，他疲憊地點了點頭。“不必勉強。稍作調查就足夠了。”",
 "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.": "當你邀請恩德羅西加入探險隊時，她將目光轉向森林之外。“這些樹林之外住著一隻巨大的怪物--普通的箭矢甚至無法傷它分毫。即使是最優秀的獵人也可能瞬間喪命於它。”她握著弓的手開始顫抖。“除非我殺了那隻野獸，為我妹妹報仇，否則我將片刻不得安寧。”你聽到她聲音中壓抑的悲傷和憤怒。",
 "When you begin an expedition into a region, the game can first drop you onto a": "當你開始進入某個區域的探險時，遊戲可能先把你放到一個",
 "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...": "當你開始進入某個區域的探險時，遊戲可能先把你放到安全層。那是沒有敵人的小型準備區，供你在出發前重整...",
 "When you clear away the branches and leaves, you": "撥開枝葉後，你",
 "When you deal melee physical critical damage to an": "當你對一名造成近戰物理暴擊傷害",
 "When you deal melee physical critical damage to an enemy with a skill, you restore {0} 能量.": "當你對一名造成近戰物理暴擊傷害 enemy with a skill, you restore {0} 能量.",
 "When you deal melee physical critical damage to an enemy, you restore {0} 能量.": "當你對一名造成近戰物理暴擊傷害 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.": "當你把地獄水蛭遞給澤農時，他毫不猶豫地把它塞進了長袍裡。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...\"": "當你把地獄水蛭遞給澤農時，他毫不猶豫地把它塞進了長袍裡。很快，他的嘴角勾起一抹微笑。“啊……是的。原來是這樣！”他再次取出水蛭，短暫地眩暈了一下，然後拿出筆記本。“他們透過劇烈的疼痛……和幻覺，強行喚醒了他們的精神感官。”他彷彿已經忘記你站在他身邊，自言自語道：“我需要就這些幻覺背後的機制提出更多假設。首先……”",
 "When you hand him": "你遞給他",
 "When you hand him the investigation results, he silently opens his notebook and reads through them.": "你遞給他 the investigation results, 他默默翻開筆記本瀏覽其中的內容。",
 "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.": "你遞上調查結果後，他默默翻開筆記本瀏覽其中的內容。短暫的沉默後，他的筆尖飛快地動了起來。“哦……真有趣。”他久久注視著酸液蟲，然後緩緩點頭。“體液具有強酸性，外殼卻完全不會被腐蝕。這可不只是耐酸而已，似乎有別的機制……太有趣了！”他完全沒把你放在眼裡，只顧望著酸液蟲發出讚歎。",
 "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.": "你遞給他 your observation records, 他默默翻開筆記本瀏覽其中的內容。 短暫的沉默後，他的筆尖開始在 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": "你遞上",
 "When you hand over the investigation report on the arcane device, Perion slowly reads through it with tired eyes.": "你遞上 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.": "你遞上 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.": "你遞上 the investigation results, 科賽農默默翻開筆記本，開始瀏覽其中的內容。",
 "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.\"": "你遞上調查結果後，科賽農默默翻開了筆記本，開始瀏覽其中的內容。“哦……真是驚人的發現。”他仰起頭，雙手捧住面具，望著孢子蟲喃喃道：“這些孢子正在一點點分解生物組織。不是毒，也不是酸，而是全新的形式……精彩！”他忘我地又寫了幾行，隨後滿意地點頭。“希望你下次也能協助我的研究。”",
 "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!\"": "你遞上 your observation records, Xenon scans them quickly. 短暫沉默過後，他用雙手抱住腦袋。 \"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.\"": "你遞上 your observation records, 科賽農默默翻開筆記本，開始瀏覽其中的內容。 \"哦……真是驚人的發現。\" He tips his head back, clutches his mask with both hands, and gazes at 孢子蟲 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 ...": "當你把肉舉到裂隙前，細細的血肉絲伸出，只纏住那塊肉。肉沒入黑暗後，整個房間 ...",
 "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.": "當你把肉舉到裂隙前，細細的血肉絲伸出，只纏住那塊肉。肉沒入黑暗後，整個房間猛地收縮了一下。“Ra... Gust Stism...”沒有咀嚼聲。也許只是你聽不見。取而代之的是一陣溫熱的震動，從隊員腳下的地面傳來。過了一會兒，裂隙再次張開。它似乎在等待下一次供奉。",
 "When you nod, Perion quietly nods in return.": "你點了點頭，佩里昂也靜靜點頭回應。",
 "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.\"": "你點了點頭，佩里昂也靜靜點頭回應。 \"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.\"": "你點了點頭，佩里昂也靜靜點頭回應。 \"Understood.\" He reorganizes the mission documents and resumes his notes. \"Come back when you find the specimen.\"",
 "When you nod, he": "你點頭後，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.": "你點頭後，他又陷入沉思。“體內究竟是什麼過程能產生酸液...？”他開始在筆記本上塗寫，像是對你完全失去了興趣。",
 "When you nod, he turns back to the Acid Insects without any visible excitement.": "你點頭後，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.": "你點頭後，他像是內心毫無波瀾般再次望向酸液蟲。看著它們活動的樣子，他像自言自語般喃喃道：“那些酸液究竟是怎麼產生的……？”他繼續記錄，似乎不再關心你的存在。",
 "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.": "你獻上第四塊時，裡面的東西只取走肉，沒有碰到你的手指。動作比之前更小心，也更熟練。",
 "When you pray you also choose an": "祈禱時你還會選擇一個",
 "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 狩獵的證據後，她的臉色頓時嚴肅起來。 \"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": "當你開始一次探險時，遊戲會組裝你的",
 "When you tell her the outcome of the hunt, she slowly closes her eyes and lets out a quiet breath.": "當你告訴她狩獵的結果時，她慢慢閉上眼睛，輕輕地撥出一口氣。",
 "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.\"": "當你告訴她狩獵的結果時，她慢慢閉上眼睛，輕輕地撥出一口氣。“……結束了。”她抬頭望了望天空，然後微微一笑。“我的姐姐終於可以安息了。”她把弓挎在肩上，看著你。“我會遵守我的諾言。我先去定居點，你稍後在那裡與我匯合。”",
 "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 護盾 等同於 {1}% 的 your lost health for {2} seconds.",
 "Whenever the wearer's Energy goes up, then again when the hidden counter is applied.": "每當佩戴者的能量上升時觸發，隱藏計數器結算時再觸發一次。",
 "Where": "位置",
 "Where does the mood come from?": "心情從何而來？",
 "Where each NPC appears in the dungeon, the chance per floor, and the quest-report boost": "各 NPC 在地下城中的出現位置、每層機率，以及任務報告加成",
 "Where each resource can be gathered, per region": "每種資源可採集的地點，按區域",
 "Where is my save file?": "我的存檔檔案在哪裡？",
 "Where it appears": "出現位置",
 "Where it appears:": "出現位置：",
 "Where it lands:": "作用位置：",
 "Where saves live": "存檔位置",
 "Where the file goes": "檔案放在哪裡",
 "Where to find": "入手途徑",
 "Where to find her:": "在哪裡找到她：",
 "Where to find it": "入手途徑",
 "Where to get this gear": "如何獲得此裝備",
 "Whether a reflected hit can itself trigger a second reflection on the attacker was not verified.": "反射命中能否在攻擊者身上再次觸發第二次反射，這一點未經核實。",
 "Whether the bonus carries a percent sign tells you which kind it is.": "加成是否帶百分號，就能看出它屬於哪一種。",
 "Whether the night penalty is applied to monsters, to the player, or to both is not fully pinned down in the metadata dump - the per-unit": "夜間懲罰是作用於怪物、玩家還是雙方，後設資料轉儲並不能完全確定 - 每個單位的",
 "Whether the primary target itself eats a Storm hit was not proven from the binary. The design note says it does.": "主目標本身是否吃到風暴銘文的命中，無法從二進位制證明。設計註釋說會。",
 "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.": "使用該攻擊時，怪物是否自身移位（自身）、推/拉你（目標）、兩者都有、或都沒有。衝鋒和抓取會移動；大多數攻擊原地不動。",
 "Whether {#} can happen more than once has changed from {#} to {#}.": "{#} 是否可重複發生已從 {#} 改為 {#}。",
 "Which backgrounds give which trees": "哪些出身對應哪些技能樹",
 "Which fight": "哪場戰鬥",
 "Which fight is which boss. This one is the Giant Stone Golem.": "哪場戰鬥對應哪位首領。這一場是巨石魔像。",
 "Which room": "哪個房間",
 "While": "當",
 "While a quest given by": "當",
 "While a quest given by {#} is completed but not yet reported, the game multiplies this template's weight by {#} - the \"report pending\" column. {#}": "當 {#} 給予的任務已完成但尚未報告時，遊戲將此模板的權重乘以 {#} - 「待報告」列。{#}",
 "While a report is pending": "當報告待提交時",
 "While active:": "生效中：",
 "While carrying loads, {0} spoke with countless": "在搬運貨物的過程中，{0}曾與無數",
 "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.": "在搬運貨物的過程中，{0}曾與無數 travelers-some 傳奇冒險者，有些則是 bearing 危險的秘密。他們的 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.": "在搬運貨物的過程中，{0}曾與無數 travelers: some 傳奇冒險者，有些則是 carrying 危險的秘密。他們的 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.": "在繼續探險時，{0}告訴你他們在一個附近的懸崖邊發現了一個奇怪的裂縫。“看起來要是被這個戳到會很疼。”當你檢查那個長滿荊棘的裂縫時，你注意到深處有什麼東西在閃閃發光。",
 "While discussing the expedition's operation with you, {0} cautiously speaks up.": "正與你討論探險隊運營時，{0}小心翼翼地開口。",
 "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.\"": "正與你討論探險隊運營的{0}小心翼翼地開口道：“隊長，要不要向公會申請探險支援？以現在的情況，或許能得到一些幫助。”你點頭後，{0}吹出了一聲節奏錯亂的口哨訊號。不久，一隻烏鴉飛過來落在你面前，開始進行聯絡。你說明探險隊當前的處境並請求公會支援，觀察者的聲音中卻帶著遲疑。“公會的支援也有優先順序。要給你們提供支援，就必須動用其他探險隊應得的份額...”烏鴉輕輕抖動翅膀，繼續說道：“這對聲譽可沒什麼好處。不過考慮到你們至今所取得的成果，也並非完全不可能。”",
 "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.\"": "正與你討論探險隊運營的{0}小心翼翼地開口道：“指揮官，要不要向公會申請探險支援？以現在的情況，或許能得到一些幫助。”你點頭後，{0}吹出了一聲節奏錯亂的口哨訊號。不久，一隻烏鴉飛過來落在你面前，開始進行聯絡。你說明探險隊當前的處境並請求公會支援，觀察者的聲音中卻帶著遲疑。“公會的支援也有優先順序。要給你們提供支援，就必須動用其他探險隊應得的份額……”烏鴉輕輕抖動翅膀，繼續說道：“這對聲譽可沒什麼好處。不過考慮到你們至今所取得的成果，也並非完全不可能。”",
 "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 獵物時，她察覺到你的存在並轉身. \"You had better 別再靠近了。” 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 探險隊員 stiffen at her open provocation and start forward, but you raise a hand to restrain them.",
 "While equipped": "裝備中",
 "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 附近的灌木叢，{0} motions for you to come closer. “指揮官，這裡有個 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 探險隊員 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 探險隊員 nod in agreement. \"Exactly. We could die today or tomorrow.\" As more voices join in, the 探險隊員 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": "在採集模式（Z）下，用",
 "While in Gather Mode (Z), drag with left click to assign multiple structures for collection at once.": "在採集模式（Z）下，用 left click 即可一次指定多個建築進行採集。",
 "While in Gather Mode (Z), drag with left-click to assign multiple structures for collection at once.": "在採集模式（Z）下，用 left-click 即可一次指定多個建築進行採集。",
 "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.": "遊戲執行時會不斷把自動存檔寫入該資料夾，你的新檔案可能在你看到之前就被擠掉。",
 "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...": "在翻閱古籍和被抹去的記錄時，{0} 被那些世人避而不談的名字所吸引。在燭光搖曳的夜晚，他們抄錄下禁忌的段落，並...",
 "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.": "在翻閱古籍和被抹去的記錄時，{0}被那些世人避而不談的名字所吸引。在燭光搖曳的夜晚，他們抄錄下禁忌的篇章，並在那些他們無法理解的符號旁加上自己的解讀。然而，在探尋了太多秘密之後，他們甚至開始在尋常的寂靜中尋找意義。",
 "While sleeping or resting, Wound value on all body parts additionally decreases by {0}% every second.": "睡覺或休息時，所有身體部位的傷口值每秒額外減少 {0}%。",
 "While surveying the area around the settlement, you notice something drifting slowly through the depths of the contaminated zone.": "你巡視據點周圍時，發現汙染區深處有某個東西正緩緩漂動。",
 "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.": "你巡視據點周圍時，發現汙染區深處有某個東西正緩緩漂動。 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.": "你巡視據點周圍時，發現汙染區深處有某個東西正緩緩漂動。 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.": "正在偵查周邊的{0}發現了什麼，出聲呼喚你。",
 "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.": "正在偵查周邊的{0}發現了什麼，出聲呼喚你。 \"Captain, 這裡有些奇怪的痕跡。” 近看時，影象的部分已經 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.": "正在偵查周邊的{0}發現了什麼，出聲呼喚你。 \"Commander, 這裡有些奇怪的痕跡。” 近看時，影象的部分已經 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.": "她處理自己剛獵殺的野獸時，察覺到了你的接近，便立刻轉身面對你。",
 "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.": "她處理自己剛獵殺的野獸時，察覺到了你的接近，便立刻轉身面對你。“最好別再靠近了。”她銳利的目光落在你身上，一隻手已搭在弓弦旁，蓄勢待發。你緩緩舉起雙手，小心地後退了一步。“我們無意爭鬥。”“……公會的探險隊根本不值得信任。個個都弱得很。”她輕蔑地冷笑一聲，朝腳邊那頭巨獸的屍體揚了揚下巴。“要是你們很快就成為那隻莫默克的口糧，我也不會意外。”幾名探險隊員被這種公然挑釁激得神情一緊，湊了上來。但你抬手示意，讓他們退下。",
 "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.": "她處理自己剛獵殺的野獸時，察覺到了你的接近，便立刻轉身面對你。 “最好別再靠近了。” 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 探險隊員 stiffen at the open provocation and begin to step forward. But with a raised hand, you bid them stand down.",
 "Whisper": "低語",
 "Whispers of Darkness GAMESYSTEM_Environment_{affecterName}": "黑暗低語 GAMESYSTEM_Environment_{affecterName}",
 "White": "白色",
 "White Mawmurk Random": "白色莫默克 隨機",
 "WhiteDemon": "白魔",
 "WhiteDemonWeight": "WhiteDemonWeight",
 "WhiteMawmurk": "WhiteMawmurk",
 "Who": "誰",
 "Who goes in": "誰上場",
 "Why": "為什麼",
 "Why mood matters": "心情為何重要",
 "Why the chance rises after a quest": "任務完成後機率為何上升",
 "Why...": "為什麼……",
 "Wiki updates": "維基更新",
 "Wild": "野生",
 "Wild Herb Random": "野生草藥 隨機",
 "Wild Herb Remnant": "野生草藥遺蹟",
 "Wild Herb Remnant - Dungeon Settlers Wiki": "野生草藥遺蹟 - Dungeon Settlers 維基",
 "Wild Oats Random": "野生燕麥 隨機",
 "Wild Oats Remnant": "野生燕麥遺蹟",
 "Wild Oats Remnant - Dungeon Settlers Wiki": "野生燕麥遺蹟 - Dungeon Settlers 維基",
 "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 {#} 秒技能為例。這是最常見的表冷卻。",
 "Will Power is slow on this curve: each point is {#}. Inscriptions jump {#} in one go.": "在這條曲線上意志力很慢：每點 {#}。銘文一次跳 {#}。",
 "Will be changed to a more complex effect later.": "之後將改為更復雜的效果。",
 "WillPower_": "WillPower_",
 "Willing to risk it all for new adventures.": "願意為新的冒險不顧一切。",
 "Willing to risk it all for new adventures. Gains 冒险的乐趣 in dungeons and 无聊 in settlements.": "願意為新的冒險不顧一切。 Gains 冒險的樂趣 in dungeons and 無聊 in settlements.",
 "Willingness to fight in melee range; Fire Battle Mage helps": "願意在近戰距離作戰；火焰戰鬥法師有幫助",
 "Willpower Boost: Positive GAMESYSTEM_Environment_{affecterName}": "意志強化：正面 GAMESYSTEM_Environment_{affecterName}",
 "Willpower Weakening: Negative GAMESYSTEM_Environment_{affecterName}": "意志削弱：負面 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 路徑",
 "With": "以",
 "With a loud stretch, {0} appears in front of the portal!": "隨著一聲響亮的伸展，{0}出現在傳送門前！",
 "With a new technology researched, resources can now be used far more efficiently and in more varied ways than before.": "隨著新技術的研究完成，如今已經比以前更高效、更多樣地利用資源。",
 "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.\"": "隨著新技術的研究完成，如今已經比以前更高效、更多樣地利用資源。\"我們又向前邁進了一步。幹得漂亮。\"",
 "With a unit selected,": "選中單位後，",
 "With a unit selected, right click a location to move the unit.": "選中單位後， right click 一個位置來移動該單位。",
 "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.": "選中單位後， right click 一名敵人來執行普通攻擊。 ## 提示：部分遠端攻擊會消耗箭矢等彈藥。請注意彈藥的使用情況，避免耗盡。",
 "With a unit selected, right click an interactable object to initiate interaction. ## Try interacting with various objects like portals and treasure chests.": "選中單位後， right click 可互動物件以開始互動。 ## 請嘗試與各種物件互動吧，傳送門和寶箱就是不錯的目標。",
 "With a unit selected, right-click a location to move the unit.": "選中單位後， right-click 一個位置來移動該單位。",
 "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.": "選中單位後， right-click 一名敵人來執行普通攻擊。 ## 提示：部分遠端攻擊會消耗箭矢等彈藥。請注意彈藥的使用情況，避免耗盡。",
 "With a unit selected, right-click an interactable object to initiate interaction. ## Try interacting with various objects like portals and treasure chests.": "選中單位後， right-click 可互動物件以開始互動。 ## 請嘗試與各種物件互動吧，傳送門和寶箱就是不錯的目標。",
 "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.\"": "在獲得足夠的陶瓷後，我們現在可以製作更多種類的物品。“讓我們好好利用它，讓這個地方變得更好。”",
 "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.\"": "在獲得足夠的石頭後，我們現在擁有了建造更好設施所需的基礎。“讓我們好好利用它，讓這個地方變得更好。”",
 "With help, she barely manages to": "在攙扶下，她勉強",
 "With help, she barely manages to lift herself up and catches her breath with difficulty.": "她在攙扶下艱難起身，重重地喘著粗氣。",
 "With nobody else engaged there would be no bonus.": "若沒有其他單位交戰，則沒有加成。",
 "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 探險隊員 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.\"": "有了石頭，我們可以建造比木頭更好的設施。“我們應該確保有足夠的石頭供應。”",
 "With the inscription": "有該銘文時",
 "Within 5 tiles: +5 Health Percentage Regeneration (continuous regen stat, no fixed tick).": "5 格內：+5 生命恢復（持續恢復屬性，無固定跳秒）。",
 "Witnessed another's death (Caution, prints once)": "目睹他人死亡（注意，僅顯示一次）",
 "Wolf": "狼",
 "Wood": "木材",
 "Wood (M.Atk {#})": "木材 (魔攻 {#})",
 "Wood (P.Atk {#})": "木材 (物攻 {#})",
 "Wood Carrier": "木材搬運",
 "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、甲殼、銅、銀（飾品）、阿克倫（+ 水晶飾品）",
 "Wooden": "木製",
 "Wooden Cage Acid Bug Remnant": "木籠酸液蟲遺蹟",
 "Wooden Cage Acid Bug Remnant - Dungeon Settlers Wiki": "木籠酸液蟲遺蹟 - Dungeon Settlers 維基",
 "Wooden Cage Broken": "破損木籠",
 "Wooden Cage Broken - Dungeon Settlers Wiki": "破損木籠 - Dungeon Settlers 維基",
 "Wooden Cage Dead Grey Rat": "死灰老鼠木籠",
 "Wooden Cage Dead Grey Rat - Dungeon Settlers Wiki": "死灰老鼠木籠 - Dungeon Settlers 維基",
 "Wooden Cage Empty": "空木籠",
 "Wooden Cage Empty - Dungeon Settlers Wiki": "空木籠 - Dungeon Settlers 維基",
 "Wooden Cage Gloth Hatchling Remnant": "木籠格洛斯幼崽遺蹟",
 "Wooden Cage Gloth Hatchling Remnant - Dungeon Settlers Wiki": "木籠格洛斯幼崽遺蹟 - Dungeon Settlers 維基",
 "Wooden Cage Grey Monster Rat Remnant": "木籠灰色怪鼠遺蹟",
 "Wooden Cage Grey Monster Rat Remnant - Dungeon Settlers Wiki": "木籠灰色怪鼠遺蹟 - Dungeon Settlers 維基",
 "Wooden Cage Grey Rat Remnant": "木籠灰老鼠遺蹟",
 "Wooden Cage Grey Rat Remnant - Dungeon Settlers Wiki": "木籠灰老鼠遺蹟 - Dungeon Settlers 維基",
 "Wooden Cage Ironcarapace Bug Remnant": "木籠鐵甲殼蟲遺蹟",
 "Wooden Cage Ironcarapace Bug Remnant - Dungeon Settlers Wiki": "木籠鐵甲殼蟲遺蹟 - Dungeon Settlers 維基",
 "Wooden Cage Male Gloth Remnant": "木籠雄性格洛斯遺蹟",
 "Wooden Cage Male Gloth Remnant - Dungeon Settlers Wiki": "木籠雄性格洛斯遺蹟 - Dungeon Settlers 維基",
 "Wooden Cage Murmok Remnant": "木籠莫默克遺蹟",
 "Wooden Cage Murmok Remnant - Dungeon Settlers Wiki": "木籠莫默克遺蹟 - Dungeon Settlers 維基",
 "Wooden Crate Remnant": "木箱遺蹟",
 "Wooden Crate Remnant - Dungeon Settlers Wiki": "木箱遺蹟 - Dungeon Settlers 維基",
 "Wooden Dining Chair": "木製餐椅",
 "Wording changes per Expedition Resolution": "措辭因探險決議而異",
 "Work Capabilities": "工作能力",
 "Work Progress increases every {0} ticks. Common to Gathering and Crafting types": "工作進度每 {0} 跳增加一次。採集與製作型別共用",
 "Work Progress increases every {0} ticks. Research only": "工作進度每 {0} 跳增加一次。僅研究",
 "Work type": "工作型別",
 "Workbench": "工作臺",
 "Worked example": "計算示例",
 "Worked example.": "計算示例。",
 "Worked numbers": "演算數值",
 "Worker": "工人",
 "Worker 2 + Mud Slime 2": "工人 2 + 泥漿史萊姆 2",
 "Worker 3 +": "工人 3 +",
 "Worker.": "工人。",
 "Workload": "需求量",
 "Workload required for the feeding task": "餵食任務的需求量",
 "Workload required for the rescue/surgery task": "治療/手術任務的需求量",
 "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 一個為工作準備的空間。提高工作速度。[ROOM_PoorWorkshop] [ROOM_MediocreWorkshop] [ROOM_NormalWorkshop] [ROOM_DecentWorkshop] 魔法作坊 一個為魔法工作準備的空間。提高工作速度。[ROOM_PoorMagicWorkshop] [ROOM_MediocreMagicWorkshop] [ROOM_NormalMagicWorkshop] [ROOM_DecentMagicWorkshop]",
 "Workshop.": "工坊。",
 "World": "世界",
 "World Tree": "世界之樹",
 "World lore": "世界設定",
 "World object": "世界物件",
 "Worst-case env debuffs": "最差環境減益",
 "Wrapped in dark violet pollut...": "被濃重的紫色汙染...",
 "Wraps": "包裹",
 "XP bonus": "經驗加成",
 "XP to reach each next level": "升到下一級所需經驗",
 "XP total to reach this level": "升至該等級所需的總經驗",
 "XP, talents, time, depletion, summons - curated guides": "經驗、天賦、時間、枯竭、召喚 - 精選指南",
 "Xenon Cat": "科賽農的貓",
 "Xenon Cat - Dungeon Settlers Wiki": "科賽農的貓 - Dungeon Settlers 維基",
 "Xenon Cat icon": "科賽農的貓 圖示",
 "Xenon Room": "科賽農的房間",
 "Xenon Room - Dungeon Settlers Wiki": "科賽農的房間 - Dungeon Settlers 維基",
 "Xenon Room map": "科賽農的房間地圖",
 "Xenon flips through several pages of his notebook, then opens it to a drawing of a dark crimson insect.": "澤農翻閱了幾頁筆記本，然後翻到一幅深紅色昆蟲的畫。",
 "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.\"": "澤農翻閱了幾頁筆記本，然後翻到一幅深紅色昆蟲的畫。“有一種吸血昆蟲，哥布林薩滿不知為何會隨身攜帶並珍愛。”他託著下巴，陷入沉思，然後繼續說道：“那些生物與智力探索毫無共同之處。它們愚蠢又骯髒！嗯……我剛才在說什麼來著？”他撓了撓頭，然後轉向你。“這次，我需要親眼看到一個活生生的標本。”",
 "Xenon looks away from the Acid": "科賽農將視線從酸液",
 "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.\"": "科賽農把目光從酸液蟲轉向附近的一隻孢子昆蟲。他看著它，嘴角慢慢上揚。“起初，我以為它不過是酸液蟲的近親。”他用棍子戳那隻孢子昆蟲，它放出一團孢子。“被那些孢子覆蓋的生物，比平時更容易受傷。可那既不是毒，也不是酸。”他急忙在筆記本上寫下幾行。“同一種昆蟲，獵食方式卻完全不同...真美。”過了一會兒，他撕下一張紙條遞給你。“觀察幾隻孢子昆蟲爆開。我想確切知道那些孢子是什麼。”",
 "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.": "科賽農將視線從酸液 Insects and turns his attention to 附近的孢子蟲。看了一會兒，他的嘴角漸漸揚起。",
 "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.\"": "科賽農將視線從酸液蟲處移開，轉而望向附近的孢子蟲。看了一會兒，他的嘴角漸漸揚起。“起初我還以為它只是酸液蟲的近親。”他用木棍戳了戳孢子蟲的身體，它隨即噴出了一些孢子。“沾上那些孢子的生物，比平時更容易受傷。但這東西既不是毒素，也不是酸液。”他飛快地在筆記本上寫下了幾行字。“明明同為昆蟲，狩獵方式卻截然不同……真是美麗。”片刻後，他撕下了一頁筆記，遞給你。“再調查一些孢子蟲。我想知道它們散播的那些孢子究竟是什麼。”",
 "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. 短暫沉默過後，他用雙手抱住腦袋。",
 "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!\"": "科賽農迅速瀏覽你遞上的調查資料。短暫沉默過後，他用雙手抱住腦袋。“啊……對！就是這個！我怎麼現在才明白？”他興奮地翻開筆記本，開始奮筆疾書。“這種生物並不需要尋找食物，而只是寄生在構成這一層本身的巨大生命體的血肉上，吸收其中的養分。”他高興得扭動著，幾乎按捺不住。“哈……多麼聰明的生存策略！簡直太棒了！”",
 "Xenon quickly skims through them. After a moment of silence, he grabs his head": "科賽農迅速瀏覽了一遍。短暫沉默過後，他抱住腦袋",
 "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. 過了一會兒，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，科賽農也只是翻著筆記本，沒有什麼特別的反應。過了一陣子，他才開口道：“來了啊。”他用手指敲了敲攤開的紙張。上面密密麻麻地記滿了巨大蟲子的草圖與觀察筆記。“我實在無法理解這種生物。成年後體型巨大，卻連自己移動都做不到。這樣的生物究竟如何維持如此龐大的身軀？”他撕下一張筆記遞給你。“去調查肉蛆。我想揭開它的秘密。”",
 "Xenon silently opens his notebook and reads through them.": "科賽農默默翻開筆記本，開始瀏覽其中的內容。",
 "Xenon silently opens his notebook and skims through the contents.": "科賽農默默翻開筆記本，瀏覽其中的內容。",
 "Yellow": "黃色",
 "Yellow Flowerbed": "黃色花壇",
 "YellowStoneGolem": "YellowStoneGolem",
 "Yes!": "是的！",
 "Yes,": "是，",
 "Yes. Global cooldown is {#}. Cooldown reduction shortens it.": "會。公共冷卻是 {#}。冷卻縮減會縮短它。",
 "Yet": "然而",
 "Yet each expedition member describes a different ...": "然而每位探險隊員描述的都不...",
 "Yet,": "不過，",
 "Yields": "產出",
 "Yo...": "喲...",
 "Yoshiteru": "吉照",
 "You": "你",
 "You already have settlers. Open one, or make a new one.": "你已經有開拓者了。開啟一個，或新建一個。",
 "You are in Stealth": "你處於潛行",
 "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.": "你正在預覽他人分享的隊伍。它並未儲存到你的賬戶 - 檢視下方單位，全部新增，或用卡片上的按鈕單獨新增某一個。",
 "You burned everything and recovered the bones.": "你燒燬了一切，並找回了骸骨。",
 "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.": "您可以透過點選螢幕右下角的“拾取”按鈕或按下C鍵來啟用拾取模式。拾取的物品會新增到單位的“物品欄”中。## 提示：收集和拾取物品是您會重複執行的操作。請記住，您可以使用“拖動”來使這些操作更容易。提示2：當拾取模式啟用時，您可以使用右下角的UI配置自動拾取。",
 "You can adjust": "你可以調整",
 "You can adjust in-game settings like language and sound settings in this window.": "You can adjust in-game 此視窗中的語言和聲音等設定。",
 "You can als...": "你也可以...",
 "You can check": "你可以檢視",
 "You can click and drag with the left mouse button to select multiple units at once. Or press the": "可以用滑鼠左鍵點選和拖動來一次選擇多個單位。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.": "可以用滑鼠左鍵點選和拖動來一次選擇多個單位。或者按下 Tab 鍵來選擇所有單位。",
 "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.": "可以用滑鼠左鍵點選和拖動來一次選擇多個單位。或者按下 Tab 鍵來選擇所有單位。 ## 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.": "可以用滑鼠左鍵點選和拖動來一次選擇多個單位。或者按下 Tab 鍵來選擇所有單位。 ## 即便在選中狀態下，你仍可在單位概覽面板使用“物品欄”、“技能”和“狀態”標籤，以快速檢視相關資訊。 ## 對於某些建築或物品，雙擊會選中螢幕中所有同類目標。",
 "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.": "可以用滑鼠左鍵點選和拖動來一次選擇多個單位。或者按下 ~ 鍵（數字鍵左側）來選擇所有單位。 ## 即便在此狀態下，你仍可使用單位概覽面板的“物品欄”、“技能”和“狀態”標籤，以快速檢視相關資訊。 ## 對於某些建築或物品，雙擊會選中螢幕中所有同類目標。",
 "You can construct a Goddess Statue through the construction menu. Units with max experience can": "在建造選單中，可以建造女神像。經驗已滿的單位可以",
 "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.": "在建造選單中，可以建造女神像。經驗已滿的單位可以 升級 透過與雕像互動。 ## To 升級, you may choose one of three offerings for 奉獻. 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 升級. If you're not satisfied, you can retry. ## However, previous offerings are not returned, and each 升級 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 升級.",
 "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.": "在建造選單中，可以建造女神像。經驗已滿的單位可以 升級 透過與雕像互動。 ## To 升級, you may choose one of three offerings for 奉獻. 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 升級. If you're not satisfied, you can retry. ## However, previous offerings are not returned, and each 升級 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 升級.",
 "You can flip each separately later in Settings.": "之後可在設定中分別開關每一項。",
 "You can get": "可獲得",
 "You can no longer carry weight once current weight / max weight reaches {0}% or higher.": "一旦當前負重 / 最大負重達到 {0}% 或更高，便無法再負重。",
 "You can raise": "你可以提升",
 "You can recruit new units through 'Recruit' in the": "透過螢幕的“招募”便可招募新的單位，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.": "透過螢幕的“招募”便可招募新的單位，在 top right 螢幕的角落。 ## 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 主屬性 and 天賦. The higher the 天賦, the more that stat will grow upon 升級. ## 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.": "透過螢幕的“招募”便可招募新的單位，在 top-right 螢幕的角落。 ## 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 主屬性 and 天賦. The higher the 天賦, the more that stat will grow upon 升級. ## 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": "你可以透過",
 "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.": "你可以透過 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.": "你可以透過 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": "你仍可讓單位拿上其出身未授予的武器或魔法流派，方法是使用技能樹",
 "You can't recruit": "無法招募",
 "You can't recruit over max population.": "無法招募 over max population.",
 "You change the flow with the speed control, per": "你用速度控制改變流速，依據",
 "You discover a fissure split across the floor. From within the darkness, you feel something watching you.": "你發現地面裂開一道縫。黑暗之中，你感覺有什麼東西在注視著你。",
 "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.": "你發現地面裂開一道縫。黑暗之中，你感覺有什麼東西在注視著你。咚，咚，咚。血肉地面下傳來一陣搏動。它在等待你的回應。",
 "You don't have enough": "你沒有足夠的",
 "You don't have enough items {0} to construct a building.": "你沒有足夠的物品{0}來建造建築。",
 "You don't have enough {0} to construct": "你沒有足夠的{0}來建造",
 "You examined the situation from several angles, but found nothing immediately suspicious.": "你從幾個角度審視了情況，但沒有發現任何立即引起懷疑的地方。",
 "You find a crack open in the floor. You feel something's gaze on you from the darkness.": "你發現地板上有一個裂縫。你感覺到黑暗中有什麼東西在盯著你。",
 "You furrow your brow and speak firmly.": "你皺起眉頭，語氣堅定地說道。",
 "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 結果將無法儲存。確定要退出嗎？",
 "You have no saved characters yet.": "您還沒有儲存的角色。",
 "You have not completely set aside your doubts, but you should welcom...": "你還沒有完全打消疑慮，但你應該歡迎...",
 "You hear a scream nearby-and instantly recognize the voice as Liana's, one of your companions.": "你聽到附近傳來一聲尖叫，立刻認出那是同伴麗安娜的聲音。",
 "You hear {0} scream and coldly turn your head away.": "你聽到{0}尖叫，冷冷地轉過頭去。",
 "You hold out the fourth piece of meat, and something inside takes only the meat, precise enough not to touch your finger...": "你遞出第四塊肉，裡面的東西只取走了肉，精準到沒有碰到你的手指……",
 "You hold the meat out in front of the crevice, and thin strands of flesh stretch out and wrap around just the meat. Afte...": "你把肉伸到裂縫前，細長的肉絲伸出來，只纏住了肉。之後...",
 "You order the members to seize {0}.": "你命令成員抓住{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 探險隊員 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 探險隊員 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 探險隊員, 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.": "你緩緩看向聚坐在附近的探險成員。他們低低垂下的肩膀和空洞疲憊的眼神中，透著濃重的疲憊與不滿。",
 "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.\"": "你緩緩看向聚坐在附近的探險成員。他們低低垂下的肩膀和空洞疲憊的眼神中，透著濃重的疲憊與不滿。 \"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.\"": "你緩緩看向聚坐在附近的探險成員。他們低低垂下的肩膀和空洞疲憊的眼神中，透著濃重的疲憊與不滿。 \"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.": "你仍會失去 200 HP（減去護盾 / 格擋）。反彈是額外效果，不是護盾。",
 "You still take": "你仍會承受",
 "You win the exchange - you kill": "你贏了對拼 - 你擊殺",
 "You'd better take care of it": "你最好處理一下。",
 "Young": "幼年",
 "Your": "你的",
 "Your DPS": "你的 DPS",
 "Your attacker debuffed by:": "你的攻擊者受到的減益：",
 "Your base is the cleared ground around the camp; everything else is corrupted creep held by dark thorn vines. Throwing": "你的據點是營地周圍已清除的地面；其餘是由黑荊棘藤蔓佔據的腐化蔓延。投擲",
 "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.": "你的據點是營地周圍已清除的地面；其餘是由黑荊棘藤蔓佔據的腐化蔓延。投擲 {#} 會移除藤蔓及其下方的蔓延，據點隨該地面擴大。",
 "Your build keeps whatever you equipped - press \"equip defaults\" to load this starting kit.": "你的構築會保留當前已裝備的物品 - 按“裝備預設”可載入這套初始裝備。",
 "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.": "探險隊的整體進度等級（已定義 7 級，當前版本上限為 3）。更高等級會提高人口上限、改善招募，並解鎖房間和研究。",
 "Your damage on the hit": "你該次命中造成的傷害",
 "Your dmg/hit": "你的傷害/次命中",
 "Your first day": "你的第一天",
 "Your inscriptions": "你的銘文",
 "Your max HP": "你的最大 HP",
 "Your missing HP": "你已損失的 HP",
 "Your missing HP (%)": "你已損失的 HP (%)",
 "Your missing HP at combat start": "戰鬥開始時你已損失的 HP",
 "Your own campaign save with these characters added to the clan. Your file is never changed.": "你自己的戰役存檔，這些角色已加入團隊。你的檔案絕不會被改動。",
 "Your persuasion": "你的勸說",
 "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.": "你的勸說似乎讓他們安靜了一會兒，但探險隊員的不滿並未輕易平息。{0}再次提高了聲音。“別再用花言巧語安撫我們了！我們已經忍得夠多了，冷靜下來聽指揮官講話的時候早就過去了！”抱怨聲越來越大，房間裡的緊張氣氛持續上升。不幸的是，你的嘗試失敗了。他們仍怒視著你，又憤又累。什麼也沒有解決，沉重的沉默懸在空中。",
 "Your report was": "你的報告已",
 "Your rotation: cast every learned damaging skill again as soon as its cooldown allows, filling every other moment with your basic attack.": "你的迴圈：冷卻一好就再次施放每個已學的傷害技能，其餘時間用普通攻擊填滿。",
 "Your save file": "你的存檔檔案",
 "Your settlement recruits from a board of candidates. The board shows": "你的據點從候選人招募板招募。招募板顯示",
 "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.": "你的據點從候選人招募板招募。招募板在第一級顯示 {#} 至 {#} 名候選人，以及 {#} 至 {#} 名（第 {#} 級，本版本允許的最高等級）。",
 "Your squad standing at a boss door, boss alive and never beaten.": "你的小隊站在首領門前，首領存活且從未被擊敗。",
 "Your unit": "你的單位",
 "Your units": "你的單位",
 "Your units get a bonus too": "你的單位也會獲得加成",
 "Zenon": "澤農",
 "Zenon Quest End 1": "科賽農任務結束 1",
 "Zenon Quest End 1 - Dungeon Settlers Wiki": "科賽農任務結束 1 - Dungeon Settlers 維基",
 "Zenon Quest End 1 icon": "科賽農任務結束 1 圖示",
 "Zenon Quest End 2": "科賽農任務結束 2",
 "Zenon Quest End 2 - Dungeon Settlers Wiki": "科賽農任務結束 2 - Dungeon Settlers 維基",
 "Zenon Quest End 2 icon": "科賽農任務結束 2 圖示",
 "Zenon Quest End 3": "科賽農任務結束 3",
 "Zenon Quest End 3 - Dungeon Settlers Wiki": "科賽農任務結束 3 - Dungeon Settlers 維基",
 "Zenon Quest End 3 icon": "科賽農任務結束 3 圖示",
 "Zenon Quest End 4": "科賽農任務結束 4",
 "Zenon Quest End 4 - Dungeon Settlers Wiki": "科賽農任務結束 4 - Dungeon Settlers 維基",
 "Zenon Quest End 4 icon": "科賽農任務結束 4 圖示",
 "Zenon: Insect Research": "科賽農：昆蟲研究",
 "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": "縮小",
 "[\"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\",": "[\"閃擊\", \"爆發\",",
 "[\"Blitz\", \"Harmony\",": "[\"Blitz\", \"Harmony\",",
 "[\"Blitz\", \"Warrior\",": "[\"Blitz\", \"Warrior\",",
 "[\"Blunt\",": "[\"Blunt\",",
 "[\"Blunt\", \"Shield\",": "[\"鈍器\", \"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\",": "[\"選擇E0000\",",
 "[\"ChoiceE0000\"]": "[\"選擇E0000\"]",
 "[\"ChoiceE0200\",": "[\"選擇E0200\",",
 "[\"ChoiceE0200\"]": "[\"ChoiceE0200\"]",
 "[\"ChoiceF27000\",": "[\"ChoiceF27000\",",
 "[\"ChoiceF27000\"]": "[\"ChoiceF27000\"]",
 "[\"ChoiceF30000\",": "[\"ChoiceF30000\",",
 "[\"ChoiceF30000\"]": "[\"ChoiceF30000\"]",
 "[\"ChoiceF34000\",": "[\"ChoiceF34000\",",
 "[\"ChoiceF34000\"]": "[\"ChoiceF34000\"]",
 "[\"ChoiceF49110\",": "[\"ChoiceF49110\",",
 "[\"ChoiceF49110\"]": "[\"ChoiceF49110\"]",
 "[\"ChoiceF9110\",": "[\"選擇F9110\",",
 "[\"ChoiceF9110\"]": "[\"選擇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\"]": "[\"造成傷害加成_30\"]",
 "[\"DamageDealtBonus_{1}\",": "[\"DamageDealtBonus_{1}\",",
 "[\"Debuff\"]": "減益",
 "[\"DodgeChance_-5\"]": "[\"DodgeChance_-5\"]",
 "[\"DodgeChance_10\",": "[\"DodgeChance_10\",",
 "[\"DodgeChance_2\"]": "閃避機率",
 "[\"DodgeChance_3\"]": "[\"DodgeChance_3\"]",
 "[\"DodgeChance_5\",": "[\"DodgeChance_5\",",
 "[\"DodgeChance_5\"]": "閃避機率",
 "[\"Event_Npc11\", \"Event_Npc12\",": "[\"Event_Npc11\", \"Event_Npc12\",",
 "[\"Execution\",": "[\"處決\",",
 "[\"FireMagic\",": "[\"FireMagic\",",
 "[\"FireMagic\", \"NatureMagic\", \"Bow\"]": "[\"FireMagic\", \"NatureMagic\", \"Bow\"]",
 "[\"FireMagic\", \"WaterMagic\",": "[\"FireMagic\", \"WaterMagic\",",
 "[\"Fortress\",": "[\"Fortress\",",
 "[\"Fortress\", \"Guardian\",": "[\"壁壘\", \"衛士\",",
 "[\"GreatSwordSkillAptitude_1\",": "[\"GreatSwordSkillAptitude_1\",",
 "[\"Greatsword\",": "[\"巨劍\",",
 "[\"Guardian\",": "[\"Guardian\",",
 "[\"Guardian\", \"Warrior\",": "[\"Guardian\", \"Warrior\",",
 "[\"HitChance_-20\",": "[\"HitChance_-20\",",
 "[\"HitChance_10\",": "[\"HitChance_10\",",
 "[\"HungerRegeneration_-0.01\"]": "[\"飢餓恢復_-0.01\"]",
 "[\"HungerRegeneration_0.02\"]": "[\"飢餓恢復_0.02\"]",
 "[\"InDependent\"]": "[\"InDependent\"]",
 "[\"LoggingCapabilityPerModifier_10\",": "[\"LoggingCapabilityPerModifier_10\",",
 "[\"Lycan\"]": "[\"Lycan\"]",
 "[\"MagicAttackPowerPerModifier_{1}\"]": "魔法攻擊力修正值：{1}",
 "[\"MagicAttackPower_{1}\"]": "魔法攻擊力：{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\",": "[\"移動速度每修正值_15\",",
 "[\"MovementSpeedPerModifier_15\", \"AttackSpeedPerModifier_20\", \"CriticalChance_10\", \"DodgeChance_15\", \"CriticalDamageBonus_50\", \"MaxHealthTotalPerModifier_50\", \"PhysicalAttackPowerPerModifier_50\", \"MagicAttackPowerPerModifier_50\"]": "[\"移動速度每修正值_15\", \"攻擊速度每修正值_20\", \"暴擊機率_10\", \"閃避機率_15\", \"暴擊傷害加成_50\", \"總生命值每修正值_50\", \"物理攻擊力每修正值_50\", \"魔法攻擊力每修正值_50\"]",
 "[\"NULL\"]": "[\"NULL\"]",
 "[\"NatureMagicSkillAptitude_1\",": "[\"NatureMagicSkillAptitude_1\",",
 "[\"PhysicalAttackPowerPerModifier_10\",": "[\"PhysicalAttackPowerPerModifier_10\",",
 "[\"PhysicalAttackPowerPerModifier_{1}\"]": "[\"每修正值物理攻擊力_{1}\"]",
 "[\"PhysicalAttackPower_4\"]": "物理攻擊力",
 "[\"PhysicalAttackPower_8\"]": "物理攻擊力",
 "[\"PhysicalAttackPower_{1}\"]": "[\"物理攻擊力_{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\",": "[\"戰士\",",
 "[\"Warrior\", \"Guardian\",": "[\"Warrior\", \"Guardian\",",
 "[\"WaterMagic\",": "[\"水系魔法\",",
 "[0] : Speed when zooming in/out with the keyboard": "[0] : 用鍵盤放大/縮小時的速度",
 "[0] x [0]: Alpha version camera restriction zone size": "[0] x [0]: Alpha 版攝像機限制區域大小",
 "[0] ~ [1]: The time range (start to end) that morning occupies within a day.": "[0] ~ [1]: 一天中早晨所佔的時間範圍 (起至止)。",
 "[0]: BGM transition time": "[0]: BGM 切換時間",
 "[0]: Camera maximum zoom-out value": "[0]: 攝像機最大縮小值",
 "[0]: Camera minimum zoom-in value": "[0]: 攝像機最小放大值",
 "[0]: Camera movement speed via arrow keys": "[0]: 用方向鍵移動攝像機的速度",
 "[0]: Dazed duration (in seconds)": "[0]: 驚訝持續時間（秒）",
 "[0]: Difference in vision range between day and night": "[0]: 白天與夜晚的視野範圍差",
 "[0]: Duration of the \"Had a Chat\" effect (minutes)": "[0]: 「聊過天」效果的持續時間（分鐘）",
 "[0]: Equipment Durability deduction multiplier": "[0]: 裝備耐久度扣除倍率",
 "[0]: Global cooldown when changing equipment during combat": "[0]: 戰鬥中更換裝備時的全域性冷卻",
 "[0]: Grace period before small talk starts after entering the map (seconds)": "[0]: 進入地圖後閒聊開始前的寬限期（秒）",
 "[0]: Head damage chance, [1]: Body damage chance": "[0]: 頭部傷害機率，[1]: 身體傷害機率",
 "[0]: Hours per day": "[0]: 每天小時數",
 "[0]: If the start time is 8:00, the campaign begins at 8:00.": "[0]: 若開始時間為 8:00，戰役於 8:00 開始。",
 "[0]: Limping duration (in seconds)": "[0]: 跛行持續時間（秒）",
 "[0]: Max Mood value shown in the UI": "[0]: UI 中顯示的最大心情值",
 "[0]: Max equipment size": "[0]: 裝備欄最大容量",
 "[0]: Max inventory size": "[0]: 揹包最大容量",
 "[0]: Max map X size [1]: Max map Y size": "[0]: 地圖最大 X 尺寸 [1]: 地圖最大 Y 尺寸",
 "[0]: Max number of recent small-talk topics a unit stores": "[0]: 單位儲存的最近閒聊話題的最大數量",
 "[0]: Max number of small-talk conversations per logic refresh": "[0]: 每次邏輯重新整理的閒聊對話最大次數",
 "[0]: Max player unit party size": "[0]: 玩家單位隊伍最大人數",
 "[0]: Max radius of the settlement area with no initial creep": "[0]: 無初始蔓延時定居區域的最大半徑",
 "[0]: Max room size": "[0]: 最大房間尺寸",
 "[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]: 每小時分鐘數 - 2700/60",
 "[0]: Near-Death aftereffect duration": "[0]: 瀕死後遺症持續時間",
 "[0]: Near-Death duration": "[0]: 瀕死持續時間",
 "[0]: Number of previous small-talk partners blocked": "[0]: 被遮蔽的先前閒聊物件數量",
 "[0]: Number of previously used small-talk topics blocked": "[0]: 被遮蔽的先前已用閒聊話題數量",
 "[0]: Percentage of head HP recovered upon Near-Death": "[0]: 瀕死時恢復的頭部 HP 百分比",
 "[0]: Skill global cooldown": "[0]: 技能全域性冷卻",
 "[0]: Small-talk topic record chance (%)": "[0]: 閒聊話題記錄機率（%）",
 "[0]: Speed correction value": "[0]: 速度修正值",
 "[0]: Speed multiplier at maximum zoom-in": "[0]: 最大放大時的速度倍率",
 "[0]: Speed multiplier at minimum zoom-in": "[0]: 最小放大時的速度倍率",
 "[0]: Tick unit - 1/60": "[0]: 跳單位 - 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]: 每分鐘跳數 - 45/60 注：該值為 45 時，一天等於 64,800 跳 -> 真實時間 1,082 秒，因此 1 倍速下游戲內一天約為現實 18 分鐘。",
 "[0]: Time to ignore initial-equip small-talk topic records after entering the map (seconds)": "[0]: 進入地圖後忽略初始裝備閒聊話題記錄的時間（秒）",
 "[0]: Tutorial seed": "[0]: 教程種子",
 "[0]: UI fade in/out duration": "[0]: UI 淡入/淡出持續時間",
 "[0]: UI zoom in/out speed": "[0]: UI 放大/縮小速度",
 "[0]: Unit combat range (batch) <- cleared upon leaving it (by design this should follow the vision value)": "[0]: 單位戰鬥範圍（批次）<- 離開後清除（按設計應跟隨視野值）",
 "[0]: Unit small-talk check interval (seconds)": "[0]: 單位閒聊檢查間隔（秒）",
 "[0]: Unit small-talk occurrence chance (%)": "[0]: 單位閒聊發生機率（%）",
 "[0]: Unit small-talk search radius (tiles)": "[0]: 單位閒聊搜尋半徑（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": "首領傳送門在第 10、20 層加入池",
 "a building to construct, and then": "要建造的建築，然後",
 "a clear": "清澈的",
 "a corridor": "一條走廊",
 "a deceased": "一名逝者",
 "a detonation": "一次引爆",
 "a first fight": "第一場戰鬥",
 "a flame projectile that deals magic damage equal to {0}% of": "發射火焰投射物，造成相當於 {0}% 的魔法傷害，數值基於",
 "a flat ×1.5 multiplier - fixed values, not caps you build toward.": "為固定 ×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)": "一支滿編小隊，達到主線本身要求的等級（2 個 2 級及以上單位），並帶上製作的裝備（骨制或甲殼檔位就夠用）",
 "a hit cuts its damage by 50%, which cuts the armor wear by the same amount.": "一次命中會使其傷害降低 50%，護甲磨損也按同樣比例降低。",
 "a large": "一個大",
 "a location to move the unit.": "一個位置來移動該單位。",
 "a massive body and": "龐大的身軀和",
 "a massive body and fearsome destructive": "龐大的身軀和可怕的破壞力",
 "a memorial stone": "一塊紀念石",
 "a merchant": "一名商人",
 "a moment, but the expedition": "一會兒，但探險隊",
 "a mood": "情緒",
 "a nearby Spore Insect. As he watches it, the corners of his mouth slowly curl upward.": "附近的孢子蟲。看了一會兒，他的嘴角漸漸揚起。",
 "a new {#} weapon tree": "一棵新的 {#} 武器樹",
 "a player's stats.": "玩家的屬性。",
 "a portal into the dungeon proper": "通往地下城本體的傳送門",
 "a scripted tutorial": "一段指令碼教程",
 "a shield-user to guard": "一個能格擋的持盾者",
 "a skill in the 'Command Panel' quick slot to choose individ...": "“指令面板”快捷欄中的技能，以便分別選擇...",
 "a summon": "一個召喚",
 "a summon never spawns with its flat base HP alone - the summoner's Magic Attack Power is added on top every time.": "召喚物從不會只帶著固定基礎 HP 生成 - 每次都會額外加上召喚者的魔法攻擊力。",
 "abandoned": "遺棄",
 "abandoned,": "被遺棄，",
 "abilities read the summoner's live Magic Attack Power": "能力讀取召喚者當前的魔法攻擊力",
 "ability": "能力",
 "ability.": "能力。",
 "about": "大約",
 "about!": "關於！",
 "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.": "吸收最多所造成傷害的 30%（按你自己已損失的 HP 縮放），這就是該次命中回覆的上限。",
 "abundant": "豐富的",
 "abyss variant": "深淵變體",
 "ac...": "交流...",
 "accept": "接過",
 "accepts": "接受",
 "access": "訪問",
 "accessory": "飾品",
 "accomplished": "完成了",
 "according": "根據",
 "accumulating": "累積中",
 "achieve": "實現",
 "achievement!": "成就！",
 "achieving": "達成",
 "acid": "酸",
 "acidic": "酸性",
 "acquire": "獲得",
 "acquired": "獲得",
 "acquiring": "獲得",
 "across": "對面",
 "acted": "行動",
 "action (choice": "動作 (選項",
 "activate": "啟用",
 "activated": "已啟用",
 "activates": "啟用",
 "active": "主動",
 "active -": "主動 -",
 "active skills": "主動技能",
 "active skills.": "主動技能。",
 "active,": "主動，",
 "actually": "實際上",
 "adapted": "適應",
 "add": "新增",
 "add a weapon to compare...": "新增要對比的武器...",
 "added": "已新增",
 "added - click to remove": "已新增 - 點選移除",
 "adding": "新增",
 "additional": "額外",
 "additional increase)": "額外增加）",
 "additional magic damage equal to 10 percent of physical attack power": "相當於物理攻擊力 10% 的額外魔法傷害",
 "additional status effects": "額外狀態效果",
 "adjacent enemy": "相鄰敵人",
 "admit": "承認",
 "adorned": "點綴著",
 "advance:": "提前：",
 "advanced": "高階",
 "advantage": "優勢",
 "afar": "遠方",
 "affect inscription rarity.": "影響銘文稀有度。",
 "affects the caster,": "影響施法者，",
 "affiliat...": "附屬...",
 "afflicted": "受折磨",
 "afford": "負擔得起",
 "after": "之後",
 "after resistance. With the Inscription of Reflection:": "點（抗性結算後）。若有反射銘文：",
 "after,": "之後，",
 "again": "再次",
 "again simply drops its target.": "後就直接丟掉目標。",
 "against the taunted target increases by {1}%, and": "對被嘲諷目標提高 {1}%，並且",
 "agility.": "敏捷性。",
 "ago...": "以前...",
 "ah...": "啊……",
 "ah...ah....": "啊...啊....",
 "ahead.": "前瞻。",
 "aid kit": "急救箱",
 "air": "空氣",
 "air,": "空氣，",
 "alchemy.": "鍊金。",
 "alert fires when any equipped item drops to": "警報會在任意已裝備物品降至",
 "alerts": "警報",
 "alive": "活著",
 "alive?\"": "活著？\"",
 "all": "全部",
 "all Bubblings to immediately charge to the designated tile, dealing magic damage equal": "所有泡泡立即衝向指定方塊，造成等同於魔法傷害的傷害",
 "all Bubblings to immediately charge to the designated tile, dealing magic damage equal ...": "所有泡泡立即衝向指定圖塊，造成等同於魔法傷害的傷害...",
 "all Bubblings to immediately dash to the designated tile, dealing {0}% of the caster's": "所有泡泡靈立即衝向指定地格，造成施法者 {0}% 的",
 "all effects": "所有效果",
 "all game constants": "全部遊戲常量",
 "all of it.": "全部。",
 "all of your worn armor at once": "你穿戴的全部護甲",
 "all regions overview": "全部區域概覽",
 "all your Bubbling on the field": "場上你的全部泡泡靈",
 "all.": "全部。",
 "allies": "盟友",
 "allow": "允許",
 "allowing": "允許",
 "allows": "允許",
 "almost": "幾乎",
 "alone": "獨自",
 "along": "沿著",
 "alr...": "好...",
 "already": "已經",
 "already has": "早已有了",
 "already has an excellent": "已經有出色的",
 "also": "也",
 "also have a": "也會有",
 "alternate hit-receive recoil": "另一套受擊後仰",
 "always": "總是",
 "am": "是",
 "amazing": "驚人的",
 "amid": "在",
 "amiss,": "異常，",
 "ammo": "彈藥",
 "ammo items": "彈藥物品",
 "ammunition": "彈藥",
 "ammunition at all - packed": "彈藥 - 已打包",
 "among": "之中",
 "amount": "數量",
 "amount and are": "數值，並且",
 "an": "一個",
 "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": "一個恩多爾西生成，門控條件為巨石魔像擊殺記錄以及任務狩獵阿爾法酸性斯洛格爾已完成記錄",
 "an Iron Great Sword": "一把鐵製巨劍",
 "an active": "生效的",
 "an auto-advancing main story": "一條自動推進的主線劇情",
 "an enemy to perform a basic attack.": "一名敵人來執行普通攻擊。",
 "an entrance": "一個入口",
 "an interactable object to initiate interaction.": "可互動物件以開始互動。",
 "an item in the 'Inventory' to open the interaction menu.": "在‘揹包’中的一件物品以開啟互動選單。",
 "an...": "一...",
 "and": "與",
 "and ...": "以及 ...",
 "and 15 more": "以及另外 15 個",
 "and 2 more": "以及另外 2 個",
 "and 3 more": "以及另外 3 個",
 "and 5 more": "以及另外 5 個",
 "and 9 more": "以及另外 9 個",
 "and Stress resets to 0.": "，並且壓力重置為 0。",
 "and a hard-hitting": "以及高傷害的",
 "and a resolution's dialog shell is also a row on": "，決議的對話方塊架也是一行，見",
 "and a separate": "以及單獨的",
 "and any unit left without a team?": "以及任何沒有隊伍的單位？",
 "and blue crystal.": "和藍色水晶。",
 "and can be": "並且可以",
 "and cannot stack, so its cap is a single running instance rather than a stack ceiling.": "且不可疊加，因此其上限是單個持續例項，而不是層數封頂。",
 "and coveted by many.": "備受追捧。",
 "and crawls into the narrow": "爬進狹窄的",
 "and damage taken increases by {2}%.": "並且受到的傷害提高{2}%。",
 "and evasion": "和閃避",
 "and evasion are reduced": "和閃避降低",
 "and granting {2}": "並施加 {2}",
 "and grants": "並獲得",
 "and green crystal.": "和綠色水晶。",
 "and grotesque lump of meat.": "且形狀怪異的肉塊。",
 "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": "製成，最多各放 8 件物品；工人會隨時間修理放入其中的裝備。遊戲資料表沒有定義每次修理的材料消耗 - 這是工時成本，不是物品價格。一條",
 "and keeps one. Rarity weights:": "並留下一條。稀有度權重：",
 "and lets you pick an": "並讓你選擇一個",
 "and looks at a nearby spore": "並看向附近的孢子",
 "and more; the Abyss and Tutorial are off by default.": "以及更多；無盡深淵和教程預設關閉。",
 "and night otherwise. Night costs 3 vision range.": "，其餘為夜晚。夜晚降低 3 點視野範圍。",
 "and ornaments shaped": "與塑成的飾品",
 "and pick one. A": "並選擇其中一個。一個",
 "and planning": "和規劃",
 "and pour points into stats.": "並將點數投入屬性。",
 "and red crystal.": "和紅色水晶。",
 "and search a monster in": "，並在",
 "and take all the": "並拿走全部",
 "and the": "以及",
 "and the Goddess' Blessing +5% for an expedition - these simply add to the stat.": "，以及探險中的女神祝福 +5%，這些都是直接加到該屬性上。",
 "and the campaign's": "和戰役的",
 "and the hope of finding a t...": "以及尋找一條真...",
 "and the in-game tooltip lists no sight effect. So": "且遊戲內提示沒有列出視野效果。因此",
 "and the site knows": "，而本網站已知版本為",
 "and traced with line-of-sight, so a wall between you and a monster blocks it (": "計量，並按視線追蹤，因此你和怪物之間的牆會擋住它（",
 "and {#} more": "以及另外 {#} 個",
 "and,": "和，",
 "and-almost": "而且幾乎",
 "anger": "憤怒",
 "animal": "動物",
 "animation": "動畫",
 "annihilated": "消滅了",
 "another": "另一個",
 "answer.": "回答。",
 "answers. Yet the world": "答案。然而世人",
 "any": "任意",
 "any region": "任意地區",
 "any...": "再...",
 "anymore.": "不再。",
 "anyway?": "無論如何？",
 "apar...": "分開...",
 "apart": "分開",
 "apart,": "分開，",
 "apart?": "分開？",
 "apocalypse": "末日",
 "apparent": "明顯的",
 "appear": "出現",
 "appears": "出現",
 "appears on the map": "出現在地圖上",
 "appetizing": "開胃",
 "applied": "已應用",
 "applied)": "施加）",
 "applied.)": "施加。）",
 "applies": "施加",
 "applies after dark and moves every one of the 6 major stats by +15%.": "在天黑後生效，使全部 6 項主要屬性變化 +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，使相同屬性變化 -10%。因此每項屬性都會隨晝夜在兩者之間擺動，狼人隊伍應圍繞夜間作戰來組建。",
 "apply": "施加",
 "appointed": "任命",
 "approach": "接近",
 "approach,": "靠近，",
 "approaching": "臨近",
 "archer": "射手",
 "archery": "箭術",
 "are": "是",
 "are empty-slot markers, not data.": "是空槽標記，不是資料。",
 "are in the game for": "在遊戲中適用於",
 "are reduced": "降低",
 "are shown - that boost has no effect on the visible rows.": "的怪物 - 該提升對可見行沒有效果。",
 "are the 17 high-grade stat inscriptions plus the 9 sub-class skill-tree grants and 18 powerful specials.": "是 17 條高階屬性銘文，外加 9 項輔職業技能樹授予和 18 個強力特殊效果。",
 "are the 17 low-grade stat inscriptions.": "是 17 條低階屬性銘文。",
 "are the 17 mid-grade stat inscriptions plus the 9 weapon and magic skill-tree grants and 5 special effects.": "是 17 條中級屬性銘文，外加 9 項武器與魔法技能樹授予和 5 個特殊效果。",
 "are the 3 headliners below.": "是下方的 3 條主打銘文。",
 "are the secondary sub-class trees offered alongside a main tree.": "是與主技能樹一併提供的輔助技能樹。",
 "are the weapon and magic specializations a recruited unit can pick as its main tree.": "是招募單位可作為主技能樹選擇的武器與魔法專精。",
 "are.": "是。",
 "are...": "是……",
 "area hit (ConeExceptMe, radius 1). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (ConeExceptMe, 半徑 1)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (Manhattan, radius 1). The range distance metric shown is approximate; the area shape is exact.": "範圍命中（曼哈頓，半徑 1）。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (Manhattan, radius 2). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (曼哈頓, 半徑 2)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (Manhattan, radius 3). The range distance metric shown is approximate; the area shape is exact.": "範圍命中（曼哈頓，半徑 3）。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (Manhattan, radius 5). The range distance metric shown is approximate; the area shape is exact.": "範圍命中（曼哈頓，半徑 5）。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (single target). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (單體目標)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (圆形, radius 3). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (圓形, 半徑 3)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (圆形, radius 5). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (圓形, 半徑 5)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (指向, radius 2). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (指向, 半徑 2)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (指向, radius 3). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (指向, 半徑 3)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (指向, radius 7). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (指向, 半徑 7)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (方形, radius 1). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (方形, 半徑 1)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (方形, radius 2). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (方形, 半徑 2)。所示射程距離為近似值；範圍形狀是精確的。",
 "area hit (方形, radius 7). The range distance metric shown is approximate; the area shape is exact.": "範圍命中 (方形, 半徑 7)。所示射程距離為近似值；範圍形狀是精確的。",
 "aren't": "不是",
 "armor": "護甲",
 "armor made of Arcron.": "以阿克倫為材料製成的護甲。",
 "armor made of leather.": "由皮革製成的護甲。",
 "arms.": "手臂。",
 "aroma.": "香氣。",
 "around": "周圍",
 "around,": "來，",
 "around.": "周圍。",
 "arrives": "到來",
 "arrow": "箭",
 "arrow made": "製成的箭矢",
 "arrow made of Arcron.": "以阿克倫為材料製成的箭矢。",
 "arrow made of bronze.": "青銅製箭矢。",
 "arrow.": "箭。",
 "arrows": "箭矢",
 "arrows, but none can be obtained in this build - packed": "箭，但在此構建中無法獲得 - 已打包",
 "arrows...": "箭…",
 "article.": "條目。",
 "arts,": "藝術，",
 "as": "作為",
 "as a new team": "作為新隊伍",
 "as damage to": "作為對...的傷害",
 "as damage to enemy": "作為對敵人的傷害",
 "as damage to enemy ...": "作為傷害對敵方...",
 "as he examines the remains of a destroyed golem, he slowly turns": "檢查被摧毀的魔像殘骸時，他緩緩轉過身",
 "as magic": "作為魔法",
 "as physical damage to the target.": "作為對目標的物理傷害。",
 "aside": "到一邊",
 "aside,": "一邊，",
 "ask": "詢問",
 "ask the": "向",
 "asking": "詢問",
 "asks": "要求",
 "asleep,": "熟睡,",
 "assembled": "集結",
 "at": "在",
 "at 2 targets (5 energy)": "2 個目標時（5 能量）",
 "at 2 targets (from the 12 s cooldown)": "2 個目標時（來自 12 秒冷卻）",
 "at 3 targets (1 energy)": "3 個目標時（1 能量）",
 "at 3 targets (1 energy).": "3 個目標時（1 能量）。",
 "at 3 targets (10 energy)": "3 個目標時（10 能量）",
 "at 3 targets (2 energy)": "於 3 個目標（2 能量）",
 "at 3 targets (4 energy)": "於 3 個目標（4 能量）",
 "at 3 targets (5 energy)": "於 3 個目標（5 能量）",
 "at 3 targets (6 energy)": "3 個目標時（6 能量）",
 "at 3 targets (7 energy)": "於 3 個目標（7 能量）",
 "at 3 targets (from the 12 s cooldown)": "3 個目標時（來自 12 秒冷卻）",
 "at 3 targets (from the 15 s cooldown)": "3 個目標時（來自 15 秒冷卻）",
 "at 3 targets (from the 20 s cooldown)": "3 個目標時（來自 20 秒冷卻）",
 "at 3 targets (from the 30 s cooldown)": "於 3 個目標（來自 30 秒冷卻）",
 "at 3 targets (from the 40 s cooldown)": "3 個目標時（來自 40 秒冷卻）",
 "at 3 targets (from the 8 s cooldown)": "於 3 個目標（來自 8 秒冷卻）",
 "at attack speed": "按攻擊速度",
 "at cast time, on top of the creature's own base stats (reverse-engineered / community-verified - not a single table field):": "在施放時縮放，併疊在該生物自身基礎屬性之上（逆向還原 / 社群驗證 - 不是單個表欄位）：",
 "at cast time.": "在施放時。",
 "at every level-up from level 2 through 12": "從等級 2 到 12 的每次升級",
 "at max stacks). The stack count and how long it lasts are both set by the skill that applies it.": "）。層數和持續時間都由施加它的技能決定。",
 "at night - but the same penalty clips your own units' sight, so a night raid cuts both ways. The 夜视 affecter adds": "夜間的視野 - 但同樣的懲罰也會裁掉你自己單位的視野，所以夜襲是雙刃的。夜視效果施加者會增加",
 "at night.": "在夜間。",
 "at rank": "在等級",
 "at rank 3, the highest rank this build allows. Four things decide how many units you can recruit: your": "在第 3 級，本版本允許的最高等級。能招募多少單位由四件事決定：你的",
 "at the Goddess Statue to level up.": "在女神像處升級。",
 "at the designated location. Bubblings attack nearby enemies, and": "在指定位置。泡泡靈會攻擊附近的敵人，並",
 "at your": "對你的",
 "at your base as a settler of your own.": "在你的基地成為你自己的拓荒者。",
 "at {#} targets ({#} energy)": "對 {#} 個目標 ({#} 能量)",
 "at {#} targets ({#})": "對 {#} 個目標 ({#})",
 "at {#} tile": "在 {#} 格",
 "at {#} tiles": "在 {#} 格",
 "at...": "在……",
 "atmosphere.": "氛圍。",
 "atta...": "攻擊...",
 "attack": "攻擊",
 "attack costs no durability at all": "攻擊完全不消耗耐久度",
 "attack power to the target.": "對目標的攻擊力。",
 "attack speed": "攻擊速度",
 "attack speed {#}": "攻擊速度 {#}",
 "attack, crit, hit location, guard": "攻擊、暴擊、命中部位、格擋",
 "attack.": "攻擊。",
 "attacki...": "攻擊...",
 "attacking": "攻擊",
 "attacks": "攻擊",
 "attacks & patterns": "攻擊與模式",
 "attacks on enemies.": "攻擊敵人。",
 "attacks with": "攻擊時使用",
 "attacks,": "攻擊，",
 "attacks.": "攻擊。",
 "attention": "注意",
 "attribute": "屬性",
 "authored, not active": "已寫入，未生效",
 "auto": "自動",
 "auto-attacks + this skill on cooldown": "自動攻擊 + 此技能冷卻中",
 "auto-completed": "自動完成",
 "auto-saves": "自動儲存",
 "av...": "可用...",
 "available": "可用",
 "available,": "可用，",
 "available, not learned": "可用，未學習",
 "average": "平均",
 "avg 1.2 on floor 1": "第 1 層平均 1.2",
 "avg 1.2 on floor 2": "第 2 層平均 1.2",
 "avg 1.3 on floor 2": "第 2 層平均 1.3",
 "avg 1.3 on floor 3": "第 3 層平均 1.3",
 "avg 1.3 on floor 4": "第 4 層平均 1.3",
 "avg 1.5 on floor 3": "第 3 層平均 1.5",
 "avg 1.5 on floor 4": "第 4 層平均 1.5",
 "avg 1.7 on floor 2": "第 2 層平均 1.7",
 "avg 1.8 on floor 2": "第 2 層平均 1.8",
 "avg 4.0 on floor 1": "第 1 層平均 4.0",
 "avg 5.8 on floor 4": "第 4 層平均 5.8",
 "avg 6.0 on floor 2": "第 2 層平均 6.0",
 "avg 6.0 on floor 3": "第 3 層平均 6.0",
 "avg 6.2 on floor 4": "第 4 層平均 6.2",
 "avg 6.3 on floor 3": "第 3 層平均 6.3",
 "avg 6.7 on floor 2": "第 2 層平均 6.7",
 "awakened": "覺醒的",
 "awarded": "授予",
 "away": "走",
 "away,": "撕裂，",
 "away.": "掉。",
 "awkwardly": "笨拙地",
 "axe made of Arcron.": "以阿克倫為材料製成的斧。",
 "axe made of bronze.": "青銅製成的斧頭。",
 "axe made of copper.": "銅製斧頭。",
 "axe made of wood.": "木製斧頭。",
 "axe?": "斧頭？",
 "back": "返回",
 "back to Step 1": "返回步驟 1",
 "back to Step 2": "返回步驟 2",
 "back to Step 3": "返回步驟 3",
 "back to the attacker.": "反彈給攻擊者。",
 "back to {#}": "返回 {#}",
 "back {1} tiles. The target": "{1} 格。目標",
 "back.": "返回。",
 "backbone": "骨幹",
 "background": "出身",
 "background rank filter:": "出身等級篩選器：",
 "background rank filter: the chosen rank survives a reload": "出身等級篩選器：所選等級在重新載入後仍然有效",
 "background,": "背景，",
 "backgrounds": "背景",
 "backgrounds shown": "顯示的出身",
 "backpack": "揹包",
 "badge": "徽章",
 "badge b-spoiler dsb-navtag": "badge b-spoiler dsb-navtag",
 "ball": "舞會",
 "ball,": "舞會，",
 "barely": "勉強",
 "barrier": "護盾",
 "barriers": "屏障",
 "base": "基礎",
 "base +": "基礎 +",
 "base camp": "據點營地",
 "base price adjusted by the discount roll": "基礎價格按折扣抽取調整",
 "base x your attack bonuses)": "基礎 x 你的攻擊加成)",
 "base x your magic bonuses)": "基礎 x 你的魔法加成)",
 "base {#} {#}": "基礎 {#} {#}",
 "based": "基於",
 "baseline": "基準",
 "basic": "基礎",
 "basic weapon attack (mandatory root) -": "基礎武器攻擊（必須根節點） -",
 "basics": "基礎知識",
 "bastard": "雜種",
 "battle.": "戰鬥。",
 "battlefield,": "戰場上，",
 "battlefield.": "戰場。",
 "battles": "戰鬥",
 "battles.": "戰鬥。",
 "be": "是",
 "be...": "是...",
 "bead": "珠子",
 "beak.": "喙。",
 "bearing": "帶著",
 "beast": "野獸",
 "beast.": "野獸。",
 "beasts.": "野獸。",
 "beating": "敲擊",
 "beautiful": "美麗",
 "beautiful,": "美麗，",
 "beautiful.": "美麗。",
 "became": "變得",
 "because": "因為",
 "become": "成為",
 "becomes": "變成",
 "becomes active.": "變得活躍。",
 "becomes,": "變得，",
 "becoming": "成為",
 "bedroom": "臥室",
 "bee.": "蜜蜂。",
 "bee...": "蜜蜂……",
 "been": "已經",
 "been discussing expedition": "一直在討論探險隊",
 "befor...": "之前...",
 "before": "之前",
 "before any % modifier. With": "（在任何百分比修正之前）。若",
 "before resistance.": "（抗性結算前）。",
 "before,": "之前，",
 "before...": "之前...",
 "began": "開始",
 "begin": "開始",
 "beginners.": "初學者。",
 "beginning": "開始",
 "beginning.": "好。",
 "begins": "開始",
 "begins.": "開始了。",
 "begun": "開始",
 "behaviour & phase triggers": "行為與階段觸發",
 "behind": "在後面",
 "behind.": "在身後。",
 "being": "存在",
 "being.": "生物。",
 "belching": "冒出",
 "belief": "信念",
 "believed": "被認為是",
 "belonging": "所屬",
 "below": "下方",
 "below). Looking for one specific skill? The": "下方）。在找某個特定技能？該",
 "below,": "以下，",
 "beside": "旁邊",
 "best.": "最好。",
 "bestow": "賦予",
 "beta": "測試",
 "better": "更好",
 "better.\"": "更好。\"",
 "between": "之間",
 "beyond": "之外",
 "bid": "出價",
 "binary: everything is either Physical or Magic": "二元的：一切不是物理就是魔法",
 "binds to room": "繫結到房間",
 "biological": "生物",
 "bit": "一點",
 "bite": "咬",
 "bites": "撕咬",
 "bitten": "啃咬",
 "bitter": "苦澀的",
 "black": "黑色",
 "bleed": "流血",
 "block": "塊",
 "blocked": "已阻擋",
 "blocked after quest \"": "任務完成後封鎖 \"",
 "blocked by 2-handed": "被雙手武器阻擋",
 "blocked once": "一旦封鎖",
 "blocked once the event \"": "一旦發生事件 \"",
 "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.": "能夠吸收敵人鮮血的血石。",
 "bloodwood": "血木",
 "bloodwood.": "血木。",
 "blow": "吹",
 "blows.": "打擊。",
 "blue": "藍色",
 "blue crystal.": "藍色水晶。",
 "blue,": "藍色,",
 "blue, and": "藍色，並且",
 "blue, and the": "藍色，並且",
 "blue-glowing": "發著藍光的",
 "blue.": "藍色。",
 "boasts...": "擁有...",
 "bodies": "遺體",
 "body": "身體",
 "body armor": "身體護甲",
 "body...\"": "身體……”",
 "body...?\"": "身體...？\"",
 "boiling": "沸騰的",
 "bone": "骨頭",
 "bone.": "骨頭。",
 "bones": "骨頭",
 "bones.": "骨頭。",
 "bonus": "加成",
 "bonus damage": "額外傷害",
 "bonus level": "加成等級",
 "bonus.": "加成。",
 "bonuses.": "加成。",
 "born": "出生",
 "boss": "首領",
 "boss_11": "boss_11",
 "both": "兩者",
 "both pinned: row 2 stacks at topbar + row 1 height": "兩者都固定：第 2 行堆疊在頂部欄 + 第 1 行高度",
 "both sides": "雙方",
 "bottom": "底部",
 "bottom-right)": "右下）",
 "bounces": "會把你吃下的各",
 "boundless": "無邊無際",
 "bow": "弓",
 "bow reinforced with": "用...強化的弓",
 "bow.": "弓。",
 "bowstring": "弓弦",
 "branch": "樹枝",
 "branch...": "樹枝……",
 "branches": "枝條",
 "branches,": "樹枝，",
 "braved": "勇敢面對",
 "break.": "折斷。",
 "breakdown at {#}, then a second max-out {#} into the Mental Collapse - that is lethal. About {#} of play at 1x speed.": "{#} 時崩潰，然後在精神崩潰中再過 {#} 第二次達到上限 - 這會致命。1 倍速下游玩約 {#}。",
 "breaking": "突破",
 "breath": "呼吸",
 "breath.": "呼吸。",
 "breathing.": "呼吸。",
 "brief": "短暫",
 "briefly": "短暫",
 "bright": "明亮的",
 "brightens": "眼睛一亮",
 "brighter": "更亮",
 "brilliant": "璀璨",
 "brimming": "充滿",
 "bring": "帶來",
 "broader": "更廣",
 "bronze": "青銅",
 "bronze.": "青銅。",
 "brought": "帶來",
 "brow": "眉頭",
 "brush,": "灌木叢，",
 "bu...": "但...",
 "buff": "增益",
 "buffed": "已增益",
 "buffs, not detection modifiers. Treat any \"Perception widens vision\" claim as unconfirmed.": "增益，不是檢測修正。把任何\"感知會擴大視野\"的說法當作未確認。",
 "bug": "漏洞",
 "bug,": "蟲子，",
 "bug.": "蟲子。",
 "bugs": "錯誤",
 "build": "建造",
 "build resistances": "堆疊抗性",
 "build rooms of a given quality": "建造指定品質的房間",
 "build's": "構建的",
 "build, method, machine-readable data": "構建、方法、機器可讀資料",
 "build.": "構建。",
 "buildable": "可建造",
 "builder header: one frame holds both rows, one pin each": "構築器標題：一個框架包含兩行，每行一個圖釘",
 "builder header: the two pins round-trip and stack": "構築器標題：兩個圖釘往返並堆疊",
 "building": "建築",
 "building.": "建築。",
 "buildings": "建築",
 "buildings that restore mood": "恢復心情的建築",
 "builds": "增加",
 "built,": "建成，",
 "bumps": "顛簸",
 "bumps every talent up one tier, capped at Genius, which is why it compounds so well over a full 12-level career.": "會將每項天賦提升一級，上限為天才，因此在完整的 12 級生涯中複利效果很好。",
 "bur...": "洞穴……",
 "buried,": "埋葬，",
 "burn": "燃燒",
 "burned": "燒燬",
 "burning": "燃燒",
 "burrow": "地穴",
 "burrow,": "洞穴，",
 "burrow.": "洞穴。",
 "bursting": "爆裂",
 "bushes": "灌木叢",
 "bushes,": "灌木叢，",
 "bushes.": "灌木叢。",
 "busily": "忙碌地",
 "busted": "過強",
 "busy": "忙碌",
 "but": "但",
 "but is": "但是",
 "but the expedition": "但探險隊",
 "but the expedition members": "但探險隊員們",
 "button rerolls all 5. Inscriptions you already own are excluded, so you never see duplicates.": "按鈕會重擲全部 5 個。你已擁有的銘文會被排除，因此不會看到重複。",
 "buy: {#}": "購買：{#}",
 "by": "由",
 "by a flat per-point amount, shown in-game as \"Per Stat +X\". Each point of": "提供每點固定數值，遊戲內顯示為\"每項屬性 +X\"。每點",
 "by clicking the 'Pick Up' button at the bottom right": "透過點選右下角的“拾取”按鈕",
 "by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "透過點選右下角的“拾取”按鈕或按下C鍵。",
 "by defeating monsters. Once": "透過擊敗怪物。一旦",
 "by interacting with the statue.": "透過與雕像互動。",
 "by management difficulty": "按管理難度",
 "by roasting": "透過烘烤",
 "by roasting over fire.": "用火烤制。",
 "by stay stage x management difficulty": "按停留階段 x 管理難度",
 "by the guild into the dungeon.": "由公會派進地下城。",
 "by unit level x management difficulty": "按單位等級 x 管理難度",
 "by {0}% of": "相當於 {0}% 的",
 "by {0}%. When equipped with a shield,": "提高 {0}%。裝備盾牌時，",
 "by {1} for {0}": "{1}，持續 {0}",
 "by {2}%.": "{2}%。",
 "by {2}%. This effect resets": "{2}%。此效果會重置",
 "by.": "透過。",
 "byte-exact table parsers": "位元組精確的表解析器",
 "cage": "籠子",
 "call": "呼喚",
 "called": "被稱為",
 "calls": "稱為",
 "calmed": "平靜",
 "campfire.": "篝火。",
 "can": "可以",
 "can grant a": "可給予",
 "can increase": "可以提升",
 "can perform": "可以進行",
 "can't": "無法",
 "can't...": "不能……",
 "candidates": "候選人",
 "candidates at the first rank and": "名候選人（第一級），以及",
 "cannot": "無法",
 "cannot stack": "不可疊加",
 "cap": "上限",
 "cap. Durability drops as the item is used and, when it hits": "上限。耐久度隨物品使用而下降，降到",
 "cap...": "隊長...",
 "cap: points stop here": "上限：點數到此為止",
 "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,": "隊長,",
 "captain.": "隊長。",
 "captured": "捕獲的",
 "carapace.": "甲殼。",
 "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.": "關心。",
 "careful": "小心",
 "carefully": "小心地",
 "cares?": "在乎？",
 "carnivore": "肉食",
 "carpet": "地毯",
 "carpet.": "地毯。",
 "carried - click to remove": "已攜帶 - 點選移除",
 "carries": "攜帶",
 "carry...": "攜帶……",
 "carrying": "拿著",
 "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": "喘著氣",
 "catching": "捕捉",
 "causes": "造成",
 "caution alerts": "注意警報",
 "cautiously": "小心翼翼地",
 "cautiously.": "謹慎地。",
 "cave": "洞穴",
 "cave,": "洞穴，",
 "cave.": "洞穴。",
 "caves.": "洞穴。",
 "celebrate": "慶祝",
 "centered on the caster": "以施法者為中心",
 "chair": "椅子",
 "chalky": "白堊質的",
 "challenge.": "挑戰。",
 "challenging.": "挑戰性。",
 "chance": "機率",
 "chance this room appears on that floor": "該房間在該層出現的機率",
 "chance this room is rolled on that floor, per dungeon visit": "每次進入地下城時，該房間在該層被抽到的機率",
 "change:": "改變：",
 "changes": "變化",
 "character appearances": "角色外觀",
 "character's": "角色的",
 "characteristics": "特性",
 "characteristics,": "特徵，",
 "charakter planer": "角色規劃器",
 "charge.\"": "衝鋒。”",
 "check": "檢查",
 "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.": "檢查在 DS_B.0.4.19（build 25154317）中恰好標記弓、火焰法杖、巨劍、自然法杖、矛、水法杖。匕首和斧在那裡算單手，但該版本沒有隨附匕首或斧物品。",
 "check?": "檢查？",
 "checked": "已勾選",
 "checking": "檢查",
 "cheerful": "歡快的",
 "chilling": "令人不寒而慄",
 "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": "選擇",
 "choice,": "選擇，",
 "choice:": "選擇：",
 "chosen": "已選擇",
 "chosen - click to remove": "已選擇 - 點選移除",
 "chuckle": "咯咯笑",
 "chunk": "塊",
 "chunks": "塊",
 "circle, radius": "圓形，半徑",
 "circle, radius {#} tiles": "圓形，半徑 {#} 格",
 "circulating": "迴圈",
 "cl...": "雲...",
 "clan": "氏族",
 "clan population is": "氏族人口：",
 "clan rank": "探險等級",
 "clan rank 1": "探險等級 1",
 "clan rank 2": "探險等級 2",
 "clan rank 3": "探險等級 3",
 "clan ranks": "探險等級",
 "class does carry an": "類確實帶有一個",
 "clause in its completion condition), so exiting early completes the chain.": "完成條件中的條款），因此提前退出也會完成該鏈。",
 "clay": "黏土",
 "clay.": "黏土。",
 "cleansed": "淨化",
 "cleansed.": "淨化。",
 "clear": "撥開",
 "clear boss": "通關首領",
 "clear filters": "清除篩選",
 "cleared": "已清除",
 "clearer": "更清晰",
 "clearer.": "更清晰。",
 "clearly": "清楚地",
 "click": "點選",
 "click to unveil": "點選揭開",
 "clicking": "點選",
 "cliffside.": "懸崖邊。",
 "climbs from about": "從約",
 "cling": "附著",
 "cloak": "斗篷",
 "cloak,": "斗篷，",
 "close": "近",
 "close.": "近。",
 "closer.": "靠近。",
 "closes": "閉上",
 "cloth.": "布。",
 "club": "棍棒",
 "club made from": "由",
 "club.": "木棒。",
 "co...": "共...",
 "code": "程式碼",
 "coefficient for Vision Range is": "視野範圍係數是",
 "cold": "寒冷",
 "colleague.": "同事。",
 "colossal": "巨大的",
 "column is each unit's sight radius. For the full detection model, see": "列是每個單位的視野半徑。完整檢測模型見",
 "column links to that tree's full node-by-node page.": "列鏈到該樹逐節點的完整頁面。",
 "column shows where each one actually comes from:": "列顯示每一項的實際來源：",
 "columns in the table below.": "列（見下表）。",
 "com...": "指揮...",
 "combat": "戰鬥",
 "combat difficulty": "戰鬥難度",
 "combat stats": "戰鬥屬性",
 "combat.": "戰鬥。",
 "combination": "組合",
 "combined Max HP:": "合計最大 HP：",
 "combined per attack cycle.": "每個攻擊週期合計。",
 "combining": "結合",
 "come": "來",
 "comes": "到來",
 "comfortable": "舒適",
 "comfortably": "舒適地",
 "coming": "傳來",
 "coming...": "來...",
 "command": "命令",
 "commander": "指揮官",
 "commander!": "指揮官！",
 "commander,": "指揮官，",
 "commander.": "指揮官。",
 "commander.\"": "指揮官。”",
 "commands": "指令",
 "commands it": "指揮它",
 "common": "普通",
 "common items": "普通物品",
 "common traits": "普通特質",
 "companion": "同伴",
 "companion.": "同伴。",
 "companions.": "同伴。",
 "complete research": "完成研究",
 "complete,": "完畢，",
 "completed": "已完成",
 "completely": "完全",
 "complex": "複雜的",
 "complicated.": "複雜。",
 "condensed": "凝聚",
 "condensing": "凝結",
 "condition": "條件",
 "conditions": "條件",
 "conditions.": "條件。",
 "confidence.": "信心。",
 "confirmed detection modifiers in this build.": "是本版本已確認的檢測修正。",
 "confiscate": "沒收",
 "confiscating": "沒收",
 "conquer...": "征服...",
 "consecretion.": "奉獻。",
 "consecretionn.": "奉獻。",
 "constant, a bonus per unit surrounding a target:": "常數，即每個包圍目標的單位提供的加成：",
 "constants (457 rows). Dev comments (translated from Korean - hover for the original) document what each": "常量 (457 行)。開發註釋 (譯自韓語 - 懸停檢視原文) 說明每個",
 "constants, and hit/crit resolution has no positional term), so it currently does nothing. If it were ever activated it": "常量，命中/暴擊結算也沒有位置項），因此目前沒有任何作用。如果曾經啟用，它",
 "construct": "建造",
 "construction": "建造",
 "consumable": "消耗品",
 "consume": "消耗",
 "consumes": "消耗",
 "consumes {#} of them": "消耗其中 {#} 個",
 "contain": "包含",
 "container": "容器",
 "containing": "含有",
 "content not in this build": "此版本中沒有的內容",
 "continue": "繼續",
 "continue.": "繼續。”",
 "continue?": "繼續嗎？",
 "continues": "繼續",
 "continuing": "繼續",
 "contorted": "扭曲的",
 "contribution": "貢獻",
 "control": "控制",
 "controlling": "控制",
 "controls": "控制",
 "conversation": "對話",
 "cooking": "烹飪",
 "cooking.": "烹飪。",
 "cool.": "涼爽。",
 "cooldown": "冷卻",
 "cooldown reduction increases by": "冷卻時間降低提高",
 "copied to the clipboard": "複製到剪貼簿",
 "copper": "銅",
 "copper.": "銅。",
 "cor...": "核...",
 "core": "核心",
 "core,": "核心，",
 "corner": "角落",
 "corner of the screen.": "螢幕的角落。",
 "corner.": "角落。",
 "corner...": "嘴角...",
 "corpse on the map": "的屍體在地圖上",
 "corpses on the map": "的屍體在地圖上",
 "corresponds to the following abilities:": "對應以下能力：",
 "corridor": "走廊",
 "corridor map": "走廊地圖",
 "corroded": "腐蝕",
 "corrosive": "腐蝕性",
 "corrupted": "腐化",
 "corrupted form is folded into its row - open": "深淵形態摺疊在其行內 - 開啟",
 "corruption.": "腐敗。",
 "could": "可以",
 "could...": "可以...",
 "couldn't": "不能",
 "countless": "無數",
 "counts": "計數",
 "counts cumulative campaign": "統計累計戰役",
 "course!": "當然！",
 "cover": "遮住",
 "covered": "覆蓋",
 "covers": "覆蓋",
 "coveted by many.": "備受追捧。",
 "cra...": "鱗片工匠是技藝精湛的工匠，他們將龍鱗製成令人驚歎的護甲和武器。他們對材料的掌握無與倫比，每件作品都證明了他們的奉獻精神和精湛技藝。鱗片工匠的作品不僅實用，而且美麗、強大，備受追捧。",
 "cradling": "抱著",
 "craft": "製作",
 "craft @ {#}": "製作 @ {#}",
 "crafted": "製成",
 "crafted,": "製作，",
 "crafting": "製作",
 "crafting,": "製作，",
 "crafting.": "製作。",
 "crawls": "爬行",
 "crazy?\"": "瘋了嗎？”",
 "creates no damage instance, so it costs": "不會產生傷害例項，因此消耗",
 "creature": "生物",
 "creature's": "生物的",
 "crevice": "裂縫",
 "crevices.": "裂縫。",
 "crimson": "深紅色",
 "crimson blood from a": "來自一隻的深紅色血液",
 "crisis...": "危機...",
 "crisp": "脆",
 "crispy": "酥脆的",
 "crit": "暴擊",
 "critical": "暴擊",
 "critical hit": "暴擊",
 "critical hits.": "次暴擊。",
 "crop (grown at": "作物 (種植於",
 "crops": "作物",
 "crouches": "蜷縮",
 "crow": "烏鴉",
 "crow's": "烏鴉的",
 "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": "毀滅性",
 "crystal": "水晶",
 "crystal.": "水晶。",
 "curious": "好奇",
 "current": "當前",
 "current...": "當前...",
 "currently": "當前",
 "custom,": "習俗，",
 "cut": "切好的",
 "cutest!": "最可愛！",
 "cuts all item drop rates by 50%": "將所有物品掉落率削減 50%",
 "cuts incoming damage by about 50%.": "會將受到的傷害減少約 50%。",
 "dagger made of Arcron.": "以阿克倫為材料製成的匕首。",
 "dagger made of copper.": "銅製匕首。",
 "damag...": "傷害...",
 "damage": "傷害",
 "damage equal to {0}% of physical attack power to all enemy units, and": "對所有敵方單位造成相當於物理攻擊力{0}%的傷害，並且",
 "damage number - after the attacker's attack power is checked against your resistance - and reflects it": "的傷害數值 - 在攻擊者的攻擊力對照你的抗性之後 - 並把它反射回去。反射發生在",
 "damage to enemies": "對敵人造成傷害",
 "damage x": "傷害 x",
 "damage, so a bubble that fully soaks a hit still lets your armor degrade at the hit's full value.": "傷害，因此即使護盾完全吸收一次攻擊，護甲仍會按該次攻擊的全部數值損耗。",
 "damage.": "傷害。",
 "damp": "潮溼的",
 "damp and": "溼潤且",
 "dan...": "危...",
 "dancing": "跳舞",
 "dang...": "險...",
 "dange...": "危險...",
 "danger": "危險",
 "danger,": "危險，",
 "danger-some": "危險--有些",
 "dangerous": "危險",
 "dangerous secrets. Their": "危險的秘密。他們的",
 "dark": "黑暗",
 "dark...": "黑暗……",
 "darkens": "陰沉",
 "dash to a": "衝向",
 "day": "天",
 "day counter rolls over at midnight (00:00)": "天數計數在午夜（00:00）翻過",
 "day length, ticks, in-game clock": "一天時長、刻、遊戲內時鐘",
 "day.": "白天。",
 "day.\"": "天。”",
 "days": "天",
 "days losing": "日子裡損失慘重",
 "days)": "天）",
 "daytime from 06:00 to 20:00": "白天從 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}% 持續 {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": "造成相當於如下數值的魔法傷害",
 "dealt": "造成",
 "dealt.": "造成。",
 "death they explode,": "死亡時爆裂，",
 "debuff (-2 心情) lingers a while longer.": "減益（-2 心情）還會再持續一段時間。",
 "debuffs whose per-second damage is fixed per stack (from": "減益，每層每秒傷害固定（來自",
 "decided by the seed": "由種子決定",
 "decides": "決定",
 "decides which trees it can access (see": "決定它可以使用哪些技能樹 (見",
 "deciding": "決定",
 "decision": "決定",
 "decision quests": "決策任務",
 "decisions": "決策",
 "decorated": "裝飾",
 "decrease": "減少",
 "decrease.": "減少。",
 "decreased": "降低了",
 "decreases": "降低",
 "decreases ...": "下降...",
 "decreases by {0}% for each allied plant structure within 1 tile.": "1 格範圍內每有一個友方植物建築，減少 {0}%。",
 "decreases,": "降低，",
 "decreases.": "降低。",
 "deep": "深處",
 "deep into the": "深入",
 "deep.": "深。",
 "deep...": "深……",
 "deeper": "更深",
 "deeper.": "令人安心！",
 "deepest": "最深的",
 "default": "預設",
 "default event": "預設事件",
 "defeat": "擊敗",
 "defeated": "擊敗",
 "defeating": "擊敗",
 "defense": "防禦",
 "defense-ignoring": "無視防禦",
 "defense.": "防禦。",
 "defenses": "防禦",
 "defined in the data but not active in this build": "在資料中有定義，但本版本未啟用",
 "defining": "定義",
 "delete": "刪除",
 "deleted.": "已刪除。",
 "delicate": "精緻",
 "delicious": "美味",
 "delicious.": "美味的。",
 "delight,": "喜悅，",
 "delight.": "喜悅。",
 "delivers": "造成",
 "demanding": "苛刻的",
 "demo": "試玩",
 "demo.": "演示。",
 "demolished.": "已拆除。",
 "demolition.": "拆除。",
 "dependable": "可靠的",
 "depletion": "枯竭",
 "depletion counter": "枯竭計數器",
 "deployed on an expedition. Both are built from": "（部署於探險）。兩者均由",
 "depth": "深度",
 "depths": "深處",
 "deputy": "副",
 "derived (final) stats": "衍生（最終）屬性",
 "derived, not stored": "派生得出，而非儲存",
 "desc": "desc",
 "deserve": "值得",
 "deserves": "應該",
 "design": "設計",
 "design,": "設計，",
 "design.": "設計。",
 "design_code": "design_code",
 "designated": "指定",
 "designed": "設計",
 "destroy": "摧毀",
 "destroyed": "摧毀的",
 "destructive": "破壞性",
 "detection-range calculator": "檢測範圍計算器",
 "determined": "堅決的",
 "determined.": "堅定的。",
 "dev": "dev",
 "dev comment": "開發者備註",
 "dev-internal": "開發內部",
 "devastating": "毀滅性",
 "developed": "研製",
 "development": "開發",
 "development leftovers": "開發殘留",
 "device": "裝置",
 "device,": "裝置，",
 "device.": "裝置。",
 "devices.": "裝置。",
 "devours": "吞噬",
 "dialogue options": "對話選項",
 "did": "做了",
 "didn't": "沒有",
 "die": "死",
 "died": "死了",
 "died during the expedition.": "在探險中死亡。",
 "dies": "死亡",
 "dies instantly": "立即死亡",
 "dies)": "死亡)",
 "dies.": "死亡。",
 "dies; blocked after quest \"": "死亡；任務完成後封鎖：\"",
 "dies; blocked once the event \"": "死亡；該事件 \"",
 "difficult": "困難",
 "difficulty": "難度",
 "difficulty scaling": "難度縮放",
 "difficulty setting scales monster stats through": "難度設定透過以下項縮放怪物屬性",
 "difficulty,": "難度，",
 "difficulty, not the combat one. On the hardest management setting the last stage is a standing": "難度，不是戰鬥難度。在最難的管理設定下，最後階段是常駐的",
 "difficulty.": "難度。",
 "digs": "挖掘",
 "dim,": "昏暗，",
 "diminishing returns": "收益遞減",
 "dine": "用餐",
 "dining": "餐廳",
 "dire...": "直接...",
 "direction": "方向",
 "dirt-covered": "沾滿泥土的",
 "dis...": "不...",
 "disables": "禁用",
 "disappears": "消失",
 "disappears,": "消失，",
 "discarded": "丟棄的",
 "discipline": "紀律",
 "discipline.": "紀律。",
 "discipline?": "紀律？",
 "discontent": "不滿",
 "discontented": "不滿",
 "discovered": "發現",
 "discovering,": "發現，",
 "discussing": "討論",
 "disgusting.": "噁心。",
 "dish": "菜餚",
 "dish.": "菜餚。",
 "dismiss": "解僱",
 "dismissively,": "不屑一顧地，",
 "dispatch": "派遣",
 "dispatched": "派出",
 "displaying": "展示",
 "displeased.": "不悅。",
 "disposition,": "性情，",
 "disposition, physical characteristics, growth history, and other defining elements, and can be checked in the character": "性格傾向、身體特徵、成長經歷及其他決定性要素，可在角色",
 "disrupting": "牽制",
 "disrupts": "中斷",
 "dissatisfaction": "不滿",
 "dissatisfaction.": "不滿。",
 "dissatisfied": "不滿意",
 "distributed,": "已分配，",
 "distribution,": "分配，",
 "dmg /": "傷害 /",
 "do": "做",
 "do if the developers activate it.": "在開發者啟用後會如何運作。",
 "do if the developers wire it up.": "在開發者將其接上後產生的作用。",
 "do not move from your position for {0} seconds during combat, damage dealt increases by {1}% and damage taken": "如果在戰鬥中{0}秒內不移動，造成的傷害增加{1}%，受到的傷害",
 "do...": "做...",
 "docile": "溫順的",
 "docile.": "溫順。",
 "documents": "檔案",
 "documents what each": "記錄每個",
 "documents,": "檔案，",
 "dodged or missed": "被閃避或未命中的",
 "does": "做",
 "does not": "並不",
 "does not match the site build (": "與網站構建不匹配（",
 "does not match the version the site was built against (": "與網站構建版本不匹配（",
 "does not scale with the caster's attack power": "不隨施法者的攻擊力縮放",
 "does not use ammo - only a bow does.": "不消耗彈藥 - 只有弓才消耗。",
 "does...": "做...",
 "doesn't": "不",
 "doesn't have enough main skill points.": "主技能點不足。",
 "doesn't have enough sub skill points.": "輔技能點不足。",
 "dog.": "狗。",
 "doing": "在做",
 "don't": "不要",
 "done": "完成",
 "done,": "完成，",
 "doors": "門",
 "doubt": "懷疑",
 "doubting": "懷疑",
 "down": "向下",
 "down,": "向下，",
 "down.": "下去。",
 "down...": "下...",
 "down?": "向下？",
 "dps": "dps",
 "drag": "拖拽",
 "dragging": "拖動",
 "dragon": "龍",
 "drags": "拖拽",
 "drain": "汲取",
 "drain energy from their surroundings, slowly turning parts of the continent into": "不斷從周圍汲取魔力，慢慢地將大陸的一部分變成",
 "drains": "降低",
 "draw": "拉開",
 "dread": "恐懼",
 "dressing": "處理",
 "dried biscuit.": "乾燥餅乾。",
 "drifts": "漂浮",
 "drinking": "飲用",
 "drop at": "掉落於",
 "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 ...": "低於某值時，單位將自動尋找並食用食物，且飢餓會負面...",
 "drowsy.": "睏倦。",
 "drums,": "鼓聲，",
 "dry": "乾燥",
 "dry,": "乾燥，",
 "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 行寫入",
 "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 行寫入",
 "dsempty dsempty-sec": "dsempty dsempty-sec",
 "due": "由於",
 "dug": "挖了",
 "dug-up": "挖出",
 "dungeon": "地下城",
 "dungeon depletion, debuff and recovery": "地下城枯竭、減益與恢復",
 "dungeon rooms": "地下城房間",
 "dungeon,": "地下城，",
 "dungeon, all unsaved progress will be lost.": "地下城中，所有未儲存的進度都將丟失。",
 "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，且沒有自己的攻擊--一個目標，而不是一場戰鬥。",
 "durability is under 30%": "耐久度低於 30%",
 "durability per second, but only between attacks - it cannot heal through your damage.": "每秒耐久度，但僅在攻擊之間--它無法透過你的傷害來治療。",
 "durability.": "耐久度。",
 "durable": "耐用",
 "durable.": "耐用。",
 "during": "期間",
 "duties.": "職責。",
 "dwells": "居住",
 "dwelt,": "居住，",
 "dyed": "染色的",
 "each": "每個",
 "eagerly": "渴望地",
 "earning": "獲得",
 "ears": "耳朵",
 "ease.": "輕鬆。",
 "eases.": "緩和。",
 "easily.": "容易。",
 "easy": "容易",
 "eat": "吃",
 "eat anything. Their racial mood quirk is": "什麼都吃。他們的種族心情特性是",
 "eat,": "吃，",
 "eating": "吃飽飯",
 "eats anything without hesitation.": "吃什麼都能毫不猶豫。",
 "echoes": "迴盪",
 "edgar.js + fs-geom.js": "edgar.js + fs-geom.js",
 "edge": "邊緣",
 "edits did work. See": "的編輯是有效的。參見",
 "eerie,": "怪異，",
 "eff": "有效",
 "effect": "效果",
 "effect (see the note under the table).": "效果（見表下注釋）。",
 "effect,": "效果，",
 "effect, when a unit has it, restores durability every second while active.": "效果在單位擁有時，生效期間每秒恢復耐久度。",
 "effect.": "效果。",
 "effect. The effect": "效果。該效果",
 "effective": "有效的",
 "effects": "效果",
 "effects.": "效果。",
 "efficient": "高效的",
 "eighty": "八十個",
 "el...": "鱗片工匠是技藝精湛的工匠，他們將龍鱗製成令人驚歎的護甲和武器。他們對材料的掌握無與倫比，每件作品都證明了他們的奉獻精神和精湛技藝。鱗片工匠的作品不僅實用，而且美麗、強大，備受追捧。",
 "elegant!": "優雅！",
 "elemental": "元素",
 "elemental stone": "元素石",
 "elements": "元素",
 "elements,": "元素，",
 "else": "其他",
 "embedded": "鑲嵌",
 "emerge": "出來",
 "emergency": "應急",
 "emerges": "出現",
 "emotions.": "情緒。",
 "empire": "帝國",
 "empty / unreleased": "空白 / 未釋出",
 "enabled.": "啟用。",
 "encased": "包裹",
 "encirclement": "包圍",
 "end": "結束",
 "ending. It does not clear the region or unlock Festering Burrow (": "結局。它不會通關該區域，也不會解鎖潰爛地穴（",
 "endless questions, {0}": "無盡的問題，{0}",
 "ends.": "結束。",
 "enduring": "承受",
 "enemies": "敵人",
 "enemies that enter its": "進入其的敵人",
 "enemy": "敵人",
 "enemy,": "敵人，",
 "enemy.": "敵人。",
 "energized.": "充滿活力。",
 "energy": "能量",
 "energy.": "能量。",
 "engaging, and who gets hit": "交戰，以及誰會被打到",
 "engineering.": "工程。",
 "enhances": "增強",
 "enhancing": "增強",
 "enjoyable": "令人愉快的",
 "enough": "足夠",
 "enough.": "足夠。",
 "enough.\"": "足夠。”",
 "ensured": "確保",
 "enter": "進入",
 "entered": "進入",
 "entire": "整塊",
 "entirely.": "完全。",
 "entity": "實體",
 "enum, driven every time a unit moves by": "列舉，每次單位移動時由",
 "envelop": "包裹",
 "envelops": "包裹",
 "environment": "環境",
 "environment conditions (±30% Perception) and the +3 Perception Elixir are best read as": "環境條件（±30% 感知）和 +3 感知靈藥最好看成",
 "environment.": "環境。",
 "environments.": "環境。",
 "equal": "等於",
 "equal to 300% of the skill owner's": "相當於技能所有者300%的",
 "equal to {1}% of": "等同於 {1}% 的",
 "equal to {1}% of magic attack power": "等同於 {1}% 的 magic attack power",
 "equal to {1}% of magic attack power for {0}": "等同於 {1}% 的 magic attack power for {0}",
 "equally": "同樣",
 "equip": "裝備",
 "equip defaults": "裝備預設",
 "equip the weapon, no skill points": "裝備該武器，無需技能點",
 "equip.": "裝備。",
 "equipment": "裝備",
 "equipment items": "裝備物品",
 "equipped": "已裝備",
 "equipped - click to remove": "已裝備 - 點選移除",
 "escape": "逃離",
 "essence": "精華",
 "essential": "不可或缺",
 "even": "甚至",
 "event": "事件",
 "event steps": "事件步驟",
 "events": "事件",
 "events that occurred during gameplay, providing explanations for various situations that arose.": "在遊玩過程中發生的事件，提供各類情況的說明。",
 "events,": "事件，",
 "eventually": "最終",
 "ever": "曾經",
 "every": "每",
 "every 10 seconds. This effect cannot stack.": "每 10 秒。此效果不可疊加。",
 "every 3rd basic attack": "每第 3 次普通攻擊",
 "every level-up": "每次升級",
 "every skill, sortable": "所有技能，可排序",
 "every table, cross-linked; counts are the live row counts": "每張表互相連結；數量為當前行數",
 "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.": "以下全部已完整寫入遊戲檔案（名稱、效果、開發備註），但沒有現用獲取途徑 - 無池權重、無事件、無配方。此處列為未來特殊招募；釋出前細節可能變化。",
 "evidence": "證據",
 "evolves from {#}": "進化自 {#}",
 "ex...": "探...",
 "exact (verified)": "精確（已驗證）",
 "examines the traces of the Mawmurk you brought back and raises an eyebrow slightly.": "檢查著你帶回來的莫默克殘骸，眉尖輕挑。",
 "examining": "檢查",
 "examining the remains of a destroyed golem, he slowly turns to": "檢查被摧毀的魔像殘骸，他緩緩轉向",
 "exceeds": "超過",
 "excel": "擅長",
 "excellent": "出色",
 "excellent!": "太棒了！",
 "exception,": "異常，",
 "exceptionally": "異常",
 "exchange": "交換",
 "excitement.": "興奮。",
 "exhales": "撥出一口氣",
 "exhausted.": "筋疲力盡。",
 "exhaustion": "疲憊",
 "exist in the game data but contain no skills yet. A recruit's": "存在於遊戲資料中，但尚無技能。招募單位的",
 "existed.\"": "存在。”",
 "exists in this build - the weapon arrives without ammunition.": "在此構建中存在 - 武器抵達時沒有彈藥。",
 "exists,": "存在，",
 "exists.": "已存在。",
 "exp.": "經驗值。",
 "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.": "預期。",
 "exped...": "探險...",
 "expedi...": "探險...",
 "expedition": "探險",
 "expedition clan.": "探險隊。",
 "expedition members": "探險隊員",
 "expedition on the ground.": "探險中收集的物品放在地上。",
 "expedition teams": "探險隊",
 "expedition teams to dungeons across the world.": "探險隊前往世界各地的地下城。",
 "expedition's": "探險隊的",
 "expedition,": "探險，",
 "expedition.": "探險。",
 "expedition. Higher ranks": "探險隊。更高等級",
 "expedition...": "遠征……",
 "expeditions": "探險隊",
 "expeditions.": "探險隊。",
 "expensive.": "昂貴。",
 "experience": "經驗",
 "experience.": "經驗。",
 "explored": "探索",
 "exploring": "探索",
 "exploring the": "探索",
 "exposure.": "暴露。",
 "expression": "表情",
 "expression,": "表情，",
 "expression.": "表情。",
 "expressions shift": "表情轉變",
 "expressions shift from": "神情從",
 "exterior": "外部",
 "extinct": "滅絕",
 "extremely": "極度",
 "eyelids": "眼瞼",
 "eyes": "眼睛",
 "eyes,": "眼睛，",
 "eyes.": "眼睛。",
 "face": "臉",
 "face...": "面對……",
 "facial": "面部",
 "facilities": "設施",
 "facilities.": "設施。",
 "factors via the 'Mood' section in the 'Status' tab.": "因素，透過“狀態”標籤中的“心情”部分。",
 "factors via the 'Mood' tab in the 'Status' panel.": "透過“狀態”面板中的“心情”標籤檢視這些因素。",
 "fade": "消退",
 "failed": "失敗",
 "faint": "微弱",
 "faint,": "微弱，",
 "fainted": "昏厥",
 "fairly": "相當",
 "faithful.": "信徒。",
 "faithfully": "忠實地",
 "fall quiet for a moment, you": "暫時安靜下來，你",
 "fall quiet for a moment, you slowly continue speaking.": "暫時安靜下來，你慢慢地繼續說道。",
 "fall; Mood below 0 makes Stress rise proportionally.": "下降；心情低於 0 會使壓力按比例上升。",
 "falling": "落後",
 "falls": "降至",
 "false": "false",
 "familiar": "熟悉的",
 "familiar with the game": "熟悉遊戲的玩家",
 "far": "遠",
 "far.\"": "遠。\"",
 "farm crop.": "農場作物。",
 "farmers,": "農民，",
 "farming spots": "採集地點",
 "farthest sight": "最遠視野",
 "fascinating.": "有趣。",
 "fashioned": "製成",
 "fast": "快速",
 "faster": "更快",
 "fatigu...": "疲...",
 "fatigue": "疲勞",
 "fearful": "膽怯的",
 "fearsome": "可怕的",
 "fearsome destructive": "可怕的破壞力",
 "feeble": "虛弱的",
 "feeding, diets and settler mood": "餵食、飲食與開拓者心情",
 "feeds the burn DoT and detonator terms below (not a computeBuild token).": "為下方的燃燒持續傷害和引爆項提供數值 (不是 computeBuild 標記)。",
 "feel": "感覺",
 "feels": "感覺",
 "feet.": "腳。",
 "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": "欄位在當前版本中無效，因為每次載入都會重新推導解鎖。存檔側唯一能改動的是上一區域的",
 "field,": "領域，",
 "field-dressing": "野外處理",
 "fiercely": "猛烈地",
 "fight...": "戰鬥...",
 "fighting.": "戰鬥著。",
 "file": "檔案",
 "file with the same": "同名檔案",
 "file.": "檔案。",
 "files, one per campaign autosave (roughly 1-2 MB each). Alongside them live:": "檔案，每個戰役自動存檔一個（大約各 1-2 MB）。旁邊還有：",
 "fill": "填飽",
 "filled": "充滿",
 "filling.": "飽腹。",
 "fills": "填充",
 "filtered of": "已過濾，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": "最終",
 "finally": "終於",
 "financial": "財務",
 "find": "找到",
 "find...": "找到……",
 "finding": "發現",
 "fine": "細膩",
 "finely chopped turnips": "細碎大頭菜",
 "finely ground": "細磨的",
 "fingerti...": "指尖漫不經心地撥弄著弓弦。“記住，恐懼並不可恥。雖然我自己很少用到它。”短暫的停頓後，她斜睨了你一眼，輕輕聳了聳肩。“如果恐懼控制了你，那麼離開也並不可恥。”",
 "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.": "在你的據點觸發（不在地下城中）；至少需要一名存活的拓荒者；可重複，事件冷卻為 4320。",
 "firm.": "堅定。",
 "firmly.": "堅定地。",
 "first": "第一",
 "first kill": "首次擊殺",
 "first stage": "第一階段",
 "first,": "起初，",
 "first.": "先完成。",
 "first.\"": "首先。\"",
 "fish.": "魚。",
 "fissure,": "裂隙，",
 "fit - every chest that accepts it and every backpack is full.": "適合 - 每個接受它的箱子和每個揹包都已滿。",
 "fit - the backpack and every chest that accepts it are full.": "合適--揹包和所有接受它的箱子都滿了。",
 "fit in the backpack.": "裝入揹包。",
 "fitting": "合適的",
 "fittings.": "配件。",
 "fixed": "固定的",
 "fixed events": "固定事件",
 "flag is set and re-opens each cleared region's neighbour (": "標誌已設定的區域，並重新開啟每個已通關區域的相鄰區域（",
 "flag on current builds. Unlock state is re-derived on every load, so the edit does nothing (": "標誌（當前版本）。解鎖狀態會在每次載入時重新推導，所以這樣改沒有效果（",
 "flag on each stat says which kind a bonus is.": "標誌表明加成屬於哪一種。",
 "flag that drives the unlock chain.": "標誌，該標誌驅動解鎖鏈。",
 "flag, which hints the two sides can be treated differently, but that is an inference, not a confirmed rule.": "標誌，這暗示兩側可以區別對待，但那只是推斷，不是已確認的規則。",
 "flame": "火焰",
 "flame,": "火焰，",
 "flames": "火焰",
 "flat": "固定",
 "flat 3 magic damage per stack, every second": "每層每秒固定 3 魔法傷害",
 "flat 5 physical damage per stack, every second": "每層每秒 5 點固定物理傷害",
 "flat amount per stack, per second": "每層每秒的固定值",
 "flat resistances": "固定抗性",
 "flat, does not scale with attack power": "固定值，不隨攻擊力提高",
 "flavor": "風味",
 "flavor,": "風味，",
 "flavor.": "風味。",
 "flee.": "逃跑。",
 "fleeing": "逃跑",
 "flies": "飛",
 "flies over the": "飛過",
 "flip": "翻",
 "flips": "翻",
 "floor": "層",
 "floor 1: 11.7%; floor 2: 7.76%; floor 3: 12.9%; floor 4: 11.9%": "第 1 層：11.7%；第 2 層：7.76%；第 3 層：12.9%；第 4 層：11.9%",
 "floor 1: 23.6%; floor 2: 8.15%; floor 3: 8.13%; floor 4: 7.26%": "第 1 層：23.6%；第 2 層：8.15%；第 3 層：8.13%；第 4 層：7.26%",
 "floor 2: 19.0%; floor 3: 30.7%; floor 4: 28.4%": "第 2 層：19.0%；第 3 層：30.7%；第 4 層：28.4%",
 "floor 2: 19.9%; floor 3: 19.8%; floor 4: 17.8%": "第 2 層：19.9%；第 3 層：19.8%；第 4 層：17.8%",
 "floor 2: 70.8%; floor 3: 83.6%; floor 4: 82.0%": "第 2 層：70.8%；第 3 層：83.6%；第 4 層：82.0%",
 "floor 2: 72.4%; floor 3: 73.4%; floor 4: 69.5%": "第 2 層：72.4%；第 3 層：73.4%；第 4 層：69.5%",
 "floor 5: 100.0%": "第 5 層：100.0%",
 "floor {#}": "{#} 層",
 "floor {#}: {#}": "第 {#} 層：{#}",
 "floor-sim rollFloor:": "floor-sim rollFloor:",
 "floor?": "層嗎？",
 "floors": "層",
 "flower": "花朵",
 "flowers.": "花朵。",
 "flowing": "流出",
 "flows": "流動",
 "flute,": "長笛，",
 "fo...": "為...",
 "focuses": "專注於",
 "folded into the stat sheet.": "摺疊到屬性表中。",
 "follow": "遵循",
 "following": "以下",
 "food": "食物",
 "food.": "食物。",
 "for": "為",
 "for 10s": "持續10秒",
 "for 180 seconds.": "持續 180 秒。",
 "for 180s": "180 秒",
 "for 2 days. The first breakdown is survivable; only a": "持續 2 天。首次崩潰可以撐過去；只有",
 "for 300s": "300 秒",
 "for 3s": "持續3秒",
 "for 60 seconds.": "持續 60 秒。",
 "for 600s": "600 秒",
 "for 720s": "720 秒",
 "for a": "為一個",
 "for a heal, and a blue": "為治療，藍色",
 "for a moment, but the members' discontent": "片刻，但隊員們的不滿",
 "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": "為護盾/屏障 - 全是正向，按合計一起排序。怪物技能也顯示寫明的百分比；各難度的具體數字在每項技能自己的頁面上。",
 "for alert scouts, as low as": "為警戒斥候，最低",
 "for checking the": "用於檢查",
 "for combat scaling,": "用於戰鬥縮放，",
 "for each one. The talent rating decides how much that stat grows each time the unit levels up. Ratings run across 5 tiers.": "對應每一項。天賦等級決定該單位每次升級時該屬性成長多少。等級共分 5 檔。",
 "for each variant.": "每種變體。",
 "for every": "每",
 "for every quest-recruitable and future special character.": "瞭解所有可透過任務招募及未來的特殊角色。",
 "for machine-consumption notes.": "機器讀取說明。",
 "for mitigation purposes. The element labels on spells are only a UI color, and enemies have just 2 defensive stats,": "用於減傷。法術上的屬性標籤只是介面顏色，敵人只有 2 項防禦屬性，",
 "for most monsters, up to": "為多數怪物，最高",
 "for per-item obtainability.": "檢視每件物品的可獲取性。",
 "for playing.": "用於遊戲。",
 "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": "為遲緩怪物），選擇白天或夜晚，並開關夜視或你自己的潛行。完整機制 - 視線、警戒條、仇恨修正和感知誤區 - 見",
 "for the economy).": "用於經濟）。",
 "for the rest of the expedition.": "持續到本次探險結束。",
 "for the sacred": "對神聖的",
 "for their aptitudes and lore.": "瞭解其資質和設定。",
 "for those odds. Looking for plain numbers instead? See": "檢視那些機率。想看純數字？參見",
 "for {#}s": "{#} 秒",
 "for {0}": "持續{0}",
 "for {0} seconds, dealing {2}% of ...": "持續 {0} 秒，造成 {2}% 的...",
 "for {0} seconds.": "持續 {0} 秒。",
 "for {1} seconds.": "持續 {1} 秒。",
 "for {2}": "持續 {2}",
 "force": "力量",
 "forcibly": "強制",
 "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:": "忘記：",
 "forgetting": "忘記",
 "forging": "鍛造",
 "form": "形態",
 "formidable!": "強大！",
 "forms": "形成",
 "forward": "向前",
 "forward rather than granting items:": "前進，而不是發放物品：",
 "forward,": "向前，",
 "fought,": "戰鬥過，",
 "foul": "惡臭",
 "foul-smelling": "惡臭",
 "found": "發現",
 "found on the map.": "地圖上找到。",
 "foundation": "基礎",
 "four": "四",
 "fr...": "來自...",
 "fragile.": "脆弱。",
 "free": "免費",
 "free random settler": "免費隨機拓荒者",
 "free, the next comes at level": "個空閒，下一條在等級",
 "freezes": "凍結",
 "frenzied": "狂熱的",
 "fresh": "新鮮",
 "fresh vegetables.": "新鮮蔬菜。",
 "frightened": "受驚的",
 "from": "來自",
 "from 5 (fully stocked) down to 0 (fully depleted). Repeatedly farming the same floor drains its counter. It recovers over time on a timer.": "從 5（全滿）降到 0（完全枯竭）。反覆刷同一層會抽乾其計數器。它按計時器隨時間恢復。",
 "from hardened carapace.": "由堅硬的甲殼製成。",
 "from phase 1 onward - each group below is one possible room population.": "從第 1 階段起 - 以下每組均為一種可能的房間單位構成。",
 "from phase 2 onward - each group below is one possible room population.": "從階段 2 起 - 下方每組為一種可能的房間配置。",
 "from phase 3 onward - each group below is one possible room population.": "從階段 3 起 - 下方每組為一種可能的房間配置。",
 "from phase 4 onward - each group below is one possible room population.": "從階段 4 起 - 下方每組為一種可能的房間配置。",
 "from the": "來自",
 "from the bones of beasts.": "用獸骨製成。",
 "from the first surrounding unit. The bonus would work for and against you, since combat resolution is faction-agnostic.": "從第一個包圍單位起生效。該加成對你有效也對你不利，因為戰鬥結算不分陣營。",
 "from the party": "從隊伍中",
 "from the smallest": "從最微小的",
 "from these pre-authored area templates: one is rolled per camp slot (higher": "來自這些預先製作的區域模板：每個營地欄位抽取一個（越高",
 "from wood.": "木製。",
 "from...": "來自……",
 "front": "前面",
 "fruit occasionally found on Luma trees.": "偶爾能在魯瑪樹上找到的果實。",
 "full mechanics ›": "完整機制 ›",
 "full table in Spawns in the world below": "完整表格見下方“在世界中出現”",
 "full.": "已滿。",
 "fully": "完全地",
 "functioning": "運作",
 "functioning.": "運作。",
 "functions.": "運作。",
 "fundamental": "基本的",
 "funeral": "葬禮",
 "furniture buildings": "傢俱建築",
 "furniture such as beds and tables to manage mood.": "床、桌等傢俱來管理心情。",
 "furrow": "皺眉",
 "furrows": "皺起",
 "further!": "更遠！",
 "fussy.": "挑剔。",
 "future": "未來",
 "gain": "獲得",
 "gaining a": "獲得",
 "gains": "獲得",
 "gamble": "賭博",
 "gambling": "賭博",
 "game": "遊戲",
 "game beside her still": "她身邊的獵物仍然",
 "game constant": "遊戲常量",
 "game constants": "遊戲常量",
 "gameplay": "玩法",
 "gameplay,": "遊戲，",
 "gated": "鎖定",
 "gated (no craft/drop/trade/event source)": "鎖定 (無製作/掉落/交易/事件來源)",
 "gated unobtainable": "鎖定不可獲得",
 "gather": "採集",
 "gatherable": "可採集",
 "gatherable buildings": "可採集建築",
 "gatherable resource node": "可採集資源節點",
 "gathering": "採集",
 "gathers": "採集",
 "gathers.": "聚集過來。",
 "gaze": "目光",
 "gazes": "凝視",
 "gear": "齒輪",
 "generated character(s) to carry the kits.": "生成的角色攜帶工具包。",
 "generated on the fly when the level-up screen opens": "在升級介面開啟時即時生成",
 "generating": "生成中",
 "generous": "慷慨的",
 "gentle": "溫和的",
 "gestures.": "姿態。",
 "get": "獲得",
 "gets": "受到",
 "getting hit": "被擊中",
 "giant": "巨大",
 "giant,": "巨人，",
 "gigantic": "巨大的",
 "give": "給予",
 "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).": "為周圍每個單位提供 +10% 命中和 +5% 暴擊，從第一個起即生效，沒有層數上限 - 並且對稱（包圍你單位的敵人也會受益）。",
 "give...": "下達...",
 "given": "給予",
 "gives": "給予",
 "gives 4 quests. This is the order the tables put them in.": "提供 4 個任務。這是表中列出的順序。",
 "gives 8 quests. This is the order the tables put them in.": "提供 8 個任務。這是表中列出的順序。",
 "gives 9 quests. This is the order the tables put them in.": "提供 9 個任務。這是表中列出的順序。",
 "glances": "瞥了一眼",
 "gloves": "手套",
 "gloves,": "手套，",
 "glow": "光芒",
 "glowing": "發光",
 "glows": "發光",
 "go": "去",
 "go.": "去。",
 "goal": "目標",
 "goal,": "目標,",
 "goals": "目標",
 "goblins": "哥布林",
 "goblins,": "哥布林，",
 "gods": "諸神",
 "goes": "去了",
 "going.": "走了。",
 "gold": "金幣",
 "gold +300": "金幣 +300",
 "gold +500": "金幣 +500",
 "gold cost of keeping a recruited unit in your clan; higher-level units cost more upkeep.": "金幣花費，用於把招募單位留在探險隊中；更高等級的單位維持費更高。",
 "gold, population, recruit candidates, region map state, safe-floor skip toggle": "金幣、人口、招募候選人、區域地圖狀態、跳過安全層開關",
 "golem": "魔像",
 "golem,": "魔像，",
 "gone": "消失",
 "gone;": "消失；",
 "good": "好",
 "goods": "商品",
 "goods and": "貨物和",
 "goods.": "貨物。",
 "got": "獲得",
 "grace": "恩典",
 "gracefully": "優雅地",
 "gradually": "逐漸",
 "grain": "木紋",
 "grain.": "木紋。",
 "grains.": "穀物。",
 "grant": "授予",
 "granting": "施加",
 "grants": "賦予",
 "grass": "草",
 "grass.": "草。",
 "grave": "墳墓",
 "grave exudes a foreboding presence.": "墳墓散發出不祥的氣息。",
 "gray": "灰色",
 "great": "巨大",
 "greater": "更大的",
 "greedy": "貪婪的",
 "green": "綠色",
 "green crystal.": "綠色水晶。",
 "grew": "增長",
 "grids, for example by setting them to": "網格，例如把它們設為",
 "grilling": "燒烤",
 "grotesque": "怪異",
 "grotesque-looking": "怪誕的",
 "ground": "地面",
 "ground,": "地面，",
 "ground.": "地面。",
 "group": "團隊",
 "group sb-dmg": "group sb-dmg",
 "group sb-set": "group sb-set",
 "grow": "成長",
 "grow:": "滋生：",
 "growing": "生長",
 "growling": "低吼",
 "grows": "生長",
 "growth": "成長",
 "growth potential for a": "成長潛力",
 "grub": "幼蟲",
 "grub.": "幼蟲。",
 "grueling": "艱苦",
 "guaranteed on every floor": "每層必定出現",
 "guard": "格擋",
 "guardian": "守護者",
 "guide.": "指南。",
 "guil...": "公會...",
 "guild": "公會",
 "guild officer": "公會官員",
 "guild's": "公會的",
 "guild.": "公會。",
 "ha...": "哈…",
 "had": "曾",
 "had its outcome changed.": "的結果已更改。",
 "half": "一半",
 "half wait": "一半",
 "hand": "手",
 "handle": "手柄",
 "handle,": "操控，",
 "handle.": "手柄。",
 "handled": "處理",
 "handling surcharge for each inscription": "每條銘文的手續附加費",
 "handling,": "處理，",
 "hands": "鱗片工匠是技藝精湛的工匠，他們將龍鱗製成令人驚歎的護甲和武器。他們對材料的掌握無與倫比，每件作品都證明了他們的奉獻精神和精湛技藝。鱗片工匠的作品不僅實用，而且美麗、強大，備受追溯。",
 "hands.": "手上。",
 "happened?": "發生了什麼？",
 "harboring": "藏匿著",
 "hard": "困難",
 "hard cap": "硬上限",
 "hard...": "艱難……",
 "hardened": "硬化",
 "hardens.": "變硬了。",
 "hardier": "更強壯",
 "hardly": "幾乎不",
 "hardships": "苦難",
 "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。有害效果會削弱你的單位（例如某項屬性 −30%、命中機率降低、眩暈）或強化怪物 - 因此會直接削減你的傷害和生存能力。各檔數量：",
 "harnessing": "駕馭",
 "harp": "豎琴",
 "harsh": "惡劣",
 "harshest negative environment stat debuffs (-30% to a major each) into your attacker.": "項最苛刻的負面環境屬性減益（每項對一項主要屬性 -30%）計入你的攻擊者。",
 "has": "具有",
 "has 205 + 9x20 =": "的單位為 205 + 9x20 =",
 "has already": "已",
 "has already been": "已",
 "has already run": "已經執行過",
 "has already wiped out two more": "已經又消滅了另外兩支",
 "has been": "已經",
 "has been cleared": "已清除",
 "has been killed 1×": "已被擊殺 1×",
 "has been killed 1×)": "已被擊殺 1×)",
 "has been used": "已被使用",
 "has changed from 10 to 2.": "已從 10 改為 2。",
 "has changed from 10 to 4.5.": "已從 10 改為 4.5。",
 "has changed from 12 to 5.": "已從 12 改為 5。",
 "has changed from 2 to 1.": "已從 2 改為 1。",
 "has changed from 3 to 1.5.": "已從 3 改為 1.5。",
 "has changed from 8 to 3.": "已從 8 改為 3。",
 "has never been defeated": "從未被擊敗",
 "has no": "沒有對應的",
 "has no components": "沒有元件",
 "has no entity": "沒有實體",
 "has no player affecter in the game data - only the header fields change.": "在遊戲資料中沒有玩家影響者 - 只有標題欄位會改變。",
 "has no player affecter in the game data - the economy tables above still change.": "在遊戲資料中沒有玩家影響者 - 上面的經濟表仍然會改變。",
 "has no position": "沒有位置",
 "has no rotation": "沒有旋轉",
 "has not run yet": "尚未執行",
 "has two modes:": "有兩種模式：",
 "hastily": "倉促地",
 "hatches into": "孵化為",
 "have": "具有",
 "have a chance to be found in treasure chests in the dungeon.": "有機率在地下城的寶箱中找到。",
 "have changed from 1, 1, 1, 0.67, 0.34 to 1, 1, 1, 1, 1.": "已從 1, 1, 1, 0.67, 0.34 改為 1, 1, 1, 1, 1。",
 "have no maximum defined in the tables (see the note above).": "在表中沒有定義上限（見上方說明）。",
 "have {0}% more health and": "擁有額外 {0}% 生命值，並且",
 "having": "擁有",
 "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.": "他默默翻開筆記本瀏覽其中的內容。",
 "he silently opens his notebook and skims through the contents.": "他默默翻開筆記本，瀏覽其中的內容。",
 "he...": "他...",
 "head": "頭部",
 "healed.": "的治療。",
 "healing": "治療",
 "healing and": "治療和",
 "healing items": "治療物品",
 "heals you for a percentage of the damage you deal. The three inscription grades add a": "會按你造成傷害的一定百分比治療你。三個銘文等級各加",
 "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。在受傷時召喚生物，它也會帶著傷到來。",
 "health-restoring": "恢復生命值",
 "health.": "生命值。",
 "hear": "聽見",
 "heard": "聽說",
 "hearing": "聽說",
 "hears": "聽到",
 "hearty!": "衷心！",
 "heat": "熱量",
 "heat.": "熱量。",
 "heavens.": "天哪。",
 "heavier": "更重",
 "heavy": "沉重",
 "heavy hits (protects both weapon and armor),": "重擊（同時保護武器和護甲），",
 "held": "持有",
 "held.": "握住。",
 "helmet": "頭盔",
 "helmet made of bronze.": "青銅頭盔。",
 "help,": "幫助，",
 "help. If you get wiped out again,": "幫助。如果你再次被消滅，",
 "helped.": "幫助了。",
 "helped...": "helped...",
 "helpful and": "有益和",
 "helpful.": "有幫助。",
 "helps": "幫助",
 "her": "她的",
 "her appearance, she": "她的打扮來看，她",
 "her expression": "她的表情",
 "her kill, she senses your presence and spins around": "獵物時，她察覺到你的存在並轉身",
 "her.": "她。",
 "herb with": "具有...特性的草藥",
 "herb with healing": "具有治療特性的草藥",
 "here": "這裡",
 "here from your extra trees": "來自你的額外技能樹",
 "here's": "這是",
 "here.": "這裡。",
 "here.\"": "這裡。\"",
 "here.\"\"": "這裡。””",
 "here?": "這裡？",
 "herself": "她自己",
 "hi...": "嗨……",
 "hidden": "隱藏",
 "hidden by default": "預設隱藏",
 "hidden: this race can never have them)": "隱藏：該種族永遠無法擁有）",
 "hidden: this race can never roll them)": "隱藏：該種族永遠不會擲出這些）",
 "hide": "隱藏",
 "hide spoiler": "隱藏劇透",
 "hide traits & skills too": "也隱藏特質和技能",
 "hide where/how to find things": "隱藏獲取地點與方式",
 "high": "高",
 "higher": "更高",
 "him.": "他。",
 "him...": "他...",
 "himself": "他自己",
 "himself.": "他自己。",
 "hinders the movement of": "遲滯物件的行動",
 "hint at a future light/dark axis, and": "暗示未來的光/暗軸，以及",
 "his": "他的",
 "his...": "他的……",
 "history,": "歷史，",
 "hit": "命中",
 "hit.": "擊中。",
 "hold": "握住",
 "holding": "握著",
 "holds": "持有",
 "holds cached header metadata for the load menu": "儲存讀檔選單用的快取頭資訊",
 "holds graphics, sound and keybindings": "儲存畫面、聲音和按鍵繫結",
 "hole": "洞",
 "hole,": "洞，",
 "hole.": "洞穴。",
 "hollow": "空洞的",
 "honest,": "老實說，",
 "honoring": "尊敬",
 "hood": "兜帽",
 "hope...": "希望...",
 "horizontal": "橫向",
 "horn,": "號角，",
 "horn.": "號角。",
 "horrible": "可怕的",
 "hostile": "敵對",
 "hours": "小時",
 "housing rooms": "住宅房間",
 "how": "如何",
 "how hard you have": "你有多努力",
 "how new regions open up": "新區域如何開放",
 "how region unlocks work": "區域如何解鎖",
 "how the code does it": "程式碼怎麼做",
 "howl": "嚎叫",
 "howling": "嚎叫",
 "human": "人類",
 "humbly": "謙遜地",
 "hun...": "嗯……",
 "hunger": "飢餓",
 "hunger.": "飢餓。",
 "hunger...": "飢餓……",
 "hunt": "狩獵",
 "hunt,": "狩獵，",
 "hunt.\"": "捕獵。”",
 "hunted": "捕獵著",
 "hurt": "疼",
 "hypothesis.\"": "假說。”",
 "identify the entity type and its table:": "標識實體型別及其所屬表：",
 "if": "如果",
 "if Stress maxes out": "如果壓力達到上限",
 "if activated (no effect in this build)": "若啟用（本版本無效果）",
 "ignore": "無視",
 "ignored.": "被忽略。",
 "ignoring": "無視",
 "imbued": "蘊含",
 "imm...": "不朽...",
 "immaculate,": "純潔，",
 "immediate": "立即的",
 "immediatel...": "立即...",
 "immediately": "立即",
 "immune": "免疫",
 "immune to": "免疫",
 "imp...": "小鬼...",
 "impact": "衝擊",
 "impact.": "衝擊力。",
 "impacts.": "衝擊。",
 "impending": "即將來臨的",
 "imported": "已匯入",
 "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 檔：24 / 48 / 72 / 96 / 120 / 144。",
 "in Dungeon": "地下城內",
 "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% 次訪問，每房間 1)。 -",
 "in Tutorial (F1 ~100% - F2 ~100% - F4 ~100% of visits, 4 per room);": "在教程 (F1 ~100% - F2 ~100% - F4 ~100% 的訪問，每房間 4);",
 "in Tutorial (F1 ~100% - F2 ~100% of visits, 3 per room);": "在教程 (F1 ~100% - F2 ~100% 的訪問，每房間 3);",
 "in Tutorial floors 1-2 (~100% per floor); 寂静帷幕 floors 1-2 (~25% per floor)": "在教程 1-2 層 (~100% 每層); 寂靜帷幕 1-2 層 (~25% 每層)",
 "in Tutorial floors 1-4 (~100% per floor)": "在教程 1-4 層 (~100% 每層)",
 "in Tutorial floors 1-4 (~100% per floor); 寂静帷幕 floors 1-5 (~100% per floor)": "在教程 1-4 層 (~100% 每層); 寂靜帷幕 1-5 層 (~100% 每層)",
 "in Tutorial floors 1-5 (~100% per floor); 寂静帷幕 floors 1-5 (~100% per floor)": "在教程 1-5 層 (~100% 每層); 寂靜帷幕 1-5 層 (~100% 每層)",
 "in a": "在一個",
 "in a straight line": "沿直線",
 "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": "以遊戲內分鐘計",
 "in its material tier - pick a set below.": "（該材料檔次）- 請在下方選擇一套。",
 "in the": "在",
 "in the character": "在角色",
 "in the constant": "，位於常量",
 "in the melee/range reflect rows.": "（近戰/遠端反彈行）。",
 "in the same table).": "見同一張表）。",
 "in the settlement will remain where": "在據點中會留在原地",
 "in this build yet.": "在此版本中尚無。",
 "in this build.": "在此版本中。",
 "in your": "在你的",
 "in your settlement, or a": "（位於你的據點），或使用",
 "in {#}": "在 {#}",
 "in ~": "，約",
 "in-depth": "深入的",
 "in-game": "遊戲內",
 "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.": "遊戲內分鐘自動抽出一批新候選人，即 8 遊戲內小時。計時器開始時為滿，因此新戰役會立即抽出第一批招募板。未僱傭的候選人會被替換；若想要其中某人，請在計時器結束前僱傭。",
 "in-game time, about {#} of play at 1x speed": "遊戲內時間，1 倍速下游玩約 {#}",
 "in.": "在。",
 "incisor": "門牙",
 "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}%。裝備盾牌時，",
 "increases by {1}%, and the": "增加{1}%，且",
 "increases.": "增加。",
 "incredible.": "不可思議。",
 "incredibly": "驚人地",
 "index (": "索引 (",
 "index means.": "下標的含義。",
 "indirectly": "間接",
 "indiscriminately": "不加區分地",
 "individual effects": "個體效果",
 "individually": "單獨",
 "individually capped: Low-grade": "分條設上限：低階",
 "infamous": "臭名昭著的",
 "infinite load": "無限載入",
 "inflicts": "施加",
 "influencing": "影響",
 "informs": "告知",
 "infused": "注入",
 "ingot": "錠",
 "ingots": "錠",
 "ingots.": "錠。",
 "inhabit": "棲息",
 "inhabits": "棲息",
 "inhales": "吸氣",
 "injuries": "受傷",
 "inscribed": "刻有",
 "inscription": "銘文",
 "inscription odds": "銘文機率",
 "inscription odds & Inscription of Perfection": "銘文機率與完美銘文",
 "inscriptions": "銘文",
 "inscriptions.": "銘文。",
 "inscriptions:": "銘文：",
 "insect": "昆蟲",
 "insect.": "昆蟲。",
 "insects": "昆蟲",
 "insects,": "昆蟲,",
 "insects.": "昆蟲。",
 "inside": "內部",
 "inside,": "裡嫩，",
 "inside.": "裡面。",
 "inside...": "裡面...",
 "insignia": "徽章",
 "insignificant,": "微不足道，",
 "inspector's": "檢查員的",
 "instant": "瞬間",
 "instant,": "剎那間，",
 "instant.": "即時。",
 "instantly": "瞬間",
 "instantly kills any non-boss enemy the moment it takes damage while at": "會在非首領敵人於以下狀態受到傷害的瞬間立即殺死它",
 "int...": "有……",
 "integer": "整數",
 "intend": "打算",
 "intended": "專為",
 "intense": "強烈",
 "intent": "意圖",
 "intentions": "意圖",
 "inter": "之間",
 "inter-floor": "層間",
 "interacted": "已互動",
 "interacting": "互動",
 "interactive character planner": "互動式角色規劃器",
 "interest.": "興趣。",
 "interested": "感興趣",
 "interested.": "感興趣。",
 "interesting.": "有意思。",
 "interior": "內部",
 "interior.": "內部。",
 "intermediate": "中級",
 "into": "進入",
 "intruders.": "入侵者。",
 "invaded.": "被侵犯了。",
 "inventory.": "物品欄中。",
 "investigate": "調查",
 "investigating": "調查中",
 "investigation": "調查",
 "investigation is": "調查是",
 "invoke": "援引",
 "iron": "鐵",
 "iron and wood.": "鐵和木材。",
 "iron-containing": "含鐵",
 "iron.": "鐵。",
 "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、被動和狀態效果的組合，能打出遠超單件之和的效果。本列表按實際強度評級：",
 "is a configurable what-if (type a Magic and Physical Attack). Pick a": "是可配置的假設（輸入魔法攻擊力和物理攻擊力）。請選擇",
 "is a flat 50% damage reduction, and": "是固定 50% 傷害減免，並且",
 "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.": "是同時滿足全部門檻的最小布局：地板恰好為最小面積（可計數的格子網格），牆壁、地板和門採用能透過牆/地板品質門檻的最便宜檔位，所需傢俱按其真實佔地面積擺放，再加上達到裝飾品質合計的最小裝飾組合 - 全部用遊戲自身的地塊和精靈按遊戲內比例繪製。照預覽複製即可使房間合格。",
 "is a mood penalty Elves take when they eat meat, though they ignore the usual mood penalty for eating only vegetables.": "是精靈吃肉時受到的心情懲罰，但純素飲食可忽略通常的心情懲罰。",
 "is a mood penalty Lizardmen take from eating vegetables, though they ignore the penalty for a meat-only diet.": "是蜥蜴人吃蔬菜時受到的心情懲罰，但純肉飲食可忽略該懲罰。",
 "is a standalone endless-dungeon mode. It is separate from the empty Forgotten Abyss region on the expedition map, and it is partly implemented.": "是一個獨立的無盡地下城模式。它與探險地圖上空白的遺忘深淵區域分開，並且目前只部分實裝。",
 "is above a certain threshold.": "高於一定閾值。",
 "is at": "在",
 "is at or": "在或",
 "is built, a Guild Merchant will be dispatched.": "建成後，公會商人將會被派來。",
 "is completed but not yet reported to": "已完成但尚未報告給",
 "is completed but not yet reported, the game multiplies this template's weight by 10 - the \"report pending\" column.": "給予的任務已完成但尚未報告時，遊戲將此模板的權重乘以 10 - 「待報告」列。",
 "is finished": "已完成",
 "is how far it spots and chases you.": "是它發現並追擊你的距離。",
 "is its raw pick weight inside the pool.": "是其在池內的原始抽取權重。",
 "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).": "被有意排除在計算器外 - 它不可疊加，並且按自己的 10 秒節拍觸發，而不是每秒跳一次（見表下注釋）。",
 "is missing its": "缺少其",
 "is not finished": "尚未完成",
 "is not in the unit registry": "不在單位登錄檔中",
 "is not registered": "未註冊",
 "is not running": "未在執行",
 "is on - the default from Hard upward - monsters grow": "開啟時 - 困難及以上的預設設定 - 怪物會變得",
 "is one use of the attack against the": "是對該目標使用一次該攻擊：",
 "is rapidly turning the entire continent into": "正迅速將整個大陸變成",
 "is replaced with the settler's own name.": "會替換為該開拓者自己的名字。",
 "is replaced with the settler's own name. One variant is rolled per settler.": "會替換為該開拓者自己的名字。每位開拓者抽取一種變體。",
 "is running": "正在執行",
 "is set up": "已設定",
 "is simply 100% of whatever the hit was - there is no absolute or per-hit ceiling in the data.": "就是命中傷害的 100%，資料中沒有絕對上限或單次命中上限。",
 "is that damage per point of energy (efficiency). Free basic attacks cost no energy, so they are": "是每點能量的傷害（效率）。免費普通攻擊不消耗能量，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.": "是計入施法者暴擊機率後一次施放的平均命中（暴擊倍率按暴擊機率加權），尚未經敵人抗性減免 - 兩張表都按此指標排名。",
 "is the campaign counter": "是戰役計數器",
 "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).": "是怪物生成所在的戰役層（1-5）；沒有固定層的生物留空（僅召喚形態，以及生成位置不在已追蹤層表中的單位）。",
 "is the cap). Remove one above, or drop an extra skill tree, to fit another.": "為上限)。請移除上方一條，或去掉一棵額外技能樹，以騰出空位。",
 "is the debuff a Human gains once they hit maximum experience, a balancing drawback for their faster leveling.": "是人類在經驗達到上限時獲得的減益，用來平衡其更快的升級速度。",
 "is the odds of getting that item on a single open, kill or gather;": "是單次開啟、擊殺或採集時獲得該物品的機率；",
 "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。\"": "是對檢測的唯一硬剋制。遊戲內文字：\"保持未被發現且無法成為目標。如果你對敵人造成傷害，該效果會立即結束。\"",
 "is the only template of its slot, so the chance does not change.": "是其槽位的唯一模板，因此機率不變。",
 "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.": "是相反的賭法：傷害加成為當前 心情 × -8%。 心情越低，造成的傷害越高。 它可以做成刻意的苦難構築。",
 "is the real punishment for long expeditions. Each in-game day spent in the dungeon steps a unit up through the mood debuffs": "才是長時間探險的真正懲罰。單位在地下城中每過一個遊戲日，就會沿心情減益向上推進一檔",
 "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": "是技能自身描述裡寫明的攻擊力百分比（多段技能讀作 段數×百分比），有三種顏色：普通為打擊，綠色",
 "is two-handed - it occupies both hands, so no shield or torch.": "為雙手武器 - 佔用雙手，因此不能再裝備盾或火把。",
 "is walk speed (100 = normal) and": "是移動速度（100 = 正常），而",
 "is worth building around, and": "值得圍繞構築，",
 "is,": "是，",
 "is-percent": "is-percent",
 "is.": "是。",
 "is...": "是...",
 "isn't": "不是",
 "issues": "問題",
 "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": "它在每一秒節拍返還仍缺失生命值的四分之一，且這兩個數值都不存在於遊戲的表中",
 "it!": "它！",
 "it'...": "它……",
 "it'd": "會",
 "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": "物品會",
 "items are stored in the unit's 'Inventory'.": "物品存放在單位的“物品欄”中。",
 "items.": "物品。",
 "its": "其",
 "its Physical Attack is 13.5 + 1x20 + 0.5x15 + 0.5x12 =": "，其物理攻擊力為 13.5 + 1x20 + 0.5x15 + 0.5x12 =",
 "its aura": "其光環",
 "its contents are granted by the dungeon event that places it, not a fixed table.": "其內容由放置它的地下城事件給予，而非固定掉落表。",
 "its per-kill drop rate, a": "其每次擊殺掉落率，",
 "its per-open rate. Sort any column; the detailed source tables below have the full breakdown.": "其每次開啟的比率。可按任意列排序；下方詳細來源表有完整分項。",
 "itself": "自身",
 "itself.": "本身。",
 "jewelry.": "珠寶。",
 "join": "加入",
 "join.": "加入。",
 "joins": "加入",
 "joins on the first change": "首次更改時加入",
 "joins you at the settlement": "在據點加入你",
 "joins your clan at the end of a quest line of 4 steps: reporting": "在一條 4 步任務線結束時加入你的團隊：報告",
 "joins your clan at the end of a quest line of 9 steps: reporting": "在一條 9 步任務線結束時加入你的團隊：報告",
 "joins your clan at your base": "在據點加入你的團隊",
 "joy,": "喜悅，",
 "joy.": "喜悅。",
 "juicy": "多汁",
 "just": "只是",
 "keen": "敏銳的",
 "keep": "保持",
 "keep food quality high enough": "保持足夠高的食物品質",
 "keep unveiled spoilers unveiled": "已揭開的劇透保持公開",
 "keep your settlers' mood up": "保持開拓者心情高漲",
 "keeping": "存放",
 "keeping watch for danger.": "警惕危險。",
 "keeps": "保持",
 "key": "鍵",
 "key to select all units.": "鍵來選擇所有單位。",
 "keys)": "鍵)",
 "kill": "擊殺",
 "kill elite targets": "擊殺精英目標",
 "kill,": "獵殺，",
 "killed at least 1×": "至少擊殺 1×",
 "killed at least 1×; requires quest \"": "至少擊殺 1×；需要任務 \"",
 "kills the unit. Survivors carry a 12-day breakdown aftereffect.": "才會殺死該單位。存活者會帶有 12 天的崩潰後遺症。",
 "kind.": "種類。",
 "kinds": "種",
 "knight": "騎士",
 "knowled...": "知識...",
 "knowledg...": "知識...",
 "known": "表明",
 "known.": "已知。",
 "laboratory": "實驗室",
 "lacks": "缺乏",
 "land": "土地",
 "land,": "土地，",
 "lands": "落地",
 "large": "大塊",
 "last": "最後",
 "last ran": "上次執行",
 "last ran)": "上次執行)",
 "last,": "最後，",
 "last-resort": "最後的手段",
 "lasting": "持久",
 "lately.\"": "最近。”",
 "later": "之後",
 "later,": "之後，",
 "laugh": "笑",
 "laugh.": "笑。",
 "launch": "啟動",
 "launches": "發射",
 "leader": "領袖",
 "leads": "領導",
 "leans": "倚靠",
 "learn": "學習",
 "learned": "已學習",
 "learned skill(s) belong to no active tree - kept on the unit, not in a tree list.": "習得技能不屬於任何活躍技能樹 - 保留在單位上，而不是技能樹列表中。",
 "least": "至少",
 "leave": "離開",
 "leave.": "離開。",
 "leaves": "離開",
 "leaves the map": "離開地圖",
 "leaves,": "樹葉，",
 "leaves.": "葉子。",
 "leaving": "留下",
 "ledger": "賬本",
 "ledger,": "賬本，",
 "left": "左",
 "left to right": "左到右",
 "left)": "左）",
 "left-click": "左鍵點選",
 "left-clicking": "左鍵點選",
 "legendary adventurers, others": "傳奇冒險者，有些則是",
 "length": "長度",
 "less": "更少",
 "less dmg": "傷害較低",
 "less dmg)": "傷害較低)",
 "less,": "更少，",
 "lesser": "低階",
 "let": "讓",
 "let's": "我們",
 "lethal": "致命",
 "lets": "讓",
 "letting": "發出",
 "level": "等級",
 "level 1 (fresh)": "1 級（初始）",
 "level 12": "12 級",
 "level component": "等級部分",
 "level thresholds, mana stones, race bonuses": "等級閾值、法力石、種族加成",
 "level up": "升級",
 "level up, {0} must": "升級，{0}必須",
 "level up, {0} must reach maximum": "升級之前，{0}必須達到最大",
 "level your units": "提升單位等級",
 "level {#}": "等級 {#}",
 "level-up prayer": "升級祈禱",
 "level-up.": "升級。",
 "level. Determines the maximum value of": "等級。決定最大值的是",
 "levels 1 to 11": "等級 1 至 11",
 "levels 1 to 12": "等級 1 至 12",
 "levels 1 to 2": "等級 1 至 2",
 "levels 1 to 3": "等級 1 至 3",
 "levels 1 to 5": "等級 1 至 5",
 "levels 1 to 9": "等級 1 至 9",
 "levels 11 to 12: Supreme Grade Mana Stone (4, 24 per prayer)": "11 至 12 級：超級法力石（4，每次祈禱 24）",
 "levels {#} to {#}": "等級 {#} 至 {#}",
 "lie": "謊言",
 "lie...": "謊言……",
 "lies": "謊言",
 "life": "生命",
 "life-infused": "生命灌注",
 "life.": "生命。",
 "lifesteal-style effects are the missing-HP ones covered above: the": "類生命吸取效果是上文已講的按已損失 HP 計算的那些：",
 "lift": "舉起",
 "light": "光",
 "light blue": "淺藍色",
 "lightly.": "輕輕地。",
 "lightning": "閃電",
 "lightning-fast": "閃電般快速",
 "lightweight": "輕質",
 "like": "像",
 "like a": "像一個",
 "like an insect that should have gone extinct long ago... What": "像是早該滅絕的昆蟲... 究竟什麼",
 "limit": "限制",
 "limited": "有限的",
 "lines connect a prerequisite to what it unlocks - corner": "線條將前置條件連線到其解鎖內容 - 角上",
 "linger": "持續",
 "lips": "嘴唇",
 "liquid.": "液體。",
 "list has every skill in one sortable, filterable table.": "列表把全部技能放在一張可排序、可篩選的表裡。",
 "lists its skills as icons - hover one to see that attack's reach and area drawn on a real dungeon room.": "以圖示列出其技能 - 將滑鼠懸停在某一圖示上，可檢視該攻擊在真實地下城房間中繪製的射程與範圍。",
 "lists them under their own heading.": "把它們列在單獨的標題下。",
 "little": "很少",
 "liv...": "活...",
 "live": "棲息",
 "live animations in total. Sheets are the game's own sprites (scale 2x); frame timing is approximate. Animations only play while visible on screen.": "個實時動畫。圖集為遊戲自帶的精靈圖（2 倍縮放）；幀時間均為近似值。動畫僅在螢幕可見時播放。",
 "lived": "居住",
 "lived-in.": "有人居住的。",
 "lively": "活潑的",
 "lives": "活著",
 "livestock.": "牲畜。",
 "llms.txt": "llms.txt",
 "located": "位於",
 "location": "位置",
 "location.": "位置。",
 "locked": "已鎖定",
 "long": "長的",
 "long-abandoned": "長期廢棄的",
 "long-lasting": "持久",
 "long-range": "遠端",
 "long-term": "長期",
 "long.": "久。",
 "longer": "更久",
 "longer,": "更長，",
 "longer.": "更久。",
 "longer...": "下去...",
 "longing": "渴望",
 "look": "看",
 "look.": "看。",
 "looking": "看著",
 "looks": "看起來",
 "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.": "看起來像計劃中的非戰鬥學科。它們比空殼武器技能樹鎖得更死：甚至沒有作為主技能樹列舉值出現。",
 "loop": "迴圈",
 "loops": "迴圈",
 "loot - drop amounts, drop rates and item quality are identical on every difficulty. Combat difficulty only affects loot": "掉落 - 掉落數量、掉落率和物品品質在所有難度上都相同。戰鬥難度對掉落的影響只是",
 "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...": "大聲...",
 "loud": "大聲",
 "loud,": "大聲，",
 "low,": "低，",
 "low.": "較低。",
 "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.": "會降低傷害數值，因此也會降低磨損 - 能減輕命中傷害的護甲確實更耐用。",
 "lumps": "塊",
 "lush": "濃郁的",
 "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} .... 也就是說，指從每一級升到下一級所需物品的「數量」鍵值。{0} 是未使用的佔位符，值固定為 \"None\"。",
 "lv1->2{1},": "lv1->2{1},",
 "lv2->3{2}.... In other words,": "lv2->3{2}.... 也就是說，",
 "lv2->3{2}....즉": "lv2->3{2}....也就是說",
 "ma...": "ma...",
 "macOS (native Steam build)": "macOS（Steam 原生版）",
 "macOS path": "macOS 路徑",
 "mace made of bronze.": "青銅製釘頭錘。",
 "mace made of copper.": "銅製釘頭錘。",
 "machinery.": "機械。",
 "made": "製成",
 "made from": "製成",
 "made from processed": "由加工過的製成",
 "made from processed carapace.": "由加工過的製成 carapace.",
 "made of bronze.": "由青銅製成。",
 "magic": "魔法",
 "magic -> staves": "魔法 -> 法杖",
 "magic damage equal to {0}% of": "等同於 {0}% 的魔法傷害",
 "magic damage equal to {2}% of magic attack power": "相當於魔法攻擊力 {2}% 的魔法傷害",
 "magic damage of stack * {0} per second.": "堆疊 * {0} 的魔法傷害每秒。",
 "magic that instantly": "瞬間魔法",
 "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": "主線鏈（主線任務 0 至 主線任務 8）以擊殺",
 "main weapon": "主武器",
 "maintaining": "維護",
 "major": "主要",
 "major stats": "主屬性",
 "make": "使",
 "makes": "使",
 "making": "製作",
 "males": "雄性",
 "males,": "雄性，",
 "malevolent": "邪惡",
 "malus": "減益",
 "man": "男人",
 "mana": "法力",
 "mana stone": "法力石",
 "mana stones": "法力石",
 "mana-generating": "法力生成",
 "managed": "設法",
 "management": "管理",
 "management difficulty": "管理難度",
 "manages": "設法",
 "mandatory": "必須",
 "manual stats": "手動屬性",
 "manuals": "手冊",
 "many": "許多",
 "map": "地圖",
 "map(s): they open fully explored, so nothing has to be walked over to appear on the map.": "張地圖：它們以完全探索的狀態開啟，因此無需走過任何地方即可在地圖上顯示。",
 "marks": "痕跡",
 "marks...": "標記……",
 "marsh,": "沼澤，",
 "martial": "武術",
 "mask": "面具",
 "mass": "團",
 "mass-produced": "量產",
 "massive": "巨大的",
 "match,": "相稱，",
 "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 個目標",
 "max...": "最大...",
 "maximum": "最大",
 "maximum Energy": "最大能量值",
 "maximum Energy but": "最大能量，但",
 "maximum, you can": "達到最大值後，你可以",
 "may": "可能",
 "may run only once per map": "每張地圖僅可執行一次",
 "me": "我",
 "me!": "我！",
 "me.": "我。",
 "me...": "我...",
 "meal.": "餐點。",
 "meal.\"": "餐點。”",
 "meals": "餐食",
 "mean \"3× ITEM_CopperIngot\" - split on the final": "表示 \"3× ITEM_CopperIngot\" - 在最後的",
 "mean.": "意思。",
 "means": "意味著",
 "means different things by source - a": "因來源而含義不同 - 一個",
 "means low investment for a huge payoff,": "表示投入少、回報極大，",
 "meanti...": "同時...",
 "measured": "測量",
 "meat": "肉",
 "meat.": "肉。",
 "mechanical": "機械",
 "mechanics guides": "機制指南",
 "mechanism": "機制",
 "medical": "醫療",
 "medium": "中等",
 "melancholy...\"": "憂鬱……”",
 "melee": "近戰",
 "melee physical critical": "近戰物理暴擊",
 "melee skills.": "近戰技能。",
 "melee x1.3": "近戰 x1.3",
 "melody!": "旋律！",
 "melt": "融化",
 "melting": "熔鍊",
 "memb...": "成員...",
 "member": "成員",
 "member...": "成員...",
 "members": "成員",
 "members who are currently working.": "正在工作的成員。",
 "members!": "成員！",
 "members'": "成員的",
 "members.": "成員。",
 "members. Every rank adds its own bonus on top of the previous ranks:": "名。每一級都會在之前各級加成之上再加自己的加成：",
 "menace": "威脅",
 "mental breakdown": "精神崩潰",
 "mental breakdown at 100": "100 時精神崩潰",
 "mention": "提及",
 "menu,": "選單，",
 "menu-pin pinbtn": "menu-pin pinbtn",
 "merchant": "商人",
 "merchant stock": "商人庫存",
 "merchant.": "商人。",
 "merchants": "商人",
 "merciless": "無情",
 "mere": "僅僅",
 "met": "已滿足",
 "metal": "金屬",
 "metal,": "金屬，",
 "mi...": "我……",
 "mid-grade fire": "中級火焰",
 "mid-grade nature": "中級自然",
 "mid-grade water": "中級水",
 "middle": "中間",
 "might": "可能",
 "mild": "溫和",
 "min": "分鐘",
 "mind": "精神",
 "mind!": "當心！",
 "mind.": "想法。",
 "mine, heavy with gloom. Rusted doors creak in the wind, revealing dark tunnels that lead deeper underground.": "礦井中，瀰漫著沉重的陰鬱氣息。生鏽的門扉在風中吱嘎作響，露出通向地底深處的黑暗隧道。",
 "minimum": "最小值",
 "minutes": "分鐘",
 "minutes.": "分鐘。",
 "minutes;": "分鐘；",
 "mission": "任務",
 "mission.\"": "任務。”",
 "mixe...": "混合...",
 "mixed": "混合",
 "mocks": "嘲諷",
 "mode": "模式",
 "mode by clicking the 'Pick Up' button at the bottom right or pressing the C key.": "模式，點選右下角的“拾取”按鈕或按下 C 鍵。",
 "modified": "已修改",
 "moist": "溼潤的",
 "moisture.": "水分。",
 "mome...": "片刻之後，她瞥了你一眼，聳了聳肩。“如果恐懼佔據了你，那麼離開也並不可恥。”",
 "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": "放置在競技場房間中的怪物",
 "monsters": "怪物",
 "monsters -": "個怪物 -",
 "monstrous": "猙獰的",
 "mood": "心情",
 "mood bubbles": "心情氣泡",
 "mood stays below -3 for 180 in-game minutes triggers the": "心情連續 180 遊戲內分鐘低於 -3 會觸發",
 "mood value": "心情值",
 "mood {#} x {#} per minute": "每分鐘心情 {#} x {#}",
 "mood × -0.03": "心情 × -0.03",
 "mood-influencing": "影響心情的",
 "mood.": "心情。",
 "morale-crisis event.": "士氣危機事件。",
 "more": "更多",
 "more food due to the": "因此需要更多食物，由於",
 "more in other teams": "其他隊伍中還有",
 "more.": "更加。",
 "most": "最",
 "motions": "示意",
 "mouth": "嘴",
 "mouth.": "嘴。",
 "mouths": "嘴巴",
 "move,": "移動，",
 "movement": "移動",
 "movement in dungeons.": "在地下城中移動。",
 "movements": "動作",
 "movements.": "動作。",
 "moving": "移動",
 "mu...": "嗯……",
 "much": "許多",
 "much I can": "我能做多少",
 "much I can help. If you get wiped out again,": "我能幫多少。如果你再次被消滅，",
 "much...\"": "很多……”",
 "mucus": "粘液",
 "mucus.": "粘液。",
 "multiple": "多個",
 "mumbles": "喃喃",
 "murmok": "巨口怪",
 "murmur": "低語",
 "murmuring": "低語",
 "murmuring,": "低語，",
 "murmurs": "低語",
 "murmurs,": "議論聲，",
 "mush.": "糊狀物。",
 "mushroom that can cause hallucinations when consumed.": "食用後可能會引起幻覺的蘑菇。",
 "mushy.": "糊狀的。",
 "must": "必須",
 "muttering": "低語",
 "mutters": "喃喃自語",
 "my": "我的",
 "mysterious": "神秘的",
 "name": "名稱",
 "name + stats on each chip": "每個標籤上顯示名稱 + 屬性",
 "name 1": "名稱 1",
 "name 2": "名稱 2",
 "name vs. effect": "名稱與效果",
 "name {#}": "名稱 {#}",
 "name,": "名字，",
 "name.": "名稱。",
 "narrow": "狹窄",
 "narrowing": "眯起",
 "natural": "天然",
 "naturally": "自然地",
 "nature": "自然",
 "nature-infused": "自然灌注",
 "nature.": "自然。",
 "nauseating": "令人作嘔的",
 "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.": "臨近。",
 "nearby": "附近",
 "nearby allies through exceptional leadership.": "附近盟友憑藉卓越的領袖能力。",
 "nearby.": "附近。",
 "nearsighted": "近視",
 "necessary": "必要",
 "necessary.": "必要的。",
 "need": "需要",
 "need.": "需要。",
 "needed": "所需",
 "needed for a random event shown in": "顯示在其中的隨機事件所需",
 "needed.": "需要。",
 "needlessly": "漫不經心地",
 "needs a bow": "需要弓",
 "needs the right role or setup. Because": "需要正確的職責或配置。因為",
 "negative": "負面",
 "neglected": "被忽視",
 "neutral": "無屬性",
 "never": "從不",
 "never after": "此後不再",
 "new": "新",
 "new to the game or to the wiki": "剛接觸遊戲或本維基",
 "new...": "新...",
 "newly": "新任",
 "newly appointed": "新任命的",
 "news": "訊息",
 "next": "下一個",
 "night": "夜晚",
 "night,": "夜晚，",
 "nimble": "敏捷",
 "no": "否",
 "no Water (or Fire/Nature) combat element": "沒有水（或火/自然）戰鬥屬性",
 "no build since B.0.3.40 reads it": "自 B.0.3.40 起沒有任何版本讀取它",
 "no change": "無變化",
 "no combat code reads it": "沒有戰鬥程式碼讀取它",
 "no damaging skill in the data": "資料中沒有造成傷害的技能",
 "no drop wired in {#}": "{#} 中未接入掉落",
 "no effect": "無效果",
 "no effect on anyone": "對任何人都沒有效果",
 "no graph": "無圖",
 "no known source": "無已知來源",
 "no map{#}for this template": "此模板{#}沒有地圖",
 "no ordinary": "並非尋常",
 "no script": "無指令碼",
 "no special conditions": "無特殊條件",
 "no stat modifiers": "無屬性修正",
 "no weapon": "無武器",
 "no!": "不！",
 "nobility.": "高貴。",
 "nod,": "點頭,",
 "nod, he": "點頭，他",
 "nods": "點頭",
 "nods,": "點頭，",
 "nods.": "點頭。",
 "noise": "噪音",
 "noises": "噪音",
 "noisy": "嘈雜",
 "non-stacking": "不可疊加",
 "none": "無",
 "none - all at baseline": "無 - 全部為基準值",
 "none of ({#})": "皆非 ({#})",
 "none: this is the cap": "無：這是上限",
 "nor": "還是",
 "normal event steps": "普通事件步驟",
 "nose": "鼻子",
 "noses.": "鼻子。",
 "not": "不",
 "not a bad": "不錯的",
 "not active in this build": "本版本未啟用",
 "not all of ({#})": "並非全部 ({#})",
 "not come any closer.\"": "別再靠近了。”",
 "not completed": "未完成",
 "not enough SP for the cheapest skill left": "剩餘最便宜技能所需技能點不足",
 "not enough main SP": "主技能點不足",
 "not enough sub SP": "輔技能點不足",
 "not in a learnable tree": "不在可學習的技能樹中",
 "not in any team": "未加入任何隊伍",
 "not in game": "不在遊戲中",
 "not instant": "並非瞬間完成",
 "not just pause it": "不只是暫停它",
 "not move for {0} seconds during combat, damage dealt increases by {1}% and damage taken": "在戰鬥中 {0} 秒沒有移動，造成的傷害提高 {1}%，受到的傷害",
 "not obtainable or playable yet": "尚不可獲取或遊玩",
 "not obtainable yet": "尚不可獲取",
 "not reduced": "不縮短",
 "not wired into the combat code": "沒有接入戰鬥程式碼",
 "note,": "筆記，",
 "notebook": "筆記本",
 "notebook.": "筆記本。",
 "notes,": "筆記，",
 "notes.": "筆記。",
 "nothing": "無",
 "nothing,": "什麼都沒有，",
 "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": "現在",
 "now,": "現在,",
 "now.": "現在。",
 "nudge event (3 stalled days, 72-hour cooldown). The accumulated low mood feeds the Stress spiral described in": "催促事件（停滯 3 天，72 小時冷卻）。累積的低心情會助長壓力螺旋，詳見",
 "null": "null",
 "number": "數字",
 "numerous": "眾多",
 "nutritious": "營養的",
 "obey": "服從",
 "object so cold it sends shivers down the spine just by looking at it.": "如此寒冷，僅看一眼就會令人不寒而慄的物體。",
 "objective": "目標",
 "objectives": "目標",
 "observation": "調查",
 "observing": "觀察",
 "obstructive": "阻塞的",
 "obtain": "獲得",
 "obtain.": "獲得。",
 "obtained": "獲得",
 "occ...": "發...",
 "occu...": "佔用...",
 "occur": "發生",
 "occur.": "發生。",
 "occur:": "發生：",
 "occurs": "發生",
 "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.": "為 20 層外殼時，你帶著 20 次單次抵擋；底層的外殼狀態本身理論上最多可疊到 99 層，但該銘文在 20 層就停止供給。",
 "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 件物品在遊戲資料中沒有獲取途徑（無配方、掉落池、商人、事件授予、採集連結或場景開局） - 這些在 DS_B.0.4.19 中實際上屬於鎖定/未釋出。參見",
 "of a beast.": "野獸的。",
 "of allied plant structures within 1": "1格內友方植物建築的",
 "of fresh blood.": "新鮮的血腥味。",
 "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,": "第一個區域，",
 "of the first region, Veil of Silence": "第一個區域，靜謐之紗",
 "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.": "的不間斷視野，1x 速度下實際時間僅約 4 秒。短暫穿過怪物視野，往往能在它投入之前離開；攻擊它則當然會立刻進入戰鬥。",
 "of unit": "單位的",
 "of visits.": "的訪問。",
 "of {#} HP": "{#} HP 的",
 "off": "關閉",
 "off,": "走開，",
 "off-hand, either a shield or ammo": "副手，盾或彈藥",
 "offering": "供品",
 "offers": "提供",
 "officer": "軍官",
 "officer's": "軍官的",
 "officer-grade": "軍官級",
 "officers": "官員們",
 "often": "往往",
 "ointment": "藥膏",
 "ok": "確定",
 "older": "更古老",
 "ominous": "不祥的",
 "omnivore": "雜食",
 "on": "對",
 "on Festering Burrow).": "在潰爛地穴）。",
 "on Veil of Silence,": "在寂靜帷幕，",
 "on a ...": "在...",
 "on a neglected unit the same inscription feeds the Stress spiral described above (": "在被忽視的單位身上，同一銘文會助長上文所述的壓力螺旋（",
 "on allies": "對盟友",
 "on anyone, player or monster. The numbers below are what it": "（對玩家或怪物皆然）。下方數字是它",
 "on arrival": "抵達時",
 "on dsb-rm": "在 dsb-rm 上",
 "on enemy": "對敵人",
 "on equip": "裝備時",
 "on that 3rd basic attack.": "加在該第 3 次普通攻擊上。",
 "on the": "在",
 "on the caster": "對施法者",
 "on the deputy": "對副指揮官",
 "on this map has already been interacted with": "在此地圖上已經互動過",
 "on this map has been interacted with": "在此地圖上已互動過",
 "on to Step 2": "進入步驟 2",
 "on to Step 3": "進入步驟 3",
 "on to Step 4": "進入步驟 4",
 "on to Step 5": "進入步驟 5",
 "on to Step 6": "進入步驟 6",
 "on to Step 7": "進入步驟 7",
 "on to Step 8": "進入步驟 8",
 "on to {#}": "進入 {#}",
 "on units in the area": "對範圍內的單位",
 "on user": "對使用者",
 "on your arm.": "落在你的手臂上。",
 "on {#}": "對 {#}",
 "on...": "上...",
 "once": "一次",
 "once you count the 5 energy spent summoning the Bubbling it consumes - the 1-energy face cost hides that.": "若計入召喚它所消耗的那隻泡泡靈所花的 5 能量 - 表面的 1 能量消耗會掩蓋這一點。",
 "once you count the {#} energy spent summoning the Bubbling it consumes; the {#}-energy face cost hides that.": "若計入召喚它所消耗的那隻泡泡靈所花的 {#} 能量；表面的 {#} 能量消耗會掩蓋這一點。",
 "once.": "一次。",
 "one": "一個",
 "one,": "一個，",
 "one-handed sword made of copper.": "銅製單手劍。",
 "one-hit blocks.": "次單次命中抵擋。",
 "one-shot": "單次",
 "one.": "一個。",
 "ones": "幼崽",
 "only": "只",
 "only appear from": "僅出現於",
 "only fires when you debuff an": "只有在你對",
 "only the damage type is inherited. The number itself always scales off physical attack power.": "只有傷害型別被繼承。數值本身始終按物理攻擊力縮放。",
 "onward.": "起。",
 "ooze.": "黏液。",
 "open": "開啟",
 "opening": "開啟",
 "openly": "公開地",
 "operation": "操作",
 "operations": "運營",
 "oppo...": "機會...",
 "opponents.": "敵人。",
 "option jumps straight past the staging area. The rules are per-region, straight from the floor-routing code (": "選項會直接跳過準備區。規則按區域而定，直接來自層路由程式碼 (",
 "optional": "可選",
 "or": "或",
 "or More Pottery": "或更多陶器",
 "or below, so you get warned before something breaks mid-fight.": "或以下時觸發，以便在戰鬥中損壞前得到警告。",
 "or dragging.": "或拖動。",
 "or higher": "或更高",
 "or pressing the C key.": "或按下C鍵。",
 "or the": "或",
 "orange": "橙色",
 "order matters": "順序很重要",
 "orderly": "整潔的",
 "orders": "指令",
 "orders.": "命令。",
 "ordinary": "尋常",
 "ore": "礦石",
 "ore containing": "含礦",
 "ore that can be processed into metal.": "可加工成金屬的礦石。",
 "ore that can be refined into ingots.": "可精煉成錠的礦石。",
 "ore.": "礦石。",
 "organic": "有機物",
 "organizes": "組織",
 "organizing": "組織",
 "origin,": "出身，",
 "other": "其他",
 "other entries": "其他條",
 "other entry": "其他條",
 "other units to add them to the selection.": "其他單位以將其加入選取。",
 "others": "其他人",
 "others.": "其他。",
 "ou...": "你...",
 "our": "我們的",
 "our...": "我們的...",
 "out": "出去",
 "out a disbelieving laugh.": "發出一聲不信任的乾笑。",
 "out.": "傳出。",
 "outer": "外部",
 "outrage!\"...": "憤怒！\"...",
 "outside": "外面",
 "outside the": "之外的",
 "outside the portal area!": "在傳送門區域之外！",
 "outside,": "外焦，",
 "over": "超過",
 "over-supplied.": "供過於求。",
 "over.": "過來。",
 "overcome": "克服",
 "overdo": "過火",
 "overusing the same game applies a Bored debuff instead.": "過度使用同一遊戲則會施加無聊減益。",
 "own": "自己的",
 "own.": "自己的。",
 "pack": "族群",
 "pack,": "獸群，",
 "pack.": "族群。",
 "pag...": "頁...",
 "page": "頁",
 "page for every mood source and the standing modifiers in full.": "頁面，可檢視全部心情來源和常駐修正。",
 "page) or a weapon basic attack / free weapon signature;": "頁瀏覽）或武器普攻 / 免費武器特技；",
 "page).": "頁面）。",
 "page, and the": "頁面上，而",
 "page, which counts Poison only as a non-stacking (capped-at-one) effect.": "頁面一致，該頁僅將中毒計為不可疊加（上限為 1）的效果。",
 "page.": "頁面。",
 "page. Its last step is killing the Red Monster Rat, the scenario's finale boss.": "頁面。最後一步是擊殺紅色怪鼠，即該場景的終局首領。",
 "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.": "頁以矩陣顯示。每種族的招募只從該種族自己的探險等級開始出現（人類 1+，蜥蜴人 1+，精靈 2+，狼人 3+），因此出身不會在那之前出現在該種族上 - 下方等級徽記是該出身最早能出現的等級。",
 "page. The": "頁面。",
 "page...": "頁...",
 "pages": "頁",
 "panel": "面板",
 "papers,": "論文，",
 "part": "部件",
 "particular": "特別的",
 "parts": "部分",
 "party": "隊伍",
 "passes:": "流逝：",
 "passionate!": "熱情！",
 "passive": "被動",
 "passive skills.": "被動技能。",
 "path": "路徑",
 "paths": "路徑",
 "patrol": "巡邏",
 "patrols": "巡邏",
 "pause": "停頓",
 "pauses": "停頓",
 "pays": "給予",
 "peace": "和平",
 "penalty": "懲罰",
 "penalty.": "懲罰。",
 "people": "人們",
 "per": "每",
 "per (": "每 (",
 "per (at": "每 (於",
 "per adjacent enemy": "每個相鄰敵人",
 "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。該值為固定值（無視抗性和攻擊力）。每次命中都會重新施加：按該施法者的攻擊速度（0.6/秒），約維持 1.3 層，持續輸出約 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。該值為固定值（無視抗性和攻擊力）。每次命中都會重新施加：按該施法者的攻擊速度（0.6/秒），約維持 11.2 層，持續輸出約 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。該值為固定值（無視抗性和攻擊力）。每次命中都會重新施加：按該施法者的攻擊速度（0.6/秒），約維持 12.8 層，持續輸出約 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。該值為固定值（無視抗性和攻擊力）。每次命中都會重新施加：按該施法者的攻擊速度（0.6/秒），約維持 3.2 層，持續輸出約 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。該值為固定值（無視抗性和攻擊力）。每次命中都會重新施加：按該施法者的攻擊速度（0.6/秒），約維持 32 層，持續輸出約 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。該值為固定值（無視抗性和攻擊力）。每次命中都會重新施加：按該施法者的攻擊速度（0.6/秒），約維持 6.4 層，持續輸出約 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（無視抗性和攻擊力）。每次命中會重新施加：按此施法者的攻擊速度 ({#}/秒)，大約保持 {#} 層，持續 ~{#}/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)": "每點能量 ({#} 能量)",
 "per energy at 1 target,": "每點能量對 1 個目標，",
 "per floor": "每層",
 "per level)": "每級)",
 "per point of": "每點",
 "per second (at attack speed)": "每秒（按攻擊速度）",
 "per second (from the 10 s cooldown)": "每秒（來自 10 秒冷卻）",
 "per second (from the 12 s cooldown)": "每秒（來自 12 秒冷卻）",
 "per second (from the 15 s cooldown)": "每秒（來自 15 秒冷卻）",
 "per second (from the 16 s cooldown)": "每秒（來自 16 秒冷卻）",
 "per second (from the 18 s cooldown)": "每秒（來自 18 秒冷卻）",
 "per second (from the 20 s cooldown)": "每秒（來自 20 秒冷卻）",
 "per second (from the 6 s cooldown)": "每秒（來自 6 秒冷卻）",
 "per second (from the 7 s cooldown)": "每秒（來自 7 秒冷卻）",
 "per second (from the 8 s cooldown)": "每秒（來自 8 秒冷卻）",
 "per second ({#})": "每秒 ({#})",
 "per second at 1 target,": "每秒對 1 個目標，",
 "per second sustained from Burning at this caster's attack speed (0.6/s)": "來自燃燒的每秒持續輸出，按該施法者的攻擊速度（0.6/秒）",
 "per second sustained from its aura + Burning at this caster's attack speed (0.6/s)": "每秒持續輸出來自其光環 + 燃燒，按該施法者的攻擊速度（0.6/秒）",
 "per second sustained from {#} at this caster's attack speed ({#}/s)": "由 {#} 持續造成的每秒傷害，按此施法者攻擊速度 ({#}/秒)",
 "per second vs {#}": "每秒對比 {#}",
 "per second.": "每秒。",
 "per second. This effect cannot stack.": "每秒。此效果不可疊加。",
 "per stack": "每層",
 "per stack each second. Ignores defense and shields, and does not scale with attack power - only the stack count matters.": "每層每秒。無視防禦和護盾，且不隨攻擊力提高 - 只看層數。",
 "per stack, up to 3 stacks": "每層，最多疊加3層",
 "per stack, up to 6 stacks": "每層，最多疊加6層",
 "per surrounding unit": "每個周圍單位",
 "per target": "每個目標",
 "per target; chains to up to 8 targets within 3 tiles": "每個目標; 可連鎖至 3 格內最多 8 個目標",
 "percent": "百分比",
 "percent-of-Max-HP": "最大 HP 百分比",
 "perches": "棲息",
 "period": "時期",
 "periodically.": "定期。",
 "perk": "津貼",
 "perks...": "津貼……",
 "permanently gains +100": "永久獲得 +100",
 "permanently gains +2": "永久獲得 +2",
 "permission,": "許可,",
 "perpetually": "持續地",
 "perplexing.": "有幫助...",
 "person": "人",
 "person,": "人，",
 "person...": "人……",
 "personal": "個人",
 "personal traits": "個人特質",
 "persuasion": "說服",
 "petal.": "花瓣。",
 "phase": "階段",
 "phase 5": "階段 5",
 "physical": "物理",
 "physical -> melee/bow": "物理 -> 近戰/弓",
 "physical damage equal to {0}% of physical attack power to": "造成相當於物理攻擊力 {0}% 的物理傷害",
 "physical damage equal to {0}% of physical attack power to the": "對目標造成相當於物理攻擊力 {0}% 的物理傷害",
 "physical damage equal to {0}% of physical attack power to units on": "對單位造成相當於物理攻擊力 {0}% 的物理傷害，目標位於",
 "physical damage per second.": "物理傷害每秒。",
 "pick": "拾取",
 "pick a race first": "請先選擇種族",
 "pick a tree, full nodes": "選擇技能樹，檢視全部節點",
 "pick-up": "拾取",
 "picks two of your": "會從你的",
 "piece": "塊",
 "pierce": "洞察",
 "piercing": "穿刺",
 "piercing.": "穿透力強。",
 "pile": "堆",
 "pin chips in the frame": "框架中的圖釘晶片",
 "pink": "粉色",
 "pinnacle": "巔峰",
 "pipe...": "管道...",
 "pipes": "管道",
 "pl...": "玩家...",
 "place": "放置",
 "place...": "地方……",
 "placeholders filled from the row's": "佔位符，由該行的",
 "places": "放入",
 "places,": "地方，",
 "places.": "地方。",
 "plan": "計劃",
 "plan, compare and simulate": "規劃、比較與模擬",
 "plan...": "計劃……",
 "planned": "計劃",
 "planning": "規劃",
 "planning and delicate management skills will be put to the test.": "規劃與精細管理能力將受到考驗。",
 "planning and loss control.": "規劃與損失控制。",
 "plant that": "植物，",
 "plants": "植物",
 "players": "玩家",
 "players familiar with the game": "熟悉遊戲的玩家",
 "playful": "好玩",
 "playfully-says,": "開玩笑地說，",
 "playing": "遊玩",
 "playing!": "玩！",
 "plays": "播放",
 "plays an animation": "播放動畫",
 "pleasant": "令人愉悅",
 "please": "請",
 "plenty": "充足",
 "plus 25% of the missing": "再加上缺失的",
 "point": "點",
 "points": "點",
 "poised": "蓄勢待發",
 "poison": "中毒",
 "poked": "戳了戳",
 "policy": "方針",
 "pool - expand recursively and multiply percentages (p₁×p₂/100).": "池 - 遞迴展開並將百分比相乘（p₁×p₂/100）。",
 "pools": "水池",
 "population.": "人口。",
 "porridge": "粥",
 "porridge.": "粥。",
 "portal": "傳送門",
 "portal's": "傳送門的",
 "portal.": "傳送門。",
 "portion": "部分",
 "posit...": "積極...",
 "positi...": "位置...",
 "position": "位置",
 "positioned": "位於",
 "positive": "正面",
 "possesses": "擁有",
 "possessing": "擁有",
 "possibili...": "可能性...",
 "possible rolls (exact roll not in the save):": "可能擲值 (存檔中無確切擲值)：",
 "possibly": "可能",
 "post-defense": "防禦後",
 "posts.": "崗位。",
 "pour": "傾注",
 "powder": "粉末",
 "powder!": "粉末！",
 "powder.": "粉末。",
 "power": "力量",
 "power,": "力量，",
 "power.": "攻擊力。",
 "powerful": "強力",
 "powerful!": "強大！",
 "powerful,": "強大，",
 "powerful.": "強大。",
 "practical": "實用",
 "practical read": "實戰要點",
 "pray": "祈禱",
 "prayer": "祈禱",
 "praying": "祈禱",
 "pre-barrier": "護盾生效前的",
 "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.": "個預製區域模板拼成。藏在蔓延下的區域會在爆炸露出它們或單位走進時被發現，那時建築和物品堆會出現。",
 "precious": "珍貴的",
 "preparations": "準備",
 "prepared": "已準備",
 "prepared for": "為以下準備",
 "preparing": "準備",
 "presence": "存在",
 "present": "存在",
 "present,": "在場，",
 "prevention)": "防止)",
 "pride": "自豪",
 "primal": "原始的",
 "primarily": "主要",
 "primordial": "原始",
 "principle": "原理",
 "principles": "原則",
 "prints once)": "僅輸出一次)",
 "private": "私人的",
 "probe": "探究",
 "process": "過程",
 "processed": "加工過的",
 "processed carapace.": "加工過的甲殼。",
 "processing": "加工",
 "produce": "產出",
 "produces": "產生",
 "progress": "進度",
 "progress will be deleted!": "進度都將被刪除！",
 "progression spoilers": "進度劇透",
 "progressively": "逐漸",
 "prolonged": "長時間的",
 "proof": "證據",
 "proof of the hunt, her expression hardens.": "狩獵的證據後，她的臉色頓時嚴肅起來。",
 "proper": "適當的",
 "properly": "妥善",
 "properly.": "妥善。",
 "properties.": "特性。",
 "proportionally increases": "按比例提高",
 "protect": "保護",
 "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.": "會保護你的護甲。已釋出的遊戲中，磨損按護盾生效前的完整傷害計算。只有真正降低傷害（抗性、格擋、閃避）才有幫助。",
 "proudly": "自豪地",
 "provide": "提供",
 "psychology": "心理",
 "pulsating": "脈動的",
 "pup,": "幼崽，",
 "pure": "純淨",
 "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.": "會給整個區域施加 -50% 掉落率減益，見底的一層需要 15 個遊戲日才能補滿。",
 "px + var(--topbar-off, 0px))": "px + var(--topbar-off, 0px))",
 "quality": "品質",
 "ques...": "問...",
 "quest": "任務",
 "question": "問題",
 "question,": "提問，",
 "question-whether": "問題--是否",
 "questioning": "質疑",
 "quests": "任務",
 "quests index": "任務索引",
 "quickly": "迅速",
 "quickly,": "迅速地，",
 "quickly.": "迅速。",
 "quiet": "安靜",
 "quiet,": "安靜，",
 "quietly": "靜靜",
 "quite": "相當",
 "quiver": "箭袋",
 "quivering": "顫抖的",
 "ra...": "稀有度",
 "rabid": "狂暴",
 "race": "種族",
 "race modifiers:": "種族修正：",
 "race traits": "種族特質",
 "race.": "種族。",
 "radiant": "光芒四射的",
 "radiate": "散發",
 "radiates": "散發",
 "radiating": "散發",
 "raise": "舉起",
 "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:": "會按房間品質提高單位的研究能力，從簡陋的研究室的 +30% 到極佳的研究室的 +210%：",
 "ran": "已執行",
 "ran)": "執行)",
 "random": "隨機",
 "random affix": "隨機詞綴",
 "random affixes": "隨機詞綴",
 "random event": "隨機事件",
 "random event slots": "隨機事件槽",
 "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": "地下城房間上的射程與範圍",
 "range and area shown on a dungeon room": "顯示在地下城房間上的射程與範圍",
 "range.": "範圍。",
 "ranged x1": "遠端 x1",
 "rank 1:": "1 級：",
 "rank 1: 4 members": "1 級：4 名",
 "rank 2:": "2 級：",
 "rank 2: 5 members": "2 級：5 名",
 "rank 3:": "3 級：",
 "rank 3: 6 members": "3 級：6 名",
 "rank by": "等級，透過",
 "rank {#}: {#} gold": "等級 {#}：{#} 金幣",
 "rank {#}: {#} members": "等級 {#}：{#} 名成員",
 "rank.": "級別。",
 "ranked by {#}": "按 {#} 排名",
 "rat.": "老鼠。",
 "rate": "速率",
 "rates": "率",
 "rather": "寧願",
 "rather than being a fixed statline.": "而不是固定屬性。",
 "ration": "補給",
 "rationing,": "配給制，",
 "rations": "口糧",
 "rations.": "補給。",
 "rats, slimes and slogels": "老鼠、史萊姆和斯洛格爾",
 "raven": "烏鴉",
 "raven's": "烏鴉的",
 "raw": "生的",
 "re...": "re...",
 "reach": "達到",
 "reaches": "到達",
 "reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled.": "降至 0 時，會陷入沉睡並失去意識，無法進行控制。",
 "reaches its maximum, the unit enters a": "達到最大值時，單位會進入",
 "reaching": "達成",
 "reaction": "反應",
 "reaction.": "反應。",
 "read": "讀",
 "read your clan units into the builder": "將你的團隊單位讀入角色構築器",
 "reading": "解讀",
 "reads": "閱讀",
 "reads the summoner's live stats": "讀取召喚者的實時屬性",
 "real": "真實",
 "real at 1x": "1 倍速真實時間",
 "real-time": "實時",
 "realize": "意識到",
 "reall...": "真的...",
 "really": "真的",
 "reason,": "原因，",
 "reassuring!": "開始。",
 "receive": "獲得",
 "received": "獲得",
 "receives": "收到",
 "receiving": "領取",
 "recent": "近期",
 "recently": "最近",
 "recipe defined, but no crafting station offers it in DS_B.0.4.19 (not craftable)": "已定義配方，但 DS_B.0.4.19 中沒有任何製作臺提供它（無法制作）",
 "recipe defined, but no crafting station offers it in {#} (not craftable)": "已定義配方，但 {#} 中沒有任何製作臺提供它（無法制作）",
 "recipes": "配方",
 "recognition.": "認可。",
 "record": "記錄",
 "records": "記錄",
 "records,": "記錄，",
 "records.": "記錄。",
 "recover": "恢復",
 "recovered": "找回",
 "recovery": "恢復",
 "recreation": "娛樂",
 "recreation buildings": "娛樂建築",
 "recruit": "招募",
 "recruit endorsi": "招募恩多爾西",
 "recruit-generation rolls:": "招募生成抽取：",
 "recruitable": "可招募",
 "recruited": "已招募",
 "red": "紅色",
 "red crystal.": "紅色水晶。",
 "red-glowing": "紅光",
 "red.": "紅色。",
 "reduce that hit's damage to 1": "將該次命中的傷害降為 1",
 "reduce unnecessary losses.": "減少不必要的損失。",
 "reduced": "降低",
 "reduces": "降低",
 "reduces wear, because the guard's damage reduction is applied before the durability math runs": "會減輕磨損，因為格擋的傷害減免在耐久度計算之前生效",
 "reduction": "減免",
 "reduction)": "減免)",
 "reeks": "散發著惡臭",
 "referenced": "已引用",
 "refined": "精煉",
 "reflected": "已反彈",
 "reflects the full pre-soak amount. Only lowering the attacker's raw damage (your resistance) lowers what bounces back.": "會反射吸收前的全額。只有降低攻擊者的原始傷害（你的抗性）才會降低彈回的量。",
 "reflexes.": "反應能力。",
 "refreshing": "清新的",
 "refs that resolve to names.": "引用，會解析為名稱。",
 "refunded": "已退還",
 "reg...": "區域...",
 "regarding": "關於",
 "region": "區域",
 "region 2": "區域 2",
 "region level": "區域層級",
 "region page": "區域頁面",
 "region,": "區域，",
 "region.": "區域。",
 "regions": "區域",
 "regularly.": "定期。",
 "reinforced": "強化",
 "relatively": "相對",
 "relaxed": "放鬆的",
 "released": "已釋出",
 "reliable": "可靠的",
 "reliably.": "可靠地。",
 "relieves": "緩解了",
 "remain": "留下",
 "remain.": "殘留。",
 "remain...": "留下……",
 "remained,": "依然存在，",
 "remains": "仍然",
 "remains.": "殘骸。",
 "remarkable": "非凡的",
 "remarkable,": "特別之處，",
 "remember.": "記住。",
 "remove": "移除",
 "removed": "已移除",
 "removes": "移除",
 "removes vines and the creep under them, and the settlement grows by that ground.": "會移除藤蔓及其下方的蔓延，據點隨該地面擴大。",
 "renown": "聲望",
 "reorganizes": "重新整理",
 "repeatable": "可重複",
 "repeatable guild \"Expedition Resolution\" goals": "可重複的公會“探險決議”目標",
 "reply.": "回答。",
 "reports": "報告",
 "represent": "代表",
 "request": "請求",
 "request,": "請求，",
 "require": "需要",
 "required": "要求",
 "required directly": "直接需求",
 "requires": "需要",
 "requires quest \"": "需要任務 \"",
 "requiring": "需要",
 "rescue": "救援",
 "rescues": "救助",
 "research": "研究",
 "research is not complete": "研究尚未完成",
 "research options": "研究選項",
 "research.": "研究。",
 "research:": "研究：",
 "resembl...": "相似...",
 "resembled": "類似於",
 "reserves": "儲備",
 "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": "抗性透過 x100/(100+R) 減少傷害；技能有預算，但其戰鬥效果是",
 "resolved.": "下定決心。",
 "resource": "資源",
 "resource items": "資源物品",
 "resource node": "資源節點",
 "resources": "資源",
 "resources.": "資源。",
 "respectfully": "恭敬地",
 "respectfully accepts the insignia you present with both hands.": "恭敬地用雙手接過你授予的徽章。",
 "rest": "休息",
 "restart": "重新開始",
 "restore": "恢復",
 "restores": "恢復",
 "restoring": "恢復",
 "rests": "休息",
 "result and": "結果，以及",
 "result will not be saved. Are you sure you want to exit?": "結果將無法儲存。確定要退出嗎？",
 "results": "結果",
 "results,": "結果，",
 "resumes": "簡歷",
 "retire": "退休",
 "return": "返回",
 "returned": "已返回",
 "returni...": "返回...",
 "returning": "返回",
 "returns": "返回",
 "returns false for every region": "對每個區域都返回 false",
 "returns its input unchanged": "原樣返回其輸入",
 "reveals": "展示",
 "reverent": "虔誠",
 "reviewing": "審閱",
 "reward": "獎勵",
 "reworked": "重做",
 "rhythm": "節奏",
 "richer and rarer": "更豐富也更稀有",
 "right": "右",
 "right)": "右）",
 "right,": "對，",
 "right-click": "右鍵點選",
 "ring made": "製成的戒指",
 "rings": "迴盪",
 "rings of wooden fences": "一圈圈木柵欄",
 "rise": "上升",
 "rises": "升起",
 "risk": "風險",
 "risk...": "風險……",
 "risked": "冒著生命危險",
 "risking": "賭上",
 "roar": "咆哮",
 "roasted": "烤過的",
 "robe.": "長袍。",
 "robust.": "堅固。",
 "rock": "岩石",
 "rock.": "岩石。",
 "rod": "杆",
 "rodent": "齧齒動物",
 "roll": "抽取",
 "rolled at recruit generation": "在招募生成時抽取",
 "room": "房間",
 "room and the Portal out. So an Event room and a Treasure room are": "房間以及出口傳送門。因此事件房間和寶藏房間",
 "room are considered missing.": "房間將被視為失蹤。",
 "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.": "房間模板。「每槽機率」是該層放置首領房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "個房間模板。“每槽機率”是每當該層放置一個戰鬥房間時，該模板在該次抽取中所佔的份額，按模板權重加權。單層可以有多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置核心房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。“每槽機率”是該層放置走廊房間時，此模板在該次抽取中所佔的份額，按模板權重加權。單層可以有多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽選機率，不是整層機率。",
 "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.": "房間模板。“每槽機率”是該層放置精英房間時，此模板在該次抽取中所佔的份額，按模板權重加權。單層可以有多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽選機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置精英寶箱房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置入口房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置事件房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置女神房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置 HardCombat 房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置傳送門房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置資源房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。“每槽機率”是該層放置寶藏房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置 Tutorial1 房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置 Tutorial2 房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "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.": "房間模板。「每槽機率」是該層放置 Tutorial3 房間時，此模板在該次抽取中按模板權重加權後所佔的份額。單層可容納多個房間槽，數量取決於層佈局（尚未提取），因此這是每槽抽取機率，不是整層機率。",
 "room,": "房間，",
 "room, a": "房間、",
 "rooms": "房間",
 "root": "根",
 "roots": "根",
 "roster is": "名冊：",
 "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;": "名冊單位中選兩個：一個用魔法攻擊力驅動魔法法術，一個用物理攻擊力驅動物理法術，各自帶有按該單位實際裝備校準的武器/法杖品質選擇器；",
 "rough": "粗糙",
 "roughly": "大約",
 "row 1 unpinned: row 2 stacks at the topbar": "第 1 行未固定：第 2 行堆疊在頂部欄",
 "row 2 holds the top edge": "第 2 行保持頂部邊緣",
 "row 2 pinned again by its own pin": "第 2 行再次被其自身的圖釘固定",
 "row 2 unpinned by its own pin": "第 2 行被其自身的圖釘取消固定",
 "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": "行以及階段效果施加者。相關規則（階段何時生效、什麼會重置）來自該版本的遊戲二進位制",
 "rows inside #bhead": "#bhead 內部的行",
 "rows they point to carry": "指向的行帶有",
 "ruin": "廢墟",
 "rules": "規則",
 "rumble": "轟鳴",
 "rummage": "翻找",
 "rummages": "翻找",
 "rummaging": "翻找",
 "run": "執行",
 "running": "執行中",
 "running sum of every mood effect currently on that unit": "該單位當前所有心情效果的累計總和",
 "runs": "奔跑",
 "runs.": "所用演算法相同。",
 "rustling": "沙沙聲",
 "s (attack speed)": "秒 (攻擊速度)",
 "s cadence =": "秒間隔 =",
 "s created by": "所創造的",
 "s each).": "秒)。",
 "s, before it downs you (~": "秒，早於它擊倒你(~",
 "s, before you kill it (~": "秒內擊倒你，你擊殺它約需(~",
 "sacred the": "神聖的",
 "safe floor": "安全層",
 "safeguard": "守護",
 "safely.": "安全地。",
 "same": "相同",
 "satisfaction.": "滿足。",
 "satisfy": "滿足",
 "satisfying": "令人滿意",
 "save,": "儲存，",
 "save? All progress will be deleted!": "存檔嗎？所有進度都將被刪除！",
 "saved": "已儲存",
 "saves": "儲存",
 "saves.": "存檔。",
 "say": "說",
 "saying!": "說！",
 "says": "說",
 "says a scripted line": "說出一句指令碼臺詞",
 "scale with attack power - only the number of stacks (set by the applying skill) matters.": "隨攻擊力提高，只有層數（由施加該效果的技能決定）才有意義。",
 "scale with the attacker's Attack Power; the applying skill decides how many stacks land. Poison is a separate": "隨攻擊者的攻擊力提高；施加該效果的技能決定疊上多少層。中毒是單獨的",
 "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": "縮放經濟（製作、建造、研究、開拓者心情）。兩者分開選擇，因此你可以搭配簡單經濟和殘酷戰鬥，或反過來。以下數字直接來自遊戲的",
 "scales the monsters": "縮放怪物",
 "scales the monsters - their health and damage - while": "縮放怪物 - 其生命值和傷害 - 而",
 "scanning": "掃描",
 "scans": "瀏覽",
 "scarab.": "聖甲蟲。",
 "scarce": "稀缺",
 "scarce,": "稀缺，",
 "scen...": "場景...",
 "scenario": "場景",
 "scenario start instead.": "場景開局的單步主線任務。",
 "scenario starting kit": "場景初始套件",
 "scenario starting kit ×10": "場景初始套件 ×10",
 "scenario starting kit ×100": "場景初始套件 ×100",
 "scenario starting kit ×20": "場景初始套件 ×20",
 "scenario starting kit ×4": "場景初始套件 ×4",
 "scenario starting kit ×5": "場景初始套件 ×5",
 "scenario starting kit ×50": "場景初始套件 ×50",
 "scenario starting kit ×6": "場景初始套件 ×6",
 "scenarios": "場景",
 "scene": "場景",
 "scent": "氣味",
 "scent of": "……的氣味",
 "scent,...": "氣味,...",
 "scheduler. The constant": "排程器。常量",
 "scoff.": "嘲笑。",
 "scorching": "灼熱",
 "scratches": "抓撓",
 "scream": "尖叫",
 "scream,": "尖叫，",
 "screen": "螢幕",
 "screen?": "介面？",
 "scri...": "寫……",
 "scribbling": "塗寫",
 "scroll": "卷軸",
 "scroll that instantly": "立即卷軸",
 "sealed": "已封印",
 "seals": "封印",
 "search": "搜尋",
 "search backgrounds by name, skill tree or bonus...": "按名稱、技能樹或加成搜尋出身...",
 "search effects: slow, lifesteal, summon...": "搜尋效果：減速、生命吸取、召喚...",
 "searching": "搜尋",
 "seating.": "座位。",
 "sec at 1x speed": "秒（1 倍速）",
 "sec,": "秒，",
 "second": "第二",
 "second max-out during the collapse": "崩潰期間第二次達到上限",
 "second,": "秒，",
 "second.": "秒。",
 "second. This effect cannot stack.": "秒。此效果不可疊加。",
 "second...": "秒...",
 "seconds": "秒",
 "seconds,": "秒，",
 "seconds.": "秒。",
 "section": "部分",
 "secure": "確保",
 "secured,": "已保障，",
 "see": "看到",
 "see Construction below": "見下方建造",
 "see.": "明白了。",
 "see...": "看到……",
 "seed-exact parity": "種子精確一致",
 "seeing": "看見",
 "seek": "尋找",
 "seeking": "尋求",
 "seem": "似乎",
 "seemed": "似乎",
 "seems": "似乎",
 "seen": "看見",
 "seeping": "滲出",
 "seething": "沸騰的",
 "seizing": "捕捉著",
 "selector to scale the attack - it defaults to your roster's": "選擇器來縮放該攻擊 - 預設使用你名冊的",
 "self": "自身",
 "self-aware": "有自我意識的",
 "self-forging": "自我鍛造",
 "selling": "出售",
 "sends": "傳送",
 "sense": "感覺",
 "senses": "察覺",
 "sent": "傳送",
 "sentient": "有知覺的",
 "seriously": "嚴重",
 "seriously,": "說真的，",
 "serpent's": "蛇的",
 "serpents": "蛇類",
 "serpents,": "蛇類，",
 "services.": "服務。",
 "set": "設定",
 "set of equipment for making a simple camp in the dungeon.": "一套用於在地下城中搭建簡易營地的裝備。",
 "set up": "設定",
 "sets": "設定",
 "sets the refill interval per depletion stack.": "設定每疊枯竭的補充間隔。",
 "setting": "設定",
 "settings like language and sound settings in this window.": "此視窗中的語言和聲音等設定。",
 "settle so easily. {0}": "不會這麼輕易平息。 {0}",
 "settlement": "據點",
 "settlement.": "據點。",
 "settlement.Once": "定居點。一旦",
 "settlements.": "定居點。",
 "settler": "開拓者",
 "settler appears on the map": "開拓者出現在地圖上",
 "settles": "安頓",
 "shabby": "破舊的",
 "shade": "陰影",
 "shadow": "影子",
 "shadow,": "影子，",
 "shakes": "搖晃",
 "shall": "應當",
 "shape": "成形",
 "shape,": "成形，",
 "shapes,...": "形狀，……",
 "shards": "碎片",
 "share": "份額",
 "share.": "分享。",
 "shares.": "份額。",
 "sharing": "分享",
 "sharp": "鋒利",
 "sharply.": "尖銳地。",
 "sharpness": "鋒利度",
 "she": "她",
 "she catches her breath": "她喘著氣",
 "she's": "她是",
 "sheepish,": "羞怯地，",
 "sheet.": "表。",
 "sheet;": "表；",
 "shell": "甲殼",
 "shell.": "甲殼。",
 "shield": "護盾",
 "shield made of bronze.": "青銅盾牌。",
 "shield's": "護盾的",
 "shield.": "盾牌。",
 "shimmering": "閃爍的",
 "short": "短",
 "short,": "短短的，",
 "shortcomings": "不足",
 "shou...": "喊...",
 "should": "應該",
 "shoulder": "肩膀",
 "shoulders.": "肩膀。",
 "shouts": "喊道",
 "show": "展示",
 "show the higher of the physical and magic value (hover for both);": "顯示物理值和魔法值中的較高者（將滑鼠懸停可檢視兩者）；",
 "shown": "已顯示",
 "shows": "露出",
 "shows all of them.": "會顯示全部。",
 "shows how often it spawns per matching room, a": "顯示每個匹配房間的生成頻率，",
 "shrill": "尖銳的",
 "shrug": "聳聳肩",
 "shrug.": "聳肩。",
 "side": "副作用",
 "side (the": "方（",
 "side has no units).": "方沒有單位）。",
 "side quests from named NPCs": "來自具名非玩家角色的支線任務",
 "side.": "一側。",
 "sigh": "嘆氣",
 "sight": "視線",
 "sight shrinks after dark": "天黑後視野縮小",
 "sign": "訊號",
 "signal": "訊號",
 "silence": "寂靜",
 "silence,": "沉默,",
 "silent": "寂靜",
 "silver": "銀",
 "silver,": "銀，",
 "silver-containing": "含銀",
 "silver.": "銀。",
 "simple": "簡單",
 "simple,": "簡單，",
 "since": "自從",
 "since the Magic": "自從魔法",
 "single": "單個",
 "single target": "單體目標",
 "single-target": "單體目標",
 "sink": "沉",
 "sinks": "沉浸",
 "situational": "視情況",
 "size.": "規模。",
 "sketch": "草圖",
 "skill": "技能",
 "skill effect animations (33 shown striking the scarecrow, which recoils as it takes the hit), and the full animation sets of": "個技能效果動畫（其中 33 個展示為擊中稻草人，稻草人受擊後仰），以及",
 "skill pages": "技能頁面",
 "skill tree -": "技能樹 -",
 "skill tree ›": "技能樹 ›",
 "skill tree. Gain {0}": "技能樹。獲得 {0}",
 "skill trees": "技能樹",
 "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": "技能樹中選擇。出身也會推動單位的起始天賦擲骰。本頁列出全部 41 項出身；同一套特質到技能樹的資料在",
 "skill)": "技能）",
 "skill,": "技能，",
 "skill:": "技能：",
 "skills": "技能",
 "skimming": "略讀",
 "skin": "皮膚",
 "skin.": "皮膚。",
 "skins.": "表皮。",
 "sky.": "天空。",
 "slain": "被殺的",
 "slain,": "被殺，",
 "sleep,": "沉睡，",
 "sleep...": "睡覺……",
 "sleeping": "睡眠",
 "sleeps,": "沉睡，",
 "slightly": "略微",
 "slime": "史萊姆",
 "slime.": "史萊姆。",
 "slippery": "滑溜溜的",
 "slippery.": "滑溜溜的。",
 "slipping into narrow gaps, tasting the": "滑入狹窄的縫隙，感受著",
 "slot {#} ({#}) = {#}": "槽 {#} ({#}) = {#}",
 "slot {#} = {#}": "欄位 {#} = {#}",
 "slow-cooked": "慢燉",
 "slowed,": "變慢了，",
 "slower": "更慢",
 "slowly": "緩慢",
 "slowly continue speaking.": "慢慢地繼續說道。",
 "slowly,": "緩慢地，",
 "slung": "斜挎著",
 "smal...": "小……",
 "small": "小",
 "small and unremarkable": "規模較小、不起眼的",
 "small slime.": "小史萊姆。",
 "smelling": "氣味",
 "smells.": "氣味。",
 "smelted": "熔鍊",
 "smelting.": "熔鍊。",
 "smile.": "微笑。",
 "smoke.": "煙霧。",
 "snaps": "折斷",
 "sneer,": "嘲笑，",
 "so": "因此",
 "so easily. {0} raises their voice": "那麼容易。{0}提高了聲音",
 "so incoming hits are smaller, avoid over-swinging with fragile wood-tier weapons, and keep a spare set for long runs. The": "使受到的傷害更小，避免用易損的木階武器過度揮擊，並在長途中備一套替換裝備。該",
 "so,": "所以，",
 "soaked in blood.": "泡過血水。",
 "softened": "軟化",
 "soldier": "士兵",
 "solid": "堅固",
 "solid,": "堅固，",
 "som...": "某...",
 "some": "一些",
 "somehow": "某種",
 "someone": "有人",
 "someone,": "某人，",
 "something": "某物",
 "something.": "某物。",
 "sometimes": "有時",
 "somewhat": "一定程度上",
 "song": "歌聲",
 "soon": "很快",
 "soothing,": "舒緩的，",
 "sophisticated": "精密",
 "sought": "尋求",
 "soul of a": "的靈魂",
 "soul-stone skill at a time - the game stores these as a dedicated": "個靈魂石技能 - 遊戲將其存為單獨的",
 "sound": "聲音",
 "sound,": "聲響,",
 "source": "來源",
 "source:": "來源：",
 "space": "空間",
 "space.": "空間。",
 "spaces": "格",
 "spawn": "生成",
 "spawn groups": "生成組",
 "spawn locations": "生成地點",
 "spawned": "催生",
 "spawned 2 times in this room": "在此房間生成 2 次",
 "spawned 3 times in this room": "在此房間生成 3 次",
 "spawned 4 times in this room": "在此房間生成 4 次",
 "spawns": "生成",
 "speak": "說話",
 "speak.": "開口。",
 "speaking.": "說話。",
 "speaks": "說道",
 "speaks.": "開口。",
 "spear": "矛",
 "spear crafted from Bloodwood.": "由血木製成的矛。",
 "spear made of Arcron.": "以阿克倫為材料製成的矛。",
 "spear made of bronze.": "青銅矛。",
 "spear made of copper.": "銅矛。",
 "spear made of iron.": "鐵製長矛。",
 "spear toward the target, dealing": "向目標突刺，造成",
 "spear toward the target, dealing damage equal to {0}% of physical attack power to all enemy units, and": "向目標突刺，對所有敵方單位造成相當於物理攻擊力 {0}% 的傷害，並",
 "spear.": "長矛。",
 "spearmen": "長矛兵",
 "special building": "特殊建築",
 "special effect": "特殊效果",
 "specialize": "擅長",
 "specializes": "擅長",
 "specified": "指定",
 "specimen": "樣本",
 "specimen....": "標本……",
 "speech": "話語",
 "speechless": "說不出話",
 "speechless for a moment, then frowns and lets out a": "短暫地沉默了一會兒，隨即皺起眉頭，發出一聲",
 "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": "法術會顯示為其所召喚生物自己的攻擊（例如透過召喚：泡泡靈打出的泡泡撞擊）；進攻性火焰引爆技能（焚燒）也會列出",
 "spend?\"": "花錢？\"",
 "spent resources to pray. If you leave now, those resources": "花費資源祈禱。如果您現在離開，這些資源",
 "spent resources to pray. If you leave now, those resources and the": "花費資源祈禱。如果您現在離開，這些資源和",
 "spi...": "精...",
 "spike": "尖刺",
 "spikes.": "尖刺。",
 "spilled into a settlement chest.": "溢位到定居點箱子中。",
 "spine": "脊椎",
 "spine-chilling": "令人毛骨悚然",
 "spins": "旋轉",
 "spirits": "精神",
 "spirits.": "靈。",
 "spit": "唾液",
 "splendid": "美妙",
 "splendor": "輝煌中",
 "splits from {#}": "從{#}分裂",
 "spoilers": "劇透",
 "spore": "孢子",
 "spores,": "孢子，",
 "spores.": "孢子。",
 "spotted": "已察覺",
 "spraying": "噴射",
 "spreading": "流傳",
 "spring": "春天",
 "squirms": "扭動",
 "st...": "力量...",
 "stable.": "穩定。",
 "stack": "層數",
 "stacking": "可疊加",
 "stacks accumulate, applies": "層數累積後，施加",
 "stacks maintained x": "層維持 x",
 "stacks x 3 per second": "層數 x 3 每秒",
 "stacks x 5 per second": "層數 x 5 每秒",
 "stacks)": "層)",
 "staff": "法杖",
 "staff crafted from Bloodwood.": "由血木製成的法杖。",
 "stage.": "階段。",
 "stakes,": "賭注，",
 "stamina": "耐力",
 "stamping": "跺地",
 "standard": "標準",
 "stands": "站著",
 "stands for the target's name.": "代表目標的名稱。",
 "stands.": "站著。",
 "stares": "凝視",
 "start": "開始",
 "started by no event in this build": "本版本中無事件啟動",
 "started by {#}": "由 {#} 發起",
 "starting": "起始",
 "starts": "開始",
 "stat": "屬性",
 "stat (the UI scale tops out at 30) that quietly drives the whole management layer. Mood above 0 makes": "屬性（介面刻度最高為 30），它默默驅動整個管理層。心情高於 0 會使",
 "stat sharpens how far your units see - the name and flavour (\"sharpens senses\") both suggest it. The data does not back that up.": "屬性會拉遠單位能看多遠 - 名稱和描述（\"磨礪感官\"）都在暗示這一點。資料並不支援。",
 "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.": "屬性，用來定義它當前能看到的地塊集合，牆壁會擋住視線。當怪物可見地塊中包含你的一個單位時，它開始察覺，經過短暫的察覺積累後才會投入攻擊。程式碼裡沒有單獨的聽覺或噪音感知。",
 "stat. Both are built in a strict order - flat first, percent last.": "屬性。兩者都按固定順序計算 - 先固定值，後百分比。",
 "state": "狀態",
 "state,": "狀態下，",
 "state, and ...": "狀態，並且 ...",
 "state.": "狀態。",
 "stats": "屬性",
 "stats (Strength, Constitution, Will, Intelligence, Agility, Perception) that feed every": "屬性（力量、體質、意志、智力、敏捷、感知），它們決定每一項",
 "status": "狀態",
 "status alerts": "狀態警報",
 "status values": "狀態數值",
 "stay": "停留",
 "stayed": "停留",
 "staying": "停留",
 "steadfast": "不倒",
 "steadily": "持續地",
 "step": "步驟",
 "step.": "步。",
 "steps": "步驟",
 "steps forward": "走上前來",
 "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 帶著釋出前殘骸。其中包括：更早技能系統設計留下的原型技能樹 XML 文件，一棵仍含開發者測試條目的廢棄科技樹，以及 4 人場景模式的空殼。現行資料表沒有引用其中任何一項：它們是釋出前的開發殘留，不是當前路線圖上的內容。",
 "stirred a": "喚起了",
 "stock": "庫存",
 "stock (unmodded) game files": "原版（未經模組修改）遊戲檔案",
 "stockpile resources": "囤積資源",
 "stockpiles": "儲備",
 "stomach.": "肚子。",
 "stomping": "跺腳",
 "stone": "石材",
 "stone that carries the scent of fresh leaves.": "散發著新鮮樹葉香氣的石頭。",
 "stone,": "石頭，",
 "stone.": "石頭。",
 "stone.\"": "石頭。”",
 "stones": "石塊",
 "stood": "屹立",
 "stop": "停止",
 "stopped": "停止",
 "stops": "停止",
 "stor...": "倉...",
 "storage buildings": "倉庫建築",
 "stored": "儲存",
 "stored, then read back": "已儲存，然後讀回",
 "stories": "故事",
 "storing": "儲存",
 "story": "劇情",
 "straight...": "直線...",
 "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.": "壓力會重置，但崩潰期間保持低於 {#}，該崩潰持續 {#} 天。遊戲內時間，1 倍速下游玩約 {#}。",
 "stress.": "壓力。",
 "strike": "打擊",
 "strikes": "打擊",
 "strikes,": "打擊，",
 "strikes.": "打擊。",
 "strong": "強",
 "strong,": "強大，",
 "stronger the longer a run lasts (": "更強，冒險持續越久（",
 "stronger.": "更強。",
 "strongman": "大力士",
 "struck at the skill's range; recoils as the hit lands": "在技能射程處受擊；命中時後仰",
 "structures": "建築",
 "struggles": "掙扎",
 "struggling": "掙扎著",
 "studying": "研究",
 "stuffy": "沉悶",
 "stun": "眩暈",
 "stun.": "眩暈。",
 "sturdy": "堅固",
 "sturdy,": "堅固，",
 "sturdy.": "堅固。",
 "sub": "輔助",
 "subname": "副名稱",
 "subs": "輔助",
 "subside": "平息",
 "subtle": "微妙的",
 "subtly": "微妙地",
 "success": "成功",
 "succession": "接連",
 "such": "如此",
 "suck": "吸",
 "sudden,": "突然，",
 "suddenly": "突然",
 "suffer": "遭受",
 "sufficient": "足夠",
 "suggests,": "建議，",
 "suit": "套裝",
 "suitable": "適合",
 "suited": "適合",
 "summon": "召喚",
 "summoned": "已召喚",
 "summoned by {#}": "由{#}召喚",
 "summoner Magic Attack Power x 0.5 + base Magic Attack": "召喚者魔法攻擊力 x 0.5 + 基礎魔法攻擊力",
 "summoner Magic Attack Power x 1 + base HP": "召喚者魔法攻擊力 x 1 + 基礎 HP",
 "summoner's Magic Attack Power": "召喚者的魔法攻擊力",
 "summoner's live Magic Attack": "召喚者的實時魔法攻擊力",
 "summoning": "召喚",
 "summons": "召喚",
 "superior": "卓越的",
 "supervisor's": "主管的",
 "supplies.": "用品。",
 "supply": "補給",
 "support": "支援",
 "support.": "支援。",
 "supporting": "支援",
 "suppose": "想",
 "suppressing": "壓制",
 "sure": "確定",
 "sure.": "當然。",
 "surely": "肯定",
 "surely already ...": "肯定早已...",
 "surface.": "表面。",
 "surgery": "手術",
 "surprised": "驚訝",
 "surroundings": "周圍",
 "survey": "調查",
 "survival": "生存",
 "survived": "倖存",
 "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": "騙子",
 "swindlers.": "騙子。",
 "switched": "切換",
 "symmetrically": "對稱地",
 "synergy": "協同",
 "system": "系統",
 "tSentinel": "哨兵",
 "tSentinel.": "哨兵。",
 "ta...": "那...",
 "table cooldown / (1 + cooldown reduction / {#})": "表冷卻 / (1 + 冷卻縮減 / {#})",
 "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.": "標記表示該特質僅在 HP 低於閾值後觸發。",
 "take": "拿",
 "take this": "再忍",
 "taken": "受到",
 "taken from critical hits": "受到暴擊時所受",
 "takes": "需要",
 "taking": "正在",
 "talent rating": "天賦等級",
 "talent spread": "天賦分佈",
 "talents": "天賦",
 "tales": "故事",
 "talking": "談論",
 "targe...": "目標...",
 "target": "目標",
 "target selection": "目標選擇",
 "target you choose in \"Damage vs\"": "在 \"傷害對\" 中選擇的目標",
 "target's": "目標的",
 "target.": "目標。",
 "targeting": "目標選擇",
 "targets": "目標",
 "targets it": "以它為目標",
 "tasks": "任務",
 "taste": "味道",
 "taste,": "味道，",
 "tastes": "嚐起來",
 "tastier": "更美味的",
 "tasty,": "美味，",
 "taught": "教導",
 "tbody tr": "tbody tr",
 "team,": "隊伍，",
 "team...": "團隊……",
 "teams": "隊伍",
 "tear": "撕裂",
 "tears": "撕下",
 "technical": "技術",
 "techniques.": "技術。",
 "teleports": "傳送",
 "template": "模板",
 "temple": "寺廟",
 "temporarily": "暫時",
 "temporary": "暫時的",
 "tend": "照料",
 "tender": "嫩的",
 "tending": "照料",
 "tendrils": "藤蔓",
 "tense": "緊張",
 "term": "術語",
 "terrible": "可怕",
 "terrible,": "糟糕透頂，",
 "terribly": "非常",
 "terrified.": "嚇壞了。",
 "territory": "領地",
 "territory.": "領地。",
 "test": "驗證",
 "test.": "測試。",
 "tests the region number": "都不檢測區域編號",
 "text entries": "文字條",
 "texture,": "質地，",
 "th...": "th...",
 "than": "比",
 "than...": "比……",
 "that": "該",
 "that appears depends on clan rank. Every race has a recruit weight per rank in the": "會出現哪些取決於探險等級。每個種族在每個等級都有招募權重，見該",
 "that consumes mana stones (": "會消耗法力石（",
 "that get harder as you descend (the game maps each floor to an internal difficulty": "越往下越難（遊戲將每層對映到內部難度",
 "that refreshes every 480 in-game minutes. The number and level of candidates scale with": "池中招募，該池每 480 遊戲內分鐘重新整理一次。候選人的數量和等級隨",
 "that soaks the hit does": "吸收該次命中的，並",
 "that's": "那是",
 "that,": "那個，",
 "the": "該",
 "the 6 major stats": "6 項主屬性",
 "the Dining": "餐廳",
 "the Effects list": "效果列表",
 "the Garnet, Opal, Peridot and": "石榴石、貓眼石、橄欖石和",
 "the Goddess Statue.": "女神像。",
 "the Guild": "公會",
 "the Guild Merchant": "公會商人",
 "the Hell": "地獄",
 "the Iron Ingot itself, with no source at all": "鐵錠本身，完全沒有來源",
 "the Spore Insect": "孢子蟲",
 "the acid": "酸液",
 "the aftermath": "後遺症",
 "the alerts guide": "警報指南",
 "the boss fights": "首領戰鬥",
 "the build you're editing": "你正在編輯的構築",
 "the camera": "攝像機",
 "the candidate already carries, priced by rarity:": "（候選人已攜帶），按稀有度計價：",
 "the clan record and the save header carry different campaign ids": "氏族記錄和存檔標頭檔案包含不同的戰役ID",
 "the clean escape hatch": "乾淨的脫身口",
 "the clock, and it puts the squad back to the": "時鐘，並把小隊帶回",
 "the controls guide": "控制指南",
 "the corrupt magic": "腐化魔力",
 "the curse of the dead.": "亡者的詛咒。",
 "the dead Golem": "死去的魔像",
 "the dormant Tin, Bronze and Iron weapon lines": "休眠的錫、青銅和鐵武器系列",
 "the dungeon's": "地下城的",
 "the dungeon.\"": "地下城。\"",
 "the economy": "經濟",
 "the effect restores a share of health spread over a number of seconds": "該效果在若干秒內分攤恢復一部分生命值",
 "the event {#} finished": "事件 {#} 已完成",
 "the events": "這些事件",
 "the expedition members": "the 探險隊員",
 "the expedition members come to see you. Among them,": "探險隊員們走到你面前。其中，",
 "the expedition members to": "the 探險隊員 to",
 "the first proc lands on the 4th qualifying attack, then every 3rd after that.": "第一次觸發發生在第 4 次符合條件的攻擊上，之後每第 3 次再觸發。",
 "the flat sum, a +50% modifier multiplies your whole flat total, not just the base.": "固定值合計之後，+50% 修正會乘以整個固定值合計，而不僅是基礎值。",
 "the generated floor": "生成的層",
 "the golem": "魔像",
 "the greatsword": "巨劍",
 "the guild.": "公會。",
 "the handbook": "手冊",
 "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（紅色 + 骷髏 = 致命，橙色超過一半，綠色低於 10%）。這是排名指標。使用",
 "the insignia you present with both hands.": "你用雙手遞出的徽章。",
 "the last floor of that region is reached, the": "到達該區域的最後一層時，",
 "the link is": "聯絡",
 "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.": "迴圈的計數器允許 7 次已發出的命中。設計者本意是兩者中的哪一個尚未確定，因此將 5 視為意圖數值，將 7 視為程式碼上限。",
 "the marsh, slipping into narrow gaps, tasting the": "沼澤，滑入狹窄的縫隙，感受著",
 "the members": "隊員們",
 "the mission": "任務",
 "the monster roster": "怪物名冊",
 "the music guide": "音樂指南",
 "the nearby": "附近的",
 "the nearby undergrowth, {0}": "附近的灌木叢，{0}",
 "the nearest": "最近的",
 "the note, he nods": "筆記後，他點了點頭",
 "the quest": "該任務",
 "the quest {#} completed": "任務 {#} 已完成",
 "the reader's own rank is put back": "讀者的自身等級已恢復",
 "the record {#}": "記錄 {#}",
 "the results of this": "這次的成果",
 "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.": "該流程改為讀取第一個數值。加成為 +10 暴擊機率，是因為第一個數值是 10，而不是因為第三個是。",
 "the rules behind the numbers": "數字背後的規則",
 "the same way.": "同樣方式生成。",
 "the scene list": "場景列表",
 "the scent of": "……的氣味",
 "the settlement.": "定居點。",
 "the severed head of the enormous rat before the": "那隻巨大老鼠的頭顱放到",
 "the shown set equals the set derived from D": "顯示的集合等於從 D 派生出的集合",
 "the skill's VFX clip": "該技能的 VFX 片段",
 "the small hint lines": "小提示行",
 "the soul of a": "的靈魂",
 "the spotting radius": "發現半徑",
 "the stone golems and the Chain Knight Sentinel": "石魔像和鍊甲騎士哨兵",
 "the streets": "街道",
 "the streets while": "街道，而",
 "the success": "這次成功",
 "the summary": "摘要",
 "the talent, the more": "天賦越高，越能",
 "the target for {0} seconds.": "目標持續 {0} 秒。",
 "the target.": "目標。",
 "the tips and lore": "提示和背景故事",
 "the training dummy taking a hit": "訓練假人受擊",
 "the treasure rooms come in bands rather than one per floor": "寶藏房間按區段出現，而不是每層一個",
 "the type of damage depends on the type of the basic attack": "傷害型別取決於普通攻擊的型別",
 "the user to the": "將使用者傳送至",
 "the way back to the settlement": "返回據點的路",
 "the world,": "世界，",
 "the {#} kill record": "{#} 的擊殺記錄",
 "the...": "the...",
 "thead th": "thead th",
 "thead th[data-sort]": "thead th[data-sort]",
 "their": "他們的",
 "them": "它們",
 "them,": "他們，",
 "them.": "他們。",
 "them...\"": "它們...\"",
 "then": "然後",
 "then Critical Chance increases by the third value": "然後暴擊機率按第三個數值提高",
 "then,": "然後，",
 "there": "那裡",
 "there are some strange markings here.\"": "這裡有些奇怪的痕跡。”",
 "there's": "有",
 "there's a": "有一個",
 "there's a hidden opening here.\"": "這裡有個隱藏的洞口。”",
 "there,": "那裡，",
 "these": "這些",
 "these filters": "這些篩選",
 "these nodes yield several items, so they keep their own pages": "這些節點產出多種物品，因此各自保留獨立頁面",
 "they": "他們",
 "they're": "他們是",
 "thick": "厚",
 "thick,": "濃稠，",
 "thieves.": "盜賊。",
 "thin": "瘦",
 "thing": "東西",
 "thing,": "東西，",
 "things": "事情",
 "things.": "物品。",
 "think": "覺得",
 "this": "該",
 "this build": "本版本",
 "this building": "此建築",
 "this event's flow and outcomes": "該事件的流程與結果",
 "this inscription": "此銘文",
 "this monster": "此怪物",
 "this page covers unreleased and future content found in the game files. Blurred sections reveal on click.": "本頁涵蓋遊戲檔案中的未釋出和未來內容。模糊部分點選後顯示。",
 "this race": "該種族",
 "this section": "此部分",
 "this step again": "再次此步驟",
 "this tree is not active": "此技能樹未啟用",
 "this whole tree runs on Bubblings, spawned by the Water Staff's": "整棵樹靠水法杖生成的泡泡靈運轉",
 "this,": "這個，",
 "this.\"": "這。”",
 "thorn": "荊棘",
 "thorny": "荊棘",
 "those": "那些",
 "though": "儘管",
 "though.": "不過。",
 "thought": "以為",
 "thoughts.": "思緒。",
 "thousand": "千",
 "thousand-year": "千年",
 "three": "三",
 "thrives": "茁壯生長",
 "through": "透過",
 "through exceptional leadership.": "憑藉卓越的領袖能力。",
 "through his": "翻著他的",
 "through the thorny vines and lands on your forearm. Its eyes slowly turn": "穿過帶刺的藤蔓，落在你的前臂上。它的眼睛慢慢地轉動",
 "throw": "投擲",
 "thrust": "推力",
 "thrusting": "穿刺",
 "ticks": "刻",
 "tier deliberately. Bigger offerings buy bigger stat gains per level, but stones are the real bottleneck.": "檔位時要慎重。更大的祭品能買到每級更大的屬性提升，但石頭才是真正的瓶頸。",
 "tier. The tier trades mana-stone cost against the size of your stat gains. See At a glance above and the": "檔位。該檔位在法力石消耗與屬性提升幅度之間取捨。見上方一覽以及",
 "tile": "地塊",
 "tile)": "格)",
 "tile.": "格。",
 "tiles": "格",
 "tiles (": "格 (",
 "tiles - only affects skills that scale with range": "格 - 僅影響隨射程縮放的技能",
 "tiles - preview 11x4": "地塊 - 預覽 11x4",
 "tiles - preview 17x4": "地塊 - 預覽 17x4",
 "tiles - preview 1x1": "地塊 - 預覽 1x1",
 "tiles - preview 3x3": "地塊 - 預覽 3x3",
 "tiles - preview 4x4": "地塊 - 預覽 4x4",
 "tiles - preview 6x4": "地塊 - 預覽 6x4",
 "tiles - preview 6x5": "地塊 - 預覽 6x5",
 "tiles - preview 8x4": "地塊 - 預覽 8x4",
 "tiles - preview 8x6": "地塊 - 預覽 8x6",
 "tiles beyond your cleared ground and pushes that ring outward as you clear.": "格，並隨著你清理把這個環向外推。",
 "tiles of itself, a big vine within": "格內的蔓延，大藤蔓覆蓋",
 "tiles.": "格。",
 "tiles. About": "格。約",
 "tiles; the 眼球 sees a long": "格；眼球能看到很長的",
 "tilts": "傾斜",
 "time": "時間",
 "time,": "時間,",
 "time.": "時間。",
 "timed": "計時",
 "times": "次",
 "times.": "次。",
 "timid,": "膽怯的，",
 "tin": "錫",
 "tin.": "錫。",
 "tint": "染色",
 "tiny": "細小",
 "tips": "提示",
 "tired": "疲憊",
 "tired.": "疲憊。",
 "title": "標題",
 "title?": "標題？",
 "tmpl mrd": "tmpl mrd",
 "to": "至",
 "to a single slot on exit.": "退出時儲存到獨立欄位。",
 "to all": "對所有",
 "to all allies": "對所有盟友",
 "to all targets in a straight path.": "對直線路徑上的所有目標。",
 "to all units within": "對範圍內的所有單位",
 "to an": "對一個",
 "to assign multiple structures for collection at once.": "即可一次指定多個建築進行採集。",
 "to dine in a better environment.": "能在更好的環境中用餐。",
 "to dismiss.": "以關閉。",
 "to dungeons across the world.": "前往世界各地的地下城。",
 "to every member for": "對所有隊伍成員持續",
 "to every member for 0 min": "對所有隊伍成員持續 0 分鐘",
 "to every member for 1 day": "對所有隊伍成員持續 1 天",
 "to every member for 2 days": "對所有隊伍成員持續 2 天",
 "to himself.": "自言自語。",
 "to investigate the": "去調查",
 "to jump to the search box above and find the item, unit or page you were looking for.": "以跳到上方搜尋框，查詢你要找的物品、單位或頁面。",
 "to match the": "以匹配",
 "to plug in a specific monster.": "來填入一隻具體怪物。",
 "to quiet things": "讓事情安靜下來",
 "to quiet things for a moment, but the members' discontent": "讓事情安靜片刻，但隊員們的不滿",
 "to reach rank 2": "以達到等級 2",
 "to reach rank 3": "以達到等級 3",
 "to reach rank {#}": "以達到等級 {#}",
 "to refill completely": "才能完全補滿",
 "to remove the dark thorny vines blocking": "以清除阻礙的黑荊棘藤蔓",
 "to research": "研究",
 "to reveal them. A": "來顯示它們。",
 "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.": "中搜尋怪物，即可看到每個法術傷害佔其 HP 的百分比；將指標停在技能傷害數字上可檢視基礎攻擊 + 武器 + 係數 + 暴擊的完整明細。",
 "to select all units.": "來選擇所有單位。",
 "to start; requires": "才能開始；需要",
 "to summon a Bubbletoad at the": "以召喚一隻泡泡蟾蜍，位置在",
 "to surprise and": "使驚訝並",
 "to the": "到",
 "to the URL to run the built-in formula checks.": "到 URL 以執行內建公式檢查。",
 "to the attacker as": "給攻擊者，作為",
 "to the comparison": "到對比中",
 "to the guild.": "到公會。",
 "to the target and applies": "對目標並施加",
 "to the target and knocks": "對目標並將其擊退",
 "to the target for {0} seconds when using": "在使用時對目標持續 {0} 秒",
 "to the target for {0} seconds.": "對目標，持續 {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關項。本頁面保留供舊連結使用。",
 "tone,": "語氣，",
 "tongue,": "舌頭，",
 "tonic brewed from antlers.": "由鹿角熬製的藥劑。",
 "too": "太",
 "too,": "也，",
 "too.": "也。",
 "took": "拿了",
 "tools": "工具",
 "tools.\"": "工具。”",
 "top": "頂部",
 "top left": "左上",
 "top-right": "右上角",
 "torch": "火把",
 "torches,": "火把，",
 "torn": "撕裂的",
 "total HP": "合計 HP",
 "touch": "觸感",
 "touch.": "觸碰。",
 "tough": "堅韌",
 "toward": "朝向",
 "toxic": "有毒的",
 "tr...": "得...",
 "trade": "交易",
 "trait to tree access": "出身對應技能樹",
 "trait). Each boss's": "特質的單位）。每位首領的",
 "trait, separate from backgrounds and inscriptions. The stone is consumed on use and does not stack (": "特質，有別於出身和銘文。使用後消耗該石，且不可疊加 (",
 "trait.": "特質。",
 "traits": "特質",
 "tranquil": "寧靜",
 "translate(-50%, -100%)": "translate(-50%, -100%)",
 "transmitting": "傳輸",
 "trapped": "被困",
 "travelers-some": "旅行者--一些",
 "travelers:": "旅行者：",
 "treasure chests": "寶箱",
 "treasures": "寶藏",
 "treasures,": "寶藏，",
 "treating": "治療",
 "treatment.": "待遇。",
 "tree": "樹",
 "tree -": "技能樹 -",
 "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.": "樹的主動技能，無需持有該法杖。混合構築（近戰武器 + 魔法主動技能）有效 - 構築器從不按武器限制技能。",
 "trembling,": "顫抖，",
 "triu...": "得意...",
 "true": "true",
 "true,": "真的，",
 "true.": "真的。",
 "truly": "真正",
 "truth": "真相",
 "turn": "回合",
 "turning": "轉過身",
 "turnip": "大頭菜",
 "turnips": "大頭菜",
 "turnips.": "大頭菜。",
 "turns": "變為",
 "turtle": "烏龜",
 "turtle.": "烏龜。",
 "tutorial": "教程",
 "tutorial alert": "教程警報",
 "tutorial events": "教程事件",
 "tutorial quests": "教程任務",
 "twists": "扭曲",
 "two": "兩個",
 "two independent difficulty axes": "兩條獨立的難度軸",
 "two-handed greatsword made of Arcron.": "以阿克倫為材料製成的雙手巨劍。",
 "type": "種類",
 "type of damage you take straight back at the attacker (": "型別傷害原樣反彈給攻擊者 (",
 "type to search...": "輸入以搜尋...",
 "tyr...": "暴...",
 "ultimate": "終極",
 "un...": "un...",
 "unable": "無法",
 "unaware": "未察覺",
 "unclear": "不明",
 "uncovering": "揭示",
 "under": "在下",
 "under the name for the Base-vs-Abyss stat delta, not a separate entry.": "（名稱下方）可檢視基礎與深淵的屬性差值，而不是單獨條目。",
 "under {#}": "低於 {#}",
 "undergrowth.": "灌木叢。",
 "understand": "理解",
 "understanding,": "理解，",
 "unfamiliar": "不熟悉的",
 "unfortunate.": "不幸。",
 "unhesitatingly": "毫不猶豫地",
 "uni...": "單位...",
 "unintelligible": "無法理解的",
 "unit": "單位",
 "unit's": "單位的",
 "unit's...": "單位的...",
 "units": "單位",
 "units require greater Mood satisfaction to stay content.": "單位需要更高的心情滿意度才能保持滿足。",
 "units,": "單位，",
 "units, expected": "單位，預期",
 "units.": "單位。",
 "unitsbar pinrow": "unitsbar pinrow",
 "unknow...": "未知...",
 "unlikely": "不易",
 "unlock the next region (": "解鎖下一區域（",
 "unlocked": "已解鎖",
 "unlocks it (workload": "解鎖它（需求量",
 "unreleased": "未釋出",
 "unreleased content": "未釋出內容",
 "unsatisfactory": "不盡人意的",
 "unsettling,": "令人不安，",
 "unsourced pool": "無來源池",
 "until": "直到",
 "untill": "直到",
 "unyielding": "不屈不撓",
 "up": "上",
 "up to 5 enemies": "最多 5 名敵人",
 "up to {#} on the field": "場上最多 {#} 個",
 "up to {#} stacks": "最多 {#} 層",
 "up)": "向上)",
 "up,": "起來，",
 "up.": "上。",
 "update.": "更新。",
 "upon": "在",
 "upon),": "之後），",
 "upon).": "之後）。",
 "upper": "上",
 "upper-left)": "左上角）",
 "us": "我們",
 "us.": "我們。",
 "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": "使用者",
 "uses": "使用",
 "uses 1 inscription": "佔用 1 條銘文",
 "uses ammo:": "消耗彈藥：",
 "uses.": "用途。",
 "usual": "通常",
 "usually": "通常",
 "utterly": "完全",
 "valuable": "寶貴的",
 "value": "數值",
 "value and a": "值和一個",
 "value is negative.": "值為負數。",
 "variable": "變數",
 "variable,": "變數，",
 "varies": "不定",
 "variety": "種類",
 "various": "各種",
 "vegetarian": "素食",
 "veins": "礦脈",
 "venture": "深入。",
 "ventures": "冒險",
 "ver.Stove": "ver.Stove",
 "verify": "驗證",
 "version": "版本",
 "version,": "版本，",
 "vertically": "垂直地",
 "vertically,": "垂直地，",
 "very": "非常",
 "via": "透過",
 "via skill": "透過技能",
 "via trait": "透過特質",
 "via {#}": "透過 {#}",
 "vile": "令人作嘔的",
 "vine": "藤蔓",
 "vines": "藤蔓",
 "vines and": "藤蔓和",
 "vines,": "藤蔓，",
 "visible": "可見",
 "vision drops by": "視野降低",
 "vision-based and grid-based": "基於視野且基於網格的",
 "vitality.": "生命力。",
 "vivid": "鮮豔",
 "voice": "聲音",
 "voices": "聲音",
 "voices,": "聲音，",
 "voices...": "聲音...",
 "volume": "數量",
 "vs equipped": "對比已裝備",
 "vulnerable": "易受攻擊",
 "waiting": "等待",
 "waiting.": "等待。",
 "wall.": "牆。",
 "walls": "牆壁",
 "want": "想要",
 "wanted": "想要",
 "warm": "溫暖",
 "warmth": "溫暖",
 "warmth.": "溫暖。",
 "warn": "提醒",
 "warned you. Enemies are unreasonably strong.": "警告過你。敵人強得毫無道理。",
 "was": "原先",
 "was...": "是...",
 "watches": "注視",
 "watching": "看著",
 "water": "水",
 "water,": "水，",
 "water.": "水。",
 "wave": "波濤",
 "waves": "揮手",
 "waves,": "波浪，",
 "way.": "方式。",
 "ways": "方式",
 "ways.": "方式。",
 "we": "我們",
 "we'll": "我們會",
 "we're": "我們",
 "weak": "弱小",
 "weaken": "削弱",
 "weakened,": "削弱了，",
 "weakest": "最弱",
 "weakness.": "弱點。",
 "weapon": "武器",
 "weapon skill": "武器技能",
 "weapon!": "武器！",
 "weapons!": "武器！",
 "wear.": "佩戴。",
 "wearing": "戴著",
 "wearing a mask": "戴著面具",
 "wears": "帶著",
 "wears down": "磨損",
 "wears your armor.": "會磨損你的護甲。",
 "wears your weapon, and": "會磨損你的武器，而",
 "weary": "疲憊",
 "weather": "天氣",
 "weigh...": "重量...",
 "weight": "重量",
 "weight each).": "每個重量）。",
 "weight,": "重量，",
 "weights,": "重量，",
 "weird": "奇怪的",
 "welcome": "歡迎",
 "well": "好",
 "well-known": "眾所周知",
 "well.": "令人困惑。",
 "went missing during the expedition.": "在探險過程中失蹤了。",
 "wer...": "是...",
 "were": "曾",
 "were with": "一起的",
 "wh...": "什…",
 "what": "什麼",
 "what 1 point of each major gives": "各主屬性 1 點提供的數值",
 "what actually happens": "實際發生的事",
 "what others took for granted and": "他人視為理所當然的事物，並",
 "when": "當",
 "when each stage lands": "各階段何時生效",
 "when eating vegetarian food.": "吃素食時。",
 "where": "位置",
 "where and how to find things": "獲取地點與方式",
 "where to find this": "此處的入手途徑",
 "which": "其中",
 "which backgrounds give which trees": "哪些出身對應哪些技能樹",
 "while": "同時",
 "while awake,": "清醒時，",
 "while the Mental Break state is active, the unit": "當精神崩潰狀態生效時，該單位",
 "while,": "過了一會，",
 "whistles,": "口哨聲，",
 "white": "白色",
 "who": "誰",
 "whoever": "無論誰",
 "whole": "整個",
 "whole.": "整塊。",
 "whose": "其",
 "whose tiers sum to roughly 2-5 across the 6 stats.": "，各檔合計大約 2-5，分佈在 6 項屬性上。",
 "why": "為什麼",
 "why don't we request expedition support from the Guild? Given": "要不要向公會申請探險支援？以",
 "wi...": "窗...",
 "widen": "拓寬",
 "widen.": "擴大。",
 "wider": "更廣泛的",
 "wields": "揮舞",
 "wild": "野生",
 "will": "將",
 "willingly": "樂意地",
 "wind": "風",
 "wind.": "風。",
 "window.": "視窗。",
 "window...": "視窗...",
 "winnings,": "賭注，",
 "wins - it downs you in ~": "獲勝 - 它約在",
 "wishlist Dungeon Settlers on Steam": "在 Steam 上將 Dungeon Settlers 加入願望單",
 "with": "與",
 "with 10": "帶 10",
 "with Blade Grinding (+": "帶打磨刀刃 (+",
 "with blue crystal.": "鑲嵌著藍色水晶。",
 "with flowers.": "用鮮花。",
 "with green crystal.": "鑲嵌著綠色水晶。",
 "with red crystal.": "鑲嵌著紅色水晶。",
 "with you,": "與你，",
 "with you, speaks": "與你，說著",
 "within": "在範圍內",
 "within,": "內心深處，",
 "within.": "其中。",
 "without": "沒有",
 "withstands": "承受",
 "wo...": "世界...",
 "won't": "不會",
 "wonderfully": "奇妙地",
 "wood": "木材",
 "wood.": "木材。",
 "wooden": "木製",
 "wooden cage holding": "木籠裡裝著",
 "woods-one": "樹林--一個",
 "wor...": "工作……",
 "word.": "話。",
 "word...": "詞...",
 "words,": "話語，",
 "words.": "話語。",
 "work": "工作",
 "working": "工作",
 "workshop": "工坊",
 "workshop,": "工坊，",
 "workspace": "工坊",
 "worry": "擔心",
 "worsens": "惡化",
 "worship.": "崇拜。",
 "worshipping": "供奉",
 "worthy": "值得",
 "woul...": "將...",
 "would": "會",
 "would...": "會...",
 "wrapped": "包裹",
 "wrapped...": "包裹著……",
 "wreckage.": "殘骸。",
 "wriggling": "蠕動",
 "writes": "寫",
 "writhing": "蠕動",
 "writing": "書寫",
 "written": "撰寫",
 "wrong.": "錯了。",
 "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": "黃色",
 "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.": "吃飯地點很重要。在正規餐廳吃的一餐，心情效果持續時間遠長於在地上吃的。",
 "you hand": "你遞上",
 "you have": "你已經",
 "you have X": "擁有 X",
 "you really": "你真的",
 "you recover, up to": "恢復，最多",
 "you restore {0}": "你恢復 {0}",
 "you show": "你展示",
 "you wave": "你揮手",
 "you'd": "你會",
 "you're": "你是",
 "you've": "你已經",
 "you,": "你,",
 "you, looking weary.": "你，神情疲憊。",
 "you.": "你。",
 "you.\"": "你。”",
 "you...": "你……",
 "you?": "你？",
 "you?\"": "你？\"",
 "young": "幼年",
 "your": "你的",
 "your group": "你們的隊伍",
 "your own barrier or guard soaks the hit. So a Barrier bubble or a successful guard that absorbs the damage to your health": "你自己的護盾或格擋吸收這次命中之前。因此，一層護盾或一次成功的格擋若吸收了打向生命值的傷害，仍然",
 "yourself": "你自己",
 "yourself.": "你自己。",
 "zero": "零",
 "{#}": "{#}",
 "{#} (floors {#}): {#} -> {#} of the slot draw": "{#}（層 {#}）：槽抽取的 {#} -> {#}",
 "{#} (resource node)": "{#} (資源節點)",
 "{#} (~{#}% per floor)": "{#}（每層約 {#}%）",
 "{#} +{#} gold": "{#} +{#} 金幣",
 "{#} - hit-receive animation": "{#} - 受擊動畫",
 "{#} - minimum layout meeting every requirement": "{#} - 滿足全部條件的最小布局",
 "{#} - minimum layout meeting every requirement: {#}": "{#} - 滿足全部要求的最小布局：{#}",
 "{#} - quest line": "{#} - 任務線",
 "{#} - room map": "{#} - 房間地圖",
 "{#} - {#}": "{#} · {#}",
 "{#} - {#} vine types - {#} area templates": "{#} - {#} 種藤蔓 - {#} 個區域模板",
 "{#} Down": "{#} 降低",
 "{#} HP": "{#} HP",
 "{#} HP - {#}": "{#} HP - {#}",
 "{#} HP / {#} Magic Attack": "{#} HP / {#} 魔法攻擊力",
 "{#} Up": "{#} 提升",
 "{#} accessories in {#} families and {#} sets.": "{#} 件飾品，分屬 {#} 個系和 {#} 個套裝。",
 "{#} additions, {#} changes and {#} removals across {#} data tables.": "{#} 項新增、{#} 項更改和 {#} 項移除，涉及 {#} 個資料表。",
 "{#} adds {#} and {#} and retunes {#} and {#}.": "{#} 新增 {#} 和 {#} 並重新調整 {#} 和 {#}。",
 "{#} adds {#} and {#}, and retunes {#}, {#}, {#} and {#}.": "{#} 新增 {#} 和 {#}，並重新調整 {#}、{#}、{#} 和 {#}。",
 "{#} adds {#}, and retunes {#}, {#}, {#} and {#}.": "{#} 新增 {#}，並重新調整 {#}、{#}、{#} 和 {#}。",
 "{#} adds {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, and re-cuts skill tree access for {#}.": "{#} 新增 {#}、{#}、{#} 和 {#}，調整 {#}、{#}、{#} 和 {#}，並重切 {#} 的技能樹訪問。",
 "{#} adds {#}, {#}, {#}, {#} and {#}, retunes {#}, {#}, {#} and {#}, and re-cuts skill tree access for {#}.": "{#} 新增 {#}、{#}、{#}、{#} 和 {#}，重調 {#}、{#}、{#} 和 {#}，並重新劃分 {#} 的技能樹許可權。",
 "{#} armor and off-hand pieces in {#} families and {#} sets.": "{#} 件護甲和副手，分屬 {#} 個系和 {#} 個套裝。",
 "{#} arrives": "{#} 到來",
 "{#} at {#}": "{#} 在 {#}",
 "{#} attack": "{#} 攻擊",
 "{#} attacks to break": "破壞需 {#} 次攻擊",
 "{#} authored layout{#}, drawn uniformly. Odds below are computed, not rolled.": "{#} 份編寫佈局{#}，均勻抽取。下方機率是算出來的，不是擲出來的。",
 "{#} bounces, max {#}x on {#} targets": "{#} 次彈射，最多 {#}x，作用於 {#} 個目標",
 "{#} builds": "{#} 個版本",
 "{#} candidates, in the order the game handed them to the layout engine": "{#} 個候選，順序與遊戲交給佈局引擎時相同",
 "{#} caster; {#} range ({#}); {#} area hit ({#}). The range distance metric shown is approximate; the area shape is exact.": "{#} 施法者; {#} 射程 ({#}); {#} 範圍命中 ({#})。所示射程距離為近似值；範圍形狀是精確的。",
 "{#} contribution": "{#} 貢獻點",
 "{#} damage": "{#} 傷害",
 "{#} damage/second": "{#} 傷害/秒",
 "{#} day": "{#} 天",
 "{#} days": "{#} 天",
 "{#} dead": "{#} 死亡",
 "{#} decision": "{#} 項決策",
 "{#} decisions": "{#} 項決策",
 "{#} decorations (deco quality {#})": "{#} 個裝飾（裝飾品質 {#}）",
 "{#} descriptions were updated.": "{#} 條說明已更新。",
 "{#} detonation": "{#} 引爆",
 "{#} dmg": "{#} 傷害",
 "{#} dmg bonus": "{#} 傷害加成",
 "{#} durability for {#} skills": "{#} 耐久度，對應 {#} 個技能",
 "{#} durability is under {#}%": "{#} 耐久度低於 {#}%",
 "{#} each": "各 {#}",
 "{#} energy": "{#} 能量",
 "{#} energy =": "{#} 能量 =",
 "{#} energy = {#} to cast + {#} for the Bubbling it consumes.": "{#} 能量 = {#} 用於施放 + {#} 用於所消耗的泡泡靈。",
 "{#} entries": "{#} 條",
 "{#} feeds {#}": "{#} 影響 {#}",
 "{#} first appears when reaching level {#}, and no drop table and no recipe in this build produces it.": "{#} 在達到等級 {#} 時首次出現，本版本沒有掉落表或配方能產出它。",
 "{#} first appears when reaching level {#}, and no table in this build - drop, recipe, merchant, event or quest - hands it to you.": "{#} 在達到 {#} 級時首次出現，本版本中沒有任何表 - 掉落、配方、商人、事件或任務 - 會把它交給你。",
 "{#} floor {#}": "{#} 第 {#} 層",
 "{#} floor {#} (~{#}% per floor)": "{#} 層 {#}（每層約 {#}%）",
 "{#} floors {#}-{#}": "{#} 第 {#}-{#} 層",
 "{#} floors {#}-{#} (~{#}% per floor)": "{#} 層 {#}-{#}（每層約 {#}%）",
 "{#} further soul stones are authored without a Soul trait and remain inert collectibles: {#}.": "另有 {#} 顆靈魂石沒有靈魂特質，只是收藏品：{#}。",
 "{#} gains {#} {#}": "{#} 獲得 {#} {#}",
 "{#} gives {#} quests. This is the order the tables put them in.": "{#} 提供 {#} 個任務。這是表中列出的順序。",
 "{#} gold": "{#} 金幣",
 "{#} had a list reordered with no change to its contents.": "{#} 的列表順序變了，內容未變。",
 "{#} had its blocking conditions changed.": "{#} 的封鎖條件已更改。",
 "{#} had its completion requirement changed.": "{#} 的完成條件已更改。",
 "{#} had its internal keyword changed.": "{#} 的內部關鍵字已更改。",
 "{#} had its outcome changed.": "{#} 的結果已更改。",
 "{#} had its prerequisites changed.": "{#} 的前置條件已更改。",
 "{#} had its targeting condition changed.": "{#} 的目標條件已更改。",
 "{#} had its unlock list changed.": "{#} 的解鎖列表已更改。",
 "{#} had its {#} adjusted.": "{#} 的 {#} 已調整。",
 "{#} has already run": "{#} 已執行過",
 "{#} has been cleared": "{#} 已通關",
 "{#} has been renamed to {#}.": "{#} 已更名為 {#}。",
 "{#} has been used": "{#} 已被使用",
 "{#} has never been defeated": "{#} 從未被擊敗",
 "{#} has not run yet": "{#} 尚未執行",
 "{#} hits to break": "破壞需 {#} 次命中",
 "{#} icon": "{#} 圖示",
 "{#} in three kinds": "{#}，共三類",
 "{#} in {#} ({#} of visits, {#} per room)": "{#} 在 {#} ({#} 次訪問，每房間 {#})",
 "{#} inscription": "{#} 銘文",
 "{#} inscription: **+{#} gold**": "{#} 銘文：**+{#} 金幣**",
 "{#} inscriptions": "{#} 銘文",
 "{#} is finished": "{#} 已完成",
 "{#} is not finished": "{#} 尚未完成",
 "{#} is not running": "{#} 未進行",
 "{#} is running": "{#} 正在執行",
 "{#} is set up": "{#} 已設定",
 "{#} 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.": "{#} 是縮短技能自身冷卻的屬性。{#} 每點加 {#}。銘文、祝福和少數其他效果再加。負值會拉長等待。",
 "{#} item": "{#} 物品",
 "{#} items": "{#} 物品",
 "{#} joins": "{#} 加入",
 "{#} joins you at the settlement": "{#} 在據點加入你",
 "{#} joins your clan at the end of a quest line of {#} steps: reporting {#} spawns {#} at your base as a settler of your own.": "{#} 在一條 {#} 步任務線結束時加入你的團隊：彙報 {#} 會在你的基地生成 {#}，成為你自己的拓荒者。",
 "{#} joins your clan at your base": "{#} 在據點加入你的團隊",
 "{#} kills of {#}": "{#} 次擊殺 {#}",
 "{#} leaves": "{#} 離開",
 "{#} leaves the map": "{#} 離開地圖",
 "{#} loses {#} energy": "{#} 失去 {#} 能量",
 "{#} loses {#} health": "{#} 失去 {#} 生命值",
 "{#} map": "{#} 地圖",
 "{#} may run only once per map": "{#} 每張地圖只能執行一次",
 "{#} members are Level {#} or higher": "{#} 名成員達到等級 {#} 或更高",
 "{#} members are below Level {#}": "{#} 名成員低於 {#} 級",
 "{#} members get {#} for {#}; everyone else gets {#} for {#}": "{#} 成員獲得 {#}，持續 {#}；其餘所有人獲得 {#}，持續 {#}",
 "{#} menu": "{#} 選單",
 "{#} min": "{#} 分鐘",
 "{#} minimum room layout": "{#} 最小房間佈局",
 "{#} more are placeholder content whose prompt text is not written yet, shown below as Unfinished.": "{#} 項更多為佔位內容，提示文字尚未寫好，下方顯示為未完成。",
 "{#} new weapon trees": "{#} 棵新武器樹",
 "{#} no longer trains {#}, and takes {#} as a sub tree instead of {#}.": "{#} 不再訓練 {#}，並以 {#} 作為輔助技能樹，取代 {#}。",
 "{#} no longer trains {#}.": "{#} 不再訓練 {#}。",
 "{#} non-combat effect hidden": "{#} 個非戰鬥效果已隱藏",
 "{#} non-combat effects hidden": "{#} 個非戰鬥效果已隱藏",
 "{#} now draws level1 recruits at weight {#} instead of {#}.": "{#} 現在以權重 {#} 抽取 1 級招募，而非 {#}。",
 "{#} now draws level6 recruits at weight {#} instead of {#}.": "{#} 現在以權重 {#} 抽取 6 級招募，而非 {#}。",
 "{#} now draws level7 recruits at weight {#} instead of {#}.": "{#} 現在以權重 {#} 抽取 7 級招募，而非 {#}。",
 "{#} now takes {#} as a sub tree instead of {#}.": "{#} 現在以 {#} 作為輔助技能樹，取代 {#}。",
 "{#} now train {#} instead of {#}, and take {#} as a sub tree instead of {#}.": "{#} 現在訓練 {#} 而非 {#}，並以 {#} 作為輔助技能樹，取代 {#}。",
 "{#} now trains {#} instead of {#}, and takes {#} as a sub tree instead of {#}.": "{#} 現在訓練 {#} 而非 {#}，並以 {#} 作為輔助技能樹，取代 {#}。",
 "{#} of the {#} stones can be obtained.": "{#} 顆（共 {#} 顆）可獲得。",
 "{#} of these grant a lasting sub-trait. See {#}.": "其中 {#} 件會賦予持久子特性。見 {#}。",
 "{#} of {#}": "{#} / {#}",
 "{#} of {#} random bonuses": "{#} / {#} 個隨機加成",
 "{#} on this map has already been interacted with": "{#} 在此地圖上已進行過互動",
 "{#} or higher": "{#} 或更高",
 "{#} or more members are alive": "{#} 名或更多成員存活",
 "{#} or more members have {#}": "{#} 名或以上成員擁有 {#}",
 "{#} or more {#} set up": "已設定 {#} 個或更多 {#}",
 "{#} panel": "{#} 面板",
 "{#} per (at {#})": "{#} 每 (於 {#})",
 "{#} per ({#})": "{#} 每 ({#})",
 "{#} per energy ({#} energy)": "每能量 {#}（{#} 能量）",
 "{#} per energy at 1 target, {#} at {#} targets ({#} energy)": "1 個目標時每點能量 {#}，{#}（於 {#} 個目標）（{#} 能量）",
 "{#} per slot": "{#} 每槽",
 "{#} per stack per second": "每層每秒 {#}",
 "{#} permanently gains {#} {#}": "{#} 永久獲得 {#} {#}",
 "{#} plays an animation": "{#} 播放動畫",
 "{#} ranks - cap {#} - level & race recruit weights": "{#} 個等級 - 上限 {#} - 等級與種族招募權重",
 "{#} ranks - {#} resolutions - {#} events": "{#} 級 - {#} 項決議 - {#} 個事件",
 "{#} ranks · cap {#} · level & race recruit weights": "{#} 個等級 · 上限 {#} · 等級與種族招募權重",
 "{#} ranks · {#} resolutions · {#} events": "{#} 個等級 · {#} 項決議 · {#} 個事件",
 "{#} research is not complete": "{#} 研究尚未完成",
 "{#} resolutions": "{#} 項探險決議",
 "{#} resolutions offered here, each +{#}": "{#} 項探險決議在此提供，每項 +{#}",
 "{#} resolutions offered here, each +{#} to +{#}": "{#} 項探險決議在此提供，每項 +{#} 至 +{#}",
 "{#} retunes {#} and {#}.": "{#} 重新調整 {#} 和 {#}。",
 "{#} roll": "{#} 抽取",
 "{#} rolls": "{#} 次抽取",
 "{#} s": "{#} 秒",
 "{#} says a scripted line": "{#} 說出一句指令碼臺詞",
 "{#} scene step": "{#} 個場景步驟",
 "{#} scene steps": "{#} 個場景步驟",
 "{#} seconds": "{#} 秒",
 "{#} skill": "{#} 技能",
 "{#} skills": "{#} 技能",
 "{#} slots are offered per roll": "每次擲骰提供 {#} 個槽",
 "{#} sources": "{#} 個來源",
 "{#} step": "{#} 步驟",
 "{#} steps": "{#} 個步驟",
 "{#} stress / in-game hour": "{#} 壓力 / 遊戲內小時",
 "{#} text entries had their wording or punctuation tidied.": "{#} 條文字的措辭或標點已整理。",
 "{#} tiles": "{#} 格",
 "{#} to {#}": "{#} 至 {#}",
 "{#} to {#} resolutions": "{#} 至 {#} 項探險決議",
 "{#} total": "合計 {#}",
 "{#} units at level {#}+": "{#} 個 {#} 級以上單位",
 "{#} updates": "{#} 條更新",
 "{#} variant": "{#} 變體",
 "{#} weapons in {#} families and {#} sets.": "{#} 件武器，分屬 {#} 個系和 {#} 個套裝。",
 "{#} x{#}": "{#} ×{#}",
 "{#} {#}": "{#} {#}",
 "{#} {#} / target": "{#} {#} / 目標",
 "{#} {#} damage per stack, every second, ignoring defense and shields ({#}). Example: 10 stacks = {#} {#} damage/second. Duration is set by the applying skill.": "每層每秒 {#} {#} 傷害，無視防禦和護盾（{#}）。示例：10 層 = {#} {#} 傷害/秒。持續時間由施加該效果的技能決定。",
 "{#} {#} drop at {#}": "{#} {#} 掉落於 {#}",
 "{#} {#} drop on the map": "{#} {#} 掉落在地圖上",
 "{#} {#} had their {#} adjusted.": "{#} {#} 的 {#} 已調整。",
 "{#} {#} skill": "{#} {#} 技能",
 "{#} · {#} vine types · {#} area templates": "{#} · {#} 種藤蔓 · {#} 個區域模板",
 "{#}% HP - safe for now": "{#}% HP - 目前安全",
 "{#}% hit / {#}% crit each": "各 {#}% 命中 / {#}% 暴擊",
 "{#}% 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 秒造成目標最大生命值 {#}% 的無型別傷害，無視防禦。不可疊加；隨目標最大生命值縮放，不隨施法者攻擊力縮放。示例：500 HP 的目標每 10 秒受到 {#} 傷害。持續時間由施加該效果的技能決定。",
 "{#}, radius {#}": "{#}，半徑 {#}",
 "{#}, {#} hits": "{#}，{#} 次命中",
 "{#}/energy": "{#}/能量",
 "{#}: +{#}%": "{#}：+{#}%",
 "{#}: {#}": "{#}：{#}",
 "{#}: {#} ({#} per prayer)": "{#}：{#}（每次奉獻 {#}）",
 "{#}: {#} HP / {#} Magic Attack": "{#}：{#} HP / {#} 魔法攻擊力",
 "{#}: {#} of {#}": "{#}：{#} / {#}",
 "{#}s cooldown": "{#}秒冷卻",
 "{#}x mana-stone cost, {#}x stat gain": "{#}x 法力石消耗，{#}x 屬性提升",
 "{#}x the median {#} active per cast": "{#}倍，中位數 {#}（每次施法主動）",
 "{#}x{#} floor ({#} tiles)": "{#}x{#} 地板（{#} 地塊）",
 "{0} : Maximum number of character traits attached to a unit during recruit candidate generation": "{0} ：招募候選人生成時，單位附帶的特質的最大數量",
 "{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}蜷縮",
 "{0} crouches and crawls into the narrow": "{0}蹲下，爬進狹窄的",
 "{0} crouches down and crawls into the narrow": "{0}蹲下身子，爬進狹窄的",
 "{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，爬進狹窄的 burrow. 過了一會兒，他們 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}蜷縮著身體，爬進了狹窄的洞穴。過了一會兒，他們抱著東西爬了出來。“這看起來相當有用。”",
 "{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，爬進洞穴深處，開始搜尋每一個角落。接著，附近的灌木叢中傳來一陣沙沙聲。一群巨口怪，正返回它們的巢穴，帶著憤怒的叫聲衝了進來。",
 "{0} doesn't have enough": "{0} 沒有足夠的",
 "{0} doesn't have enough amount of {1} in inventory.": "{0} 的物品欄中沒有足夠的 {1}。",
 "{0} doesn't have enough {1} in": "{0} 沒有足夠的 {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} 從洞穴中鑽出，手裡拿著兩個沾滿泥土的蘿蔔。它們的葉子被啃短了，表皮上還留有細小的門牙印。兩個蘿蔔都很小，但依然結實。“把泥土刷掉，它們應該就能吃了。”",
 "{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}在舊書架中發現了隱藏的殘頁和密封的筆記。不閱讀它們的警告只會讓他們更接近，即使在未知的低語傳來...",
 "{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}在舊書架中發現了撕破的紙頁和密封的筆記。不閱讀它們的警告只會讓他們更接近，即使在未知的低語傳入耳中的夜晚，他們也沒有停止研究。隨著歲月的流逝，他們對危險問題的熟悉程度超過了對安全答案的熟悉程度。",
 "{0} has been suspicious ever since they returned. You still cannot trust them!": "{0}回來後就一直很可疑。你仍然不能相信他們！",
 "{0} has joined": "{0} 已加入",
 "{0} has joined expedition clan.": "{0}已加入探險隊伍。",
 "{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}聽到附近灌木叢中有什麼東西在快速移動。翻找了一會兒後，他們終於抓到了一個可疑的東西並帶到你面前。“嘶嘶嘶！”這個奇怪的生物，像一團樹葉，在{0}手中無助地扭動著，最終放棄了掙扎。“指揮官，我們該怎麼處理這個？”據你所知，這個小生物看起來並不特別危險。",
 "{0} hunted": "{0}捕獵著",
 "{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}穿梭於沼澤之中捕獵蛇類，滑入狹窄的縫隙，感受著空氣，用指尖捕捉蛇的動靜。他們的技藝為部落帶回了毒液和蛇皮，而艱辛也很快成為了日常。",
 "{0} is known as a master of delicate scale craftsmanship.": "{0}被譽為精於鱗片工藝的大師。",
 "{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}被譽為精於鱗片工藝的大師。 Armor 與塑成的飾品 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}被譽為精於鱗片工藝的大師。 The armor 與塑成的飾品 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": "在房間內進食後，對應心情持續 {0} 秒",
 "{0} seconds the corresponding Mood lasts after sleeping in a bed": "在床上睡覺後，對應心情持續 {0} 秒",
 "{0} seconds the corresponding Mood lasts after sleeping in a room": "在房間內睡覺後，對應心情持續 {0} 秒",
 "{0} seconds the corresponding Mood lasts after sleeping on the floor PS: At 1x speed, 1 in-game hour = 45 real seconds.": "在地面上睡覺後，對應心情持續 {0} 秒 PS：1 倍速下，遊戲內 1 小時 = 真實 45 秒。",
 "{0} seemed suspicious, but you decided that {1}, who had tried to steal, was worse after all.": "{0}看起來很可疑，但你最終還是覺得試圖偷竊的{1}更糟糕。",
 "{0} struggles and looks up at you desperat...": "{0}掙扎著，絕望地看著你...",
 "{0} thanks you for your trust.": "{0}感謝你的信任。",
 "{0} ticks the corresponding effect lasts at the temple, depending on quality": "在神殿中對應效果持續 {0} 跳，取決於品質",
 "{0} to construct": "{0}來建造",
 "{0} ~ Heavy ~ {1} ~ Very Heavy ~ {2} ~ Cannot Carry": "{0} ~ 超載 ~ {1} ~ 嚴重超載 ~ {2} ~ 無法攜帶",
 "{0}% of": "{0}%的",
 "{0}'s ID: {1}": "{0}的 ID：{1}",
 "{0}'s face falls.": "{0} 臉色沉了下來。",
 "{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}的裝備上佈滿了咬痕和爪痕。他們將撕裂的皮帶重新系好，弄直彎曲的矛頭，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}的裝備上佈滿了咬痕和爪痕。他們將撕裂的皮帶重新系好，弄直彎曲的矛頭，屏住呼吸直到怪物的叫聲消失在遠方。隨著這些生存的日子堆積起來，他們變得更習慣於堅守陣地而非退縮。",
 "{0}, calmly surveys the expedition members.": "{0}平靜地環視探險隊員們。",
 "{0}, newly appointed as deputy": "{0}，新任副指揮官",
 "{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}被任命為副指揮官，恭敬地用雙手接過你授予的徽章。隨後轉向探險隊員，氣勢十足，用尾巴狠狠拍打地面。\"拉克'塔！酋長選擇了我。現在我就是最強的戰士。\"周圍的蜥蜴人以低沉的咆哮表示贊同。\"最強的戰士在前方戰鬥。誰擋酋長的路，我就撕碎誰。\"{0}露出獠牙，咧嘴一笑。\"見證我的力量吧。所有人都會知道酋長選對人了。\"",
 "{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}被任命為副指揮官後，恭敬地用雙手接過你授予的徽章。隨後轉過身去，氣勢十足地望向探險隊員們，並用尾巴狠狠拍打地面。“拉克’塔！酋長選擇了我。現在，我就是最強的戰士。”周圍的蜥蜴人發出低沉的贊同咆哮。“最強的戰士在前方戰鬥。誰敢擋住酋長的路，我就把他撕碎。”{0}露出獠牙，咧嘴一笑。“見證我的力量吧。所有人都會知道酋長選對了人。”",
 "{0}, quietly accepts the insignia from you. They close their eyes for a moment and draw a breath as though catching a": "{0}靜靜接過你遞出的徽章。他們閉上眼睛片刻，如同嗅聞般深吸一口氣",
 "{0}, summons the expedition members to the campfire.": "{0}將探險隊員召集到篝火前。",
 "{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}：玩家出售時應用的折扣百分比（例如：若為 50，則價值 120 金幣的資源只能賣出 60 金幣；）",
 "{0}: Hold": "{0}：按住",
 "{0}: Maximum level a unit can reach": "{0}：單位可達到的最高等級",
 "{0}: Maximum level a unit can reach in the current build": "{0}：當前版本中單位可達到的最高等級",
 "{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}：招募候選人生成時，單位附帶的個體特質的最小數量",
 "{0}: Minimum number of secondary skill trees attached to a unit during Recruitment candidate generation": "{0}：招募候選人生成時，單位附帶的輔助技能樹的最小數量",
 "{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}：較少時所需物品（通常為法力石）數量增加的倍率 {1}：普通時所需物品（通常為法力石）數量增加的倍率 {2}：豐盛時所需物品（通常為法力石）數量增加的倍率 PS: 意圖是選項越好，相對屬性提升的法力石消耗效率越低。(241129 note) 較少 屬性提升倍率: 1 消耗數量倍率: 0.5 權衡比（效率）: 2 普通 屬性提升倍率: 1.2 消耗數量倍率: 1 權衡比（效率）: 1.2 豐盛 屬性提升倍率: 1.5 消耗數量倍率: 2 權衡比（效率）: 0.75",
 "{0}: Number of Inscriptions randomly presented on level up": "{0}：升級時隨機出示的銘文數量",
 "{0}: Probability of granting an additional personality Trait during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}：招募候選人生成時額外賦予一條個體特質的機率（理論上可無限重複）",
 "{0}: Probability of granting an additional secondary skill tree during Recruitment candidate generation (in theory this can repeat indefinitely)": "{0}：招募候選人生成時額外賦予一棵輔助技能樹的機率（理論上可無限重複）",
 "{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}：較少時所需物品（通常為法力石）數量增加倍率 {1}：普通時所需物品（通常為法力石）數量增加倍率 {2}：豐盛時所需物品（通常為法力石）數量增加倍率 附註：作為平衡設計，選項越好，法力石消耗相對屬性提升的效率越低。",
 "{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}：等級 1 的起始主技能點（狀態介面上的技能點僅供參考，修改無效，因此在此單獨處理）",
 "{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}：等級 1 的起始輔技能點（狀態介面上的技能點僅供參考，修改無效，因此在此單獨處理）",
 "{0}: Stat increase multiplier when Least {1}: Stat increase multiplier when Ordinary {2}: Stat increase multiplier when Plentiful": "{0}：較少時的屬性提升倍率 {1}：普通時的屬性提升倍率 {2}：豐盛時的屬性提升倍率",
 "{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}：招募候選人重新整理的時間間隔（分鐘）NOTE: 目前為測試方便設為 50。之後需要調整。",
 "{0}: Time interval (in minutes) at which trade offers refresh": "{0}：交易報價重新整理的時間間隔（分鐘）",
 "{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}：招募單位在等級 1 至 12 的基礎成交價格 NOTE: 公式 Cost(L) = 120 + 4080 * ((L - 1) / 11) ^ 1.7 意圖 -> 比較基礎價值時，等級 1 的裸裝單位 == 2 件木製護甲 等級 12 時，裸裝單位 == 3 件秘銀護甲 遊戲前期單位的相對價值較低（因為單位死亡後應可再次招募）遊戲後期單位的相對價值會再次逐漸上升",
 "{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}：各等級（1-12）升級所需的最大經驗 PS: 設為多項式增長 -> EXP = a×(Level^b)+c。當前應用公式 = 60.9499⋅level^2.03 + 0.3528 (260212 UPDATE) 為使玩家完成首次探險後即可升到等級 2，等級 1 是該公式的例外，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}：各等級（1-12）升級所需物品數量（FloatValues），物品型別（StringValues）HW 250905: 原本從等級 3->4 使用 LowGrade，但在 alpha 演示中已禁用。之後需要改回 LowGrade。",
 "{0}~{1}: Range of the random percentage variance that finally affects price (min~max)": "{0}~{1}：最終影響價格的隨機百分比浮動範圍（最小~最大）",
 "{0}~{1}: Range of the total sum possible when all Talents are added together (min~max)": "{0}~{1}：所有天賦相加後可能的總和範圍（最小~最大）",
 "{0}~{3}: Base handling price for Common-to-Legendary Inscription traits granted to Recruitment units": "{0}~{3}：招募單位所獲普通至傳說銘刻特質的基礎成交價格",
 "{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}：每達到所列等級獲得 1 條新銘文 >> OUTDATED: 此後設計已改為每升一級獲得一條。",
 "{0}~{3}: Probability weight for appearing Inscription traits, Common to Legendary. Not strictly required for actual behavior, but please set the values so they sum to 1000, for easier probability tracking (must be an int value).": "{0}~{3}：出現銘刻特質的機率權重，普通至傳說。實際行為並不嚴格要求，但請將數值設為合計 1000，以便跟蹤機率（必須為整數值）。",
 "{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}聽到附近灌木叢中有什麼東西快速移動的聲音。緊接著，它在某個地方努力翻找，然後抓來一個可疑的東西給你看。<color=#a69085>“嘶嘶！”</color>那個看起來像一團樹葉的東西在{0}的手中掙扎了一會兒，然後放棄了。<color=#a69085>“團長，我們該怎麼辦？”</color>你判斷這個小生物似乎並不危險。",
 "{0}초 동안 [AFFECTER_ReflectMelee], [AFFECTER_ReflectRange]를 얻습니다.": "{0}秒內獲得[AFFECTER_ReflectMelee]、[AFFECTER_ReflectRange]。",
 "{0}초 동안 [AFFECTER_Stealth]을 얻습니다.": "{0}秒內獲得[AFFECTER_Stealth]。",
 "{0}초 동안 {1}의 [AFFECTER_Shell]을 얻습니다.": "{0}秒內獲得 {1} [AFFECTER_Shell]。",
 "{1} in inventory.": "物品欄中的 {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% / 房間",
 "~1-25% / room": "~1-25% / 房間",
 "~1-5% / room": "~1-5% / 房間",
 "~1-6% / room": "~1-6% / 房間",
 "~100% / room": "~100% / 房間",
 "~11-12% / room": "~11-12% / 房間",
 "~15% / room": "~15% / 房間",
 "~16% / room": "~16% / 房間",
 "~16-25% / room": "~16-25% / 房間",
 "~16-55% / room": "~16-55% / 房間",
 "~2 - dev comments, editor-only fields, Korean localization churn": "~2 - 開發者評論，僅限編輯器欄位，韓語本地化變動",
 "~2-100% / room": "~2-100% / 房間",
 "~2-25% / room": "~2-25% / 房間",
 "~2-3% / room": "~2-3% / 房間",
 "~21% / room": "~21% / 房間",
 "~22-25% / room": "~22-25% / 房間",
 "~3 - dev comments, editor-only fields, Korean localization churn": "~3 - dev comments, editor-only fields, Korean localization churn",
 "~3-100% / room": "~3-100% / 房間",
 "~3-9% / room": "~3-9% / 房間",
 "~4 - dev comments, editor-only fields, Korean localization churn": "~4 - dev comments, editor-only fields, Korean localization churn",
 "~4-10% / room": "~4-10% / 房間",
 "~5-100% / room": "~5-100% / 房間",
 "~50% reflected": "約 50% 反射",
 "~6% / room": "~6% / 房間",
 "~6-100% / room": "~6-100% / 房間",
 "~6-11% / room": "~6-11% / 房間",
 "~6-16% / room": "~6-16% / 房間",
 "~6-6% / room": "~6-6% / 房間",
 "~63 - dev comments, editor-only fields, Korean localization churn": "~63 - 開發者註釋，僅限編輯器欄位，韓語本地化變動",
 "~72 - dev comments, editor-only fields, Korean localization churn": "~72 - 開發者評論，僅限編輯器欄位，韓語本地化變動",
 "~8-19% / room": "~8-19% / 房間",
 "~8-25% / room": "~8-25% / 房間",
 "~9-91% / room": "~9-91% / 房間",
 "~{0}: Very Unhappy {0}~{1}: Unhappy {1}~{2}: Normal {2}~(3): Happy {3}~: Very Happy": "~{0}: 非常不開心 {0}~{1}: 不開心 {1}~{2}: 普通 {2}~(3): 開心 {3}~: 非常開心",
 "×1 (quality ≥ 10)": "×1 (品質 ≥ 10)",
 "×1 (quality ≥ 15)": "×1 (品質 ≥ 15)",
 "×1 (quality ≥ 20)": "×1 (品質 ≥ 20)",
 "×1 (quality ≥ 5)": "×1 (品質 ≥ 5)",
 "×2 (quality ≥ 10)": "×2 (品質 ≥ 10)",
 "×2 (quality ≥ 15)": "×2 (品質 ≥ 15)",
 "×2 (quality ≥ 3)": "×2 (品質 ≥ 3)",
 "×2 (quality ≥ 5)": "×2 (品質 ≥ 5)",
 "×4 (quality ≥ 3)": "×4 (品質 ≥ 3)",
 "×5 attack": "×5 攻擊",
 "×6 (quality ≥ 3)": "×6 (品質 ≥ 3)",
 "← All dungeon rooms": "← 全部地下城房間",
 "↑ back to top": "↑ 返回頂部",
 "→ AffecterTable,": "→ AffecterTable,",
 "→ BuildingTable,": "→ BuildingTable,",
 "→ DropTable,": "→ DropTable,",
 "→ ItemTable,": "→ ItemTable,",
 "→ ResearchTable.": "→ ResearchTable.",
 "→ SkillTable,": "→ SkillTable,",
 "→ StatusTable,": "→ StatusTable,",
 "→ UnitTable,": "→ UnitTable,",
 "→ event tables,": "→ 事件表,",
 "⟨name 2⟩": "⟨名稱 2⟩",
 "⟨name⟩": "⟨名稱⟩",
 "。 Mood +2 within 5 tiles; lingers 60 seconds.": "。 5 格內心情 +2；持續 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 格內心情 +4、能量恢復 +0.03；持續 60 秒。（過時的開發註釋寫的是 +8；引擎實際施加 +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 秒後，它崩解並回歸自然。 召喚後 2 秒打出第一次命中，之後每 4 秒再打一次。",
 "上等生肉 - Dungeon Settlers Wiki": "上等生肉 - Dungeon Settlers 維基",
 "上等生肉 range and area shown on a dungeon room": "上等生肉 地下城房間上顯示的射程與範圍",
 "上级法力石 - Dungeon Settlers Wiki": "上級法力石 - Dungeon Settlers 維基",
 "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.": "上級法力石在達到等級 6 時首次出現，此版本中沒有任何表 - 掉落、配方、商人、事件或任務 - 會把它交給你。",
 "下雨 - Dungeon Settlers Wiki": "下雨 - Dungeon Settlers 維基",
 "不死 - Dungeon Settlers Wiki": "不死 - Dungeon Settlers 維基",
 "不满 - Dungeon Settlers Wiki": "不滿 - Dungeon Settlers 維基",
 "不祥的消息 - Dungeon Settlers Wiki": "不祥的訊息 - Dungeon Settlers 維基",
 "不耐烦 - Dungeon Settlers Wiki": "不耐煩 - Dungeon Settlers 維基",
 "不错的休闲室 minimum room layout": "不錯的休閒室 最小房間佈局",
 "不错的单人房 minimum room layout": "不錯的單人房 最小房間佈局",
 "不错的多人房 minimum room layout": "不錯的多人房 最小房間佈局",
 "不错的工坊 minimum room layout": "不錯的工坊 最小房間佈局",
 "不错的研究室 minimum room layout": "不錯的研究室 最小房間佈局",
 "不错的神殿 minimum room layout": "不錯的神殿 最小房間佈局",
 "不错的餐厅 minimum room layout": "不錯的餐廳 最小房間佈局",
 "不错的魔导工坊 minimum room layout": "不錯的魔導工坊 最小房間佈局",
 "世界树的祝福 - Dungeon Settlers Wiki": "世界樹的祝福 - Dungeon Settlers 維基",
 "丛林守护者 - Dungeon Settlers Wiki": "叢林守護者 - Dungeon Settlers 維基",
 "严重受伤 - Dungeon Settlers Wiki": "嚴重受傷 - Dungeon Settlers 維基",
 "严重超载 - Dungeon Settlers Wiki": "嚴重超載 - Dungeon Settlers 維基",
 "中型史莱姆 - Dungeon Settlers Wiki": "中型史萊姆 - Dungeon Settlers 維基",
 "中型土岩 (resource node) - Dungeon Settlers Wiki": "中型土巖 (資源節點) - Dungeon Settlers 維基",
 "中型孢子史莱姆 - Dungeon Settlers Wiki": "中型孢子史萊姆 - Dungeon Settlers 維基",
 "中型泥浆史莱姆 - Dungeon Settlers Wiki": "中型泥漿史萊姆 - Dungeon Settlers 維基",
 "中毒 - Dungeon Settlers Wiki": "中毒 - Dungeon Settlers 維基",
 "中毒免疫 (Trait) - Dungeon Settlers Wiki": "中毒免疫 (特質) - Dungeon Settlers 維基",
 "中毒免疫 - Dungeon Settlers Wiki": "中毒免疫 - Dungeon Settlers 維基",
 "中级冷却铭文 - Dungeon Settlers Wiki": "中級冷卻銘文 - Dungeon Settlers 維基",
 "中级吸血铭文 - Dungeon Settlers Wiki": "中級吸血銘文 - Dungeon Settlers 維基",
 "中级命中铭文 - Dungeon Settlers Wiki": "中級命中銘文 - Dungeon Settlers 維基",
 "中级恢复铭文 - Dungeon Settlers Wiki": "中級恢復銘文 - Dungeon Settlers 維基",
 "中级攻速铭文 - Dungeon Settlers Wiki": "中級攻速銘文 - Dungeon Settlers 維基",
 "中级暴伤铭文 - Dungeon Settlers Wiki": "中級暴傷銘文 - Dungeon Settlers 維基",
 "中级暴击铭文 - Dungeon Settlers Wiki": "中級暴擊銘文 - Dungeon Settlers 維基",
 "中级格挡减伤铭文 - Dungeon Settlers Wiki": "中級格擋減傷銘文 - Dungeon Settlers 維基",
 "中级格挡铭文 - Dungeon Settlers Wiki": "中級格擋銘文 - Dungeon Settlers 維基",
 "中级水元素石 - Dungeon Settlers Wiki": "中級水元素石 - Dungeon Settlers 維基",
 "中级水元素精华 - Dungeon Settlers Wiki": "中級水元素精華 - Dungeon Settlers 維基",
 "中级法力石 - Dungeon Settlers Wiki": "中級法力石 - Dungeon Settlers 維基",
 "中级火元素石 - Dungeon Settlers Wiki": "中級火元素石 - Dungeon Settlers 維基",
 "中级火元素精华 - Dungeon Settlers Wiki": "中級火元素精華 - Dungeon Settlers 維基",
 "中级物抗铭文 - Dungeon Settlers Wiki": "中級物抗銘文 - Dungeon Settlers 維基",
 "中级物攻铭文 - Dungeon Settlers Wiki": "中級物攻銘文 - Dungeon Settlers 維基",
 "中级生命铭文 - Dungeon Settlers Wiki": "中級生命銘文 - Dungeon Settlers 維基",
 "中级能量铭文 - Dungeon Settlers Wiki": "中級能量銘文 - Dungeon Settlers 維基",
 "中级自然元素石 - Dungeon Settlers Wiki": "中級自然元素石 - Dungeon Settlers 維基",
 "中级自然元素精华 - Dungeon Settlers Wiki": "中級自然元素精華 - Dungeon Settlers 維基",
 "中级负重铭文 - Dungeon Settlers Wiki": "中級負重銘文 - Dungeon Settlers 維基",
 "中级闪避铭文 - Dungeon Settlers Wiki": "中級閃避銘文 - Dungeon Settlers 維基",
 "中级魔抗铭文 - Dungeon Settlers Wiki": "中級魔抗銘文 - Dungeon Settlers 維基",
 "中级魔攻铭文 - Dungeon Settlers Wiki": "中級魔攻銘文 - Dungeon Settlers 維基",
 "丰盈补给马车 - Dungeon Settlers Wiki": "豐盈補給馬車 - Dungeon Settlers 維基",
 "丰饶魔力石 - Dungeon Settlers Wiki": "豐饒魔力石 - Dungeon Settlers 維基",
 "主技能点 - Dungeon Settlers Wiki": "主技能點 - Dungeon Settlers 維基",
 "主线任务 0 - Interact with the Wagon": "主線任務 0 - 與馬車互動",
 "主线任务 2 - Produce 4 Cloth; Produce 1 Cloth Armor; Produce Wooden Arrows": "主線任務 2 - 生產 4 布料；生產 1 布甲；生產木箭",
 "主线任务 4 - Move to the Dungeon": "主線任務 4 - 移動到地下城",
 "主线任务 5 - Move to the Settlement": "主線任務 5 - 移動到據點",
 "主线任务 7 - Goddess Statue Construction && Level 2 2+ units": "主線任務 7 - 女神像建造 && 等級 2 的 2+ 單位",
 "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": "主線任務 7 需要女神像以及 2 個 2 級及以上的單位；主線任務 8 是擊殺紅色怪鼠",
 "主线任务 8 - Defeat 1 Red Monster Rat.": "主線任務 8 - 擊敗 1 只紅色怪鼠。",
 "举盾 - Dungeon Settlers Wiki": "舉盾 - Dungeon Settlers 維基",
 "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。": "舉盾重擊，對 5 格範圍內的敵人施加嘲諷效果，持續 4 秒。 5 能量 - 30秒冷卻 效果： • 嘲諷 (對敵人): 優先攻擊嘲諷你的目標。",
 "举行葬礼 - Dungeon Settlers Wiki": "舉行葬禮 - Dungeon Settlers 維基",
 "乐之者 - Dungeon Settlers Wiki": "樂之者 - Dungeon Settlers 維基",
 "乐观 - Dungeon Settlers Wiki": "樂觀 - Dungeon Settlers 維基",
 "乞丐 - Dungeon Settlers Wiki": "乞丐 - Dungeon Settlers 維基",
 "也许是小号 - Dungeon Settlers Wiki": "也許是小號 - Dungeon Settlers 維基",
 "也许是竖琴 - Dungeon Settlers Wiki": "也許是豎琴 - Dungeon Settlers 維基",
 "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": "習得木樁輔助技能樹。獲得 5 點輔技能點。 升級機率：每個提供的槽 0.0455%",
 "乱中取胜 - Dungeon Settlers Wiki": "亂中取勝 - Dungeon Settlers 維基",
 "乱射手 - Dungeon Settlers Wiki": "亂射手 - Dungeon Settlers 維基",
 "亡者诅咒 - Dungeon Settlers Wiki": "亡者詛咒 - Dungeon Settlers 維基",
 "享受了纸牌游戏 - Dungeon Settlers Wiki": "享受了紙牌遊戲 - Dungeon Settlers 維基",
 "享受了骰子游戏 - Dungeon Settlers Wiki": "享受了骰子游戲 - Dungeon Settlers 維基",
 "享受过飞镖游戏 - Dungeon Settlers Wiki": "享受過飛鏢遊戲 - Dungeon Settlers 維基",
 "人类 - Dungeon Settlers Wiki": "人類 - Dungeon Settlers 維基",
 "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": "從目標方向 7 格起的地面召喚蔓藤，對敵方單位造成魔法攻擊力 150% 的魔法傷害，並施加定身與硬直效果，持續 3 秒。 5 能量 - 8秒冷卻 效果： • 定身（對敵人）：無法從當前位置移動。 • 硬直（對敵人）：-50% 閃避機率",
 "仓库 - Dungeon Settlers Wiki": "倉庫 - Dungeon Settlers 維基",
 "仰望明月 - Dungeon Settlers Wiki": "仰望明月 - Dungeon Settlers 維基",
 "伐木能力 - Dungeon Settlers Wiki": "伐木能力 - Dungeon Settlers 維基",
 "休闲能力 - Dungeon Settlers Wiki": "休閒能力 - Dungeon Settlers 維基",
 "传送门光环 - Dungeon Settlers Wiki": "傳送門光環 - Dungeon Settlers 維基",
 "传送门活力 - Dungeon Settlers Wiki": "傳送門活力 - Dungeon Settlers 維基",
 "似是女子的歌声 - Dungeon Settlers Wiki": "似是女子的歌聲 - Dungeon Settlers 維基",
 "低 / Mid / 高 usually 1x / 2x / 3x; some stats non-linear": "低 / 中 / 高通常為 1x / 2x / 3x；部分屬性非線性",
 "低级冷却铭文 - Dungeon Settlers Wiki": "低階冷卻銘文 - Dungeon Settlers 維基",
 "低级吸血铭文 - Dungeon Settlers Wiki": "低階吸血銘文 - Dungeon Settlers 維基",
 "低级命中铭文 - Dungeon Settlers Wiki": "低階命中銘文 - Dungeon Settlers 維基",
 "低级恢复铭文 - Dungeon Settlers Wiki": "低階恢復銘文 - Dungeon Settlers 維基",
 "低级攻速铭文 - Dungeon Settlers Wiki": "低階攻速銘文 - Dungeon Settlers 維基",
 "低级暴伤铭文 - Dungeon Settlers Wiki": "低階暴傷銘文 - Dungeon Settlers 維基",
 "低级暴击铭文 - Dungeon Settlers Wiki": "低階暴擊銘文 - Dungeon Settlers 維基",
 "低级格挡减伤铭文 - Dungeon Settlers Wiki": "低階格擋減傷銘文 - Dungeon Settlers 維基",
 "低级格挡铭文 - Dungeon Settlers Wiki": "低階格擋銘文 - Dungeon Settlers 維基",
 "低级水元素石 - Dungeon Settlers Wiki": "低階水元素石 - Dungeon Settlers 維基",
 "低级法力石 - Dungeon Settlers Wiki": "低階法力石 - Dungeon Settlers 維基",
 "低级火元素石 - Dungeon Settlers Wiki": "低階火元素石 - Dungeon Settlers 維基",
 "低级物抗铭文 - Dungeon Settlers Wiki": "低階物抗銘文 - Dungeon Settlers 維基",
 "低级物攻铭文 - Dungeon Settlers Wiki": "低階物攻銘文 - Dungeon Settlers 維基",
 "低级生命铭文 - Dungeon Settlers Wiki": "低階生命銘文 - Dungeon Settlers 維基",
 "低级能量铭文 - Dungeon Settlers Wiki": "低階能量銘文 - Dungeon Settlers 維基",
 "低级自然元素石 - Dungeon Settlers Wiki": "低階自然元素石 - Dungeon Settlers 維基",
 "低级负重铭文 - Dungeon Settlers Wiki": "低階負重銘文 - Dungeon Settlers 維基",
 "低级闪避铭文 - Dungeon Settlers Wiki": "低階閃避銘文 - Dungeon Settlers 維基",
 "低级魔抗铭文 - Dungeon Settlers Wiki": "低階魔抗銘文 - Dungeon Settlers 維基",
 "低级魔攻铭文 - Dungeon Settlers Wiki": "低階魔攻銘文 - Dungeon Settlers 維基",
 "低阶深渊宝箱 (R1 Abyss Low Treasure Chest)": "低階深淵寶箱 (R1 低階深淵寶箱)",
 "低阶深渊宝箱 (R2 Abyss Low Treasure Chest)": "低階深淵寶箱 (R2 低階深淵寶箱)",
 "低阶深渊宝箱 - Dungeon Settlers Wiki": "低階深淵寶箱 - Dungeon Settlers 維基",
 "体质 - Dungeon Settlers Wiki": "體質 - Dungeon Settlers 維基",
 "体质削弱 - Dungeon Settlers Wiki": "體質削弱 - Dungeon Settlers 維基",
 "体质天赋 - Dungeon Settlers Wiki": "體質天賦 - Dungeon Settlers 維基",
 "体质强化 - Dungeon Settlers Wiki": "體質強化 - Dungeon Settlers 維基",
 "体质灵药 - Dungeon Settlers Wiki": "體質靈藥 - Dungeon Settlers 維基",
 "余烬铭文 - Dungeon Settlers Wiki": "餘燼銘文 - Dungeon Settlers 維基",
 "佣兵 - Dungeon Settlers Wiki": "傭兵 - Dungeon Settlers 維基",
 "佩里昂 - Dungeon Settlers Wiki": "佩里昂 - Dungeon Settlers 維基",
 "佩里昂 - 魔力装置调查 - Dungeon Settlers Wiki": "佩里昂 - 魔力裝置調查 - Dungeon Settlers 維基",
 "佩里昂加入请求 - Dungeon Settlers Wiki": "佩里昂加入請求 - Dungeon Settlers 維基",
 "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": "使地面湧出波浪，對目標地格上的敵方單位造成魔法攻擊力 200% 的魔法傷害，並使其獲得潮汐標記和干擾效果，持續 10 秒。使召喚物移動到目標地格，優先攻擊帶有潮汐標記效果的敵方單位。 1 能量 - 15秒冷卻 效果： • 干擾 (對敵人): -25% 命中機率",
 "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。": "使用單體近戰技能時，對目標施加 1 層暴露的弱點效果，持續 5 秒。 效果： • 暴露的弱點 (對範圍內的單位): 在剩餘的命中次數內被擊中時無法閃避，且必定為暴擊。",
 "使用药膏 - Dungeon Settlers Wiki": "使用藥膏 - Dungeon Settlers 維基",
 "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%。.": "使用該徽章的成員將被任命為副指揮官，並根據其種族不同獲得以下效果。所有副指揮官都會使附近盟友獲得遵從指令。 各種族副指揮官的效果如下： - 人類副指揮官效果 - 蜥蜴人副指揮官效果 - 狼人副指揮官效果 - 精靈副指揮官效果 - 將副指揮官徽章作為蜥蜴人使用時，還會賦予最強戰士：+30% 力量，+30% 體質。將副指揮官徽章作為人類使用時，還會賦予所有盟友開拓之魂：從地下城第 3 層起獲得開拓之魂（效果）。將副指揮官徽章作為狼人使用時，還會賦予所有盟友生存本能：在頑強的生存本能驅動下，生命值降低至 40% 及以下時，閃避率提高 15%。將副指揮官徽章作為精靈使用時，還會賦予所有盟友世界樹的祝福：受世界樹祝福影響，所有單位的正面效果持續時間提高 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.": "使目標太陽花長成日心花。 3 能量 - 8秒冷卻 召喚： • 日心花 (200 HP) 攻擊時使用 攻擊: 對所有附近的敵人造成相當於魔法攻擊力140% 的魔法傷害，並施加 致命弱點，持續3 秒。暴擊時施加 1 的 頭暈。在20 秒後，它崩解並回歸自然。 首次命中在召喚 2 秒後發生，之後每 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.": "使目標奇異種子長成太陽花。 3 能量 - 8秒冷卻 召喚： • 太陽花 (200 HP) 攻擊時使用 攻擊: 對6範圍內的目標造成相當於你魔法攻擊力120%的魔法傷害。暴擊時，施加頭暈，持續5秒。40秒後，它會崩解並回歸自然。每1秒攻擊一次。 首次攻擊在召喚 1 秒後命中，之後每秒再攻擊一次。",
 "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.": "使目標奇異種子長成黏液噴霧草。 3 能量 - 8秒冷卻 召喚： • 黏液噴霧草 (200 HP) 攻擊時使用噴霧: 對6範圍內的所有敵方目標造成相當於魔法攻擊力80%的魔法傷害，並施加1的減速與干擾，持續5秒。40秒後，它會崩解並回歸自然。 首次噴霧在召喚 2 秒後落地，之後每 4 秒再噴一次。",
 "侍从 - Dungeon Settlers Wiki": "侍從 - Dungeon Settlers 維基",
 "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": "侮辱目標，造成魔法攻擊力 100% 的魔法傷害，並施加嘲諷與脆弱效果，持續 10 秒。 3 能量 - 8秒冷卻 效果： • 嘲諷 (對敵人): 優先攻擊嘲諷你的目標。 • 脆弱 (對敵人): +20% 受到傷害",
 "保护铭文 - Dungeon Settlers Wiki": "保護銘文 - Dungeon Settlers 維基",
 "信仰的义务 - Dungeon Settlers Wiki": "信仰的義務 - Dungeon Settlers 維基",
 "信使 - Dungeon Settlers Wiki": "信使 - Dungeon Settlers 維基",
 "修理工作台 - Dungeon Settlers Wiki": "修理工作臺 - Dungeon Settlers 維基",
 "偷猎者 - Dungeon Settlers Wiki": "偷獵者 - Dungeon Settlers 維基",
 "充血 - Dungeon Settlers Wiki": "充血 - Dungeon Settlers 維基",
 "先制 - Dungeon Settlers Wiki": "先制 - Dungeon Settlers 維基",
 "先发制人 - Dungeon Settlers Wiki": "先發制人 - Dungeon Settlers 維基",
 "先发打击 - Dungeon Settlers Wiki": "先發打擊 - Dungeon Settlers 維基",
 "先发打击 range and area shown on a dungeon room": "先發打擊 地下城房間上顯示的射程與範圍",
 "先手突袭 - Dungeon Settlers Wiki": "先手突襲 - Dungeon Settlers 維基",
 "先攻 - Dungeon Settlers Wiki": "先攻 - Dungeon Settlers 維基",
 "克服绝望几率 - Dungeon Settlers Wiki": "克服絕望機率 - Dungeon Settlers 維基",
 "入殓师 - Dungeon Settlers Wiki": "入殮師 - Dungeon Settlers 維基",
 "全种类仓库 - Dungeon Settlers Wiki": "全種類倉庫 - Dungeon Settlers 維基",
 "公会商人 - Dungeon Settlers Wiki": "公會商人 - Dungeon Settlers 維基",
 "公会商人柜台 - Dungeon Settlers Wiki": "公會商人櫃檯 - Dungeon Settlers 維基",
 "公会士兵 - Dungeon Settlers Wiki": "公會士兵 - Dungeon Settlers 維基",
 "公会官员 - Dungeon Settlers Wiki": "公會官員 - Dungeon Settlers 維基",
 "公会射手 - Dungeon Settlers Wiki": "公會射手 - Dungeon Settlers 維基",
 "共生虫 (Effect) - Dungeon Settlers Wiki": "共生蟲 (效果) - Dungeon Settlers 維基",
 "共生虫 (Player) - Dungeon Settlers Wiki": "共生蟲 (玩家) - Dungeon Settlers 維基",
 "共生虫 - Dungeon Settlers Wiki": "共生蟲 - Dungeon Settlers 維基",
 "养分吸收 - Dungeon Settlers Wiki": "養分吸收 - Dungeon Settlers 維基",
 "内心花园 - Dungeon Settlers Wiki": "內心花園 - Dungeon Settlers 維基",
 "冒险的乐趣 - Dungeon Settlers Wiki": "冒險的樂趣 - Dungeon Settlers 維基",
 "冒险精神 - Dungeon Settlers Wiki": "冒險精神 - Dungeon Settlers 維基",
 "农业 - Dungeon Settlers Wiki": "農業 - Dungeon Settlers 維基",
 "农场 - Dungeon Settlers Wiki": "農場 - Dungeon Settlers 維基",
 "农田 - Dungeon Settlers Wiki": "農田 - Dungeon Settlers 維基",
 "冰冷狂怒 - Dungeon Settlers Wiki": "冰冷狂怒 - Dungeon Settlers 維基",
 "冰冻 - Dungeon Settlers Wiki": "冰凍 - Dungeon Settlers 維基",
 "冰川 - Dungeon Settlers Wiki": "冰川 - Dungeon Settlers 維基",
 "冲击波铭文 - Dungeon Settlers Wiki": "衝擊波銘文 - Dungeon Settlers 維基",
 "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.": "衝鋒並對目標造成物理攻擊力 100%的物理傷害， 施加眩暈效果，持續 2 秒，同時施加 2 層出血效果，持續 10 秒。 15秒冷卻 效果： • 眩暈 (對敵人): 短時間內無法行動。 • 出血 (對敵人): 每層每秒 5 物理傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 99 層）。示例：10 層 = 50 物理傷害/秒。持續時間由施加該效果的技能決定。",
 "冲锋攻击 - Dungeon Settlers Wiki": "衝鋒攻擊 - Dungeon Settlers 維基",
 "冲锋攻击 range and area shown on a dungeon room": "衝鋒攻擊 在地下城房間中顯示的射程和範圍",
 "决斗邀请 - Dungeon Settlers Wiki": "決鬥邀請 - Dungeon Settlers 維基",
 "决斗邀请 range and area shown on a dungeon room": "決鬥邀請 地下城房間上顯示的射程與範圍",
 "冷却时间减少 - Dungeon Settlers Wiki": "冷卻時間減少 - Dungeon Settlers 維基",
 "冷却时间降低 - Dungeon Settlers Wiki": "冷卻時間降低 - Dungeon Settlers 維基",
 "冷血之怒 - Dungeon Settlers Wiki": "冷血之怒 - Dungeon Settlers 維基",
 "减少。 Mood penalty by Management difficulty: -1 (Easy), -3 (Normal), -4 (Hard), -5 (Very Hard), -6 (Devastation).": "減少。 按管理難度的心情懲罰：-1 (簡單), -3 (普通), -4 (困難), -5 (極難), -6 (毀滅)。",
 "减少。 Mood penalty by Management difficulty: -10 (Easy), -12 (Normal), -22 (Hard), -23 (Very Hard), -24 (Devastation).": "減少。 按管理難度的心情懲罰：-10 (簡單), -12 (普通), -22 (困難), -23 (極難), -24 (毀滅)。",
 "减少。 Mood penalty by Management difficulty: -4 (Easy), -6 (Normal), -10 (Hard), -11 (Very Hard), -12 (Devastation).": "減少。 按管理難度的心情懲罰：-4 (簡單), -6 (普通), -10 (困難), -11 (極難), -12 (毀滅)。",
 "减少。 Mood penalty by Management difficulty: -7 (Easy), -9 (Normal), -16 (Hard), -17 (Very Hard), -18 (Devastation).": "減少。 按管理難度的心情懲罰：-7 (簡單), -9 (普通), -16 (困難), -17 (極難), -18 (毀滅)。",
 "减速 (Deceleration) - Dungeon Settlers Wiki": "減速 (Deceleration) - Dungeon Settlers 維基",
 "减速 (Slow) - Dungeon Settlers Wiki": "減速 (Slow) - Dungeon Settlers 維基",
 "凝视者 2 - Dungeon Settlers Wiki": "凝視者 2 - Dungeon Settlers 維基",
 "凶猛 - Dungeon Settlers Wiki": "兇猛 - Dungeon Settlers 維基",
 "出血 - Dungeon Settlers Wiki": "出血 - Dungeon Settlers 維基",
 "出血免疫 (Trait) - Dungeon Settlers Wiki": "出血免疫 (特質) - Dungeon Settlers 維基",
 "出血免疫 - Dungeon Settlers Wiki": "出血免疫 - Dungeon Settlers 維基",
 "出血铭文 - Dungeon Settlers Wiki": "出血銘文 - Dungeon Settlers 維基",
 "出错的计划 - Dungeon Settlers Wiki": "出錯的計劃 - Dungeon Settlers 維基",
 "击退免疫 - Dungeon Settlers Wiki": "擊退免疫 - Dungeon Settlers 維基",
 "刀刃研磨 - Dungeon Settlers Wiki": "刀刃研磨 - Dungeon Settlers 維基",
 "刀魂 - Dungeon Settlers Wiki": "刀魂 - Dungeon Settlers 維基",
 "分裂 - Dungeon Settlers Wiki": "分裂 - Dungeon Settlers 維基",
 "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.": "利用燃燒對敵方目標造成傷害時，所造成的傷害增加燃燒層數 * 3%。 效果： • 燃燒: 每層每秒 3 魔法 傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加50層）。示例：10 層 = 30 魔法 傷害/秒。持續時間由施加該效果的技能決定。",
 "制作能力 - Dungeon Settlers Wiki": "製作能力 - Dungeon Settlers 維基",
 "制皮工作台 - Dungeon Settlers Wiki": "制皮工作臺 - Dungeon Settlers 維基",
 "刺猬 - Dungeon Settlers Wiki": "刺蝟 - Dungeon Settlers 維基",
 "剑之屏障 - Dungeon Settlers Wiki": "劍之屏障 - Dungeon Settlers 維基",
 "剑之屏障 range and area shown on a dungeon room": "劍之屏障 地下城房間上顯示的射程與範圍",
 "剑之铭文 - Dungeon Settlers Wiki": "劍之銘文 - Dungeon Settlers 維基",
 "剑反 - Dungeon Settlers Wiki": "劍反 - Dungeon Settlers 維基",
 "剑反击 - Dungeon Settlers Wiki": "劍反擊 - Dungeon Settlers 維基",
 "剑士决心 - Dungeon Settlers Wiki": "劍士決心 - Dungeon Settlers 維基",
 "剑士嘲讽 - Dungeon Settlers Wiki": "劍士嘲諷 - Dungeon Settlers 維基",
 "剑技能 资质 - Dungeon Settlers Wiki": "劍技能 資質 - Dungeon Settlers 維基",
 "剑技能树 - Dungeon Settlers Wiki": "劍技能樹 - Dungeon Settlers 維基",
 "剑柄打击 - Dungeon Settlers Wiki": "劍柄打擊 - Dungeon Settlers 維基",
 "剑柄打击 range and area shown on a dungeon room": "劍柄打擊 地下城房間上顯示的射程與範圍",
 "剑流 - Dungeon Settlers Wiki": "劍流 - Dungeon Settlers 維基",
 "剑流 range and area shown on a dungeon room": "劍流 地下城房間上顯示的射程與範圍",
 "剑装备仓库 - Dungeon Settlers Wiki": "劍裝備倉庫 - Dungeon Settlers 維基",
 "剑风 - Dungeon Settlers Wiki": "劍風 - Dungeon Settlers 維基",
 "剑风 range and area shown on a dungeon room": "劍風 地下城房間上顯示的射程與範圍",
 "副指挥官徽章 - Dungeon Settlers Wiki": "副指揮官徽章 - Dungeon Settlers 維基",
 "副指挥官的抱负 - 人类 - Dungeon Settlers Wiki": "副指揮官的抱負 - 人類 - Dungeon Settlers 維基",
 "副指挥官的抱负 - 狼人 - Dungeon Settlers Wiki": "副指揮官的抱負 - 狼人 - Dungeon Settlers 維基",
 "副指挥官的抱负 - 精灵 - Dungeon Settlers Wiki": "副指揮官的抱負 - 精靈 - Dungeon Settlers 維基",
 "副指挥官的抱负 - 蜥蜴人 - Dungeon Settlers Wiki": "副指揮官的抱負 - 蜥蜴人 - Dungeon Settlers 維基",
 "副指挥官空缺 - Dungeon Settlers Wiki": "副指揮官空缺 - Dungeon Settlers 維基",
 "力量 - Dungeon Settlers Wiki": "力量 - Dungeon Settlers 維基",
 "力量削弱 - Dungeon Settlers Wiki": "力量削弱 - Dungeon Settlers 維基",
 "力量天赋 - Dungeon Settlers Wiki": "力量天賦 - Dungeon Settlers 維基",
 "力量强化 - Dungeon Settlers Wiki": "力量強化 - Dungeon Settlers 維基",
 "力量灵药 - Dungeon Settlers Wiki": "力量靈藥 - Dungeon Settlers 維基",
 "加入请求 - Dungeon Settlers Wiki": "加入請求 - Dungeon Settlers 維基",
 "加固 (Fortification) - Dungeon Settlers Wiki": "加固 (Fortification) - Dungeon Settlers 維基",
 "加固 (Reinforced) - Dungeon Settlers Wiki": "加固 (Reinforced) - Dungeon Settlers 維基",
 "加固外壳 - Dungeon Settlers Wiki": "加固外殼 - Dungeon Settlers 維基",
 "加速 (Acceleration) - Dungeon Settlers Wiki": "加速 (Acceleration) - Dungeon Settlers 維基",
 "加速 (Haste) - Dungeon Settlers Wiki": "加速 (Haste) - Dungeon Settlers 維基",
 "动物遗骨 - Dungeon Settlers Wiki": "動物遺骨 - Dungeon Settlers 維基",
 "势不可挡 - Dungeon Settlers Wiki": "勢不可擋 - Dungeon Settlers 維基",
 "匕首技能 资质 - Dungeon Settlers Wiki": "匕首技能 資質 - Dungeon Settlers 維基",
 "化为火焰 - Dungeon Settlers Wiki": "化為火焰 - Dungeon Settlers 維基",
 "千色之鸟 - Dungeon Settlers Wiki": "千色之鳥 - Dungeon Settlers 維基",
 "卑鄙 - Dungeon Settlers Wiki": "卑鄙 - Dungeon Settlers 維基",
 "卓越领袖 (Elf) - Dungeon Settlers Wiki": "卓越領袖 (精靈) - Dungeon Settlers 維基",
 "卓越领袖 (Human) - Dungeon Settlers Wiki": "卓越領袖 (人類) - Dungeon Settlers 維基",
 "卓越领袖 (Lizardman) - Dungeon Settlers Wiki": "卓越領袖 (蜥蜴人) - Dungeon Settlers 維基",
 "卓越领袖 (Lycan) - Dungeon Settlers Wiki": "卓越領袖 (狼人) - Dungeon Settlers 維基",
 "卡牌游戏桌 - Dungeon Settlers Wiki": "卡牌遊戲桌 - Dungeon Settlers 維基",
 "卫士嘲讽 - Dungeon Settlers Wiki": "衛士嘲諷 - Dungeon Settlers 維基",
 "卫士嘲讽 range and area shown on a dungeon room": "衛士嘲諷 在地下城房間中顯示的射程和範圍",
 "卫士技能树 - Dungeon Settlers Wiki": "衛士技能樹 - Dungeon Settlers 維基",
 "卫士铭文 - Dungeon Settlers Wiki": "衛士銘文 - Dungeon Settlers 維基",
 "压力 - Dungeon Settlers Wiki": "壓力 - Dungeon Settlers 維基",
 "压力严重 - Dungeon Settlers Wiki": "壓力嚴重 - Dungeon Settlers 維基",
 "压力低 - Dungeon Settlers Wiki": "壓力低 - Dungeon Settlers 維基",
 "压力减少加成 - Dungeon Settlers Wiki": "壓力減少加成 - Dungeon Settlers 維基",
 "压力大 - Dungeon Settlers Wiki": "壓力大 - Dungeon Settlers 維基",
 "压力恢复最终系数 - Dungeon Settlers Wiki": "壓力恢復最終係數 - Dungeon Settlers 維基",
 "压力提升加成 - Dungeon Settlers Wiki": "壓力提升加成 - Dungeon Settlers 維基",
 "压力系数 - Dungeon Settlers Wiki": "壓力系數 - Dungeon Settlers 維基",
 "厌恶人类 - Dungeon Settlers Wiki": "厭惡人類 - Dungeon Settlers 維基",
 "厌恶狼人 - Dungeon Settlers Wiki": "厭惡狼人 - Dungeon Settlers 維基",
 "厌恶精灵 - Dungeon Settlers Wiki": "厭惡精靈 - Dungeon Settlers 維基",
 "厌恶蜥蜴人 - Dungeon Settlers Wiki": "厭惡蜥蜴人 - Dungeon Settlers 維基",
 "厚布帽 - Dungeon Settlers Wiki": "厚布帽 - Dungeon Settlers 維基",
 "厚布料 - Dungeon Settlers Wiki": "厚布料 - Dungeon Settlers 維基",
 "厚布甲 - Dungeon Settlers Wiki": "厚布甲 - Dungeon Settlers 維基",
 "原木 - Dungeon Settlers Wiki": "原木 - Dungeon Settlers 維基",
 "原木地板 - Dungeon Settlers Wiki": "原木地板 - Dungeon Settlers 維基",
 "原木墙 - Dungeon Settlers Wiki": "原木牆 - Dungeon Settlers 維基",
 "原木门 - Dungeon Settlers Wiki": "原木門 - Dungeon Settlers 維基",
 "厨房烹饪台 - Dungeon Settlers Wiki": "廚房烹飪臺 - Dungeon Settlers 維基",
 "双手握持 - Dungeon Settlers Wiki": "雙手握持 - Dungeon Settlers 維基",
 "双重抓挠 - Dungeon Settlers Wiki": "雙重抓撓 - Dungeon Settlers 維基",
 "双重抓挠 range and area on a dungeon room": "雙重抓撓 地下城房間上的射程與範圍",
 "双重抓挠 range and area shown on a dungeon room": "雙重抓撓 地下城房間上顯示的射程與範圍",
 "双重突刺 - Dungeon Settlers Wiki": "雙重突刺 - Dungeon Settlers 維基",
 "双重突刺 range and area shown on a dungeon room": "雙重突刺 地下城房間上顯示的射程與範圍",
 "反射: 射程 - Dungeon Settlers Wiki": "反射: 射程 - Dungeon Settlers 維基",
 "反射: 物理 - Dungeon Settlers Wiki": "反射: 物理 - Dungeon Settlers 維基",
 "反射: 近战 - Dungeon Settlers Wiki": "反射: 近戰 - Dungeon Settlers 維基",
 "反射药水 - Dungeon Settlers Wiki": "反射藥水 - Dungeon Settlers 維基",
 "反射铭文 - Dungeon Settlers Wiki": "反射銘文 - Dungeon Settlers 維基",
 "反射闪避 - Dungeon Settlers Wiki": "反射閃避 - Dungeon Settlers 維基",
 "反射：魔法 - Dungeon Settlers Wiki": "反射：魔法 - Dungeon Settlers 維基",
 "发现深渊 - Dungeon Settlers Wiki": "發現深淵 - Dungeon Settlers 維基",
 "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": "發生暴擊時，施加 5 層出血效果，持續 10 秒。 暴擊的普通攻擊施加 5 層出血，持續 10 秒。 升級機率：每個提供的槽 0.0455%",
 "受到伤害 - Dungeon Settlers Wiki": "受到傷害 - Dungeon Settlers 維基",
 "受到伤害 decreases by {0}% for each allied plant structure within 1 tile.": "受到傷害 1 格範圍內每有一個友方植物建築，減少 {0}%。",
 "受到伤害 decreases by {0}% for each allied plant structure within 1 tile. (Applies up to a maximum of {1}%)": "受到傷害 1 格範圍內每有一個友方植物建築，減少 {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。": "受到傷害時，造成傷害 提高 2%，受到傷害降低 2%。最多可疊加 7 層。戰鬥結束時重置層數。 效果： • 巨石魔像靈魂 (對施法者): 每次受到傷害時獲得一層效果。 每層使造成傷害增加 2%，並使受到傷害減少 2%。 層數會在戰鬥結束後重置。 每個角色只能裝備一個靈魂特質。 如果已經擁有靈魂，則會將其覆蓋。",
 "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%).": "受到暴擊時所受傷害提高50%。 受到的暴擊傷害加成 +50%（原本 +50% 的暴擊會打出 +100%）。",
 "受辱 - Dungeon Settlers Wiki": "受辱 - Dungeon Settlers 維基",
 "变形怪 - 决断时刻 - Dungeon Settlers Wiki": "變形怪 - 決斷時刻 - Dungeon Settlers 維基",
 "变形怪 - 如释重负的探险队员 - Dungeon Settlers Wiki": "變形怪 - 如釋重負的探險隊員 - Dungeon Settlers 維基",
 "变形怪 - 袭击 - Dungeon Settlers Wiki": "變形怪 - 襲擊 - Dungeon Settlers 維基",
 "变形怪？ - Dungeon Settlers Wiki": "變形怪？ - Dungeon Settlers 維基",
 "古代森林书架 - Dungeon Settlers Wiki": "古代森林書架 - Dungeon Settlers 維基",
 "古代森林书架（一侧） - Dungeon Settlers Wiki": "古代森林書架（一側） - Dungeon Settlers 維基",
 "古龙爪战士 - Dungeon Settlers Wiki": "古龍爪戰士 - Dungeon Settlers 維基",
 "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。": "召喚 2 只雌性格洛斯。 30秒冷卻 召喚： • 雌性格洛斯 (3200 HP) 使用格洛斯噴吐攻擊：對目標造成魔法攻擊力 100% 的魔法傷害。",
 "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。": "召喚靈魂鎖鏈纏向所有臨近敵人，每秒對鎖住的目標造成魔法攻擊力 100% 的魔法閃電傷害，持續 3 秒。無法在技能結束前掙脫鎖鏈的敵人會額外受到魔法攻擊力 180% 的魔法傷害，並獲得定身效果，持續 4 秒。 15秒冷卻 效果： • 定身 (對敵人): 無法從當前位置移動。",
 "召唤瓢虫 - Dungeon Settlers Wiki": "召喚瓢蟲 - Dungeon Settlers 維基",
 "召唤生物 - Dungeon Settlers Wiki": "召喚生物 - Dungeon Settlers 維基",
 "召唤雌性格洛斯 - Dungeon Settlers Wiki": "召喚雌性格洛斯 - Dungeon Settlers 維基",
 "召唤：泡泡灵 - Dungeon Settlers Wiki": "召喚：泡泡靈 - Dungeon Settlers 維基",
 "召唤：泡泡灵 range and area shown on a dungeon room": "召喚：泡泡靈 地下城房間上顯示的射程與範圍",
 "召唤：泡泡蟾蜍 - Dungeon Settlers Wiki": "召喚：泡泡蟾蜍 - Dungeon Settlers 維基",
 "召唤：泡泡蟾蜍 range and area shown on a dungeon room": "召喚：泡泡蟾蜍 在地下城房間中顯示的射程和範圍",
 "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 維基",
 "史莱姆凝胶 - Dungeon Settlers Wiki": "史萊姆凝膠 - Dungeon Settlers 維基",
 "史莱姆布丁 - Dungeon Settlers Wiki": "史萊姆布丁 - Dungeon Settlers 維基",
 "史莱姆布丁 range and area shown on a dungeon room": "史萊姆布丁 地下城房間上顯示的射程與範圍",
 "吃了卢玛果 - Dungeon Settlers Wiki": "吃了盧瑪果 - Dungeon Settlers 維基",
 "吃了史莱姆布丁 - Dungeon Settlers Wiki": "吃了史萊姆布丁 - Dungeon Settlers 維基",
 "吃了尘球根 - Dungeon Settlers Wiki": "吃了塵球根 - Dungeon Settlers 維基",
 "吃了恶心的怪物肉 - Dungeon Settlers Wiki": "吃了噁心的怪物肉 - Dungeon Settlers 維基",
 "吃了改良的草粥 - Dungeon Settlers Wiki": "吃了改良的草粥 - Dungeon Settlers 維基",
 "吃了格洛斯蛋煎蛋卷 - Dungeon Settlers Wiki": "吃了格洛斯蛋煎蛋卷 - Dungeon Settlers 維基",
 "吃了烤肉 - Dungeon Settlers Wiki": "吃了烤肉 - Dungeon Settlers 維基",
 "吃了烤芜菁 - Dungeon Settlers Wiki": "吃了烤蕪菁 - Dungeon Settlers 維基",
 "吃了燕麦粥 - Dungeon Settlers Wiki": "吃了燕麥粥 - Dungeon Settlers 維基",
 "吃了肉粥 - Dungeon Settlers Wiki": "吃了肉粥 - Dungeon Settlers 維基",
 "吃了草粥 - Dungeon Settlers Wiki": "吃了草粥 - Dungeon Settlers 維基",
 "吃了萝卜 - Dungeon Settlers Wiki": "吃了蘿蔔 - Dungeon Settlers 維基",
 "吃了萝卜沙拉 - Dungeon Settlers Wiki": "吃了蘿蔔沙拉 - Dungeon Settlers 維基",
 "吃了蓝莓 - Dungeon Settlers Wiki": "吃了藍莓 - Dungeon Settlers 維基",
 "吃了蘑菇 - Dungeon Settlers Wiki": "吃了蘑菇 - Dungeon Settlers 維基",
 "吃了韧性很强的生肉 - Dungeon Settlers Wiki": "吃了韌性很強的生肉 - Dungeon Settlers 維基",
 "同伴死亡 - Dungeon Settlers Wiki": "同伴死亡 - Dungeon Settlers 維基",
 "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": "向目標刺出長矛，對所有敵方單位造成物理攻擊力 150% 的物理傷害，並使自身獲得加速效果，持續 8 秒。 4 能量 - 12秒冷卻 效果： • 加速（對施法者）：+30% 攻擊速度",
 "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": "向目標投擲鐵索，造成物理攻擊力 100% 的物理傷害，並將目標拉到相鄰位置。 目標會受到使用者的嘲諷影響，持續 2 秒。 對目標施加定身效果，持續1秒，同時施加減速效果，持續 3 秒。 15秒冷卻 效果： • 嘲諷 (對施法者): 優先攻擊嘲諷你的目標。 • 定身 (對敵人): 無法從當前位置移動。 • 減速 (對敵人): -30% 移動速度",
 "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。": "向目標方向直線衝鋒，將命中的所有敵人擊退 2 格，造成物理攻擊力 300% 的物理傷害，並使其眩暈，持續 1.5 秒。 能夠立即摧毀建築。如果撞到死路，則技能會被打斷，且使用者會眩暈，持續 1.5 秒。 7秒冷卻 效果： • 眩暈 (對區域內的單位): 短時間內無法行動。",
 "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。": "向目標直線衝鋒，將命中的所有敵人擊退 2 格，造成物理攻擊力 300% 的物理傷害，並使其眩暈，持續 2 秒。如果與牆壁相撞，技能會被打斷，且使用者會眩暈，持續 2 秒。 20秒冷卻 效果： • 眩暈 (對範圍內的單位): 短時間內無法行動。",
 "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。": "向目標直線衝鋒，將命中的所有敵人擊退 2 格，造成物理攻擊力 500% 的物理傷害，並使其眩暈，持續 2 秒。如果與牆壁相撞，技能會被打斷，且使用者會眩暈，持續 2 秒。 效果： • 眩暈 (對區域內的單位): 短時間內無法行動。",
 "吞噬 - Dungeon Settlers Wiki": "吞噬 - Dungeon Settlers 維基",
 "吞噬 range and area on a dungeon room": "吞噬 地下城房間上的射程與範圍",
 "吞噬 range and area shown on a dungeon room": "吞噬 地下城房間上顯示的射程與範圍",
 "吞噬尸体 (Stack) - Dungeon Settlers Wiki": "吞噬屍體 (層) - Dungeon Settlers 維基",
 "吞噬尸体 - Dungeon Settlers Wiki": "吞噬屍體 - Dungeon Settlers 維基",
 "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%。": "吞食屍體並恢復 30% 總最大生命值，獲得 1 層吞噬屍體效果。 1秒冷卻 效果： • 吞噬屍體 (對施法者): 每層使物理攻擊力提高 30%。",
 "听到曼德拉草的尖叫 - Dungeon Settlers Wiki": "聽到曼德拉草的尖叫 - Dungeon Settlers 維基",
 "吸血 - Dungeon Settlers Wiki": "吸血 - Dungeon Settlers 維基",
 "吸血药水 - Dungeon Settlers Wiki": "吸血藥水 - Dungeon Settlers 維基",
 "命中几率 - Dungeon Settlers Wiki": "命中機率 - Dungeon Settlers 維基",
 "和平主义者 - Dungeon Settlers Wiki": "和平主義者 - Dungeon Settlers 維基",
 "和谐技能树 - Dungeon Settlers Wiki": "和諧技能樹 - Dungeon Settlers 維基",
 "和谐铭文 - Dungeon Settlers Wiki": "和諧銘文 - Dungeon Settlers 維基",
 "咬咬菇 - Dungeon Settlers Wiki": "咬咬菇 - Dungeon Settlers 維基",
 "哥布尔大萨满灵魂石 - Dungeon Settlers Wiki": "哥布林大薩滿靈魂石 - Dungeon Settlers 維基",
 "哥布林 - Dungeon Settlers Wiki": "哥布林 - Dungeon Settlers 維基",
 "哥布林壁画 - Dungeon Settlers Wiki": "哥布林壁畫 - Dungeon Settlers 維基",
 "哥布林大祭司灵魂 - Dungeon Settlers Wiki": "哥布林大祭司靈魂 - Dungeon Settlers 維基",
 "哥布林大萨满 - Dungeon Settlers Wiki": "哥布林大薩滿 - Dungeon Settlers 維基",
 "哥布林工人 - Dungeon Settlers Wiki": "哥布林工人 - Dungeon Settlers 維基",
 "哥布林投掷 - Dungeon Settlers Wiki": "哥布林投擲 - Dungeon Settlers 維基",
 "哥布林投掷 range and area on a dungeon room": "哥布林投擲 地下城房間上的射程與範圍",
 "哥布林投掷 range and area shown on a dungeon room": "哥布林投擲 地下城房間上顯示的射程與範圍",
 "哥布林投掷者 - Dungeon Settlers Wiki": "哥布林投擲者 - Dungeon Settlers 維基",
 "哥布林攻击 - Dungeon Settlers Wiki": "哥布林攻擊 - Dungeon Settlers 維基",
 "哥布林攻击 range and area on a dungeon room": "哥布林攻擊 地下城房間上的射程與範圍",
 "哥布林攻击 range and area shown on a dungeon room": "哥布林攻擊 地下城房間上顯示的射程與範圍",
 "哥布林斗士 - Dungeon Settlers Wiki": "哥布林鬥士 - Dungeon Settlers 維基",
 "哥布林火把架 - Dungeon Settlers Wiki": "哥布林火把架 - Dungeon Settlers 維基",
 "哥布林狩猎法 - Dungeon Settlers Wiki": "哥布林狩獵法 - Dungeon Settlers 維基",
 "哥布林篝火 - Dungeon Settlers Wiki": "哥布林篝火 - Dungeon Settlers 維基",
 "哥布林药膏 - Dungeon Settlers Wiki": "哥布林藥膏 - Dungeon Settlers 維基",
 "哥布林药草 - Dungeon Settlers Wiki": "哥布林藥草 - Dungeon Settlers 維基",
 "哥布林获胜 - Dungeon Settlers Wiki": "哥布林獲勝 - Dungeon Settlers 維基",
 "哥布林萨满 - Dungeon Settlers Wiki": "哥布林薩滿 - Dungeon Settlers 維基",
 "哥布林萨满层数 - Dungeon Settlers Wiki": "哥布林薩滿層數 - Dungeon Settlers 維基",
 "哥布林诅咒 - Dungeon Settlers Wiki": "哥布林詛咒 - Dungeon Settlers 維基",
 "哥布林诅咒 range and area on a dungeon room": "哥布林詛咒 地下城房間上的射程與範圍",
 "哥布林诅咒 range and area shown on a dungeon room": "哥布林詛咒 地下城房間上顯示的射程與範圍",
 "哥布林逃跑 - Dungeon Settlers Wiki": "哥布林逃跑 - Dungeon Settlers 維基",
 "哥布林逃跑 range and area on a dungeon room": "哥布林逃跑 地下城房間上的射程與範圍",
 "哥布林逃跑 range and area shown on a dungeon room": "哥布林逃跑 地下城房間上顯示的射程與範圍",
 "哥布林首席萨满 - Dungeon Settlers Wiki": "哥布林首席薩滿 - Dungeon Settlers 維基",
 "哥布林骑手 - Dungeon Settlers Wiki": "哥布林騎手 - Dungeon Settlers 維基",
 "哨兵惩击 - Dungeon Settlers Wiki": "哨兵懲擊 - Dungeon Settlers 維基",
 "哨兵惩击 range and area on a dungeon room": "哨兵懲擊 地下城房間上的射程與範圍",
 "哨兵惩击 range and area shown on a dungeon room": "哨兵懲擊 地下城房間上顯示的射程與範圍",
 "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。": "哨兵獲得 150 層生命強化效果，持續 10 秒。 180秒冷卻 效果： • 生命強化（對施法者）：每層每秒恢復 10 當前生命值。",
 "哨兵警报 - Dungeon Settlers Wiki": "哨兵警報 - Dungeon Settlers 維基",
 "哨兵警示 - Dungeon Settlers Wiki": "哨兵警示 - Dungeon Settlers 維基",
 "哲学家 - Dungeon Settlers Wiki": "哲學家 - Dungeon Settlers 維基",
 "商人天平 - Dungeon Settlers Wiki": "商人天平 - Dungeon Settlers 維基",
 "商人房 minimum room layout": "商人房 最小房間佈局",
 "商会已完成 - Dungeon Settlers Wiki": "商會已完成 - Dungeon Settlers 維基",
 "啮齿动物 - Dungeon Settlers Wiki": "齧齒動物 - Dungeon Settlers 維基",
 "喷吐 - Dungeon Settlers Wiki": "噴吐 - Dungeon Settlers 維基",
 "喷吐 range and area on a dungeon room": "噴吐 地下城房間上的射程與範圍",
 "喷吐 range and area shown on a dungeon room": "噴吐 地下城房間上顯示的射程與範圍",
 "嗜血 - Dungeon Settlers Wiki": "嗜血 - Dungeon Settlers 維基",
 "嘎嘎！ - Dungeon Settlers Wiki": "嘎嘎！ - Dungeon Settlers 維基",
 "嘲弄之笑 - Dungeon Settlers Wiki": "嘲弄之笑 - Dungeon Settlers 維基",
 "嘲讽 - Dungeon Settlers Wiki": "嘲諷 - Dungeon Settlers 維基",
 "回城卷轴 - Dungeon Settlers Wiki": "回城卷軸 - Dungeon Settlers 維基",
 "回声花 - Dungeon Settlers Wiki": "回聲花 - Dungeon Settlers 維基",
 "回声花戒指 - Dungeon Settlers Wiki": "回聲花戒指 - Dungeon Settlers 維基",
 "回声花铃 (Echo Flower Bell)": "回聲花鈴 (回聲花鈴)",
 "回声花铃 (Echo Flower Bell2)": "回聲花鈴 (回聲花鈴2)",
 "回声花铃 (Echo Flower Bell3)": "回聲花鈴 (回聲花鈴3)",
 "回声花铃 (Echo Flower Bell4)": "回聲花鈴 (回聲花鈴4)",
 "回声花铃 - Dungeon Settlers Wiki": "回聲花鈴 - Dungeon Settlers 維基",
 "园丁 - Dungeon Settlers Wiki": "園丁 - Dungeon Settlers 維基",
 "固守 - Dungeon Settlers Wiki": "固守 - Dungeon Settlers 維基",
 "圆木椅 - Dungeon Settlers Wiki": "圓木椅 - Dungeon Settlers 維基",
 "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 格範圍內的隨機空地塊召喚 3 只瓢蟲。 30秒冷卻 召喚： • 瓢蟲 (2000 HP) 以瓢蟲衝鋒攻擊：在至少 1 格距離外向目標衝鋒，造成 100% 物理傷害，並施加 1 層頭暈效果，持續 5 秒。",
 "在不错的单人房睡过 - Dungeon Settlers Wiki": "在不錯的單人房睡過 - Dungeon Settlers 維基",
 "在不错的多人房睡过 - Dungeon Settlers Wiki": "在不錯的多人房睡過 - Dungeon Settlers 維基",
 "在不错的奥术工坊制作 - Dungeon Settlers Wiki": "在不錯的奧術工坊製作 - Dungeon Settlers 維基",
 "在不错的工作坊制作 - Dungeon Settlers Wiki": "在不錯的工作坊製作 - Dungeon Settlers 維基",
 "在不错的研究室研究 - Dungeon Settlers Wiki": "在不錯的研究室研究 - Dungeon Settlers 維基",
 "在不错的神殿祈祷 - Dungeon Settlers Wiki": "在不錯的神殿祈禱 - Dungeon Settlers 維基",
 "在不错的餐厅烹饪 - Dungeon Settlers Wiki": "在不錯的餐廳烹飪 - Dungeon Settlers 維基",
 "在不错的餐厅用餐 - Dungeon Settlers Wiki": "在不錯的餐廳用餐 - Dungeon Settlers 維基",
 "在出色的单人房睡过 - Dungeon Settlers Wiki": "在出色的單人房睡過 - Dungeon Settlers 維基",
 "在出色的多人房睡过 - Dungeon Settlers Wiki": "在出色的多人房睡過 - Dungeon Settlers 維基",
 "在出色的奥术工坊制作 - Dungeon Settlers Wiki": "在出色的奧術工坊製作 - Dungeon Settlers 維基",
 "在出色的工作坊制作 - Dungeon Settlers Wiki": "在出色的工作坊製作 - Dungeon Settlers 維基",
 "在出色的研究室研究 - Dungeon Settlers Wiki": "在出色的研究室研究 - Dungeon Settlers 維基",
 "在出色的神殿祈祷 - Dungeon Settlers Wiki": "在出色的神殿祈禱 - Dungeon Settlers 維基",
 "在出色的餐厅烹饪 - Dungeon Settlers Wiki": "在出色的餐廳烹飪 - Dungeon Settlers 維基",
 "在出色的餐厅用餐 - Dungeon Settlers Wiki": "在出色的餐廳用餐 - Dungeon Settlers 維基",
 "在地上睡过觉 - Dungeon Settlers Wiki": "在地上睡過覺 - Dungeon Settlers 維基",
 "在平庸的单人房睡过 - Dungeon Settlers Wiki": "在平庸的單人房睡過 - Dungeon Settlers 維基",
 "在平庸的多人房睡过 - Dungeon Settlers Wiki": "在平庸的多人房睡過 - Dungeon Settlers 維基",
 "在平庸的奥术工坊制作 - Dungeon Settlers Wiki": "在平庸的奧術工坊製作 - Dungeon Settlers 維基",
 "在平庸的工作坊制作 - Dungeon Settlers Wiki": "在平庸的工作坊製作 - Dungeon Settlers 維基",
 "在平庸的研究室研究 - Dungeon Settlers Wiki": "在平庸的研究室研究 - Dungeon Settlers 維基",
 "在平庸的神殿祈祷 - Dungeon Settlers Wiki": "在平庸的神殿祈禱 - Dungeon Settlers 維基",
 "在平庸的餐厅烹饪 - Dungeon Settlers Wiki": "在平庸的餐廳烹飪 - Dungeon Settlers 維基",
 "在平庸的餐厅用餐 - Dungeon Settlers Wiki": "在平庸的餐廳用餐 - Dungeon Settlers 維基",
 "在床上睡了 - Dungeon Settlers Wiki": "在床上睡了 - Dungeon Settlers 維基",
 "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。": "在指定位置召喚 1 只\"泡泡靈\"。泡泡靈會攻擊附近的敵人，且會在死亡時爆裂，對附近敵人造成魔法攻擊力 100% 的魔法傷害，併為附近友方賦予魔法攻擊力 150% 的護盾，持續 20 秒。每個單位最多可同時召喚 2 只泡泡靈，同一地圖上最多可存在 4 只泡泡靈。 5 能量 - 20秒冷卻 效果： • 護盾 (對盟友): 阻擋對頭部/身體的傷害，消耗與被阻擋的傷害等量的層數。",
 "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。": "在指定位置召喚 1 只\"泡泡靈\"。泡泡靈會攻擊附近的敵人，且會在死亡時爆裂，對附近敵人造成魔法攻擊力 100% 的魔法傷害，併為附近友方賦予魔法攻擊力 150% 的護盾，持續 20 秒。每個單位最多可同時召喚 2 只泡泡靈，同一地圖上最多可存在 4 只泡泡靈。 5 能量 - 20秒冷卻 效果： • 護盾 (對盟友): 阻擋對頭部/身體的傷害，消耗與被阻擋的傷害等量的層數。 召喚： • 泡泡靈 (300 HP) 攻擊時使用 泡泡撞擊: 對目標造成相當於魔法攻擊力 100% 的魔法傷害。",
 "在普通的单人房睡过 - Dungeon Settlers Wiki": "在普通的單人房睡過 - Dungeon Settlers 維基",
 "在普通的多人房睡过 - Dungeon Settlers Wiki": "在普通的多人房睡過 - Dungeon Settlers 維基",
 "在普通的奥术工坊制作 - Dungeon Settlers Wiki": "在普通的奧術工坊製作 - Dungeon Settlers 維基",
 "在普通的工作坊制作 - Dungeon Settlers Wiki": "在普通的工作坊製作 - Dungeon Settlers 維基",
 "在普通的研究室研究 - Dungeon Settlers Wiki": "在普通的研究室研究 - Dungeon Settlers 維基",
 "在普通的神殿祈祷 - Dungeon Settlers Wiki": "在普通的神殿祈禱 - Dungeon Settlers 維基",
 "在普通的餐厅烹饪 - Dungeon Settlers Wiki": "在普通的餐廳烹飪 - Dungeon Settlers 維基",
 "在普通的餐厅用餐 - Dungeon Settlers Wiki": "在普通的餐廳用餐 - Dungeon Settlers 維基",
 "在极佳的单人房睡过 - Dungeon Settlers Wiki": "在極佳的單人房睡過 - Dungeon Settlers 維基",
 "在极佳的多人房睡过 - Dungeon Settlers Wiki": "在極佳的多人房睡過 - Dungeon Settlers 維基",
 "在极佳的奥术工坊制作 - Dungeon Settlers Wiki": "在極佳的奧術工坊製作 - Dungeon Settlers 維基",
 "在极佳的工作坊制作 - Dungeon Settlers Wiki": "在極佳的工作坊製作 - Dungeon Settlers 維基",
 "在极佳的研究室研究 - Dungeon Settlers Wiki": "在極佳的研究室研究 - Dungeon Settlers 維基",
 "在极佳的神殿祈祷 - Dungeon Settlers Wiki": "在極佳的神殿祈禱 - Dungeon Settlers 維基",
 "在极佳的餐厅烹饪 - Dungeon Settlers Wiki": "在極佳的餐廳烹飪 - Dungeon Settlers 維基",
 "在极佳的餐厅用餐 - Dungeon Settlers Wiki": "在極佳的餐廳用餐 - Dungeon Settlers 維基",
 "在简陋的单人房睡过 - Dungeon Settlers Wiki": "在簡陋的單人房睡過 - Dungeon Settlers 維基",
 "在简陋的多人房睡过 - Dungeon Settlers Wiki": "在簡陋的多人房睡過 - Dungeon Settlers 維基",
 "在简陋的奥术工坊制作 - Dungeon Settlers Wiki": "在簡陋的奧術工坊製作 - Dungeon Settlers 維基",
 "在简陋的工作坊制作 - Dungeon Settlers Wiki": "在簡陋的工作坊製作 - Dungeon Settlers 維基",
 "在简陋的研究室研究 - Dungeon Settlers Wiki": "在簡陋的研究室研究 - Dungeon Settlers 維基",
 "在简陋的神殿祈祷 - Dungeon Settlers Wiki": "在簡陋的神殿祈禱 - Dungeon Settlers 維基",
 "在简陋的餐厅烹饪 - Dungeon Settlers Wiki": "在簡陋的餐廳烹飪 - Dungeon Settlers 維基",
 "在简陋的餐厅用餐 - Dungeon Settlers Wiki": "在簡陋的餐廳用餐 - Dungeon Settlers 維基",
 "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 格距離外向目標衝鋒，造成 100% 物理傷害，並施加 1 層頭暈效果，持續 5 秒。 10秒冷卻 效果： • 頭暈 (對敵人): 當累計 2 層時，施加 眩暈，持續1 秒。施加 眩暈 時堆疊會重置。",
 "在豪华的单人房睡过 - Dungeon Settlers Wiki": "在豪華的單人房睡過 - Dungeon Settlers 維基",
 "在豪华的多人房睡过 - Dungeon Settlers Wiki": "在豪華的多人房睡過 - Dungeon Settlers 維基",
 "在豪华的奥术工坊制作 - Dungeon Settlers Wiki": "在豪華的奧術工坊製作 - Dungeon Settlers 維基",
 "在豪华的工作坊制作 - Dungeon Settlers Wiki": "在豪華的工作坊製作 - Dungeon Settlers 維基",
 "在豪华的研究室研究 - Dungeon Settlers Wiki": "在豪華的研究室研究 - Dungeon Settlers 維基",
 "在豪华的神殿祈祷 - Dungeon Settlers Wiki": "在豪華的神殿祈禱 - Dungeon Settlers 維基",
 "在豪华的餐厅烹饪 - Dungeon Settlers Wiki": "在豪華的餐廳烹飪 - Dungeon Settlers 維基",
 "在豪华的餐厅用餐 - Dungeon Settlers Wiki": "在豪華的餐廳用餐 - Dungeon Settlers 維基",
 "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創造的地下城傳送門不斷從周圍汲取魔力，慢慢地將大陸轉變為一片荒蕪之地。隨著腐化的蔓延，地下城的影響力也愈發可怕，而其中的敵人也變得更加危險。 ## 摧毀隱藏的“地下城核心”便可降低腐化等級。但要小心。一旦觸碰核心，地下城就會感知到威脅並召喚出數之不盡的敵人。 ## 提示：目前地下城腐化等級為未實裝功能。",
 "地下城修理工作台 - Dungeon Settlers Wiki": "地下城修理工作臺 - Dungeon Settlers 維基",
 "地下城停留 (D1) - Dungeon Settlers Wiki": "地下城停留 (D1) - Dungeon Settlers 維基",
 "地下城停留 (D2) - Dungeon Settlers Wiki": "地下城停留 (D2) - Dungeon Settlers 維基",
 "地下城停留 (D3) - Dungeon Settlers Wiki": "地下城停留 (D3) - Dungeon Settlers 維基",
 "地下城停留 (D4) - Dungeon Settlers Wiki": "地下城停留 (D4) - Dungeon Settlers 維基",
 "地下城商人 - Dungeon Settlers Wiki": "地下城商人 - Dungeon Settlers 維基",
 "地下城尖刺陷阱 - Dungeon Settlers Wiki": "地下城尖刺陷阱 - Dungeon Settlers 維基",
 "地下城恐惧 - Dungeon Settlers Wiki": "地下城恐懼 - Dungeon Settlers 維基",
 "地下城核心 <复制品> (resource node) - Dungeon Settlers Wiki": "地下城核心 <複製品> (資源節點) - Dungeon Settlers 維基",
 "地下城楼层传送门 (Dungeon Floor Portal Abyss)": "地下城樓層傳送門 (無盡深淵地下城樓層傳送門)",
 "地下城楼层传送门 (Dungeon Floor Portal)": "地下城樓層傳送門 (地下城樓層傳送門)",
 "地下城楼层传送门 (Dungeon Floor Portal2)": "地下城樓層傳送門 (地下城樓層傳送門2)",
 "地下城楼层传送门 (Dungeon Floor Portal3)": "地下城樓層傳送門 (地下城樓層傳送門3)",
 "地下城楼层传送门 - Dungeon Settlers Wiki": "地下城樓層傳送門 - Dungeon Settlers 維基",
 "地下城武器箱 - Dungeon Settlers Wiki": "地下城武器箱 - Dungeon Settlers 維基",
 "地下城逗留后遗症 - Dungeon Settlers Wiki": "地下城逗留後遺症 - Dungeon Settlers 維基",
 "地下探险家 - Dungeon Settlers Wiki": "地下探險家 - Dungeon Settlers 維基",
 "地毯 (Red Carpet A)": "地毯 (紅色地毯 A)",
 "地毯 - Dungeon Settlers Wiki": "地毯 - Dungeon Settlers 維基",
 "地狱水蛭 - Dungeon Settlers Wiki": "地獄水蛭 - Dungeon Settlers 維基",
 "地狱水蛭收集完成 - Dungeon Settlers Wiki": "地獄水蛭收集完成 - Dungeon Settlers 維基",
 "坐在椅子上 - Dungeon Settlers Wiki": "坐在椅子上 - Dungeon Settlers 維基",
 "坚固 - Dungeon Settlers Wiki": "堅固 - Dungeon Settlers 維基",
 "坚固宝箱 (R2 Sturdy Treasure Chest)": "堅固寶箱 (R2 堅固寶箱)",
 "坚固宝箱 (Sturdy Treasure Chest)": "堅固寶箱 (堅固寶箱)",
 "坚固宝箱 - Dungeon Settlers Wiki": "堅固寶箱 - Dungeon Settlers 維基",
 "坚守 - Dungeon Settlers Wiki": "堅守 - Dungeon Settlers 維基",
 "坚韧 - Dungeon Settlers Wiki": "堅韌 - Dungeon Settlers 維基",
 "坚韧生肉 - Dungeon Settlers Wiki": "堅韌生肉 - Dungeon Settlers 維基",
 "坚韧生肉 range and area shown on a dungeon room": "堅韌生肉 地下城房間上顯示的射程與範圍",
 "坟墓 - Dungeon Settlers Wiki": "墳墓 - Dungeon Settlers 維基",
 "坟墓被挖开 - Dungeon Settlers Wiki": "墳墓被挖開 - Dungeon Settlers 維基",
 "坠落冰川 - Dungeon Settlers Wiki": "墜落冰川 - Dungeon Settlers 維基",
 "坠落冰川 range and area shown on a dungeon room": "墜落冰川 在地下城房間中顯示的射程和範圍",
 "垃圾堆 (resource node) - Dungeon Settlers Wiki": "垃圾堆 (資源節點) - Dungeon Settlers 維基",
 "城市守卫 - Dungeon Settlers Wiki": "城市守衛 - Dungeon Settlers 維基",
 "基地之树 - Dungeon Settlers Wiki": "基地之樹 - Dungeon Settlers 維基",
 "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.": "基本攻擊命中時，對目標周圍 1 格內除目標以外的敵人，額外造成相當於本次傷害 30% 的物理傷害。 普通攻擊將造成傷害的 30% 濺射到目標周圍最多 8 格。",
 "基础剑击 - Dungeon Settlers Wiki": "基礎劍擊 - Dungeon Settlers 維基",
 "基础剑击 range and area on a dungeon room": "基礎劍擊 地下城房間上的射程與範圍",
 "基础剑击 range and area shown on a dungeon room": "基礎劍擊 在地下城房間中顯示的射程和範圍",
 "基础工作台 - Dungeon Settlers Wiki": "基礎工作臺 - Dungeon Settlers 維基",
 "基础巨剑攻击 - Dungeon Settlers Wiki": "基礎巨劍攻擊 - Dungeon Settlers 維基",
 "基础巨剑攻击 range and area shown on a dungeon room": "基礎巨劍攻擊 地下城房間上顯示的射程與範圍",
 "基础弓攻击 - Dungeon Settlers Wiki": "基礎弓攻擊 - Dungeon Settlers 維基",
 "基础弓攻击 range and area on a dungeon room": "基礎弓攻擊 地下城房間上的射程與範圍",
 "基础弓攻击 range and area shown on a dungeon room": "基礎弓攻擊 地下城房間上顯示的射程與範圍",
 "基础拳击 - Dungeon Settlers Wiki": "基礎拳擊 - Dungeon Settlers 維基",
 "基础拳击 range and area on a dungeon room": "基礎拳擊 地下城房間上的射程與範圍",
 "基础拳击 range and area shown on a dungeon room": "基礎拳擊 地下城房間上顯示的射程與範圍",
 "基础棍棒攻击 - Dungeon Settlers Wiki": "基礎棍棒攻擊 - Dungeon Settlers 維基",
 "基础棍棒攻击 range and area shown on a dungeon room": "基礎棍棒攻擊 地下城房間上顯示的射程與範圍",
 "基础矛击 - Dungeon Settlers Wiki": "基礎矛擊 - Dungeon Settlers 維基",
 "基础矛击 range and area on a dungeon room": "基礎矛擊 地下城房間上的射程與範圍",
 "基础矛击 range and area shown on a dungeon room": "基礎矛擊 在地下城房間中顯示的射程和範圍",
 "基础营地 - Dungeon Settlers Wiki": "基礎營地 - Dungeon Settlers 維基",
 "基础露营装备 - Dungeon Settlers Wiki": "基礎露營裝備 - Dungeon Settlers 維基",
 "基础魔法飞弹 - Dungeon Settlers Wiki": "基礎魔法飛彈 - Dungeon Settlers 維基",
 "基础魔法飞弹 range and area on a dungeon room": "基礎魔法飛彈 地下城房間上的射程與範圍",
 "基础魔法飞弹 range and area shown on a dungeon room": "基礎魔法飛彈 在地下城房間中顯示的射程和範圍",
 "堡垒 - Dungeon Settlers Wiki": "堡壘 - Dungeon Settlers 維基",
 "塔尔 - Dungeon Settlers Wiki": "塔爾 - Dungeon Settlers 維基",
 "塞德里克 - Dungeon Settlers Wiki": "塞德里克 - Dungeon Settlers 維基",
 "墙 - Dungeon Settlers Wiki": "牆 - Dungeon Settlers 維基",
 "增加 20%。 Adds a flat +20 percent damage against elite and boss monsters.": "增加 20%。 對精英和首領怪物增加固定 +20% 傷害。",
 "增加10%。 10 gold per critical hit, capped at 2,000 gold; at max stacks +10% Critical Chance.": "增加10%。 每次暴擊 10 金幣，上限 2,000 金幣；達到最大層數時 +10% 暴擊機率。",
 "增加命中几率。 Level-up odds: 0.548% per offered slot": "增加命中機率。 升級機率：每個提供的槽 0.548%",
 "增加总最大生命值。 Level-up odds: 0.548% per offered slot": "增加總最大生命值。 升級機率：每個提供的槽 0.548%",
 "增加攻击速度。 Level-up odds: 0.548% per offered slot": "增加攻擊速度。 升級機率：每個提供的槽 0.548%",
 "增加暴击几率。 Level-up odds: 0.548% per offered slot": "增加暴擊機率。 升級機率：每個提供的槽 0.548%",
 "增加最大能量。 Level-up odds: 0.548% per offered slot": "增加最大能量。 升級機率：每個提供的槽 0.548%",
 "增加格挡几率。 Level-up odds: 0.548% per offered slot": "增加格擋機率。 升級機率：每個提供的槽 0.548%",
 "增加物理抗性。 Level-up odds: 0.548% per offered slot": "增加物理抗性。 升級機率：每個提供的槽 0.548%",
 "增加物理攻击力。 Level-up odds: 0.548% per offered slot": "增加物理攻擊力。 升級機率：每個提供的槽 0.548%",
 "增加生命吸取。 Level-up odds: 0.548% per offered slot": "增加生命吸取。 升級機率：每個提供的槽 0.548%",
 "增加生命恢复。 Level-up odds: 0.548% per offered slot": "增加生命恢復。 升級機率：每個提供的槽 0.548%",
 "增加闪避几率。 Level-up odds: 0.548% per offered slot": "增加閃避機率。 升級機率：每個提供的槽 0.548%",
 "增加魔法抗性。 Level-up odds: 0.548% per offered slot": "增加魔法抗性。 升級機率：每個提供的槽 0.548%",
 "增加魔法攻击力。 Level-up odds: 0.548% per offered slot": "增加魔法攻擊力。 升級機率：每個提供的槽 0.548%",
 "壁垒技能树 - Dungeon Settlers Wiki": "壁壘技能樹 - Dungeon Settlers 維基",
 "壁垒铭文 - Dungeon Settlers Wiki": "壁壘銘文 - Dungeon Settlers 維基",
 "壁炉 - Dungeon Settlers Wiki": "壁爐 - Dungeon Settlers 維基",
 "处决 - Dungeon Settlers Wiki": "處決 - Dungeon Settlers 維基",
 "处决技能树 - Dungeon Settlers Wiki": "處決技能樹 - Dungeon Settlers 維基",
 "处决铭文 (Capital Inscription) - Dungeon Settlers Wiki": "處決銘文 (Capital Inscription) - Dungeon Settlers 維基",
 "处决铭文 (Execution Inscription) - Dungeon Settlers Wiki": "處決銘文 - Dungeon Settlers 維基",
 "处刑者 - Dungeon Settlers Wiki": "處刑者 - Dungeon Settlers 維基",
 "复活 - Dungeon Settlers Wiki": "復活 - Dungeon Settlers 維基",
 "复活 range and area on a dungeon room": "復活 地下城房間上的射程與範圍",
 "复活 range and area shown on a dungeon room": "復活 地下城房間上顯示的射程與範圍",
 "复苏铭文 - Dungeon Settlers Wiki": "復甦銘文 - Dungeon Settlers 維基",
 "外壳 - Dungeon Settlers Wiki": "外殼 - Dungeon Settlers 維基",
 "多重射击 - Dungeon Settlers Wiki": "多重射擊 - Dungeon Settlers 維基",
 "夜勤人 - Dungeon Settlers Wiki": "夜勤人 - Dungeon Settlers 維基",
 "夜晚 - Dungeon Settlers Wiki": "夜晚 - Dungeon Settlers 維基",
 "夜行性 - 夜晚 - Dungeon Settlers Wiki": "夜行性 - 夜晚 - Dungeon Settlers 維基",
 "夜行性 - 白天 - Dungeon Settlers Wiki": "夜行性 - 白天 - Dungeon Settlers 維基",
 "夜视 - Dungeon Settlers Wiki": "夜視 - Dungeon Settlers 維基",
 "大地冲击 - Dungeon Settlers Wiki": "大地衝擊 - Dungeon Settlers 維基",
 "大地冲击 range and area on a dungeon room": "大地衝擊 地下城房間上的射程與範圍",
 "大地冲击 range and area shown on a dungeon room": "大地衝擊 地下城房間上顯示的射程與範圍",
 "大型史莱姆 - Dungeon Settlers Wiki": "大型史萊姆 - Dungeon Settlers 維基",
 "大型土岩 (resource node) - Dungeon Settlers Wiki": "大型土巖 (resource node) - Dungeon Settlers 維基",
 "大型木书架 - Dungeon Settlers Wiki": "大型木書架 - Dungeon Settlers 維基",
 "大型木桌 - Dungeon Settlers Wiki": "大型木桌 - Dungeon Settlers 維基",
 "大型木质橱柜 - Dungeon Settlers Wiki": "大型木質櫥櫃 - Dungeon Settlers 維基",
 "大型石桌 - Dungeon Settlers Wiki": "大型石桌 - Dungeon Settlers 維基",
 "大头菜 - Dungeon Settlers Wiki": "大頭菜 - Dungeon Settlers 維基",
 "大头菜 range and area shown on a dungeon room": "大頭菜 地下城房間上顯示的射程與範圍",
 "大头菜粥 - Dungeon Settlers Wiki": "大頭菜粥 - Dungeon Settlers 維基",
 "大头菜粥 range and area shown on a dungeon room": "大頭菜粥 地下城房間上顯示的射程與範圍",
 "大头菜色拉 - Dungeon Settlers Wiki": "大頭菜色拉 - Dungeon Settlers 維基",
 "大头菜色拉 range and area shown on a dungeon room": "大頭菜色拉 地下城房間上顯示的射程與範圍",
 "大尘根 (resource node) - Dungeon Settlers Wiki": "大塵根 (資源節點) - Dungeon Settlers 維基",
 "大幅增加命中几率。 Level-up odds: 0.0455% per offered slot": "大幅增加命中機率。 升級機率：每個提供的槽 0.0455%",
 "大幅增加攻击速度。 Level-up odds: 0.0455% per offered slot": "大幅增加攻擊速度。 升級機率：每個提供的槽 0.0455%",
 "大幅增加暴击伤害加成。 Level-up odds: 0.0455% per offered slot": "大幅增加暴擊傷害加成。 升級機率：每個提供的槽 0.0455%",
 "大幅增加暴击几率。 Level-up odds: 0.0455% per offered slot": "大幅增加暴擊機率。 升級機率：每個提供的槽 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。 升級機率：每個提供的槽 0.0455%",
 "大幅增加最大负重。 Level-up odds: 0.0455% per offered slot": "大幅增加最大負重。 升級機率：每個提供的槽 0.0455%",
 "大幅增加格挡几率。 Level-up odds: 0.0455% per offered slot": "大幅增加格擋機率。 升級機率：每個提供的槽 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。 升級機率：每個提供的槽 0.0455%",
 "大幅增加物理攻击力。 Level-up odds: 0.0455% per offered slot": "大幅增加物理攻擊力。 升級機率：每個提供的槽 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。 升級機率：每個提供的槽 0.0455%",
 "大幅增加生命恢复。 Level-up odds: 0.0455% per offered slot": "大幅增加生命恢復。 升級機率：每個提供的槽 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。 升級機率：每個提供的槽 0.0455%",
 "大幅增加魔法攻击力。 Level-up odds: 0.0455% per offered slot": "大幅增加魔法攻擊力。 升級機率：每個提供的槽 0.0455%",
 "大幅提升冷却时间降低。 Level-up odds: 0.0455% per offered slot": "大幅提升冷卻時間降低。 升級機率：每個提供的槽 0.0455%",
 "大幅提升格挡伤害减免。 Level-up odds: 0.0455% per offered slot": "大幅提升格擋傷害減免。 升級機率：每個提供的槽 0.0455%",
 "大幅提高总最大生命值。 Level-up odds: 0.0455% per offered slot": "大幅提高總最大生命值。 升級機率：每個提供的槽 0.0455%",
 "大幅提高闪避几率。 Level-up odds: 0.0455% per offered slot": "大幅提高閃避機率。 升級機率：每個提供的槽 0.0455%",
 "大雨 - Dungeon Settlers Wiki": "大雨 - Dungeon Settlers 維基",
 "天球仪 - Dungeon Settlers Wiki": "天球儀 - Dungeon Settlers 維基",
 "太阳花 - Dungeon Settlers Wiki": "太陽花 - Dungeon Settlers 維基",
 "太阳花 range and area shown on a dungeon room": "太陽花 在地下城房間中顯示的射程和範圍",
 "头晕 - Dungeon Settlers Wiki": "頭暈 - Dungeon Settlers 維基",
 "头脑简单 - Dungeon Settlers Wiki": "頭腦簡單 - Dungeon Settlers 維基",
 "头部生命值 - Dungeon Settlers Wiki": "頭部生命值 - Dungeon Settlers 維基",
 "头部瞄准 - Dungeon Settlers Wiki": "頭部瞄準 - Dungeon Settlers 維基",
 "奇异种子 - Dungeon Settlers Wiki": "奇異種子 - Dungeon Settlers 維基",
 "奇异种子 range and area shown on a dungeon room": "奇異種子 在地下城房間中顯示的射程和範圍",
 "奇异缝隙 - Dungeon Settlers Wiki": "奇異縫隙 - Dungeon Settlers 維基",
 "奇怪的种子光环 - Dungeon Settlers Wiki": "奇怪的種子光環 - Dungeon Settlers 維基",
 "奇怪的稻草人 - Dungeon Settlers Wiki": "奇怪的稻草人 - Dungeon Settlers 維基",
 "奥术回响 - Dungeon Settlers Wiki": "奧術迴響 - Dungeon Settlers 維基",
 "奥术回响 range and area on a dungeon room": "奧術迴響 地下城房間上的射程與範圍",
 "奥术回响 range and area shown on a dungeon room": "奧術迴響 地下城房間上顯示的射程與範圍",
 "女神之泪 - Dungeon Settlers Wiki": "女神之淚 - Dungeon Settlers 維基",
 "女神像 - Dungeon Settlers Wiki": "女神像 - Dungeon Settlers 維基",
 "女神的祝福 (Attack Speed) - Dungeon Settlers Wiki": "女神的祝福 (攻擊速度) - Dungeon Settlers 維基",
 "女神的祝福 (Swift) - Dungeon Settlers Wiki": "女神的祝福 (迅捷) - Dungeon Settlers 維基",
 "女神的祝福 (Vampire) - Dungeon Settlers Wiki": "女神的祝福 (吸血) - Dungeon Settlers 維基",
 "女神祝福 (Accuracy) - Dungeon Settlers Wiki": "女神祝福 (精準) - Dungeon Settlers 維基",
 "女神祝福 (Critical) - Dungeon Settlers Wiki": "女神祝福 (暴擊) - Dungeon Settlers 維基",
 "女神祝福 (Dodge) - Dungeon Settlers Wiki": "女神祝福 (閃避) - Dungeon Settlers 維基",
 "女神祝福 (Guard) - Dungeon Settlers Wiki": "女神祝福 (格擋) - Dungeon Settlers 維基",
 "女神祝福 (Magic Resistance) - Dungeon Settlers Wiki": "女神祝福 (魔法抗性) - Dungeon Settlers 維基",
 "女神祝福 (Magical Attack) - Dungeon Settlers Wiki": "女神祝福 (魔法攻擊力) - Dungeon Settlers 維基",
 "女神祝福 (Metal Skin) - Dungeon Settlers Wiki": "女神祝福 (鐵膚) - Dungeon Settlers 維基",
 "女神祝福 (Physical Attack) - Dungeon Settlers Wiki": "女神祝福 (物理攻擊力) - Dungeon Settlers 維基",
 "女神祝福 (Skill Cooldown) - Dungeon Settlers Wiki": "女神祝福 (技能冷卻) - Dungeon Settlers 維基",
 "奴隶 - Dungeon Settlers Wiki": "奴隸 - Dungeon Settlers 維基",
 "好奇 - Dungeon Settlers Wiki": "好奇 - Dungeon Settlers 維基",
 "如释重负 - Dungeon Settlers Wiki": "如釋重負 - Dungeon Settlers 維基",
 "娱乐 - Dungeon Settlers Wiki": "娛樂 - Dungeon Settlers 維基",
 "存储容量 - Dungeon Settlers Wiki": "儲存容量 - Dungeon Settlers 維基",
 "孢子喷吐 - Dungeon Settlers Wiki": "孢子噴吐 - Dungeon Settlers 維基",
 "孢子喷吐 range and area on a dungeon room": "孢子噴吐 地下城房間上的射程與範圍",
 "孢子喷吐 range and area shown on a dungeon room": "孢子噴吐 地下城房間上顯示的射程與範圍",
 "孢子昆虫 - Dungeon Settlers Wiki": "孢子昆蟲 - Dungeon Settlers 維基",
 "孢子爆炸 - Dungeon Settlers Wiki": "孢子爆炸 - Dungeon Settlers 維基",
 "孢子虫调查完成 - Dungeon Settlers Wiki": "孢子蟲調查完成 - Dungeon Settlers 維基",
 "宅 - Dungeon Settlers Wiki": "宅 - Dungeon Settlers 維基",
 "完美主义者 - Dungeon Settlers Wiki": "完美主義者 - Dungeon Settlers 維基",
 "完美铭文 - Dungeon Settlers Wiki": "完美銘文 - Dungeon Settlers 維基",
 "宏伟王冠 - Dungeon Settlers Wiki": "宏偉王冠 - Dungeon Settlers 維基",
 "定身 - Dungeon Settlers Wiki": "定身 - Dungeon Settlers 維基",
 "宝石甲虫 - Dungeon Settlers Wiki": "寶石甲蟲 - Dungeon Settlers 維基",
 "家的舒适 - Dungeon Settlers Wiki": "家的舒適 - Dungeon Settlers 維基",
 "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.": "對6範圍內的所有敵方目標造成相當於魔法攻擊力80%的魔法傷害，並施加1的減速與干擾，持續5秒。40秒後，它會崩解並回歸自然。 首次噴射在被召喚 2 秒後命中，之後每隔 4 秒再噴射一次。",
 "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.": "對6範圍內的目標造成相當於你魔法攻擊力120%的魔法傷害。暴擊時，施加頭暈，持續5秒。40秒後，它會崩解並回歸自然。每1秒攻擊一次。 首次攻擊在召喚 1 秒後命中，之後每秒再攻擊一次。",
 "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.": "對一片區域內的敵人造成魔法攻擊力 80% 的魔法傷害，並施加 2 層出血效果，持續 10 秒。攻擊能夠持續命中 7 次。 16秒冷卻 效果： • 出血 (對敵人): 每層每秒 5 物理傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 99 層）。示例：10 層 = 50 物理傷害/秒。持續時間由施加該效果的技能決定。",
 "对决定的不满 - Dungeon Settlers Wiki": "對決定的不滿 - Dungeon Settlers 維基",
 "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。": "對單個敵人造成物理攻擊力 450% 的物理傷害，並施加 1 層暴露的弱點效果，持續 3 秒。用該技能擊殺敵人後，其冷卻時間減少 70%。 5 能量 - 10秒冷卻 效果： • 暴露的弱點（對使用者）：在剩餘的命中次數內被擊中時無法閃避，且必定為暴擊。",
 "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。": "對單個敵方目標造成魔法攻擊力 100% 的魔法傷害，並施加定身效果，持續 5 秒。 10秒冷卻 效果： • 定身（對敵人）：無法從當前位置移動。",
 "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.": "對所有附近的敵人造成相當於魔法攻擊力140% 的魔法傷害，並施加 致命弱點，持續3 秒。暴擊時施加 1 的 頭暈。在20 秒後，它崩解並回歸自然。 召喚後 2 秒打出第一次攻擊，之後每隔 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.": "對敵方單位施加燃燒時，使用者恢復當前已損失生命值的 4%。 效果： • 燃燒 (對敵人): 每層每秒 3 魔法傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 50 層）。示例：10 層 = 30 魔法傷害/秒。持續時間由施加該效果的技能決定。",
 "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.": "對目標單位造成魔法攻擊力 40% 的魔法傷害並施加 1 層燃燒效果，持續 5 秒。 隨後在 3 格內的敵方目標間彈射最多 8 次，造成等量傷害。 彈射時優先選擇命中次數較少的目標。 效果： • 燃燒 (對敵人): 每層每秒 3 魔法傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 50 層）。示例：10 層 = 30 魔法傷害/秒。持續時間由施加該效果的技能決定。",
 "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.": "對目標單位造成魔法攻擊力 40% 的魔法傷害並施加 2 層燃燒效果，持續 5 秒。 隨後在 3 格內的敵方目標間彈射最多 8 次，造成等量傷害。 彈射時優先選擇命中次數較少的目標。 4 能量 - 15秒冷卻 效果： • 燃燒 (對敵人): 每層每秒 3 魔法 傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加50層）。示例：10 層 = 30 魔法 傷害/秒。持續時間由施加該效果的技能決定。",
 "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。": "對目標施加嘲諷，持續30秒。對被嘲諷目標的造成傷害提高50%，自身受到其他目標的受到傷害降低30。 該技能將在後續更新中推出。 5 能量 - 20秒冷卻 效果： • 嘲諷 (對敵人): 優先攻擊嘲諷你的目標。",
 "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": "對目標造成物理攻擊力 150%的物理傷害，並施加干擾效果，持續 5 秒。 10秒冷卻 效果： • 干擾（對敵人）：-25% 命中機率",
 "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": "對目標造成物理攻擊力 220% 的物理傷害，並施加脆弱，持續 8 秒。 4 能量 - 12秒冷卻 效果： • 脆弱 (對敵人): +20% 受到傷害",
 "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。": "對目標造成物理攻擊力 260% 的物理傷害，並施加 1 層硬直和 1 層頭暈效果，持續 10 秒。 3 能量 - 10秒冷卻 效果： • 硬直（對敵人）：-50% 閃避機率 • 頭暈（對敵人）：當累計 2 層時，施加 眩暈，持續1 秒。施加 眩暈 時堆疊會重置。",
 "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": "對目標造成物理攻擊力 270% 的物理傷害，並將其擊退 3 格。對目標施加減速效果，持續 5 秒。 4 能量 - 10秒冷卻 效果： • 減速 (對敵人): -30% 移動速度",
 "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.": "對目標造成物理攻擊力 60% 的物理傷害兩次，並施加持續 6 秒的 減速效果以及 3 層出血效果。 16秒冷卻 效果： • 減速 (對敵人): -30% 移動速度 • 出血 (對敵人): 每層每秒 5 物理傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 99 層）。示例：10 層 = 50 物理傷害/秒。持續時間由施加該效果的技能決定。",
 "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": "對目標造成物理攻擊力 80% 的物理傷害兩次，並施加減速效果，持續 5 秒。 16秒冷卻 效果： • 減速（對敵人）：-30% 移動速度",
 "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.": "對目標造成物理攻擊力 80% 的物理傷害兩次，並施加持續 6 秒的減速 (Slow)和 3 層出血效果。 16秒冷卻 效果： • 減速 (Slow) (對敵人): -30% 移動速度 • 出血 (對敵人): 每層每秒 5 物理傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 99 層）。示例：10 層 = 50 物理傷害/秒。持續時間由施加該效果的技能決定。",
 "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.": "對目標造成魔法攻擊力 100% 的魔法傷害，並施加 2 層燃燒效果，持續 10 秒。 效果： • 燃燒 (對敵人): 每層每秒 3 魔法傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 50 層）。示例：10 層 = 30 魔法傷害/秒。持續時間由施加該效果的技能決定。",
 "对首领怪物无效。 Enemies at or below 20 percent HP are finished off after they take a hit.": "對首領怪物無效。 生命值不高於 20% HP 的敵人在受到一次傷害後會被了結。",
 "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.": "將所受各類傷害的 100% 反彈給攻擊者。 將你受到的每次命中的 100% 以無屬性傷害返還給攻擊者。",
 "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.": "將普通攻擊改為在 20 秒內，對目標造成魔法攻擊力 100% 的魔法傷害，並施加 2 層燃燒效果，持續 10 秒。 3 能量 - 20秒冷卻 效果：• 燃燒 (對敵人): 每層每秒 3 魔法 傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加50層）。示例：10 層 = 30 魔法 傷害/秒。持續時間由施加該效果的技能決定。",
 "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.": "將獲得的燃燒層數增加 100%，並忽略來自燃燒傷害的 40%。 效果： • 燃燒: 每層每秒 3 魔法傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 50 層）。示例：10 層 = 30 魔法傷害/秒。持續時間由施加該效果的技能決定。",
 "小丑铭文 - Dungeon Settlers Wiki": "小丑銘文 - Dungeon Settlers 維基",
 "小型史莱姆 - Dungeon Settlers Wiki": "小型史萊姆 - Dungeon Settlers 維基",
 "小型土岩 (resource node) - Dungeon Settlers Wiki": "小型土巖 (資源節點) - Dungeon Settlers 維基",
 "小型孢子史莱姆 - Dungeon Settlers Wiki": "小型孢子史萊姆 - Dungeon Settlers 維基",
 "小型无限法力发生器 - Dungeon Settlers Wiki": "小型無限法力發生器 - Dungeon Settlers 維基",
 "小型木书架 - Dungeon Settlers Wiki": "小型木書架 - Dungeon Settlers 維基",
 "小型法力发生器 - Dungeon Settlers Wiki": "小型法力發生器 - Dungeon Settlers 維基",
 "小型泥浆史莱姆 - Dungeon Settlers Wiki": "小型泥漿史萊姆 - Dungeon Settlers 維基",
 "小型黑荆棘藤蔓 - Dungeon Settlers Wiki": "小型黑荊棘藤蔓 - Dungeon Settlers 維基",
 "小尘根 (resource node) - Dungeon Settlers Wiki": "小塵根 (資源節點) - Dungeon Settlers 維基",
 "小绿 - Dungeon Settlers Wiki": "小綠 - Dungeon Settlers 維基",
 "小鸟胃 - Dungeon Settlers Wiki": "小鳥胃 - Dungeon Settlers 維基",
 "尖刺龟 - Dungeon Settlers Wiki": "尖刺龜 - Dungeon Settlers 維基",
 "尘根 <阶段 0> - Dungeon Settlers Wiki": "塵根 <階段 0> - Dungeon Settlers 維基",
 "尘根 <阶段 1> - Dungeon Settlers Wiki": "塵根 <階段 1> - Dungeon Settlers 維基",
 "尘根 <阶段 2> (resource node) - Dungeon Settlers Wiki": "塵根 <階段 2> (資源節點) - Dungeon Settlers 維基",
 "尘根 <阶段 3> (resource node) - Dungeon Settlers Wiki": "塵根 <階段 3> (資源節點) - Dungeon Settlers 維基",
 "尘球根 - Dungeon Settlers Wiki": "塵球根 - Dungeon Settlers 維基",
 "尘球根 range and area shown on a dungeon room": "塵球根 地下城房間上顯示的射程與範圍",
 "屏障复苏 - Dungeon Settlers Wiki": "屏障復甦 - Dungeon Settlers 維基",
 "屠夫 - Dungeon Settlers Wiki": "屠夫 - Dungeon Settlers 維基",
 "岩石 (resource node) - Dungeon Settlers Wiki": "岩石 (資源節點) - Dungeon Settlers 維基",
 "岩石冲锋 - Dungeon Settlers Wiki": "岩石衝鋒 - Dungeon Settlers 維基",
 "岩石冲锋 range and area on a dungeon room": "岩石衝鋒 地下城房間上的射程與範圍",
 "岩石冲锋 range and area shown on a dungeon room": "岩石衝鋒 地下城房間上顯示的射程與範圍",
 "岩石崛起 - Dungeon Settlers Wiki": "岩石崛起 - Dungeon Settlers 維基",
 "巨人铭文 - Dungeon Settlers Wiki": "巨人銘文 - Dungeon Settlers 維基",
 "巨剑技能 资质 - Dungeon Settlers Wiki": "巨劍技能 資質 - Dungeon Settlers 維基",
 "巨剑技能树 - Dungeon Settlers Wiki": "巨劍技能樹 - Dungeon Settlers 維基",
 "巨剑铭文 - Dungeon Settlers Wiki": "巨劍銘文 - Dungeon Settlers 維基",
 "巨型石魔像灵魂石 - Dungeon Settlers Wiki": "巨型石魔像靈魂石 - Dungeon Settlers 維基",
 "巨型黑荆棘藤蔓 - Dungeon Settlers Wiki": "巨型黑荊棘藤蔓 - Dungeon Settlers 維基",
 "巨岩 (resource node) - Dungeon Settlers Wiki": "巨巖 (資源節點) - Dungeon Settlers 維基",
 "巨石魔像 - Dungeon Settlers Wiki": "巨石魔像 - Dungeon Settlers 維基",
 "巨石魔像残骸 - Dungeon Settlers Wiki": "巨石魔像殘骸 - Dungeon Settlers 維基",
 "巨石魔像灵魂 (Giant Stone Golem Soul)": "巨石魔像靈魂",
 "巨石魔像灵魂 (Giant Stone Golem Soul) - Dungeon Settlers Wiki": "巨石魔像靈魂 - Dungeon Settlers 維基",
 "巨石魔像灵魂 (Giant Stone Golem Soul) icon": "巨石魔像靈魂 圖示",
 "巨石魔像灵魂 (Stone Golem Soul Count)": "巨石魔像靈魂 (數量)",
 "巨石魔像灵魂 (Stone Golem Soul Count) - Dungeon Settlers Wiki": "巨石魔像靈魂 (數量) - Dungeon Settlers 維基",
 "巨石魔像灵魂 (Stone Golem Soul Count) icon": "巨石魔像靈魂 (數量) 圖示",
 "巨石魔像灵魂 - Dungeon Settlers Wiki": "巨石魔像靈魂 - Dungeon Settlers 維基",
 "已察觉 - Dungeon Settlers Wiki": "已察覺 - Dungeon Settlers 維基",
 "巴斯蒂恩 - Dungeon Settlers Wiki": "巴斯蒂恩 - Dungeon Settlers 維基",
 "布制睡袋 - Dungeon Settlers Wiki": "布制睡袋 - Dungeon Settlers 維基",
 "布帽 - Dungeon Settlers Wiki": "布帽 - Dungeon Settlers 維基",
 "布料 - Dungeon Settlers Wiki": "布料 - Dungeon Settlers 維基",
 "布毯 - Dungeon Settlers Wiki": "布毯 - Dungeon Settlers 維基",
 "布甲 - Dungeon Settlers Wiki": "布甲 - Dungeon Settlers 維基",
 "布袋 - Dungeon Settlers Wiki": "布袋 - Dungeon Settlers 維基",
 "帝国硬币 - Dungeon Settlers Wiki": "帝國硬幣 - Dungeon Settlers 維基",
 "带刺甲壳 - Dungeon Settlers Wiki": "帶刺甲殼 - Dungeon Settlers 維基",
 "干扰 - Dungeon Settlers Wiki": "干擾 - Dungeon Settlers 維基",
 "干扰一击 - Dungeon Settlers Wiki": "干擾一擊 - Dungeon Settlers 維基",
 "干扰一击 range and area on a dungeon room": "干擾一擊 地下城房間上的射程與範圍",
 "干扰一击 range and area shown on a dungeon room": "干擾一擊 地下城房間上顯示的射程與範圍",
 "干燥架 - Dungeon Settlers Wiki": "乾燥架 - Dungeon Settlers 維基",
 "平庸的休闲室 minimum room layout": "平庸的休閒室 最小房間佈局",
 "平庸的单人房 minimum room layout": "平庸的單人房 最小房間佈局",
 "平庸的多人房 minimum room layout": "平庸的多人房 最小房間佈局",
 "平庸的工坊 minimum room layout": "平庸的工坊 最小房間佈局",
 "平庸的研究室 minimum room layout": "平庸的研究室 最小房間佈局",
 "平庸的神殿 minimum room layout": "平庸的神殿 最小房間佈局",
 "平庸的餐厅 minimum room layout": "平庸的餐廳 最小房間佈局",
 "平庸的魔导工坊 minimum room layout": "平庸的魔導工坊 最小房間佈局",
 "幽闭恐惧症 - Dungeon Settlers Wiki": "幽閉恐懼症 - Dungeon Settlers 維基",
 "幽魂锁链 - Dungeon Settlers Wiki": "幽魂鎖鏈 - Dungeon Settlers 維基",
 "幽魂锁链 range and area on a dungeon room": "幽魂鎖鏈 地下城房間上的射程與範圍",
 "幽魂锁链 range and area shown on a dungeon room": "幽魂鎖鏈 地下城房間上顯示的射程與範圍",
 "床 - Dungeon Settlers Wiki": "床 - Dungeon Settlers 維基",
 "废弃样本 - Dungeon Settlers Wiki": "廢棄樣本 - Dungeon Settlers 維基",
 "废弃样本调查完成 - Dungeon Settlers Wiki": "廢棄樣本調查完成 - Dungeon Settlers 維基",
 "废弃魔力装置 - Dungeon Settlers Wiki": "廢棄魔力裝置 - Dungeon Settlers 維基",
 "建造商会 - Dungeon Settlers Wiki": "建造商會 - Dungeon Settlers 維基",
 "建造能力 - Dungeon Settlers Wiki": "建造能力 - Dungeon Settlers 維基",
 "开发者的信 - Dungeon Settlers Wiki": "開發者的信 - Dungeon Settlers 維基",
 "开启护盾 - Dungeon Settlers Wiki": "開啟護盾 - Dungeon Settlers 維基",
 "开拓之魂 (Effect) - Dungeon Settlers Wiki": "開拓之魂 (效果) - Dungeon Settlers 維基",
 "开拓之魂 - Dungeon Settlers Wiki": "開拓之魂 - Dungeon Settlers 維基",
 "弓之铭文 - Dungeon Settlers Wiki": "弓之銘文 - Dungeon Settlers 維基",
 "弓技能 资质 - Dungeon Settlers Wiki": "弓技能 資質 - Dungeon Settlers 維基",
 "弓技能树 - Dungeon Settlers Wiki": "弓技能樹 - Dungeon Settlers 維基",
 "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": "引爆目標奇異種子，向四周發射種子碎片，造成魔法攻擊力 240% 的魔法傷害，並對第一個擊中的敵方單位施加脆弱效果，持續10秒。 3 能量 - 15秒冷卻 效果： • 脆弱 (對盟友): +20% 受到傷害",
 "弩技能 资质 - Dungeon Settlers Wiki": "弩技能 資質 - Dungeon Settlers 維基",
 "弱小灰老鼠 - Dungeon Settlers Wiki": "弱小灰老鼠 - Dungeon Settlers 維基",
 "弱小酸液虫 - Dungeon Settlers Wiki": "弱小酸液蟲 - Dungeon Settlers 維基",
 "弹性格挡 - Dungeon Settlers Wiki": "彈性格擋 - Dungeon Settlers 維基",
 "强化骨制头盔 - Dungeon Settlers Wiki": "強化骨制頭盔 - Dungeon Settlers 維基",
 "强化骨制护甲 - Dungeon Settlers Wiki": "強化骨制護甲 - Dungeon Settlers 維基",
 "强化骨盾 - Dungeon Settlers Wiki": "強化骨盾 - Dungeon Settlers 維基",
 "当前生命值 - Dungeon Settlers Wiki": "當前生命值 - Dungeon Settlers 維基",
 "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。": "當敵方單位在戰鬥中死亡時，給予所有友方單位魔法攻擊力 1% 的生命強化效果，持續 2 秒。 效果： • 生命強化 (對範圍內的單位): 每層每秒恢復 10 當前生命值。",
 "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.": "當生命值低於 50% 時，普通攻擊會對目標施加 1 層燃燒效果，持續 5 秒。 效果： • 燃燒 (對敵人): 每層每秒 3 魔法 傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加50層）。示例：10 層 = 30 魔法 傷害/秒。持續時間由施加該效果的技能決定。",
 "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。": "當生命值降至 30% 以下時，獲得 10 層外殼效果。該效果每層只會觸發一次。 效果： • 外殼 (對施法者): 消耗1層堆疊，將受到的傷害降至1。該效果優先於格擋。",
 "征召兵 - Dungeon Settlers Wiki": "徵召兵 - Dungeon Settlers 維基",
 "待遇期望（Lv1） - Dungeon Settlers Wiki": "待遇期望（Lv1） - Dungeon Settlers 維基",
 "待遇期望（Lv2） - Dungeon Settlers Wiki": "待遇期望（Lv2） - Dungeon Settlers 維基",
 "待遇期望（Lv3） - Dungeon Settlers Wiki": "待遇期望（Lv3） - Dungeon Settlers 維基",
 "待遇期望（Lv4） - Dungeon Settlers Wiki": "待遇期望（Lv4） - Dungeon Settlers 維基",
 "待遇期望（Lv5） - Dungeon Settlers Wiki": "待遇期望（Lv5） - Dungeon Settlers 維基",
 "德弗里克吊坠 - Dungeon Settlers Wiki": "德弗裡克吊墜 - Dungeon Settlers 維基",
 "德弗里克护符 - Dungeon Settlers Wiki": "德弗裡克護符 - Dungeon Settlers 維基",
 "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).": "德弗裡克的吊墜 - 裝備中：攻擊時，根據已損失生命值比例，將造成傷害的最多30% 轉化為生命值吸收。一次 200 傷害的命中在接近 0 HP 時最多恢復 60 HP，一半 HP 時恢復 30 HP，滿 HP 時無恢復（所造成傷害的 30%，再乘以已損失 HP 的比例）。",
 "德弗里克雕像 - Dungeon Settlers Wiki": "德弗裡克雕像 - Dungeon Settlers 維基",
 "德弗里克雕像 2 - Dungeon Settlers Wiki": "德弗裡克雕像 2 - Dungeon Settlers 維基",
 "德弗里克雕像 3 - Dungeon Settlers Wiki": "德弗裡克雕像 3 - Dungeon Settlers 維基",
 "德弗里克雕像 4 - Dungeon Settlers Wiki": "德弗裡克雕像 4 - Dungeon Settlers 維基",
 "德鲁伊 - Dungeon Settlers Wiki": "德魯伊 - Dungeon Settlers 維基",
 "心情 - Dungeon Settlers Wiki": "心情 - Dungeon Settlers 維基",
 "必中一击 - Dungeon Settlers Wiki": "必中一擊 - Dungeon Settlers 維基",
 "忧郁铭文 - Dungeon Settlers Wiki": "憂鬱銘文 - Dungeon Settlers 維基",
 "快乐的傻瓜 - Dungeon Settlers Wiki": "快樂的傻瓜 - Dungeon Settlers 維基",
 "快手 - Dungeon Settlers Wiki": "快手 - Dungeon Settlers 維基",
 "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": "快速衝向指定地格，然後獲得加速效果，持續 15 秒。 3 能量 - 15秒冷卻 效果： • 加速（對使用者）：+30% 攻擊速度",
 "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。": "快速向目標發起衝鋒，造成物理攻擊力 200% 的物理傷害，並施加眩暈效果，持續1秒。 5 能量 - 15秒冷卻 效果： • 眩暈 (對敵人): 短時間內無法行動。",
 "快速射击 - Dungeon Settlers Wiki": "快速射擊 - Dungeon Settlers 維基",
 "快速射击 range and area shown on a dungeon room": "快速射擊 地下城房間上顯示的射程與範圍",
 "快速恢复 (Quick Recovery) - Dungeon Settlers Wiki": "快速恢復 (Quick Recovery) - Dungeon Settlers 維基",
 "快速恢复 (Rapid Recoverd) - Dungeon Settlers Wiki": "快速恢復 (Rapid Recoverd) - Dungeon Settlers 維基",
 "急救箱 - Dungeon Settlers Wiki": "急救箱 - Dungeon Settlers 維基",
 "急救箱 range and area shown on a dungeon room": "急救箱 地下城房間上顯示的射程與範圍",
 "怪物基础打击 - Dungeon Settlers Wiki": "怪物基礎打擊 - Dungeon Settlers 維基",
 "怪物基础打击 range and area on a dungeon room": "怪物基礎打擊 地下城房間上的射程與範圍",
 "怪物基础打击 range and area shown on a dungeon room": "怪物基礎打擊 地下城房間上顯示的射程與範圍",
 "怪物基础斩击 - Dungeon Settlers Wiki": "怪物基礎斬擊 - Dungeon Settlers 維基",
 "怪物基础斩击 range and area shown on a dungeon room": "怪物基礎斬擊 地下城房間上顯示的射程與範圍",
 "怪物基础穿透 - Dungeon Settlers Wiki": "怪物基礎穿透 - Dungeon Settlers 維基",
 "怪物基础穿透 range and area on a dungeon room": "怪物基礎穿透 地下城房間上的射程與範圍",
 "怪物基础穿透 range and area shown on a dungeon room": "怪物基礎穿透 地下城房間上顯示的射程與範圍",
 "怪物烤肉 - Dungeon Settlers Wiki": "怪物烤肉 - Dungeon Settlers 維基",
 "怪物烤肉 range and area shown on a dungeon room": "怪物烤肉 地下城房間上顯示的射程與範圍",
 "总最大生命值 - Dungeon Settlers Wiki": "總最大生命值 - Dungeon Settlers 維基",
 "恋家 - Dungeon Settlers Wiki": "戀家 - Dungeon Settlers 維基",
 "恩典消散的女神像 (Godness Statue Remnant)": "恩典消散的女神像 (女神像遺蹟)",
 "恩典消散的女神像 - Dungeon Settlers Wiki": "恩典消散的女神像 - Dungeon Settlers 維基",
 "恩多尔西 (hunter, Veil of Silence)": "恩多爾西 (獵人，寂靜帷幕)",
 "恩多尔西 - Dungeon Settlers Wiki": "恩多爾西 - Dungeon Settlers 維基",
 "恩多爾西 (hunter, Veil of Silence)": "恩多爾西 (獵人, 寂靜面紗)",
 "恶心的怪物肉 - Dungeon Settlers Wiki": "噁心的怪物肉 - Dungeon Settlers 維基",
 "恶心的怪物肉 range and area shown on a dungeon room": "噁心的怪物肉 地下城房間上顯示的射程與範圍",
 "恶毒辱骂 - Dungeon Settlers Wiki": "惡毒辱罵 - Dungeon Settlers 維基",
 "恶毒辱骂 range and area shown on a dungeon room": "惡毒辱罵 地下城房間上顯示的射程與範圍",
 "悲观 - Dungeon Settlers Wiki": "悲觀 - Dungeon Settlers 維基",
 "惊讶 - Dungeon Settlers Wiki": "驚訝 - Dungeon Settlers 維基",
 "意志 - Dungeon Settlers Wiki": "意志 - Dungeon Settlers 維基",
 "意志削弱 - Dungeon Settlers Wiki": "意志削弱 - Dungeon Settlers 維基",
 "意志天赋 - Dungeon Settlers Wiki": "意志天賦 - Dungeon Settlers 維基",
 "意志强化 - Dungeon Settlers Wiki": "意志強化 - Dungeon Settlers 維基",
 "意志灵药 - Dungeon Settlers Wiki": "意志靈藥 - Dungeon Settlers 維基",
 "愚钝 - Dungeon Settlers Wiki": "愚鈍 - Dungeon Settlers 維基",
 "感官扭曲 - Dungeon Settlers Wiki": "感官扭曲 - Dungeon Settlers 維基",
 "感染性孢子 - Dungeon Settlers Wiki": "感染性孢子 - Dungeon Settlers 維基",
 "感知 - Dungeon Settlers Wiki": "感知 - Dungeon Settlers 維基",
 "感知削弱 - Dungeon Settlers Wiki": "感知削弱 - Dungeon Settlers 維基",
 "感知天赋 - Dungeon Settlers Wiki": "感知天賦 - Dungeon Settlers 維基",
 "感知强化 - Dungeon Settlers Wiki": "感知強化 - Dungeon Settlers 維基",
 "感知灵药 - Dungeon Settlers Wiki": "感知靈藥 - Dungeon Settlers 維基",
 "愤怒之术 (Stack) - Dungeon Settlers Wiki": "憤怒之術 (層) - Dungeon Settlers 維基",
 "愤怒之术 - Dungeon Settlers Wiki": "憤怒之術 - Dungeon Settlers 維基",
 "慰藉之灰 - Dungeon Settlers Wiki": "慰藉之灰 - Dungeon Settlers 維基",
 "懦弱 - Dungeon Settlers Wiki": "懦弱 - Dungeon Settlers 維基",
 "成功的探险 - Dungeon Settlers Wiki": "成功的探險 - Dungeon Settlers 維基",
 "成功的探险 2 - Dungeon Settlers Wiki": "成功的探險 2 - Dungeon Settlers 維基",
 "成就报告 - Dungeon Settlers Wiki": "成就報告 - Dungeon Settlers 維基",
 "成长停滞 - Dungeon Settlers Wiki": "成長停滯 - Dungeon Settlers 維基",
 "戒备姿态 - Dungeon Settlers Wiki": "戒備姿態 - Dungeon Settlers 維基",
 "战争践踏 - Dungeon Settlers Wiki": "戰爭踐踏 - Dungeon Settlers 維基",
 "战争践踏 range and area shown on a dungeon room": "戰爭踐踏 地下城房間上顯示的射程與範圍",
 "战士技能树 - Dungeon Settlers Wiki": "戰士技能樹 - Dungeon Settlers 維基",
 "战士铭文 - Dungeon Settlers Wiki": "戰士銘文 - Dungeon Settlers 維基",
 "战斗势头 - Dungeon Settlers Wiki": "戰鬥勢頭 - Dungeon Settlers 維基",
 "战斗压力 - Dungeon Settlers Wiki": "戰鬥壓力 - Dungeon Settlers 維基",
 "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": "戰鬥開始時，獲得等同於已損失當前生命值 200% 的護盾，持續 20 秒。該效果的觸發間隔為 60 秒。 戰鬥開始時，獲得相當於已損失 HP 兩倍的護盾，持續 20 秒。 升級機率：每個提供的槽 0.0455%",
 "战斗节奏 - Dungeon Settlers Wiki": "戰鬥節奏 - Dungeon Settlers 維基",
 "战潮寻者 - Dungeon Settlers Wiki": "戰潮尋者 - Dungeon Settlers 維基",
 "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": "所有天賦等級提高 1 級。天賦不會超過最大等級（天才）。 升級機率：每個提供的欄位 0.100%",
 "手术台 - Dungeon Settlers Wiki": "手術檯 - Dungeon Settlers 維基",
 "打磨刀刃 - Dungeon Settlers Wiki": "打磨刀刃 - Dungeon Settlers 維基",
 "扩散之火 - Dungeon Settlers Wiki": "擴散之火 - Dungeon Settlers 維基",
 "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： • 卓越領袖 (人類) (對施法者): 卓越的領袖能力可以使附近盟友獲得遵從指令。 新成員獲得開拓之魂。 • 將副指揮官徽章作為人類使用時，還會賦予所有盟友 開拓之魂: 從地下城第 3 層起獲得開拓之魂 (效果)。. • 卓越領袖 (蜥蜴人) (對施法者): 卓越的領袖能力可以使附近盟友獲得遵從指令。 • 將副指揮官徽章作為蜥蜴人使用時，還會賦予 最強戰士: +30% 力量, +30% 體質. • 卓越領袖 (精靈) (對施法者): 卓越的領袖能力可以使附近盟友獲得遵從指令。 新成員獲得世界樹的祝福。 • 將副指揮官徽章作為精靈使用時，還會賦予所有盟友 世界樹的祝福: 受世界樹祝福影響，所有單位的正面效果持續時間提高 20%。. • 卓越領袖 (狼人) (對施法者): 卓越的領袖能力可以使附近盟友獲得遵從指令。 新成員獲得生存本能。 • 將副指揮官徽章作為狼人使用時，還會賦予所有盟友 生存本能: 在頑強的生存本能驅動下，生命值降低至 40% 及以下時，閃避率提高 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: 近戰 (對施法者): 將所受近戰物理傷害的50% 以物理傷害的形式反彈給攻擊者。",
 "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： • 外殼 (對施法者): 消耗1層堆疊，將受到的傷害降至1。該效果優先於格擋。",
 "技能冷却药水 - Dungeon Settlers Wiki": "技能冷卻藥水 - Dungeon Settlers 維基",
 "技能灵药 - Dungeon Settlers Wiki": "技能靈藥 - Dungeon Settlers 維基",
 "技能重置灵药 - Dungeon Settlers Wiki": "技能重置靈藥 - Dungeon Settlers 維基",
 "投射物仓库 - Dungeon Settlers Wiki": "投射物倉庫 - Dungeon Settlers 維基",
 "投掷之术 - Dungeon Settlers Wiki": "投擲之術 - Dungeon Settlers 維基",
 "投掷之术光环 - Dungeon Settlers Wiki": "投擲之術光環 - Dungeon Settlers 維基",
 "投掷之艺 - Dungeon Settlers Wiki": "投擲之藝 - Dungeon Settlers 維基",
 "投石 - Dungeon Settlers Wiki": "投石 - Dungeon Settlers 維基",
 "投石 range and area on a dungeon room": "投石 地下城房間上的射程與範圍",
 "投石 range and area shown on a dungeon room": "投石 地下城房間上顯示的射程與範圍",
 "投降 - Dungeon Settlers Wiki": "投降 - Dungeon Settlers 維基",
 "护盾 - Dungeon Settlers Wiki": "護盾 - Dungeon Settlers 維基",
 "护盾铭文 - Dungeon Settlers Wiki": "護盾銘文 - Dungeon Settlers 維基",
 "抵挡 - Dungeon Settlers Wiki": "抵擋 - Dungeon Settlers 維基",
 "招募 - Dungeon Settlers Wiki": "招募 - Dungeon Settlers 維基",
 "拥抱之波 - Dungeon Settlers Wiki": "擁抱之波 - Dungeon Settlers 維基",
 "拥抱之波 range and area shown on a dungeon room": "擁抱之波 在地下城房間中顯示的射程和範圍",
 "拥抱波浪反弹 - Dungeon Settlers Wiki": "擁抱波浪反彈 - Dungeon Settlers 維基",
 "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%。 隨穿戴者自身 HP 下降，最多增加 +20% 傷害。",
 "挑战铭文 - Dungeon Settlers Wiki": "挑戰銘文 - Dungeon Settlers 維基",
 "挖开的无名墓地 - Dungeon Settlers Wiki": "挖開的無名墓地 - Dungeon Settlers 維基",
 "挣扎铭文 - Dungeon Settlers Wiki": "掙扎銘文 - Dungeon Settlers 維基",
 "捕获猎物 - Dungeon Settlers Wiki": "捕獲獵物 - Dungeon Settlers 維基",
 "捕获猎物 range and area shown on a dungeon room": "捕獲獵物 在地下城房間中顯示的射程和範圍",
 "捕蛇者 - Dungeon Settlers Wiki": "捕蛇者 - Dungeon Settlers 維基",
 "损坏的马车 - Dungeon Settlers Wiki": "損壞的馬車 - Dungeon Settlers 維基",
 "据点传送门 - Dungeon Settlers Wiki": "據點傳送門 - Dungeon Settlers 維基",
 "据点初始包 - Dungeon Settlers Wiki": "據點初始包 - Dungeon Settlers 維基",
 "掠食蛙 - Dungeon Settlers Wiki": "掠食蛙 - Dungeon Settlers 維基",
 "探索渴望 - Dungeon Settlers Wiki": "探索渴望 - Dungeon Settlers 維基",
 "探险决议 - Dungeon Settlers Wiki": "探險決議 - Dungeon Settlers 維基",
 "探险决议完成 - Dungeon Settlers Wiki": "探險決議完成 - Dungeon Settlers 維基",
 "探险号角 - Dungeon Settlers Wiki": "探險號角 - Dungeon Settlers 維基",
 "探险成员 - Dungeon Settlers Wiki": "探險成員 - Dungeon Settlers 維基",
 "探险拉开帷幕 - Dungeon Settlers Wiki": "探險拉開帷幕 - Dungeon Settlers 維基",
 "探险支援（3） - Dungeon Settlers Wiki": "探險支援（3） - Dungeon Settlers 維基",
 "探险方针 - Dungeon Settlers Wiki": "探險方針 - Dungeon Settlers 維基",
 "探险等级 - Dungeon Settlers Wiki": "探險等級 - Dungeon Settlers 維基",
 "探险等级提升 - Dungeon Settlers Wiki": "探險等級提升 - Dungeon Settlers 維基",
 "掷网 - Dungeon Settlers Wiki": "擲網 - Dungeon Settlers 維基",
 "掷网 range and area on a dungeon room": "擲網 地下城房間上的射程與範圍",
 "掷网 range and area shown on a dungeon room": "擲網 地下城房間上顯示的射程與範圍",
 "提升冷却时间降低。 Level-up odds: 0.548% per offered slot": "提升冷卻時間降低。 升級機率：每個提供的槽 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": "提升所有主屬性，但同時會獲得心情懲罰。 升級機率：每個提供的槽 0.0455%",
 "提升最大负重。 Level-up odds: 0.548% per offered slot": "提升最大負重。 升級機率：每個提供的槽 0.548%",
 "提升格挡伤害减免。 Level-up odds: 0.548% per offered slot": "提升格擋傷害減免。 升級機率：每個提供的槽 0.548%",
 "提高暴击伤害加成。 Level-up odds: 0.548% per offered slot": "提高暴擊傷害加成。 升級機率：每個提供的槽 0.548%",
 "搬运工 - Dungeon Settlers Wiki": "搬運工 - Dungeon Settlers 維基",
 "搬运者铭文 - Dungeon Settlers Wiki": "搬運者銘文 - Dungeon Settlers 維基",
 "携带同伴 - Dungeon Settlers Wiki": "攜帶同伴 - Dungeon Settlers 維基",
 "改良草粥 - Dungeon Settlers Wiki": "改良草粥 - Dungeon Settlers 維基",
 "改良草粥 range and area shown on a dungeon room": "改良草粥 地下城房間上顯示的射程與範圍",
 "攻击 - Dungeon Settlers Wiki": "攻擊 - Dungeon Settlers 維基",
 "攻击 range and area on a dungeon room": "攻擊 地下城房間上的射程與範圍",
 "攻击 range and area shown on a dungeon room": "攻擊 地下城房間上顯示的射程與範圍",
 "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).": "攻擊時，根據已損失生命值比例，將造成傷害的最多30% 轉化為生命值吸收。 一次 200 傷害的命中在接近 0 HP 時最多恢復 60 HP，一半 HP 時恢復 30 HP，滿 HP 時無恢復（所造成傷害的 30%，再乘以已損失 HP 的比例）。",
 "攻击速度 - Dungeon Settlers Wiki": "攻擊速度 - Dungeon Settlers 維基",
 "攻击速度最终系数 - Dungeon Settlers Wiki": "攻擊速度最終係數 - Dungeon Settlers 維基",
 "攻击速度药水 - Dungeon Settlers Wiki": "攻擊速度藥水 - Dungeon Settlers 維基",
 "攻击：魔法弹 - Dungeon Settlers Wiki": "攻擊：魔法彈 - Dungeon Settlers 維基",
 "攻击：魔法弹 range and area on a dungeon room": "攻擊：魔法彈 地下城房間上的射程與範圍",
 "攻击：魔法弹 range and area shown on a dungeon room": "攻擊：魔法彈 地下城房間上顯示的射程與範圍",
 "效果，持续 10 秒。 Critical basic attacks apply 5 stacks of Bleeding for 10 seconds.": "效果，持續 10 秒。 暴擊的普通攻擊施加 5 層出血，持續 10 秒。",
 "效果，持续 10 秒。 Critical basic attacks apply 5 stacks of Burning for 10 seconds.": "效果，持續 10 秒。 暴擊的普通攻擊施加 5 層燃燒，持續 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，持續 10 秒。 格擋可恢復已損失 HP 的 5%，並賦予鐵牆，持續 10 秒。",
 "效果，持续 6 秒。 Every 3rd basic attack applies 2 stacks of Bleeding for 6 seconds.": "效果，持續 6 秒。 每第 3 次普通攻擊施加 2 層出血，持續 6 秒。",
 "效果，持续 6 秒。 Every 3rd basic attack applies 2 stacks of Burning for 6 seconds.": "效果，持續 6 秒。 每第 3 次普通攻擊施加 2 層燃燒，持續 6 秒。",
 "敏捷 - Dungeon Settlers Wiki": "敏捷 - Dungeon Settlers 維基",
 "敏捷削弱 - Dungeon Settlers Wiki": "敏捷削弱 - Dungeon Settlers 維基",
 "敏捷天赋 - Dungeon Settlers Wiki": "敏捷天賦 - Dungeon Settlers 維基",
 "敏捷强化 - Dungeon Settlers Wiki": "敏捷強化 - Dungeon Settlers 維基",
 "敏捷灵药 - Dungeon Settlers Wiki": "敏捷靈藥 - Dungeon Settlers 維基",
 "敏锐感知 - Dungeon Settlers Wiki": "敏銳感知 - Dungeon Settlers 維基",
 "教程 0 - Open Game Guide": "教程 0 - 開啟遊戲指南",
 "教程 1 - Camera movement input, 10 or more times": "教程 1 - 攝像機移動輸入，10 次或更多",
 "教程 13 - Move Near the Marker": "教程 13 - 移動到標記附近",
 "教程 14 - Defeat the Acid Bug (0/1)": "教程 14 - 擊敗酸液蟲 (0/1)",
 "教程 15 - Move Near the Marker": "教程 15 - 移動到標記附近",
 "教程 16 - Move to the Settlement": "教程 16 - 移動到據點",
 "教程 2 - Camera wheel input, 2 or more times": "教程 2 - 攝像機滾輪輸入，2 次或更多",
 "教程 3 - Move Near the Marker": "教程 3 - 移動到標記附近",
 "教程 4 - Defeat 1 Weak Grey Rat": "教程 4 - 擊敗 1 只弱小灰老鼠",
 "教程 5 - Move Near the Marker": "教程 5 - 移動到標記附近",
 "教程 6 - Interact with the Wooden Crate": "教程 6 - 與木箱互動",
 "教程 9 - Defeat 2 Weak Grey Rats": "教程 9 - 擊敗 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（開啟技能：K） 8 - 學習主動技能；學習被動技能",
 "教程（打开背包：I） 7 - Use an Ointment": "教程（開啟揹包：I） 7 - 使用藥膏",
 "斥候 - Dungeon Settlers Wiki": "斥候 - Dungeon Settlers 維基",
 "斧技能 资质 - Dungeon Settlers Wiki": "斧技能 資質 - Dungeon Settlers 維基",
 "斩杀 - Dungeon Settlers Wiki": "斬殺 - Dungeon Settlers 維基",
 "斩杀 range and area shown on a dungeon room": "斬殺 地下城房間上顯示的射程與範圍",
 "断筋 - Dungeon Settlers Wiki": "斷筋 - Dungeon Settlers 維基",
 "断筋 range and area shown on a dungeon room": "斷筋 地下城房間上顯示的射程與範圍",
 "新兵 - Dungeon Settlers Wiki": "新兵 - Dungeon Settlers 維基",
 "新的派驻 - Dungeon Settlers Wiki": "新的派駐 - Dungeon Settlers 維基",
 "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": "施加眩暈類效果時，也會同時施加脆弱效果，持續時間相同。 升級機率：每個提供的槽 0.0455%",
 "旋风冲击 - Dungeon Settlers Wiki": "旋風衝擊 - Dungeon Settlers 維基",
 "旋风冲击 range and area shown on a dungeon room": "旋風衝擊 地下城房間上顯示的射程與範圍",
 "旋风斩 - Dungeon Settlers Wiki": "旋風斬 - Dungeon Settlers 維基",
 "旋风斩 range and area shown on a dungeon room": "旋風斬 地下城房間上顯示的射程與範圍",
 "旗帜 - Dungeon Settlers Wiki": "旗幟 - Dungeon Settlers 維基",
 "旗帜架 (Black Banner Stand)": "旗幟架 (黑色旗幟架)",
 "旗帜架 (Blue Banner Stand)": "旗幟架 (藍色旗幟架)",
 "旗帜架 (White Banner Stand)": "旗幟架 (白色旗幟架)",
 "旗帜架 (Yellow Banner Stand)": "旗幟架 (黃色旗幟架)",
 "旗帜架 - Dungeon Settlers Wiki": "旗幟架 - Dungeon Settlers 維基",
 "无名墓地 - Dungeon Settlers Wiki": "無名墓地 - Dungeon Settlers 維基",
 "无名箱子 - Dungeon Settlers Wiki": "無名箱子 - Dungeon Settlers 維基",
 "无尽之夜 - Dungeon Settlers Wiki": "無盡之夜 - Dungeon Settlers 維基",
 "无尽深渊中型史莱姆 - Dungeon Settlers Wiki": "無盡深淵中型史萊姆 - Dungeon Settlers 維基",
 "无尽深渊中型孢子史莱姆 - Dungeon Settlers Wiki": "無盡深淵中型孢子史萊姆 - Dungeon Settlers 維基",
 "无尽深渊中型泥浆史莱姆 - Dungeon Settlers Wiki": "無盡深淵中型泥漿史萊姆 - Dungeon Settlers 維基",
 "无尽深渊哥布林工人 - Dungeon Settlers Wiki": "無盡深淵哥布林工人 - Dungeon Settlers 維基",
 "无尽深渊哥布林投掷者 - Dungeon Settlers Wiki": "無盡深淵哥布林投擲者 - Dungeon Settlers 維基",
 "无尽深渊哥布林斗士 - Dungeon Settlers Wiki": "無盡深淵哥布林鬥士 - Dungeon Settlers 維基",
 "无尽深渊哥布林祭司 - Dungeon Settlers Wiki": "無盡深淵哥布林祭司 - Dungeon Settlers 維基",
 "无尽深渊哥布林萨满 - Dungeon Settlers Wiki": "無盡深淵哥布林薩滿 - Dungeon Settlers 維基",
 "无尽深渊哥布林骑手 - Dungeon Settlers Wiki": "無盡深淵哥布林騎手 - Dungeon Settlers 維基",
 "无尽深渊孢子昆虫 - Dungeon Settlers Wiki": "無盡深淵孢子昆蟲 - Dungeon Settlers 維基",
 "无尽深渊小型史莱姆 - Dungeon Settlers Wiki": "無盡深淵小型史萊姆 - Dungeon Settlers 維基",
 "无尽深渊小型孢子史莱姆 - Dungeon Settlers Wiki": "無盡深淵小型孢子史萊姆 - Dungeon Settlers 維基",
 "无尽深渊小型泥浆史莱姆 - Dungeon Settlers Wiki": "無盡深淵小型泥漿史萊姆 - Dungeon Settlers 維基",
 "无尽深渊尖刺龟 - Dungeon Settlers Wiki": "無盡深淵尖刺龜 - Dungeon Settlers 維基",
 "无尽深渊巨型石魔像 - Dungeon Settlers Wiki": "無盡深淵巨型石魔像 - Dungeon Settlers 維基",
 "无尽深渊弱小灰鼠 - Dungeon Settlers Wiki": "無盡深淵弱小灰鼠 - Dungeon Settlers 維基",
 "无尽深渊挑战者格洛斯 - Dungeon Settlers Wiki": "無盡深淵挑戰者格洛斯 - Dungeon Settlers 維基",
 "无尽深渊掠食蛙 - Dungeon Settlers Wiki": "無盡深淵掠食蛙 - Dungeon Settlers 維基",
 "无尽深渊格洛斯幼崽 - Dungeon Settlers Wiki": "無盡深淵格洛斯幼崽 - Dungeon Settlers 維基",
 "无尽深渊森林蝌蚪 - Dungeon Settlers Wiki": "無盡深淵森林蝌蚪 - Dungeon Settlers 維基",
 "无尽深渊水晶龟 - Dungeon Settlers Wiki": "無盡深淵水晶龜 - Dungeon Settlers 維基",
 "无尽深渊泥浆斯洛格尔 - Dungeon Settlers Wiki": "無盡深淵泥漿斯洛格爾 - Dungeon Settlers 維基",
 "无尽深渊灰色怪鼠 - Dungeon Settlers Wiki": "無盡深淵灰色怪鼠 - Dungeon Settlers 維基",
 "无尽深渊灰鼠 - Dungeon Settlers Wiki": "無盡深淵灰鼠 - Dungeon Settlers 維基",
 "无尽深渊白色莫默克 - Dungeon Settlers Wiki": "無盡深淵白色莫默克 - Dungeon Settlers 維基",
 "无尽深渊红色怪鼠 - Dungeon Settlers Wiki": "無盡深淵紅色怪鼠 - Dungeon Settlers 維基",
 "无尽深渊红色石魔像 - Dungeon Settlers Wiki": "無盡深淵紅色石魔像 - Dungeon Settlers 維基",
 "无尽深渊红鼠 - Dungeon Settlers Wiki": "無盡深淵紅鼠 - Dungeon Settlers 維基",
 "无尽深渊莫默克 - Dungeon Settlers Wiki": "無盡深淵莫默克 - Dungeon Settlers 維基",
 "无尽深渊蓝色石魔像 - Dungeon Settlers Wiki": "無盡深淵藍色石魔像 - Dungeon Settlers 維基",
 "无尽深渊蜜蜂 - Dungeon Settlers Wiki": "無盡深淵蜜蜂 - Dungeon Settlers 維基",
 "无尽深渊酸性斯洛格尔 - Dungeon Settlers Wiki": "無盡深淵酸性斯洛格爾 - Dungeon Settlers 維基",
 "无尽深渊酸液虫 - Dungeon Settlers Wiki": "無盡深淵酸液蟲 - Dungeon Settlers 維基",
 "无尽深渊金属圣甲虫 - Dungeon Settlers Wiki": "無盡深淵金屬聖甲蟲 - Dungeon Settlers 維基",
 "无尽深渊锁链骑士哨兵 - Dungeon Settlers Wiki": "無盡深淵鎖鏈騎士哨兵 - Dungeon Settlers 維基",
 "无尽深渊长老格洛斯 - Dungeon Settlers Wiki": "無盡深淵長老格洛斯 - Dungeon Settlers 維基",
 "无尽深渊阿尔法酸性斯洛格尔 - Dungeon Settlers Wiki": "無盡深淵阿爾法酸性斯洛格爾 - Dungeon Settlers 維基",
 "无尽深渊雄性格洛斯 - Dungeon Settlers Wiki": "無盡深淵雄性格洛斯 - Dungeon Settlers 維基",
 "无尽深渊雌性格洛斯 - Dungeon Settlers Wiki": "無盡深淵雌性格洛斯 - Dungeon Settlers 維基",
 "无尽深渊黄色石魔像 - Dungeon Settlers Wiki": "無盡深淵黃色石魔像 - Dungeon Settlers 維基",
 "无敌 - Dungeon Settlers Wiki": "無敵 - Dungeon Settlers 維基",
 "无聊 - Dungeon Settlers Wiki": "無聊 - Dungeon Settlers 維基",
 "无限深渊 - Dungeon Settlers Wiki": "無限深淵 - Dungeon Settlers 維基",
 "日心花 - Dungeon Settlers Wiki": "日心花 - Dungeon Settlers 維基",
 "日心花 range and area shown on a dungeon room": "日心花 在地下城房間中顯示的射程和範圍",
 "旧宝箱 - Dungeon Settlers Wiki": "舊寶箱 - Dungeon Settlers 維基",
 "普通攻击 - Dungeon Settlers Wiki": "普通攻擊 - Dungeon Settlers 維基",
 "普通攻击 range and area shown on a dungeon room": "普通攻擊 地下城房間上顯示的射程與範圍",
 "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.": "普通攻擊造成的傷害提高 25%，但主要裝備耐久度的下降速度加倍。 為普通攻擊增加固定 +25% 傷害，並使武器損耗更快。",
 "普通的休闲室 minimum room layout": "普通的休閒室 最小房間佈局",
 "普通的单人房 minimum room layout": "普通的單人房 最小房間佈局",
 "普通的多人房 minimum room layout": "普通的多人房 最小房間佈局",
 "普通的工坊 minimum room layout": "普通的工坊 最小房間佈局",
 "普通的研究室 minimum room layout": "普通的研究室 最小房間佈局",
 "普通的神殿 minimum room layout": "普通的神殿 最小房間佈局",
 "普通的餐厅 minimum room layout": "普通的餐廳 最小房間佈局",
 "普通的魔导工坊 minimum room layout": "普通的魔導工坊 最小房間佈局",
 "晴朗 - Dungeon Settlers Wiki": "晴朗 - Dungeon Settlers 維基",
 "智力 - Dungeon Settlers Wiki": "智力 - Dungeon Settlers 維基",
 "智力削弱 - Dungeon Settlers Wiki": "智力削弱 - Dungeon Settlers 維基",
 "智力天赋 - Dungeon Settlers Wiki": "智力天賦 - Dungeon Settlers 維基",
 "智力强化 - Dungeon Settlers Wiki": "智力強化 - Dungeon Settlers 維基",
 "智力灵药 - Dungeon Settlers Wiki": "智力靈藥 - Dungeon Settlers 維基",
 "暗中凝视 - Dungeon Settlers Wiki": "暗中凝視 - Dungeon Settlers 維基",
 "暗棘腐化 - Dungeon Settlers Wiki": "暗棘腐化 - Dungeon Settlers 維基",
 "暗棘蔓延 - Dungeon Settlers Wiki": "暗棘蔓延 - Dungeon Settlers 維基",
 "暴击伤害加成 - Dungeon Settlers Wiki": "暴擊傷害加成 - Dungeon Settlers 維基",
 "暴击伤害加成 taken from critical hits increases.": "暴擊傷害加成 受到暴擊時所受 increases.",
 "暴击倍率最终系数 - Dungeon Settlers Wiki": "暴擊倍率最終係數 - Dungeon Settlers 維基",
 "暴击几率 - Dungeon Settlers Wiki": "暴擊機率 - Dungeon Settlers 維基",
 "暴击几率最终系数 - Dungeon Settlers Wiki": "暴擊機率最終係數 - Dungeon Settlers 維基",
 "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": "暴擊時，施加 5 層燃燒效果，持續 10 秒。 暴擊的普通攻擊施加 5 層燃燒，持續 10 秒。 升級機率：每個提供的槽 0.0455%",
 "暴击药水 - Dungeon Settlers Wiki": "暴擊藥水 - Dungeon Settlers 維基",
 "暴雨 - Dungeon Settlers Wiki": "暴雨 - Dungeon Settlers 維基",
 "暴露的弱点 - Dungeon Settlers Wiki": "暴露的弱點 - Dungeon Settlers 維基",
 "曼德拉草 - Dungeon Settlers Wiki": "曼德拉草 - Dungeon Settlers 維基",
 "曼德拉草 range and area shown on a dungeon room": "曼德拉草 地下城房間上顯示的射程與範圍",
 "曼德拉草苏醒 - Dungeon Settlers Wiki": "曼德拉草甦醒 - Dungeon Settlers 維基",
 "最后的余烬 - Dungeon Settlers Wiki": "最後的餘燼 - Dungeon Settlers 維基",
 "最后的薪火 - Dungeon Settlers Wiki": "最後的薪火 - Dungeon Settlers 維基",
 "最多 20 层。 Every 60 Energy recovered grants 1 Shell, up to a ceiling of 20 Shell.": "最多 20 層。 每恢復 60 能量獲得 1 層外殼，上限 20 層外殼。",
 "最大压力 - Dungeon Settlers Wiki": "最大壓力 - Dungeon Settlers 維基",
 "最大生命值最终系数 - Dungeon Settlers Wiki": "最大生命值最終係數 - Dungeon Settlers 維基",
 "最大生命值（头部） - Dungeon Settlers Wiki": "最大生命值（頭部） - Dungeon Settlers 維基",
 "最大生命值（躯干） - Dungeon Settlers Wiki": "最大生命值（軀幹） - Dungeon Settlers 維基",
 "最大经验值 - Dungeon Settlers Wiki": "最大經驗值 - Dungeon Settlers 維基",
 "最大耐久度 - Dungeon Settlers Wiki": "最大耐久度 - Dungeon Settlers 維基",
 "最大能量 - Dungeon Settlers Wiki": "最大能量 - Dungeon Settlers 維基",
 "最大负重 - Dungeon Settlers Wiki": "最大負重 - Dungeon Settlers 維基",
 "最大饥饿度 - Dungeon Settlers Wiki": "最大飢餓度 - Dungeon Settlers 維基",
 "最强战士 - Dungeon Settlers Wiki": "最強戰士 - Dungeon Settlers 維基",
 "最终伤害系数 - Dungeon Settlers Wiki": "最終傷害係數 - Dungeon Settlers 維基",
 "有用的魔法废料堆 (resource node) - Dungeon Settlers Wiki": "有用的魔法廢料堆 (resource node) - Dungeon Settlers 維基",
 "服用吸血药水 - Dungeon Settlers Wiki": "服用吸血藥水 - Dungeon Settlers 維基",
 "服用命中药水 - Dungeon Settlers Wiki": "服用命中藥水 - Dungeon Settlers 維基",
 "服用技能冷却药水 - Dungeon Settlers Wiki": "服用技能冷卻藥水 - Dungeon Settlers 維基",
 "服用攻击速度药水 - Dungeon Settlers Wiki": "服用攻擊速度藥水 - Dungeon Settlers 維基",
 "服用暴击药水 - Dungeon Settlers Wiki": "服用暴擊藥水 - Dungeon Settlers 維基",
 "服用物理攻击药水 - Dungeon Settlers Wiki": "服用物理攻擊藥水 - Dungeon Settlers 維基",
 "服用迅捷药水 - Dungeon Settlers Wiki": "服用迅捷藥水 - Dungeon Settlers 維基",
 "服用重量药水 - Dungeon Settlers Wiki": "服用重量藥水 - Dungeon Settlers 維基",
 "服用金属皮肤药水 - Dungeon Settlers Wiki": "服用金屬皮膚藥水 - Dungeon Settlers 維基",
 "服用闪避药水 - Dungeon Settlers Wiki": "服用閃避藥水 - Dungeon Settlers 維基",
 "服用防护药水 - Dungeon Settlers Wiki": "服用防護藥水 - Dungeon Settlers 維基",
 "服用魔法抗性药水 - Dungeon Settlers Wiki": "服用魔法抗性藥水 - Dungeon Settlers 維基",
 "服用魔法攻击力药水 - Dungeon Settlers Wiki": "服用魔法攻擊力藥水 - Dungeon Settlers 維基",
 "木制圆桌 - Dungeon Settlers Wiki": "木製圓桌 - Dungeon Settlers 維基",
 "木制墙架 - Dungeon Settlers Wiki": "木製牆架 - Dungeon Settlers 維基",
 "木制头盔 - Dungeon Settlers Wiki": "木製頭盔 - Dungeon Settlers 維基",
 "木制女神像 - Dungeon Settlers Wiki": "木製女神像 - Dungeon Settlers 維基",
 "木制巨剑 - Dungeon Settlers Wiki": "木製巨劍 - Dungeon Settlers 維基",
 "木制护甲 - Dungeon Settlers Wiki": "木製護甲 - Dungeon Settlers 維基",
 "木制棍棒 - Dungeon Settlers Wiki": "木製棍棒 - Dungeon Settlers 維基",
 "木制路障 - Dungeon Settlers Wiki": "木製路障 - Dungeon Settlers 維基",
 "木制边桌 - Dungeon Settlers Wiki": "木製邊桌 - Dungeon Settlers 維基",
 "木剑 - Dungeon Settlers Wiki": "木劍 - Dungeon Settlers 維基",
 "木匠 - Dungeon Settlers Wiki": "木匠 - Dungeon Settlers 維基",
 "木地板 - Dungeon Settlers Wiki": "木地板 - Dungeon Settlers 維基",
 "木工工作台 - Dungeon Settlers Wiki": "木工工作臺 - Dungeon Settlers 維基",
 "木床 - Dungeon Settlers Wiki": "木床 - Dungeon Settlers 維基",
 "木弓 - Dungeon Settlers Wiki": "木弓 - Dungeon Settlers 維基",
 "木材丰富 - Dungeon Settlers Wiki": "木材豐富 - Dungeon Settlers 維基",
 "木材堆 - Dungeon Settlers Wiki": "木材堆 - Dungeon Settlers 維基",
 "木板 - Dungeon Settlers Wiki": "木板 - Dungeon Settlers 維基",
 "木板墙 - Dungeon Settlers Wiki": "木板牆 - Dungeon Settlers 維基",
 "木板门 - Dungeon Settlers Wiki": "木板門 - Dungeon Settlers 維基",
 "木柱 - Dungeon Settlers Wiki": "木柱 - Dungeon Settlers 維基",
 "木栅栏 - Dungeon Settlers Wiki": "木柵欄 - Dungeon Settlers 維基",
 "木桌 - Dungeon Settlers Wiki": "木桌 - Dungeon Settlers 維基",
 "木桩铭文 - Dungeon Settlers Wiki": "木樁銘文 - Dungeon Settlers 維基",
 "木桶 - Dungeon Settlers Wiki": "木桶 - Dungeon Settlers 維基",
 "木棍 - Dungeon Settlers Wiki": "木棍 - Dungeon Settlers 維基",
 "木椅 (Wood Dining Chair)": "木椅 (木餐椅)",
 "木椅 - Dungeon Settlers Wiki": "木椅 - Dungeon Settlers 維基",
 "木盾 - Dungeon Settlers Wiki": "木盾 - Dungeon Settlers 維基",
 "木矛 - Dungeon Settlers Wiki": "木矛 - Dungeon Settlers 維基",
 "木箭 - Dungeon Settlers Wiki": "木箭 - Dungeon Settlers 維基",
 "木箱 - Dungeon Settlers Wiki": "木箱 - Dungeon Settlers 維基",
 "木箱堆 - Dungeon Settlers Wiki": "木箱堆 - Dungeon Settlers 維基",
 "木衣柜 - Dungeon Settlers Wiki": "木衣櫃 - Dungeon Settlers 維基",
 "木质橱柜 - Dungeon Settlers Wiki": "木質櫥櫃 - Dungeon Settlers 維基",
 "木长凳 - Dungeon Settlers Wiki": "木長凳 - Dungeon Settlers 維基",
 "未察觉 - Dungeon Settlers Wiki": "未察覺 - Dungeon Settlers 維基",
 "未支付的退休金 - Dungeon Settlers Wiki": "未支付的退休金 - Dungeon Settlers 維基",
 "末日难度 - Dungeon Settlers Wiki": "末日難度 - Dungeon Settlers 維基",
 "朴素宝箱 (Modest Treasure Chest)": "樸素寶箱 (樸素寶箱)",
 "朴素宝箱 (Newbie Treasure Chest)": "樸素寶箱 (新手寶箱)",
 "朴素宝箱 (R2 Modest Treasure Chest)": "樸素寶箱 (R2 樸素寶箱)",
 "朴素宝箱 - Dungeon Settlers Wiki": "樸素寶箱 - Dungeon Settlers 維基",
 "机智脱身 - Dungeon Settlers Wiki": "機智脫身 - Dungeon Settlers 維基",
 "极度疲惫 - Dungeon Settlers Wiki": "極度疲憊 - Dungeon Settlers 維基",
 "极度饥饿 - Dungeon Settlers Wiki": "極度飢餓 - Dungeon Settlers 維基",
 "极简补给马车 - Dungeon Settlers Wiki": "極簡補給馬車 - Dungeon Settlers 維基",
 "极难难度 - Dungeon Settlers Wiki": "極難難度 - Dungeon Settlers 維基",
 "枯竭地下城 - Dungeon Settlers Wiki": "枯竭地下城 - Dungeon Settlers 維基",
 "柔和暖意 - Dungeon Settlers Wiki": "柔和暖意 - Dungeon Settlers 維基",
 "格挡伤害减免 - Dungeon Settlers Wiki": "格擋傷害減免 - Dungeon Settlers 維基",
 "格挡几率 - Dungeon Settlers Wiki": "格擋機率 - Dungeon Settlers 維基",
 "格挡屏障 - Dungeon Settlers Wiki": "格擋屏障 - Dungeon Settlers 維基",
 "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": "格擋時，恢復已損失生命值的 5%，並獲得鐵牆效果，持續 10 秒。 格擋可恢復已損失 HP 的 5%，並賦予鐵牆，持續 10 秒。 升級機率：每個提供的槽 0.0455%",
 "格挡药水 - Dungeon Settlers Wiki": "格擋藥水 - Dungeon Settlers 維基",
 "格洛斯冲锋 - Dungeon Settlers Wiki": "格洛斯衝鋒 - Dungeon Settlers 維基",
 "格洛斯冲锋 range and area on a dungeon room": "格洛斯衝鋒 地下城房間上的射程與範圍",
 "格洛斯冲锋 range and area shown on a dungeon room": "格洛斯衝鋒 地下城房間上顯示的射程與範圍",
 "格洛斯喷吐 - Dungeon Settlers Wiki": "格洛斯噴吐 - Dungeon Settlers 維基",
 "格洛斯喷吐 range and area on a dungeon room": "格洛斯噴吐 地下城房間上的射程與範圍",
 "格洛斯喷吐 range and area shown on a dungeon room": "格洛斯噴吐 地下城房間上顯示的射程與範圍",
 "格洛斯嚎叫 - Dungeon Settlers Wiki": "格洛斯嚎叫 - Dungeon Settlers 維基",
 "格洛斯幼崽 - Dungeon Settlers Wiki": "格洛斯幼崽 - Dungeon Settlers 維基",
 "格洛斯幼崽笼 - Dungeon Settlers Wiki": "格洛斯幼崽籠 - Dungeon Settlers 維基",
 "格洛斯挑战者 - Dungeon Settlers Wiki": "格洛斯挑戰者 - Dungeon Settlers 維基",
 "格洛斯煎蛋卷 - Dungeon Settlers Wiki": "格洛斯煎蛋卷 - Dungeon Settlers 維基",
 "格洛斯煎蛋卷 range and area shown on a dungeon room": "格洛斯煎蛋卷 地下城房間上顯示的射程與範圍",
 "格洛斯猛冲 - Dungeon Settlers Wiki": "格洛斯猛衝 - Dungeon Settlers 維基",
 "格洛斯群 - Dungeon Settlers Wiki": "格洛斯群 - Dungeon Settlers 維基",
 "格洛斯获胜 - Dungeon Settlers Wiki": "格洛斯獲勝 - Dungeon Settlers 維基",
 "格洛斯蛋 - Dungeon Settlers Wiki": "格洛斯蛋 - Dungeon Settlers 維基",
 "格洛斯长老 - Dungeon Settlers Wiki": "格洛斯長老 - Dungeon Settlers 維基",
 "格洛斯长老冲锋 - Dungeon Settlers Wiki": "格洛斯長老衝鋒 - Dungeon Settlers 維基",
 "格洛斯长老冲锋 range and area on a dungeon room": "格洛斯長老衝鋒 地下城房間上的射程與範圍",
 "格洛斯长老冲锋 range and area shown on a dungeon room": "格洛斯長老衝鋒 地下城房間上顯示的射程與範圍",
 "格洛斯长老灵魂石 - Dungeon Settlers Wiki": "格洛斯長老靈魂石 - Dungeon Settlers 維基",
 "格洛斯长老狩猎完成 - Dungeon Settlers Wiki": "格洛斯長老狩獵完成 - Dungeon Settlers 維基",
 "格洛斯鞭击 - Dungeon Settlers Wiki": "格洛斯鞭擊 - Dungeon Settlers 維基",
 "格洛特长老灵魂 - Dungeon Settlers Wiki": "格洛特長老靈魂 - Dungeon Settlers 維基",
 "桌子 - Dungeon Settlers Wiki": "桌子 - Dungeon Settlers 維基",
 "桎梏锁链 - Dungeon Settlers Wiki": "桎梏鎖鏈 - Dungeon Settlers 維基",
 "森林教导 - Dungeon Settlers Wiki": "森林教導 - Dungeon Settlers 維基",
 "森林蝌蚪 - Dungeon Settlers Wiki": "森林蝌蚪 - Dungeon Settlers 維基",
 "椅子 - Dungeon Settlers Wiki": "椅子 - Dungeon Settlers 維基",
 "植物之怒 - Dungeon Settlers Wiki": "植物之怒 - Dungeon Settlers 維基",
 "横扫斩 - Dungeon Settlers Wiki": "橫掃斬 - Dungeon Settlers 維基",
 "横扫斩 range and area shown on a dungeon room": "橫掃斬 在地下城房間中顯示的射程和範圍",
 "次级守护石 - Dungeon Settlers Wiki": "次級守護石 - Dungeon Settlers 維基",
 "次级守护石碑 - Dungeon Settlers Wiki": "次級守護石碑 - Dungeon Settlers 維基",
 "次级守护结界 - Dungeon Settlers Wiki": "次級守護結界 - Dungeon Settlers 維基",
 "正在使用不错的休闲室 - Dungeon Settlers Wiki": "正在使用不錯的休閒室 - Dungeon Settlers 維基",
 "正在使用出色的休闲室 - Dungeon Settlers Wiki": "正在使用出色的休閒室 - Dungeon Settlers 維基",
 "正在使用平庸的休闲室 - Dungeon Settlers Wiki": "正在使用平庸的休閒室 - Dungeon Settlers 維基",
 "正在使用普通的休闲室 - Dungeon Settlers Wiki": "正在使用普通的休閒室 - Dungeon Settlers 維基",
 "正在使用极佳的休闲室 - Dungeon Settlers Wiki": "正在使用極佳的休閒室 - Dungeon Settlers 維基",
 "正在使用简陋的休闲室 - Dungeon Settlers Wiki": "正在使用簡陋的休閒室 - Dungeon Settlers 維基",
 "正在使用豪华的休闲室 - Dungeon Settlers Wiki": "正在使用豪華的休閒室 - Dungeon Settlers 維基",
 "正在手术 - Dungeon Settlers Wiki": "正在手術 - Dungeon Settlers 維基",
 "武器格挡 - Dungeon Settlers Wiki": "武器格擋 - Dungeon Settlers 維基",
 "死路一条 - Dungeon Settlers Wiki": "死路一條 - Dungeon Settlers 維基",
 "毁灭劈斩 - Dungeon Settlers Wiki": "毀滅劈斬 - Dungeon Settlers 維基",
 "毁灭劈斩 range and area shown on a dungeon room": "毀滅劈斬 地下城房間上顯示的射程與範圍",
 "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": "每恢復 60 點能量，就獲得 1 層外殼效果， 最多 20 層。 每恢復 60 能量獲得 1 層外殼，上限 20 層外殼。 升級機率：每個提供的槽 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": "每進行 3 次普通攻擊後施加 2 層出血效果，持續 6 秒。 每第 3 次普通攻擊施加 2 層出血，持續 6 秒。 升級機率：每個提供的槽 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": "每進行 3 次普通攻擊後施加 2 層燃燒效果，持續 6 秒。 每第 3 次普通攻擊施加 2 層燃燒，持續 6 秒。 升級機率：每個提供的槽 0.548%",
 "水之精华 - Dungeon Settlers Wiki": "水之精華 - Dungeon Settlers 維基",
 "水晶甲壳 - Dungeon Settlers Wiki": "水晶甲殼 - Dungeon Settlers 維基",
 "水晶龟 - Dungeon Settlers Wiki": "水晶龜 - Dungeon Settlers 維基",
 "水魔法技能 资质 - Dungeon Settlers Wiki": "水魔法技能 資質 - Dungeon Settlers 維基",
 "水魔法技能树 - Dungeon Settlers Wiki": "水魔法技能樹 - Dungeon Settlers 維基",
 "水魔法铭文 - Dungeon Settlers Wiki": "水魔法銘文 - Dungeon Settlers 維基",
 "沉重战锤铭文 - Dungeon Settlers Wiki": "沉重戰錘銘文 - Dungeon Settlers 維基",
 "治愈之触 - Dungeon Settlers Wiki": "治癒之觸 - Dungeon Settlers 維基",
 "治愈之触 range and area shown on a dungeon room": "治癒之觸 地下城房間上顯示的射程與範圍",
 "沼泽守护者 - Dungeon Settlers Wiki": "沼澤守護者 - Dungeon Settlers 維基",
 "法力石洞窟 - Dungeon Settlers Wiki": "法力石洞窟 - Dungeon Settlers 維基",
 "法力石粉 - Dungeon Settlers Wiki": "法力石粉 - Dungeon Settlers 維基",
 "法力过载 - Dungeon Settlers Wiki": "法力過載 - Dungeon Settlers 維基",
 "法师 - Dungeon Settlers Wiki": "法師 - Dungeon Settlers 維基",
 "法师学徒宝典 - Dungeon Settlers Wiki": "法師學徒寶典 - Dungeon Settlers 維基",
 "法师宝典 - Dungeon Settlers Wiki": "法師寶典 - Dungeon Settlers 維基",
 "法术预热 - Dungeon Settlers Wiki": "法術預熱 - Dungeon Settlers 維基",
 "法术预热 10 - Dungeon Settlers Wiki": "法術預熱 10 - Dungeon Settlers 維基",
 "法杖工作台 - Dungeon Settlers Wiki": "法杖工作臺 - Dungeon Settlers 維基",
 "泡泡撞击 - Dungeon Settlers Wiki": "泡泡撞擊 - Dungeon Settlers 維基",
 "泡泡撞击 range and area on a dungeon room": "泡泡撞擊 地下城房間上的射程與範圍",
 "泡泡撞击 range and area shown on a dungeon room": "泡泡撞擊 地下城房間上顯示的射程與範圍",
 "泡泡灵 - Dungeon Settlers Wiki": "泡泡靈 - Dungeon Settlers 維基",
 "泡泡蟾蜍 - Dungeon Settlers Wiki": "泡泡蟾蜍 - Dungeon Settlers 維基",
 "泡泡飞溅 - Dungeon Settlers Wiki": "泡泡飛濺 - Dungeon Settlers 維基",
 "泥浆 - Dungeon Settlers Wiki": "泥漿 - Dungeon Settlers 維基",
 "泥浆喷吐 - Dungeon Settlers Wiki": "泥漿噴吐 - Dungeon Settlers 維基",
 "泥浆喷吐 range and area on a dungeon room": "泥漿噴吐 地下城房間上的射程與範圍",
 "泥浆喷吐 range and area shown on a dungeon room": "泥漿噴吐 地下城房間上顯示的射程與範圍",
 "泥浆斯洛格尔 - Dungeon Settlers Wiki": "泥漿斯洛格爾 - Dungeon Settlers 維基",
 "流亡领主 - Dungeon Settlers Wiki": "流亡領主 - Dungeon Settlers 維基",
 "流动商贩 - Dungeon Settlers Wiki": "流動商販 - Dungeon Settlers 維基",
 "流放战士 - Dungeon Settlers Wiki": "流放戰士 - Dungeon Settlers 維基",
 "流氓 - Dungeon Settlers Wiki": "流氓 - Dungeon Settlers 維基",
 "流水冲击 - Dungeon Settlers Wiki": "流水衝擊 - Dungeon Settlers 維基",
 "流水冲击 range and area shown on a dungeon room": "流水衝擊 在地下城房間中顯示的射程和範圍",
 "流水木法杖 - Dungeon Settlers Wiki": "流水木法杖 - Dungeon Settlers 維基",
 "流水甲壳法杖 - Dungeon Settlers Wiki": "流水甲殼法杖 - Dungeon Settlers 維基",
 "流水血木法杖 - Dungeon Settlers Wiki": "流水血木法杖 - Dungeon Settlers 維基",
 "流水铜法杖 - Dungeon Settlers Wiki": "流水銅法杖 - Dungeon Settlers 維基",
 "流水阿克伦法杖 - Dungeon Settlers Wiki": "流水阿克倫法杖 - Dungeon Settlers 維基",
 "流水骨法杖 - Dungeon Settlers Wiki": "流水骨法杖 - Dungeon Settlers 維基",
 "流浪者 - Dungeon Settlers Wiki": "流浪者 - Dungeon Settlers 維基",
 "浪潮循环 - Dungeon Settlers Wiki": "浪潮迴圈 - Dungeon Settlers 維基",
 "消耗品仓库 - Dungeon Settlers Wiki": "消耗品倉庫 - Dungeon Settlers 維基",
 "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 只泡泡靈，使冰川落至目標地格，將其中的單位擊退 1 格，並對敵方單位造成魔法攻擊力 150% 的魔法傷害。冰柱每秒都會對相鄰敵方單位施加干擾效果，持續 2 秒。 1 能量 - 15秒冷卻 效果： • 干擾 (對敵人): -25% 命中機率 召喚： • 泡泡靈 (300 HP) 攻擊時使用 泡泡撞擊: 對目標造成相當於魔法攻擊力 100% 的魔法傷害。",
 "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 只泡泡靈，向目標友方單位賦予魔法攻擊力 300% 的護盾，持續 20 秒。可在 3 格內彈跳至附近友方目標並賦予等量護盾，最多 4 次。優先選擇命中次數較低的目標。 1 能量 - 15秒冷卻 效果： • 護盾 (對盟友): 阻擋對頭部/身體的傷害，消耗與被阻擋的傷害等量的層數。 召喚： • 泡泡靈 (300 HP) 攻擊時使用 泡泡撞擊: 對目標造成相當於魔法攻擊力 100% 的魔法傷害。",
 "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 只泡泡靈，在指定位置召喚一隻泡泡蟾蜍。 單個單位最多可同時召喚 1 只泡泡蟾蜍，同一張地圖上最多隻能存在 1 只泡泡蟾蜍。 1 能量 - 20秒冷卻 召喚： • 泡泡蟾蜍 (300 HP) 攻擊時使用 舌刺: 對目標造成魔法攻擊力 100% 的魔法傷害，並施加 1 層虛弱效果，持續 5 秒。如果有敵人位於與目標相同或其後方的地格，也會受到相同的傷害和效果。",
 "液体怪物 - Dungeon Settlers Wiki": "液體怪物 - Dungeon Settlers 維基",
 "深水 - Dungeon Settlers Wiki": "深水 - Dungeon Settlers 維基",
 "深渊反弹 - Dungeon Settlers Wiki": "深淵反彈 - Dungeon Settlers 維基",
 "深渊大出血 - Dungeon Settlers Wiki": "深淵大出血 - Dungeon Settlers 維基",
 "深渊精英宝箱 (R1 Abyss Elite Treasure Chest)": "深淵精英寶箱 (R1 深淵精英寶箱)",
 "深渊精英宝箱 (R2 Abyss Elite Treasure Chest)": "深淵精英寶箱 (R2 深淵精英寶箱)",
 "深渊精英宝箱 - Dungeon Settlers Wiki": "深淵精英寶箱 - Dungeon Settlers 維基",
 "深渊首领宝箱 (R1 Abyss Boss Treasure Chest)": "深淵首領寶箱 (R1 深淵首領寶箱)",
 "深渊首领宝箱 (R2 Abyss Boss Treasure Chest)": "深淵首領寶箱 (R2 深淵首領寶箱)",
 "深渊首领宝箱 - Dungeon Settlers Wiki": "深淵首領寶箱 - Dungeon Settlers 維基",
 "淹没铭文 - Dungeon Settlers Wiki": "淹沒銘文 - Dungeon Settlers 維基",
 "渐起的饥饿 - Dungeon Settlers Wiki": "漸起的飢餓 - Dungeon Settlers 維基",
 "温顺格洛斯 - Dungeon Settlers Wiki": "溫順格洛斯 - Dungeon Settlers 維基",
 "满月之狼 - Dungeon Settlers Wiki": "滿月之狼 - Dungeon Settlers 維基",
 "满足 - Dungeon Settlers Wiki": "滿足 - Dungeon Settlers 維基",
 "漂移 - Dungeon Settlers Wiki": "漂移 - Dungeon Settlers 維基",
 "漩涡 - Dungeon Settlers Wiki": "漩渦 - Dungeon Settlers 維基",
 "潜行 - Dungeon Settlers Wiki": "潛行 - Dungeon Settlers 維基",
 "潜行药水 - Dungeon Settlers Wiki": "潛行藥水 - Dungeon Settlers 維基",
 "潮汐印记 - Dungeon Settlers Wiki": "潮汐印記 - Dungeon Settlers 維基",
 "潮汐印记 range and area shown on a dungeon room": "潮汐印記 在地下城房間中顯示的射程和範圍",
 "潮汐技能树 - Dungeon Settlers Wiki": "潮汐技能樹 - Dungeon Settlers 維基",
 "潮汐标记 - Dungeon Settlers Wiki": "潮汐標記 - Dungeon Settlers 維基",
 "潮汐铭文 - Dungeon Settlers Wiki": "潮汐銘文 - Dungeon Settlers 維基",
 "潮起潮落 - Dungeon Settlers Wiki": "潮起潮落 - Dungeon Settlers 維基",
 "濒死 - Dungeon Settlers Wiki": "瀕死 - Dungeon Settlers 維基",
 "濒死后遗症 - Dungeon Settlers Wiki": "瀕死後遺症 - Dungeon Settlers 維基",
 "灌输真相 - Dungeon Settlers Wiki": "灌輸真相 - Dungeon Settlers 維基",
 "火把 - Dungeon Settlers Wiki": "火把 - Dungeon Settlers 維基",
 "火把之光 - Dungeon Settlers Wiki": "火把之光 - Dungeon Settlers 維基",
 "火把架 - Dungeon Settlers Wiki": "火把架 - Dungeon Settlers 維基",
 "火焰化身 - Dungeon Settlers Wiki": "火焰化身 - Dungeon Settlers 維基",
 "火焰战斗法师 - Dungeon Settlers Wiki": "火焰戰鬥法師 - Dungeon Settlers 維基",
 "火焰披风 - Dungeon Settlers Wiki": "火焰披風 - Dungeon Settlers 維基",
 "火焰木法杖 - Dungeon Settlers Wiki": "火焰木法杖 - Dungeon Settlers 維基",
 "火焰甲壳法杖 - Dungeon Settlers Wiki": "火焰甲殼法杖 - Dungeon Settlers 維基",
 "火焰精华 - Dungeon Settlers Wiki": "火焰精華 - Dungeon Settlers 維基",
 "火焰血木法杖 - Dungeon Settlers Wiki": "火焰血木法杖 - Dungeon Settlers 維基",
 "火焰铜法杖 - Dungeon Settlers Wiki": "火焰銅法杖 - Dungeon Settlers 維基",
 "火焰阿克伦法杖 - Dungeon Settlers Wiki": "火焰阿克倫法杖 - Dungeon Settlers 維基",
 "火焰飞弹 - Dungeon Settlers Wiki": "火焰飛彈 - Dungeon Settlers 維基",
 "火焰飞弹 range and area shown on a dungeon room": "火焰飛彈 地下城房間上顯示的射程與範圍",
 "火焰骨法杖 - Dungeon Settlers Wiki": "火焰骨法杖 - Dungeon Settlers 維基",
 "火魔法技能 资质 - Dungeon Settlers Wiki": "火魔法技能 資質 - Dungeon Settlers 維基",
 "火魔法技能树 - Dungeon Settlers Wiki": "火魔法技能樹 - Dungeon Settlers 維基",
 "火魔法铭文 - Dungeon Settlers Wiki": "火魔法銘文 - Dungeon Settlers 維基",
 "火龙爪战士 - Dungeon Settlers Wiki": "火龍爪戰士 - Dungeon Settlers 維基",
 "灯笼架 - Dungeon Settlers Wiki": "燈籠架 - Dungeon Settlers 維基",
 "灰老鼠 - Dungeon Settlers Wiki": "灰老鼠 - Dungeon Settlers 維基",
 "灰老鼠笼 - Dungeon Settlers Wiki": "灰老鼠籠 - Dungeon Settlers 維基",
 "灰色怪鼠 - Dungeon Settlers Wiki": "灰色怪鼠 - Dungeon Settlers 維基",
 "灰色怪鼠笼 - Dungeon Settlers Wiki": "灰色怪鼠籠 - Dungeon Settlers 維基",
 "灵魂锁链 - Dungeon Settlers Wiki": "靈魂鎖鏈 - Dungeon Settlers 維基",
 "灼伤免疫 - Dungeon Settlers Wiki": "灼傷免疫 - Dungeon Settlers 維基",
 "灼烧免疫 - Dungeon Settlers Wiki": "灼燒免疫 - Dungeon Settlers 維基",
 "点燃 - Dungeon Settlers Wiki": "點燃 - Dungeon Settlers 維基",
 "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.": "點燃自身，立即獲得 2 層燃燒效果，持續 30 秒。在接下來的 30 秒內，魔法攻擊力提升當前燃燒層數 * 12%。 5 能量 - 15秒冷卻 效果： • 燃燒 (對使用者): 每層每秒 3 魔法 傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加50層）。示例：10 層 = 30 魔法 傷害/秒。持續時間由施加該效果的技能決定。",
 "炽焰回响 - Dungeon Settlers Wiki": "熾焰迴響 - Dungeon Settlers 維基",
 "炽焰回响 range and area on a dungeon room": "熾焰迴響 地下城房間上的射程與範圍",
 "炽焰回响 range and area shown on a dungeon room": "熾焰迴響 地下城房間上顯示的射程與範圍",
 "炽焰回声 - Dungeon Settlers Wiki": "熾焰回聲 - Dungeon Settlers 維基",
 "炽焰回声反弹 - Dungeon Settlers Wiki": "熾焰回聲反彈 - Dungeon Settlers 維基",
 "烛台 - Dungeon Settlers Wiki": "燭臺 - Dungeon Settlers 維基",
 "烤大头菜 - Dungeon Settlers Wiki": "烤大頭菜 - Dungeon Settlers 維基",
 "烤大头菜 range and area shown on a dungeon room": "烤大頭菜 地下城房間上顯示的射程與範圍",
 "烤肉 - Dungeon Settlers Wiki": "烤肉 - Dungeon Settlers 維基",
 "烤肉 range and area shown on a dungeon room": "烤肉 地下城房間上顯示的射程與範圍",
 "烹饪工作台 - Dungeon Settlers Wiki": "烹飪工作臺 - Dungeon Settlers 維基",
 "烹饪能力 - Dungeon Settlers Wiki": "烹飪能力 - Dungeon Settlers 維基",
 "焚烧 - Dungeon Settlers Wiki": "焚燒 - Dungeon Settlers 維基",
 "焚烧 range and area shown on a dungeon room": "焚燒 地下城房間上顯示的射程與範圍",
 "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.": "焚燒目標，造成魔法攻擊力 300% 的魔法傷害，並額外造成燃燒層數 * 魔法攻擊力 30% 的傷害，然後重置燃燒層數。 4 能量 - 12秒冷卻 效果： • 燃燒: 每層每秒 3 魔法 傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加50層）。示例：10 層 = 30 魔法 傷害/秒。持續時間由施加該效果的技能決定。",
 "燃烧 - Dungeon Settlers Wiki": "燃燒 - Dungeon Settlers 維基",
 "燕麦 - Dungeon Settlers Wiki": "燕麥 - Dungeon Settlers 維基",
 "燕麦 <阶段 0> - Dungeon Settlers Wiki": "燕麥 <階段 0> - Dungeon Settlers 維基",
 "燕麦 <阶段 1> - Dungeon Settlers Wiki": "燕麥 <階段 1> - Dungeon Settlers 維基",
 "燕麦粥 - Dungeon Settlers Wiki": "燕麥粥 - Dungeon Settlers 維基",
 "燕麦粥 range and area shown on a dungeon room": "燕麥粥 地下城房間上顯示的射程與範圍",
 "燧石铭文 - Dungeon Settlers Wiki": "燧石銘文 - Dungeon Settlers 維基",
 "爆发技能树 - Dungeon Settlers Wiki": "爆發技能樹 - Dungeon Settlers 維基",
 "爆发铭文 - Dungeon Settlers Wiki": "爆發銘文 - Dungeon Settlers 維基",
 "爆头 - Dungeon Settlers Wiki": "爆頭 - Dungeon Settlers 維基",
 "爆炸性尸体 - Dungeon Settlers Wiki": "爆炸性屍體 - Dungeon Settlers 維基",
 "爆裂 - Dungeon Settlers Wiki": "爆裂 - Dungeon Settlers 維基",
 "爆裂 range and area shown on a dungeon room": "爆裂 地下城房間上顯示的射程與範圍",
 "物理抗性 - Dungeon Settlers Wiki": "物理抗性 - Dungeon Settlers 維基",
 "物理攻击力 - Dungeon Settlers Wiki": "物理攻擊力 - Dungeon Settlers 維基",
 "物理攻击力最终系数 - Dungeon Settlers Wiki": "物理攻擊力最終係數 - Dungeon Settlers 維基",
 "物理攻击药水 - Dungeon Settlers Wiki": "物理攻擊藥水 - Dungeon Settlers 維基",
 "特质 - Dungeon Settlers Wiki": "特質 - Dungeon Settlers 維基",
 "狂怒之术光环 - Dungeon Settlers Wiki": "狂怒之術光環 - Dungeon Settlers 維基",
 "狂战技能树 - Dungeon Settlers Wiki": "狂戰技能樹 - Dungeon Settlers 維基",
 "狂欢舞会 - Dungeon Settlers Wiki": "狂歡舞會 - Dungeon Settlers 維基",
 "狂野乱舞 - Dungeon Settlers Wiki": "狂野亂舞 - Dungeon Settlers 維基",
 "狂野乱舞 range and area shown on a dungeon room": "狂野亂舞 地下城房間上顯示的射程與範圍",
 "狙击 - Dungeon Settlers Wiki": "狙擊 - Dungeon Settlers 維基",
 "狙击 range and area shown on a dungeon room": "狙擊 地下城房間上顯示的射程與範圍",
 "狼人 - Dungeon Settlers Wiki": "狼人 - Dungeon Settlers 維基",
 "猎人 - Dungeon Settlers Wiki": "獵人 - Dungeon Settlers 維基",
 "猎人工作台 - Dungeon Settlers Wiki": "獵人工作臺 - Dungeon Settlers 維基",
 "猛攻 - Dungeon Settlers Wiki": "猛攻 - Dungeon Settlers 維基",
 "玩腻了纸牌游戏 - Dungeon Settlers Wiki": "玩膩了紙牌遊戲 - Dungeon Settlers 維基",
 "玩腻了飞镖游戏 - Dungeon Settlers Wiki": "玩膩了飛鏢遊戲 - Dungeon Settlers 維基",
 "玩腻了骰子游戏 - Dungeon Settlers Wiki": "玩膩了骰子游戲 - Dungeon Settlers 維基",
 "环绕之潮 - Dungeon Settlers Wiki": "環繞之潮 - Dungeon Settlers 維基",
 "瓢虫 - Dungeon Settlers Wiki": "瓢蟲 - Dungeon Settlers 維基",
 "瓢虫冲锋 - Dungeon Settlers Wiki": "瓢蟲衝鋒 - Dungeon Settlers 維基",
 "瓢虫冲锋 range and area on a dungeon room": "瓢蟲衝鋒 地下城房間上的射程與範圍",
 "瓢虫冲锋 range and area shown on a dungeon room": "瓢蟲衝鋒 地下城房間上顯示的射程與範圍",
 "生命之树 - Dungeon Settlers Wiki": "生命之樹 - Dungeon Settlers 維基",
 "生命之树光环 (Trait) - Dungeon Settlers Wiki": "生命之樹光環 (特質) - Dungeon Settlers 維基",
 "生命之树光环 - Dungeon Settlers Wiki": "生命之樹光環 - Dungeon Settlers 維基",
 "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).": "生命之樹是魔力的強大匯聚體，同時為周圍的存在提供難以言表的韌性。但如果你從樹的中心取出其核心，生命力將會消失。 5 格內：+5 生命恢復（持續恢復屬性，無固定跳秒）。",
 "生命之树：活力 - Dungeon Settlers Wiki": "生命之樹：活力 - Dungeon Settlers 維基",
 "生命之焰 - Dungeon Settlers Wiki": "生命之焰 - Dungeon Settlers 維基",
 "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% 的敵人在受到傷害時會被立即處決。 對首領怪物無效。 生命值不高於 20% HP 的敵人在受到一次傷害後會被了結。 升級機率：每個提供的槽 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。": "生命值低於或等於50%時，魔法攻擊提高20%，受到的傷害提高30%。 效果： • 哥布林大祭司靈魂 (對施法者): 生命值為50%或更低時，魔法攻擊力提高20%，受到的傷害提高30%。 每個角色只能裝備一個靈魂特質。 如果已經擁有靈魂，則會將其覆蓋。",
 "生命吸取 - Dungeon Settlers Wiki": "生命吸取 - Dungeon Settlers 維基",
 "生命强化 - Dungeon Settlers Wiki": "生命強化 - Dungeon Settlers 維基",
 "生命循环 - Dungeon Settlers Wiki": "生命迴圈 - Dungeon Settlers 維基",
 "生命恢复 - Dungeon Settlers Wiki": "生命恢復 - Dungeon Settlers 維基",
 "生命爆发 - Dungeon Settlers Wiki": "生命爆發 - Dungeon Settlers 維基",
 "生存技能 资质 - Dungeon Settlers Wiki": "生存技能 資質 - Dungeon Settlers 維基",
 "生存本能 - Dungeon Settlers Wiki": "生存本能 - Dungeon Settlers 維基",
 "生存者 - Dungeon Settlers Wiki": "生存者 - Dungeon Settlers 維基",
 "生皮 - Dungeon Settlers Wiki": "生皮 - Dungeon Settlers 維基",
 "生皮护甲的柔软度 - Dungeon Settlers Wiki": "生皮護甲的柔軟度 - Dungeon Settlers 維基",
 "生皮柔软度（头盔） - Dungeon Settlers Wiki": "生皮柔軟度（頭盔） - Dungeon Settlers 維基",
 "用于怪物的占位影响器有多个待机动画 - Dungeon Settlers Wiki": "用於怪物的佔位影響器有多個待機動畫 - Dungeon Settlers 維基",
 "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。": "用劍柄打擊目標，造成物理攻擊力 120% 的物理傷害，並施加眩暈效果，持續 1 秒。 3 能量 - 6秒冷卻 效果： • 眩暈 (對敵人): 短時間內無法行動。",
 "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": "用力衝擊地面，使其震動。將周圍所有單位擊退 3 格，造成物理攻擊力 200% 的物理傷害，並施加減速效果，持續 2 秒。 15秒冷卻 效果： • 減速（對區域內的單位）：-30% 移動速度",
 "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。": "用力踐踏地面，對附近所有敵人造成物理攻擊力 30% 的物理傷害，並施加干擾效果，持續 15 秒，同時附加 1 層頭暈效果。 6 能量 - 30秒冷卻 效果： • 干擾 (對敵人): -25% 命中機率 • 頭暈 (對敵人): 當累計 2 層時，施加 眩暈，持續1 秒。施加 眩暈 時堆疊會重置。",
 "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。": "用巨劍發起強力豎劈，對目標及其身後的單位造成物理攻擊力 320% 的傷害，並施加眩暈效果，持續 1 秒。 該攻擊也可能傷及友軍。 5 能量 - 12秒冷卻 效果： • 眩暈（對範圍內的單位）：短時間內無法行動。",
 "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.": "用火焰披風包裹自身，獲得等同於魔法攻擊力 150% 的護盾，持續 10 秒；每 3 秒對相鄰敵方單位造成相當於魔法攻擊力 30% 的魔法傷害，並施加 1 層燃燒，持續 2 秒。 5 能量 - 20秒冷卻 效果： • 護盾 (對使用者): 阻擋對頭部/身體的傷害，消耗與被阻擋的傷害等量的層數。 • 燃燒 (對敵人): 每層每秒 3 魔法 傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加50層）。示例：10 層 = 30 魔法 傷害/秒。持續時間由施加該效果的技能決定。",
 "甲壳剑 - Dungeon Settlers Wiki": "甲殼劍 - Dungeon Settlers 維基",
 "甲壳头盔 - Dungeon Settlers Wiki": "甲殼頭盔 - Dungeon Settlers 維基",
 "甲壳巨剑 - Dungeon Settlers Wiki": "甲殼巨劍 - Dungeon Settlers 維基",
 "甲壳弓 - Dungeon Settlers Wiki": "甲殼弓 - Dungeon Settlers 維基",
 "甲壳护甲 - Dungeon Settlers Wiki": "甲殼護甲 - Dungeon Settlers 維基",
 "甲壳护盾 - Dungeon Settlers Wiki": "甲殼護盾 - Dungeon Settlers 維基",
 "甲壳棍 - Dungeon Settlers Wiki": "甲殼棍 - Dungeon Settlers 維基",
 "甲壳棍棒 - Dungeon Settlers Wiki": "甲殼棍棒 - Dungeon Settlers 維基",
 "甲壳箭 - Dungeon Settlers Wiki": "甲殼箭 - Dungeon Settlers 維基",
 "甲壳长矛 - Dungeon Settlers Wiki": "甲殼長矛 - Dungeon Settlers 維基",
 "略微增加命中几率。 Level-up odds: 4.75% per offered slot": "略微增加命中機率。 升級機率：每個提供的槽 4.75%",
 "略微增加总最大生命值。 Level-up odds: 4.75% per offered slot": "略微增加總最大生命值。 升級機率：每個提供的槽 4.75%",
 "略微增加攻击速度。 Level-up odds: 4.75% per offered slot": "略微增加攻擊速度。 升級機率：每個提供的槽 4.75%",
 "略微增加暴击伤害加成。 Level-up odds: 4.75% per offered slot": "略微增加暴擊傷害加成。 升級機率：每個提供的槽 4.75%",
 "略微增加暴击几率。 Level-up odds: 4.75% per offered slot": "略微增加暴擊機率。 升級機率：每個提供的槽 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。 升級機率：每個提供的槽 4.75%",
 "略微增加最大负重。 Level-up odds: 4.75% per offered slot": "略微增加最大負重。 升級機率：每個提供的槽 4.75%",
 "略微增加格挡几率。 Level-up odds: 4.75% per offered slot": "略微增加格擋機率。 升級機率：每個提供的槽 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。 升級機率：每個提供的槽 4.75%",
 "略微增加物理攻击力。 Level-up odds: 4.75% per offered slot": "略微增加物理攻擊力。 升級機率：每個提供的槽 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。 升級機率：每個提供的槽 4.75%",
 "略微增加生命恢复。 Level-up odds: 4.75% per offered slot": "略微增加生命恢復。 升級機率：每個提供的槽 4.75%",
 "略微增加闪避几率。 Level-up odds: 4.75% per offered slot": "略微增加閃避機率。 升級機率：每個提供的槽 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。 升級機率：每個提供的槽 4.75%",
 "略微增加魔法攻击力。 Level-up odds: 4.75% per offered slot": "略微增加魔法攻擊力。 升級機率：每個提供的槽 4.75%",
 "略微提升冷却时间降低。 Level-up odds: 4.75% per offered slot": "略微提升冷卻時間降低。 升級機率：每個提供的槽 4.75%",
 "略微提升格挡伤害减免。 Level-up odds: 4.75% per offered slot": "略微提升格擋傷害減免。 升級機率：每個提供的槽 4.75%",
 "略感满足 - Dungeon Settlers Wiki": "略感滿足 - Dungeon Settlers 維基",
 "略有不满 - Dungeon Settlers Wiki": "略有不滿 - Dungeon Settlers 維基",
 "疾速冲刺 - Dungeon Settlers Wiki": "疾速衝刺 - Dungeon Settlers 維基",
 "疾速冲刺 range and area shown on a dungeon room": "疾速衝刺 地下城房間上顯示的射程與範圍",
 "痛苦的天才 - Dungeon Settlers Wiki": "痛苦的天才 - Dungeon Settlers 維基",
 "白天 - Dungeon Settlers Wiki": "白天 - Dungeon Settlers 維基",
 "白色莫默克 - Dungeon Settlers Wiki": "白色莫默克 - Dungeon Settlers 維基",
 "白色莫默克狩猎 - Dungeon Settlers Wiki": "白色莫默克狩獵 - Dungeon Settlers 維基",
 "白色莫默克狩猎完成 - Dungeon Settlers Wiki": "白色莫默克狩獵完成 - Dungeon Settlers 維基",
 "白魔 - Dungeon Settlers Wiki": "白魔 - Dungeon Settlers 維基",
 "的 10%。 Adds 10 percent of your max HP as Magic Attack Power on every hit.": "的 10%。 每次命中將最大 HP 的 10% 作為魔法攻擊力。",
 "的 10%。 Adds 10 percent of your max HP as Physical Attack Power on every hit.": "的 10%。 每次命中將最大 HP 的 10% 作為物理攻擊力。",
 "的 60% 的物理伤害。 For 8 seconds: basic attacks become 3 hits of 60% Physical Attack each.": "的 60% 的物理傷害。 持續 8 秒：普通攻擊變為 3 次打擊，每次為 60% 物理攻擊力。",
 "皮革 - Dungeon Settlers Wiki": "皮革 - Dungeon Settlers 維基",
 "皮革地毯 - Dungeon Settlers Wiki": "皮革地毯 - Dungeon Settlers 維基",
 "皮革头盔 - Dungeon Settlers Wiki": "皮革頭盔 - Dungeon Settlers 維基",
 "皮革护甲 - Dungeon Settlers Wiki": "皮革護甲 - Dungeon Settlers 維基",
 "盆栽 - Dungeon Settlers Wiki": "盆栽 - Dungeon Settlers 維基",
 "盗窃 - Dungeon Settlers Wiki": "盜竊 - Dungeon Settlers 維基",
 "盗贼 - Dungeon Settlers Wiki": "盜賊 - Dungeon Settlers 維基",
 "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。": "目標地塊上會長出一顆奇怪的種子，將該位置的單位擊退 1 格，並對敵方單位造成魔法攻擊力 150% 的魔法傷害。奇異種子能每秒為相鄰的友方單位恢復魔法攻擊力 15% 的當前生命值。 3 能量 - 18秒冷卻 召喚：• 奇異種子 (150 HP) 具有恢復光環：1範圍內的單位獲得相當於召喚者魔法攻擊力15%的生命再生。20秒後，它會崩解並回歸自然。",
 "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。": "目標黏液噴霧草向四周甩出帶刺藤蔓，纏住敵方單位並造成藤蔓魔法攻擊力 100% 的魔法傷害，同時施加定身效果，持續 3 秒。 1 能量 - 8秒冷卻 效果： • 定身 (對盟友): 無法從當前位置移動。",
 "目睹他人死亡 - Dungeon Settlers Wiki": "目睹他人死亡 - Dungeon Settlers 維基",
 "盾技能 资质 - Dungeon Settlers Wiki": "盾技能 資質 - Dungeon Settlers 維基",
 "盾技能树 - Dungeon Settlers Wiki": "盾技能樹 - Dungeon Settlers 維基",
 "盾牌熟练 - Dungeon Settlers Wiki": "盾牌熟練 - Dungeon Settlers 維基",
 "眩晕 - Dungeon Settlers Wiki": "眩暈 - Dungeon Settlers 維基",
 "眩晕免疫 - Dungeon Settlers Wiki": "眩暈免疫 - Dungeon Settlers 維基",
 "眩晕冲锋 - Dungeon Settlers Wiki": "眩暈衝鋒 - Dungeon Settlers 維基",
 "眩晕冲锋 range and area shown on a dungeon room": "眩暈衝鋒 地下城房間上顯示的射程與範圍",
 "眼球 - Dungeon Settlers Wiki": "眼球 - Dungeon Settlers 維基",
 "眼球灵魂 - Dungeon Settlers Wiki": "眼球靈魂 - Dungeon Settlers 維基",
 "眼球灵魂石 - Dungeon Settlers Wiki": "眼球靈魂石 - Dungeon Settlers 維基",
 "睡眠 - Dungeon Settlers Wiki": "睡眠 - Dungeon Settlers 維基",
 "睡眠紊乱 - Dungeon Settlers Wiki": "睡眠紊亂 - Dungeon Settlers 維基",
 "睡眠（床） - Dungeon Settlers Wiki": "睡眠（床） - Dungeon Settlers 維基",
 "睡眠（睡袋） - Dungeon Settlers Wiki": "睡眠（睡袋） - Dungeon Settlers 維基",
 "矛技能 资质 - Dungeon Settlers Wiki": "矛技能 資質 - Dungeon Settlers 維基",
 "矛技能树 - Dungeon Settlers Wiki": "矛技能樹 - Dungeon Settlers 維基",
 "矮人 - Dungeon Settlers Wiki": "矮人 - Dungeon Settlers 維基",
 "矮人, 白魔, 塔尔 are also authored but not recruitable - see the": "矮人, 白魔, 塔爾 也已寫入但不可招募 - 見",
 "石之践踏 - Dungeon Settlers Wiki": "石之踐踏 - Dungeon Settlers 維基",
 "石之践踏 range and area on a dungeon room": "石之踐踏 地下城房間上的射程與範圍",
 "石之践踏 range and area shown on a dungeon room": "石之踐踏 地下城房間上顯示的射程與範圍",
 "石制圆桌 - Dungeon Settlers Wiki": "石制圓桌 - Dungeon Settlers 維基",
 "石制壁炉 - Dungeon Settlers Wiki": "石制壁爐 - Dungeon Settlers 維基",
 "石制投射物仓库 - Dungeon Settlers Wiki": "石制投射物倉庫 - Dungeon Settlers 維基",
 "石制消耗品仓库 - Dungeon Settlers Wiki": "石制消耗品倉庫 - Dungeon Settlers 維基",
 "石制装备仓库 - Dungeon Settlers Wiki": "石制裝備倉庫 - Dungeon Settlers 維基",
 "石制资源仓库 - Dungeon Settlers Wiki": "石制資源倉庫 - Dungeon Settlers 維基",
 "石制边桌 - Dungeon Settlers Wiki": "石制邊桌 - Dungeon Settlers 維基",
 "石匠工作台 - Dungeon Settlers Wiki": "石匠工作臺 - Dungeon Settlers 維基",
 "石地板 - Dungeon Settlers Wiki": "石地板 - Dungeon Settlers 維基",
 "石墙 - Dungeon Settlers Wiki": "石牆 - Dungeon Settlers 維基",
 "石床 - Dungeon Settlers Wiki": "石床 - Dungeon Settlers 維基",
 "石材 - Dungeon Settlers Wiki": "石材 - Dungeon Settlers 維基",
 "石材丰富 - Dungeon Settlers Wiki": "石材豐富 - Dungeon Settlers 維基",
 "石材堆 - Dungeon Settlers Wiki": "石材堆 - Dungeon Settlers 維基",
 "石柱 - Dungeon Settlers Wiki": "石柱 - Dungeon Settlers 維基",
 "石桌 - Dungeon Settlers Wiki": "石桌 - Dungeon Settlers 維基",
 "石椅 (Stone Dining Chair)": "石椅 (石餐椅)",
 "石椅 - Dungeon Settlers Wiki": "石椅 - Dungeon Settlers 維基",
 "石砖 - Dungeon Settlers Wiki": "石磚 - Dungeon Settlers 維基",
 "石衣柜 - Dungeon Settlers Wiki": "石衣櫃 - Dungeon Settlers 維基",
 "石长凳 - Dungeon Settlers Wiki": "石長凳 - Dungeon Settlers 維基",
 "石门 - Dungeon Settlers Wiki": "石門 - Dungeon Settlers 維基",
 "矿工 - Dungeon Settlers Wiki": "礦工 - Dungeon Settlers 維基",
 "研究 - Dungeon Settlers Wiki": "研究 - Dungeon Settlers 維基",
 "研究工作台 - Dungeon Settlers Wiki": "研究工作臺 - Dungeon Settlers 維基",
 "研究能力 - Dungeon Settlers Wiki": "研究能力 - Dungeon Settlers 維基",
 "砖 - Dungeon Settlers Wiki": "磚 - Dungeon Settlers 維基",
 "破坏 - Dungeon Settlers Wiki": "破壞 - Dungeon Settlers 維基",
 "破布与废料 - Dungeon Settlers Wiki": "破布與廢料 - Dungeon Settlers 維基",
 "破损的古代森林书架 1 - Dungeon Settlers Wiki": "破損的古代森林書架 1 - Dungeon Settlers 維基",
 "破损的古代森林书架 2 - Dungeon Settlers Wiki": "破損的古代森林書架 2 - Dungeon Settlers 維基",
 "破损的古代森林书架（一侧） - Dungeon Settlers Wiki": "破損的古代森林書架（一側） - Dungeon Settlers 維基",
 "破旧骷髅图腾 (Shabby Skull Totem1)": "破舊骷髏圖騰 (破舊骷髏圖騰1)",
 "破旧骷髅图腾 (Shabby Skull Totem2)": "破舊骷髏圖騰 (破舊骷髏圖騰2)",
 "破旧骷髅图腾 (Shabby Skull Totem3)": "破舊骷髏圖騰 (破舊骷髏圖騰3)",
 "破碎铭文 - Dungeon Settlers Wiki": "破碎銘文 - Dungeon Settlers 維基",
 "硬壳 - Dungeon Settlers Wiki": "硬殼 - Dungeon Settlers 維基",
 "硬直 - Dungeon Settlers Wiki": "硬直 - Dungeon Settlers 維基",
 "硬饼 - Dungeon Settlers Wiki": "硬餅 - Dungeon Settlers 維基",
 "祈祷所需资源系数 - Dungeon Settlers Wiki": "祈禱所需資源係數 - Dungeon Settlers 維基",
 "神圣铭文 - Dungeon Settlers Wiki": "神聖銘文 - Dungeon Settlers 維基",
 "神圣魔法技能 资质 - Dungeon Settlers Wiki": "神聖魔法技能 資質 - Dungeon Settlers 維基",
 "神射手 - Dungeon Settlers Wiki": "神射手 - Dungeon Settlers 維基",
 "神模式 - Dungeon Settlers Wiki": "神模式 - Dungeon Settlers 維基",
 "神秘声音 - Dungeon Settlers Wiki": "神秘聲音 - Dungeon Settlers 維基",
 "神秘学者 - Dungeon Settlers Wiki": "神秘學者 - Dungeon Settlers 維基",
 "神秘野生草药 - Dungeon Settlers Wiki": "神秘野生草藥 - Dungeon Settlers 維基",
 "神秘野生草药 range and area shown on a dungeon room": "神秘野生草藥 地下城房間上顯示的射程與範圍",
 "神童 - Dungeon Settlers Wiki": "神童 - Dungeon Settlers 維基",
 "种子爆发 - Dungeon Settlers Wiki": "種子爆發 - Dungeon Settlers 維基",
 "种子爆发 range and area shown on a dungeon room": "種子爆發 地下城房間上顯示的射程與範圍",
 "种族仇恨 - Dungeon Settlers Wiki": "種族仇恨 - Dungeon Settlers 維基",
 "科技手册 - Dungeon Settlers Wiki": "科技手冊 - Dungeon Settlers 維基",
 "科赛农 - Dungeon Settlers Wiki": "科賽農 - Dungeon Settlers 維基",
 "科赛农 - 地狱水蛭收集 - Dungeon Settlers Wiki": "科賽農 - 地獄水蛭收集 - Dungeon Settlers 維基",
 "科赛农 - 孢子虫调查 - Dungeon Settlers Wiki": "科賽農 - 孢子蟲調查 - Dungeon Settlers 維基",
 "科赛农 - 肉蛆调查 - Dungeon Settlers Wiki": "科賽農 - 肉蛆調查 - Dungeon Settlers 維基",
 "科赛农 - 酸液虫调查 - Dungeon Settlers Wiki": "科賽農 - 酸液蟲調查 - Dungeon Settlers 維基",
 "科赛农的猫 - Dungeon Settlers Wiki": "科賽農的貓 - Dungeon Settlers 維基",
 "移动速度 - Dungeon Settlers Wiki": "移動速度 - Dungeon Settlers 維基",
 "移动速度最终系数 - Dungeon Settlers Wiki": "移動速度最終係數 - Dungeon Settlers 維基",
 "移除地板 - Dungeon Settlers Wiki": "移除地板 - Dungeon Settlers 維基",
 "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": "移除自身的定身和減速，並獲得加速效果，持續 5 秒。 4 能量 - 20秒冷卻 效果： • 定身 (移除): 無法從當前位置移動。 • 減速 (移除): -30% 移動速度 • 加速 (對使用者): +40% 移動速度",
 "稻草 - Dungeon Settlers Wiki": "稻草 - Dungeon Settlers 維基",
 "稻草人 - Dungeon Settlers Wiki": "稻草人 - Dungeon Settlers 維基",
 "稻草堆 - Dungeon Settlers Wiki": "稻草堆 - Dungeon Settlers 維基",
 "稻草墙 - Dungeon Settlers Wiki": "稻草牆 - Dungeon Settlers 維基",
 "稻草门 - Dungeon Settlers Wiki": "稻草門 - Dungeon Settlers 維基",
 "空坟墓 - Dungeon Settlers Wiki": "空墳墓 - Dungeon Settlers 維基",
 "空房间 minimum room layout": "空房間 最小房間佈局",
 "空补给马车 - Dungeon Settlers Wiki": "空補給馬車 - Dungeon Settlers 維基",
 "空马车 (Support Wagon Devastation Remnant)": "空馬車 (毀滅補給馬車遺蹟)",
 "空马车 (Support Wagon Easy Remnant)": "空馬車 (簡單補給馬車遺蹟)",
 "空马车 (Support Wagon Hard Remnant)": "空馬車 (困難補給馬車遺蹟)",
 "空马车 (Support Wagon Normal Remnant)": "空馬車 (普通補給馬車遺蹟)",
 "空马车 (Support Wagon Very Hard Remnant)": "空馬車 (極難補給馬車遺蹟)",
 "穿刺突 - Dungeon Settlers Wiki": "穿刺突 - Dungeon Settlers 維基",
 "穿刺突 range and area on a dungeon room": "穿刺突 地下城房間上的射程與範圍",
 "穿刺突 range and area shown on a dungeon room": "穿刺突 在地下城房間中顯示的射程和範圍",
 "突进之术 (Stack) - Dungeon Settlers Wiki": "突進之術 (層) - Dungeon Settlers 維基",
 "突进之术 - Dungeon Settlers Wiki": "突進之術 - Dungeon Settlers 維基",
 "突进之术光环 - Dungeon Settlers Wiki": "突進之術光環 - Dungeon Settlers 維基",
 "窑炉 - Dungeon Settlers Wiki": "窯爐 - Dungeon Settlers 維基",
 "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。": "立即獲得共生蟲 (玩家)特質。 效果： • 共生蟲 (玩家) (對施法者): 生命值不大於 50% 時，會透過寄生在體內的共生蟲 (效果)自我恢復。",
 "竖劈斩 - Dungeon Settlers Wiki": "豎劈斬 - Dungeon Settlers 維基",
 "竖劈斩 range and area shown on a dungeon room": "豎劈斬 在地下城房間中顯示的射程和範圍",
 "第一次毁灭 - Dungeon Settlers Wiki": "第一次毀滅 - Dungeon Settlers 維基",
 "等级 - Dungeon Settlers Wiki": "等級 - Dungeon Settlers 維基",
 "简陋的休闲室 minimum room layout": "簡陋的休閒室 最小房間佈局",
 "简陋的单人房 minimum room layout": "簡陋的單人房 最小房間佈局",
 "简陋的多人房 minimum room layout": "簡陋的多人房 最小房間佈局",
 "简陋的工坊 minimum room layout": "簡陋的工坊 最小房間佈局",
 "简陋的研究室 minimum room layout": "簡陋的研究室 最小房間佈局",
 "简陋的神殿 minimum room layout": "簡陋的神殿 最小房間佈局",
 "简陋的餐厅 minimum room layout": "簡陋的餐廳 最小房間佈局",
 "简陋的魔导工坊 minimum room layout": "簡陋的魔導工坊 最小房間佈局",
 "简陋补给马车 - Dungeon Settlers Wiki": "簡陋補給馬車 - Dungeon Settlers 維基",
 "箭雨 - Dungeon Settlers Wiki": "箭雨 - Dungeon Settlers 維基",
 "箭雨 range and area shown on a dungeon room": "箭雨 地下城房間上顯示的射程與範圍",
 "篝火 - Dungeon Settlers Wiki": "篝火 - Dungeon Settlers 維基",
 "粉碎铭文 - Dungeon Settlers Wiki": "粉碎銘文 - Dungeon Settlers 維基",
 "精准度 - Dungeon Settlers Wiki": "精準度 - Dungeon Settlers 維基",
 "精准药水 - Dungeon Settlers Wiki": "精準藥水 - Dungeon Settlers 維基",
 "精力充沛 - Dungeon Settlers Wiki": "精力充沛 - Dungeon Settlers 維基",
 "精巧之刃 - Dungeon Settlers Wiki": "精巧之刃 - Dungeon Settlers 維基",
 "精心保存 (2) - Dungeon Settlers Wiki": "精心儲存 (2) - Dungeon Settlers 維基",
 "精心保存 - Dungeon Settlers Wiki": "精心儲存 - Dungeon Settlers 維基",
 "精灵 - Dungeon Settlers Wiki": "精靈 - Dungeon Settlers 維基",
 "精灵家园 - Dungeon Settlers Wiki": "精靈家園 - Dungeon Settlers 維基",
 "精炼红水晶 - Dungeon Settlers Wiki": "精煉紅水晶 - Dungeon Settlers 維基",
 "精炼绿水晶 - Dungeon Settlers Wiki": "精煉綠水晶 - Dungeon Settlers 維基",
 "精炼蓝水晶 - Dungeon Settlers Wiki": "精煉藍水晶 - Dungeon Settlers 維基",
 "精疲力尽 - Dungeon Settlers Wiki": "精疲力盡 - Dungeon Settlers 維基",
 "精神崩溃 - Dungeon Settlers Wiki": "精神崩潰 - Dungeon Settlers 維基",
 "精神崩溃：恐慌 - Dungeon Settlers Wiki": "精神崩潰：恐慌 - Dungeon Settlers 維基",
 "精神障碍 - Dungeon Settlers Wiki": "精神障礙 - Dungeon Settlers 維基",
 "精英怪物 - Dungeon Settlers Wiki": "精英怪物 - Dungeon Settlers 維基",
 "精英狩猎令 - Dungeon Settlers Wiki": "精英狩獵令 - Dungeon Settlers 維基",
 "紧急逃脱 - Dungeon Settlers Wiki": "緊急逃脫 - Dungeon Settlers 維基",
 "紧急逃脱 range and area on a dungeon room": "緊急逃脫 地下城房間上的射程與範圍",
 "紧急逃脱 range and area shown on a dungeon room": "緊急逃脫 地下城房間上顯示的射程與範圍",
 "红水晶戒指 - Dungeon Settlers Wiki": "紅水晶戒指 - Dungeon Settlers 維基",
 "红水晶木法杖 - Dungeon Settlers Wiki": "紅水晶木法杖 - Dungeon Settlers 維基",
 "红水晶甲壳法杖 - Dungeon Settlers Wiki": "紅水晶甲殼法杖 - Dungeon Settlers 維基",
 "红水晶矿石 - Dungeon Settlers Wiki": "紅水晶礦石 - Dungeon Settlers 維基",
 "红水晶血木法杖 - Dungeon Settlers Wiki": "紅水晶血木法杖 - Dungeon Settlers 維基",
 "红水晶项链 - Dungeon Settlers Wiki": "紅水晶項鍊 - Dungeon Settlers 維基",
 "红水晶骨法杖 - Dungeon Settlers Wiki": "紅水晶骨法杖 - Dungeon Settlers 維基",
 "红石魔像 - Dungeon Settlers Wiki": "紅石魔像 - Dungeon Settlers 維基",
 "红老鼠 - Dungeon Settlers Wiki": "紅老鼠 - Dungeon Settlers 維基",
 "红色怪鼠 - Dungeon Settlers Wiki": "紅色怪鼠 - Dungeon Settlers 維基",
 "红色怪鼠 第2阶段 - Dungeon Settlers Wiki": "紅色怪鼠 第2階段 - Dungeon Settlers 維基",
 "红色怪鼠 第3阶段 - Dungeon Settlers Wiki": "紅色怪鼠 第3階段 - Dungeon Settlers 維基",
 "红色怪鼠灵魂 - Dungeon Settlers Wiki": "紅色怪鼠靈魂 - Dungeon Settlers 維基",
 "红色怪鼠灵魂石 - Dungeon Settlers Wiki": "紅色怪鼠靈魂石 - Dungeon Settlers 維基",
 "红色恐怖 - Dungeon Settlers Wiki": "紅色恐怖 - Dungeon Settlers 維基",
 "红鬃 (Action) - Dungeon Settlers Wiki": "紅鬃 (動作) - Dungeon Settlers 維基",
 "红鬃 - Dungeon Settlers Wiki": "紅鬃 - Dungeon Settlers 維基",
 "终结者 - Dungeon Settlers Wiki": "終結者 - Dungeon Settlers 維基",
 "经验值 - Dungeon Settlers Wiki": "經驗值 - Dungeon Settlers 維基",
 "经验加成 - Dungeon Settlers Wiki": "經驗加成 - Dungeon Settlers 維基",
 "结界 - Dungeon Settlers Wiki": "結界 - Dungeon Settlers 維基",
 "绯红反冲 - Dungeon Settlers Wiki": "緋紅反衝 - Dungeon Settlers 維基",
 "维护秩序 - Dungeon Settlers Wiki": "維護秩序 - Dungeon Settlers 維基",
 "绽放的回声花 - Dungeon Settlers Wiki": "綻放的回聲花 - Dungeon Settlers 維基",
 "绿影 - Dungeon Settlers Wiki": "綠影 - Dungeon Settlers 維基",
 "绿水晶戒指 - Dungeon Settlers Wiki": "綠水晶戒指 - Dungeon Settlers 維基",
 "绿水晶木法杖 - Dungeon Settlers Wiki": "綠水晶木法杖 - Dungeon Settlers 維基",
 "绿水晶甲壳法杖 - Dungeon Settlers Wiki": "綠水晶甲殼法杖 - Dungeon Settlers 維基",
 "绿水晶矿石 - Dungeon Settlers Wiki": "綠水晶礦石 - Dungeon Settlers 維基",
 "绿水晶血木法杖 - Dungeon Settlers Wiki": "綠水晶血木法杖 - Dungeon Settlers 維基",
 "绿水晶项链 - Dungeon Settlers Wiki": "綠水晶項鍊 - Dungeon Settlers 維基",
 "绿水晶骨法杖 - Dungeon Settlers Wiki": "綠水晶骨法杖 - Dungeon Settlers 維基",
 "绿色调 - Dungeon Settlers Wiki": "綠色調 - Dungeon Settlers 維基",
 "缠绕藤蔓 - Dungeon Settlers Wiki": "纏繞藤蔓 - Dungeon Settlers 維基",
 "缠绕藤蔓 range and area shown on a dungeon room": "纏繞藤蔓 在地下城房間中顯示的射程和範圍",
 "翠叶精灵 - Dungeon Settlers Wiki": "翠葉精靈 - Dungeon Settlers 維基",
 "老虎机 - Dungeon Settlers Wiki": "老虎機 - Dungeon Settlers 維基",
 "耐久度 - Dungeon Settlers Wiki": "耐久度 - Dungeon Settlers 維基",
 "耕作能力 - Dungeon Settlers Wiki": "耕作能力 - Dungeon Settlers 維基",
 "聊过天 - Dungeon Settlers Wiki": "聊過天 - Dungeon Settlers 維基",
 "肉串 - Dungeon Settlers Wiki": "肉串 - Dungeon Settlers 維基",
 "肉串 range and area shown on a dungeon room": "肉串 地下城房間上顯示的射程與範圍",
 "肉干 - Dungeon Settlers Wiki": "肉乾 - Dungeon Settlers 維基",
 "肉干 range and area shown on a dungeon room": "肉乾 地下城房間上顯示的射程與範圍",
 "肉欲的罪恶感 - Dungeon Settlers Wiki": "肉慾的罪惡感 - Dungeon Settlers 維基",
 "肉炖菜 - Dungeon Settlers Wiki": "肉燉菜 - Dungeon Settlers 維基",
 "肉炖菜 range and area shown on a dungeon room": "肉燉菜 地下城房間上顯示的射程與範圍",
 "肉粥 - Dungeon Settlers Wiki": "肉粥 - Dungeon Settlers 維基",
 "肉粥 range and area shown on a dungeon room": "肉粥 地下城房間上顯示的射程與範圍",
 "肉蛆调查完成 - Dungeon Settlers Wiki": "肉蛆調查完成 - Dungeon Settlers 維基",
 "肥沃度 - Dungeon Settlers Wiki": "肥沃度 - Dungeon Settlers 維基",
 "能量 - Dungeon Settlers Wiki": "能量 - Dungeon Settlers 維基",
 "能量强化 - Dungeon Settlers Wiki": "能量強化 - Dungeon Settlers 維基",
 "能量恢复 - Dungeon Settlers Wiki": "能量恢復 - Dungeon Settlers 維基",
 "能量恢复最终系数 - Dungeon Settlers Wiki": "能量恢復最終係數 - Dungeon Settlers 維基",
 "脆弱 - Dungeon Settlers Wiki": "脆弱 - Dungeon Settlers 維基",
 "脉动岩石 - Dungeon Settlers Wiki": "脈動岩石 - Dungeon Settlers 維基",
 "腐化之下 - Dungeon Settlers Wiki": "腐化之下 - Dungeon Settlers 維基",
 "腐蚀 - Dungeon Settlers Wiki": "腐蝕 - Dungeon Settlers 維基",
 "自动修复 - Dungeon Settlers Wiki": "自動修復 - Dungeon Settlers 維基",
 "自我修复 - Dungeon Settlers Wiki": "自我修復 - Dungeon Settlers 維基",
 "自我厌恶 - Dungeon Settlers Wiki": "自我厭惡 - Dungeon Settlers 維基",
 "自然之灵 - Dungeon Settlers Wiki": "自然之靈 - Dungeon Settlers 維基",
 "自然木法杖 - Dungeon Settlers Wiki": "自然木法杖 - Dungeon Settlers 維基",
 "自然爱好者 - Dungeon Settlers Wiki": "自然愛好者 - Dungeon Settlers 維基",
 "自然甲壳法杖 - Dungeon Settlers Wiki": "自然甲殼法杖 - Dungeon Settlers 維基",
 "自然精华 - Dungeon Settlers Wiki": "自然精華 - Dungeon Settlers 維基",
 "自然绽放 - Dungeon Settlers Wiki": "自然綻放 - Dungeon Settlers 維基",
 "自然血木法杖 - Dungeon Settlers Wiki": "自然血木法杖 - Dungeon Settlers 維基",
 "自然铜法杖 - Dungeon Settlers Wiki": "自然銅法杖 - Dungeon Settlers 維基",
 "自然阿克伦法杖 - Dungeon Settlers Wiki": "自然阿克倫法杖 - Dungeon Settlers 維基",
 "自然骨法杖 - Dungeon Settlers Wiki": "自然骨法杖 - Dungeon Settlers 維基",
 "自然魔法技能 资质 - Dungeon Settlers Wiki": "自然魔法技能 資質 - Dungeon Settlers 維基",
 "自然魔法技能树 - Dungeon Settlers Wiki": "自然魔法技能樹 - Dungeon Settlers 維基",
 "自然魔法铭文 - Dungeon Settlers Wiki": "自然魔法銘文 - Dungeon Settlers 維基",
 "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。": "自身獲得進攻、猛攻和定身，持續 14 秒。 4 能量 - 14秒冷卻 效果： • 進攻 (對使用者): +30% 造成傷害 • 猛攻 (對使用者): +20% 物理攻擊力 • 定身 (對使用者): 無法從當前位置移動。",
 "致命-无法成为目标 - Dungeon Settlers Wiki": "致命-無法成為目標 - Dungeon Settlers 維基",
 "致命弱点 - Dungeon Settlers Wiki": "致命弱點 - Dungeon Settlers 維基",
 "致命恐惧 - Dungeon Settlers Wiki": "致命恐懼 - Dungeon Settlers 維基",
 "致命恐惧 range and area shown on a dungeon room": "致命恐懼 地下城房間上顯示的射程與範圍",
 "致命裁决 - Dungeon Settlers Wiki": "致命裁決 - Dungeon Settlers 維基",
 "舌刺 - Dungeon Settlers Wiki": "舌刺 - Dungeon Settlers 維基",
 "舌刺 range and area on a dungeon room": "舌刺 地下城房間上的射程與範圍",
 "舌刺 range and area shown on a dungeon room": "舌刺 地下城房間上顯示的射程與範圍",
 "艰难的处境 - Dungeon Settlers Wiki": "艱難的處境 - Dungeon Settlers 維基",
 "芜菁粥 - Dungeon Settlers Wiki": "蕪菁粥 - Dungeon Settlers 維基",
 "花坛 - Dungeon Settlers Wiki": "花壇 - Dungeon Settlers 維基",
 "花瓣 - Dungeon Settlers Wiki": "花瓣 - Dungeon Settlers 維基",
 "花盆 - Dungeon Settlers Wiki": "花盆 - Dungeon Settlers 維基",
 "花花项链 - Dungeon Settlers Wiki": "花花項鍊 - Dungeon Settlers 維基",
 "花项链 - Dungeon Settlers Wiki": "花項鍊 - Dungeon Settlers 維基",
 "花香 (Aura) - Dungeon Settlers Wiki": "花香 (光環) - Dungeon Settlers 維基",
 "花香 (Scent) - Dungeon Settlers Wiki": "花香 (氣味) - Dungeon Settlers 維基",
 "英雄精神 - Dungeon Settlers Wiki": "英雄精神 - Dungeon Settlers 維基",
 "荆棘岩壁 - Dungeon Settlers Wiki": "荊棘巖壁 - Dungeon Settlers 維基",
 "草粥 - Dungeon Settlers Wiki": "草粥 - Dungeon Settlers 維基",
 "草粥 range and area shown on a dungeon room": "草粥 地下城房間上顯示的射程與範圍",
 "药膏 - Dungeon Settlers Wiki": "藥膏 - Dungeon Settlers 維基",
 "药膏 range and area shown on a dungeon room": "藥膏 地下城房間上顯示的射程與範圍",
 "莫默克 - Dungeon Settlers Wiki": "莫默克 - Dungeon Settlers 維基",
 "莫默克狩猎 - Dungeon Settlers Wiki": "莫默克狩獵 - Dungeon Settlers 維基",
 "莫默克狩猎完成 - Dungeon Settlers Wiki": "莫默克狩獵完成 - Dungeon Settlers 維基",
 "莫默克笼 - Dungeon Settlers Wiki": "莫默克籠 - Dungeon Settlers 維基",
 "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。": "獲得 20 層外殼效果，持續 10 秒。 20秒冷卻 效果： • 外殼（對施法者）：消耗1層堆疊，將受到的傷害降至1。該效果優先於格擋。",
 "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": "獲得加固和減速效果，持續 25 秒。該技能持續期間，格擋傷害減擴音高 35%。 5 能量 - 30秒冷卻 效果： • 加固 (對使用者): +35% 格擋機率 • 減速 (對使用者): -30% 移動速度",
 "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": "獲得加固效果，持續 12 秒，並在格擋近戰攻擊時對攻擊者造成物理攻擊力 200% 的物理傷害。 4 能量 - 18秒冷卻 效果： • 加固 (對使用者): +35% 格擋機率",
 "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。": "獲得加速和加速效果，持續 30 秒，且所有黃石魔像獲得最大的突進之術效果。 15秒冷卻 效果： • 加速（對施法者）：+40% 移動速度 • 加速（對施法者）：+30% 攻擊速度 • 突進之術（對黃石魔像）：受到 5 次傷害時，會對敵人發起衝鋒。",
 "获得卫士技能树。获得 5 点辅技能点。 Level-up odds: 0.0455% per offered slot": "獲得衛士技能樹。獲得 5 點輔技能點。升級機率：每個提供欄位 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。": "獲得地獄水蛭效果，持續 720 秒。 效果： • 地獄水蛭 (對施法者): 暫時提升魔法能力。",
 "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。": "獲得持續 12 秒的護盾，數值等同於已損失當前生命值的 120%。 3 能量 - 18秒冷卻 效果： • 護盾 (對使用者): 阻擋對頭部/身體的傷害，消耗與被阻擋的傷害等量的層數。",
 "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。": "獲得持續100秒、數值為技能擁有者物理攻擊力300%的護盾。 該技能將在後續更新中推出。 5 能量 - 20秒冷卻 效果： • 護盾 (對使用者): 阻擋對頭部/身體的傷害，消耗與被阻擋的傷害等量的層數。",
 "获得钝器技能树。获得 5 点主技能点。 Level-up odds: 0.548% per offered slot": "獲得鈍器技能樹。獲得 5 點主技能點。 升級機率：每個提供的欄位 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": "獲得長矛技能樹。獲得 5 點主技能點。 升級機率：每個提供的槽 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": "獲得閃擊技能樹。獲得 5 點輔技能點。 升級機率：每個提供的欄位 0.0455%",
 "萌芽甲壳铭文 - Dungeon Settlers Wiki": "萌芽甲殼銘文 - Dungeon Settlers 維基",
 "营火 - Dungeon Settlers Wiki": "營火 - Dungeon Settlers 維基",
 "营火的温暖 - Dungeon Settlers Wiki": "營火的溫暖 - Dungeon Settlers 維基",
 "蒙福 - Dungeon Settlers Wiki": "蒙福 - Dungeon Settlers 維基",
 "蓝哥布尔手环 - Dungeon Settlers Wiki": "藍哥布林手環 - Dungeon Settlers 維基",
 "蓝哥布尔项链 - Dungeon Settlers Wiki": "藍哥布林項鍊 - Dungeon Settlers 維基",
 "蓝哥布林 - Dungeon Settlers Wiki": "藍哥布林 - Dungeon Settlers 維基",
 "蓝图 - Dungeon Settlers Wiki": "藍圖 - Dungeon Settlers 維基",
 "蓝水晶戒指 - Dungeon Settlers Wiki": "藍水晶戒指 - Dungeon Settlers 維基",
 "蓝水晶木法杖 - Dungeon Settlers Wiki": "藍水晶木法杖 - Dungeon Settlers 維基",
 "蓝水晶甲壳法杖 - Dungeon Settlers Wiki": "藍水晶甲殼法杖 - Dungeon Settlers 維基",
 "蓝水晶矿石 - Dungeon Settlers Wiki": "藍水晶礦石 - Dungeon Settlers 維基",
 "蓝水晶血木法杖 - Dungeon Settlers Wiki": "藍水晶血木法杖 - Dungeon Settlers 維基",
 "蓝水晶项链 - Dungeon Settlers Wiki": "藍水晶項鍊 - Dungeon Settlers 維基",
 "蓝水晶骨法杖 - Dungeon Settlers Wiki": "藍水晶骨法杖 - Dungeon Settlers 維基",
 "蓝石魔像 - Dungeon Settlers Wiki": "藍石魔像 - Dungeon Settlers 維基",
 "蓝色醉蘑菇 (resource node) - Dungeon Settlers Wiki": "藍色醉蘑菇 (資源節點) - Dungeon Settlers 維基",
 "蓝莓 - Dungeon Settlers Wiki": "藍莓 - Dungeon Settlers 維基",
 "蓝血 - Dungeon Settlers Wiki": "藍血 - Dungeon Settlers 維基",
 "藤蔓地狱 - Dungeon Settlers Wiki": "藤蔓地獄 - Dungeon Settlers 維基",
 "蘑菇 - Dungeon Settlers Wiki": "蘑菇 - Dungeon Settlers 維基",
 "蘑菇 range and area shown on a dungeon room": "蘑菇 地下城房間上顯示的射程與範圍",
 "蘑菇串 - Dungeon Settlers Wiki": "蘑菇串 - Dungeon Settlers 維基",
 "蘑菇串 range and area shown on a dungeon room": "蘑菇串 地下城房間上顯示的射程與範圍",
 "蘑菇炖菜 - Dungeon Settlers Wiki": "蘑菇燉菜 - Dungeon Settlers 維基",
 "蘑菇炖菜 range and area shown on a dungeon room": "蘑菇燉菜 地下城房間上顯示的射程與範圍",
 "虚弱 - Dungeon Settlers Wiki": "虛弱 - Dungeon Settlers 維基",
 "虫草 - Dungeon Settlers Wiki": "蟲草 - Dungeon Settlers 維基",
 "蜂巢 - Dungeon Settlers Wiki": "蜂巢 - Dungeon Settlers 維基",
 "蜂王浆 - Dungeon Settlers Wiki": "蜂王漿 - Dungeon Settlers 維基",
 "蜂王浆 range and area shown on a dungeon room": "蜂王漿 地下城房間上顯示的射程與範圍",
 "蜜蜂 - Dungeon Settlers Wiki": "蜜蜂 - Dungeon Settlers 維基",
 "蜥蜴人 - Dungeon Settlers Wiki": "蜥蜴人 - Dungeon Settlers 維基",
 "血之树吸血 - Dungeon Settlers Wiki": "血之樹吸血 - Dungeon Settlers 維基",
 "血木剑 - Dungeon Settlers Wiki": "血木劍 - Dungeon Settlers 維基",
 "血木原木 - Dungeon Settlers Wiki": "血木原木 - Dungeon Settlers 維基",
 "血木头盔 - Dungeon Settlers Wiki": "血木頭盔 - Dungeon Settlers 維基",
 "血木巨剑 - Dungeon Settlers Wiki": "血木巨劍 - Dungeon Settlers 維基",
 "血木弓 - Dungeon Settlers Wiki": "血木弓 - Dungeon Settlers 維基",
 "血木护甲 - Dungeon Settlers Wiki": "血木護甲 - Dungeon Settlers 維基",
 "血木棍 - Dungeon Settlers Wiki": "血木棍 - Dungeon Settlers 維基",
 "血木棍棒 - Dungeon Settlers Wiki": "血木棍棒 - Dungeon Settlers 維基",
 "血木盾 - Dungeon Settlers Wiki": "血木盾 - Dungeon Settlers 維基",
 "血木矛 - Dungeon Settlers Wiki": "血木矛 - Dungeon Settlers 維基",
 "血木箭 - Dungeon Settlers Wiki": "血木箭 - Dungeon Settlers 維基",
 "血染果实 - Dungeon Settlers Wiki": "血染果實 - Dungeon Settlers 維基",
 "血染血树 (resource node) - Dungeon Settlers Wiki": "血染血樹 (resource node) - Dungeon Settlers 維基",
 "血染铭文 - Dungeon Settlers Wiki": "血染銘文 - Dungeon Settlers 維基",
 "血泪 - Dungeon Settlers Wiki": "血淚 - Dungeon Settlers 維基",
 "血泪 range and area on a dungeon room": "血淚 地下城房間上的射程與範圍",
 "血泪 range and area shown on a dungeon room": "血淚 地下城房間上顯示的射程與範圍",
 "血清：幻觉 - Dungeon Settlers Wiki": "血清：幻覺 - Dungeon Settlers 維基",
 "血清：脆弱 - Dungeon Settlers Wiki": "血清：脆弱 - Dungeon Settlers 維基",
 "血清：虚弱 - Dungeon Settlers Wiki": "血清：虛弱 - Dungeon Settlers 維基",
 "血清：虚无 - Dungeon Settlers Wiki": "血清：虛無 - Dungeon Settlers 維基",
 "血清：遗忘 - Dungeon Settlers Wiki": "血清：遺忘 - Dungeon Settlers 維基",
 "血清：麻木 - Dungeon Settlers Wiki": "血清：麻木 - Dungeon Settlers 維基",
 "血石戒指 - Dungeon Settlers Wiki": "血石戒指 - Dungeon Settlers 維基",
 "血腥抓挠 - Dungeon Settlers Wiki": "血腥抓撓 - Dungeon Settlers 維基",
 "血腥抓挠 range and area on a dungeon room": "血腥抓撓 地下城房間上的射程與範圍",
 "血腥抓挠 range and area shown on a dungeon room": "血腥抓撓 在地下城房間中顯示的射程和範圍",
 "血雨 - Dungeon Settlers Wiki": "血雨 - Dungeon Settlers 維基",
 "血雨 range and area on a dungeon room": "血雨 地下城房間上的射程與範圍",
 "血雨 range and area shown on a dungeon room": "血雨 地下城房間上顯示的射程與範圍",
 "补给充足 - Dungeon Settlers Wiki": "補給充足 - Dungeon Settlers 維基",
 "补给箱 - Dungeon Settlers Wiki": "補給箱 - Dungeon Settlers 維基",
 "补给马车 - Dungeon Settlers Wiki": "補給馬車 - Dungeon Settlers 維基",
 "被亵渎的尸体 (resource node) - Dungeon Settlers Wiki": "被褻瀆的屍體 (資源節點) - Dungeon Settlers 維基",
 "被封印的诅咒 - Dungeon Settlers Wiki": "被封印的詛咒 - Dungeon Settlers 維基",
 "被遗忘的神像 - Dungeon Settlers Wiki": "被遺忘的神像 - Dungeon Settlers 維基",
 "裂缝 - Dungeon Settlers Wiki": "裂縫 - Dungeon Settlers 維基",
 "装备仓库 - Dungeon Settlers Wiki": "裝備倉庫 - Dungeon Settlers 維基",
 "装饰品 (Alpha Near Portal Block)": "裝飾品 (傳送門附近 Alpha 方塊)",
 "装饰品 (Basic Campsite Deco1)": "裝飾品 (基礎營地 裝飾1)",
 "装饰品 (Basic Campsite Deco2)": "裝飾品 (基礎營地 裝飾2)",
 "装饰品 (Bottom Circle Flower)": "裝飾品 (底部圓形花)",
 "装饰品 (Bottom Rock Middle)": "裝飾品 (底部中型岩石)",
 "装饰品 (Bottom Rock Small)": "裝飾品 (底部小型岩石)",
 "装饰品 (Bottom Stem Flower)": "裝飾品 (底部莖花)",
 "装饰品 (Broken Tree Trunk)": "裝飾品 (破損樹幹)",
 "装饰品 (Decorative Ancient Brokentile A)": "裝飾品 (裝飾性古代碎磚 A)",
 "装饰品 (Decorative Ancient Brokentile B)": "裝飾品 (裝飾性古代碎磚 B)",
 "装饰品 (Decorative Bloody Wall Bush Down)": "裝飾品 (裝飾性血腥牆壁灌木 下)",
 "装饰品 (Decorative Bloody Wall Bush Left)": "裝飾品 (裝飾性血腥牆壁灌木 左)",
 "装饰品 (Decorative Bloody Wall Bush Right)": "裝飾品 (裝飾性血腥牆壁灌木 右)",
 "装饰品 (Decorative Bloody Wall Bush Up)": "裝飾品 (裝飾性血腥牆壁灌木 上)",
 "装饰品 (Decorative Broken Ancient Forest Bookshelf Side A)": "裝飾品 (裝飾性破損古代森林書架側 A)",
 "装饰品 (Decorative Broken Ancient Forest Bookshelf Side B)": "裝飾品 (裝飾性破損古代森林書架側 B)",
 "装饰品 (Decorative Flowing Blood)": "裝飾品 (裝飾性流動血跡)",
 "装饰品 (Decorative Large Blood)": "裝飾品 (裝飾性大片血跡)",
 "装饰品 (Decorative Mouse Head)": "裝飾品 (裝飾性老鼠頭)",
 "装饰品 (Decorative Small Bush)": "裝飾品 (裝飾性小型灌木)",
 "装饰品 (Decorative Small Grass)": "裝飾品 (裝飾性小型草)",
 "装饰品 (Decorative Wall Blood A)": "裝飾品 (裝飾性牆壁血跡 A)",
 "装饰品 (Decorative Wall Blood B)": "裝飾品 (裝飾性牆壁血跡 B)",
 "装饰品 (Decorative Wall Bush)": "裝飾品 (裝飾性牆壁灌木)",
 "装饰品 (Decorative Wood Blood)": "裝飾品 (裝飾性木頭血跡)",
 "装饰品 (Fallen Tree Horizontal)": "裝飾品 (橫向倒木)",
 "装饰品 (Fallen Tree Vertical)": "裝飾品 (縱向倒木)",
 "装饰品 (Forest Round Hill)": "裝飾品 (森林圓丘)",
 "装饰品 (Log On Stone Horizontal)": "裝飾品 (橫向石上原木)",
 "装饰品 (Log On Stone Vertical)": "裝飾品 (縱向石上原木)",
 "装饰品 (Mana Pipe Horizontal)": "裝飾品 (橫向法力管道)",
 "装饰品 (Mana Pipe Vertical)": "裝飾品 (縱向法力管道)",
 "装饰品 (Water Deco Forest)": "裝飾品 (森林水裝飾)",
 "装饰品 (Water Deco Shared)": "裝飾品 (共用的水裝飾)",
 "装饰品 - Dungeon Settlers Wiki": "裝飾品 - Dungeon Settlers Wiki",
 "装饰品 90 - Dungeon Settlers Wiki": "裝飾品 90 - Dungeon Settlers 維基",
 "观察佩里昂 - Dungeon Settlers Wiki": "觀察佩里昂 - Dungeon Settlers 維基",
 "观察恩多尔西 - Dungeon Settlers Wiki": "觀察恩多爾西 - Dungeon Settlers 維基",
 "观察科赛农 - Dungeon Settlers Wiki": "觀察科賽農 - Dungeon Settlers 維基",
 "视野范围 - Dungeon Settlers Wiki": "視野範圍 - Dungeon Settlers 維基",
 "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": "視野範圍是核心數值。遊戲自己的描述：\"在單位的視野範圍內，可以檢視周圍區域和發現敵人。\" 它身兼兩職 - 為己方驅散戰爭迷霧，也是怪物用來發現你的半徑。它以",
 "记录方尖碑 - Dungeon Settlers Wiki": "記錄方尖碑 - Dungeon Settlers 維基",
 "诅咒之子 - Dungeon Settlers Wiki": "詛咒之子 - Dungeon Settlers 維基",
 "诡异欢愉 - Dungeon Settlers Wiki": "詭異歡愉 - Dungeon Settlers 維基",
 "诡异痛楚 - Dungeon Settlers Wiki": "詭異痛楚 - Dungeon Settlers 維基",
 "豪华宝箱 (Luxurious Treasure Chest)": "豪華寶箱 (豪華寶箱)",
 "豪华宝箱 (R2 Luxurious Treasure Chest)": "豪華寶箱 (R2 豪華寶箱)",
 "豪华宝箱 - Dungeon Settlers Wiki": "豪華寶箱 - Dungeon Settlers 維基",
 "负重 - Dungeon Settlers Wiki": "負重 - Dungeon Settlers 維基",
 "负重药水 - Dungeon Settlers Wiki": "負重藥水 - Dungeon Settlers 維基",
 "货物堆 1 - Dungeon Settlers Wiki": "貨物堆 1 - Dungeon Settlers 維基",
 "货物堆 2 - Dungeon Settlers Wiki": "貨物堆 2 - Dungeon Settlers 維基",
 "贵族冒险家 - Dungeon Settlers Wiki": "貴族冒險家 - Dungeon Settlers 維基",
 "贿赂 - Dungeon Settlers Wiki": "賄賂 - Dungeon Settlers 維基",
 "资源仓库 - Dungeon Settlers Wiki": "資源倉庫 - Dungeon Settlers 維基",
 "赌徒 - Dungeon Settlers Wiki": "賭徒 - Dungeon Settlers 維基",
 "超载 - Dungeon Settlers Wiki": "超載 - Dungeon Settlers 維基",
 "跛行 - Dungeon Settlers Wiki": "跛行 - Dungeon Settlers 維基",
 "跳蚤群 (Env) - Dungeon Settlers Wiki": "跳蚤群 (環境) - Dungeon Settlers 維基",
 "跳蚤群 - Dungeon Settlers Wiki": "跳蚤群 - Dungeon Settlers 維基",
 "蹬踏 - Dungeon Settlers Wiki": "蹬踏 - Dungeon Settlers 維基",
 "蹬踏 range and area on a dungeon room": "蹬踏 地下城房間上的射程與範圍",
 "蹬踏 range and area shown on a dungeon room": "蹬踏 地下城房間上顯示的射程與範圍",
 "躯干生命值 - Dungeon Settlers Wiki": "軀幹生命值 - Dungeon Settlers 維基",
 "车夫 - Dungeon Settlers Wiki": "車伕 - Dungeon Settlers 維基",
 "辅技能点 - Dungeon Settlers Wiki": "輔技能點 - Dungeon Settlers 維基",
 "迅捷药水 - Dungeon Settlers Wiki": "迅捷藥水 - Dungeon Settlers 維基",
 "迅速撤退 - Dungeon Settlers Wiki": "迅速撤退 - Dungeon Settlers 維基",
 "过期速度 - Dungeon Settlers Wiki": "過期速度 - Dungeon Settlers 維基",
 "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.": "近戰物理攻擊時，造成當前負重 15% 的額外物理傷害。 近戰物理命中每點攜帶負重增加 0.15% 傷害。",
 "进入深处 - Dungeon Settlers Wiki": "進入深處 - Dungeon Settlers 維基",
 "进化 - Dungeon Settlers Wiki": "進化 - Dungeon Settlers 維基",
 "进攻 - Dungeon Settlers Wiki": "進攻 - Dungeon Settlers 維基",
 "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。": "進行物理攻擊時，傷害增加相當於重量5%的數值。 效果： • 格洛特長老靈魂 (對施法者): 進行物理攻擊時，傷害增加相當於重量5%的數值。 每個角色只能裝備一個靈魂特質。 如果已經擁有靈魂，則會將其覆蓋。",
 "远视 - Dungeon Settlers Wiki": "遠視 - Dungeon Settlers 維基",
 "连环斩 - Dungeon Settlers Wiki": "連環斬 - Dungeon Settlers 維基",
 "连环斩 range and area shown on a dungeon room": "連環斬 地下城房間上顯示的射程與範圍",
 "连锁攻击 - Dungeon Settlers Wiki": "連鎖攻擊 - Dungeon Settlers 維基",
 "连锁攻击 range and area on a dungeon room": "連鎖攻擊 地下城房間上的射程與範圍",
 "连锁攻击 range and area shown on a dungeon room": "連鎖攻擊 地下城房間上顯示的射程與範圍",
 "迟钝的味觉 (Neg) - Dungeon Settlers Wiki": "遲鈍的味覺 (負面) - Dungeon Settlers 維基",
 "迟钝的味觉 (Pos) - Dungeon Settlers Wiki": "遲鈍的味覺 (正面) - Dungeon Settlers 維基",
 "迟钝的舌头 - Dungeon Settlers Wiki": "遲鈍的舌頭 - Dungeon Settlers 維基",
 "逃兵 - Dungeon Settlers Wiki": "逃兵 - Dungeon Settlers 維基",
 "逃脱 - Dungeon Settlers Wiki": "逃脫 - Dungeon Settlers 維基",
 "逃跑 - Dungeon Settlers Wiki": "逃跑 - Dungeon Settlers 維基",
 "逃跑 range and area on a dungeon room": "逃跑 地下城房間上的射程與範圍",
 "逃跑 range and area shown on a dungeon room": "逃跑 地下城房間上顯示的射程與範圍",
 "速射 - Dungeon Settlers Wiki": "速射 - Dungeon Settlers 維基",
 "造成伤害 - Dungeon Settlers Wiki": "造成傷害 - Dungeon Settlers 維基",
 "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。": "造成傷害時，傷害增加3% × 與目標的距離。 效果： • 眼球靈魂 (對施法者): 造成傷害時，傷害提高3%×與目標之間的距離。 每個角色只能裝備一個靈魂特質。 如果已經擁有靈魂，則會將其覆蓋。",
 "造成物理伤害 - Dungeon Settlers Wiki": "造成物理傷害 - Dungeon Settlers 維基",
 "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": "造成物理攻擊力 180% 的物理傷害，並將目標擊退 3 格。 對目標施加減速效果，持續 5 秒，同時施加破壞效果，持續 5 秒。 3 能量 - 7秒冷卻 效果： • 減速 (對敵人): -30% 移動速度 • 破壞 (對敵人): -50 物理抗性",
 "造成魔法伤害 - Dungeon Settlers Wiki": "造成魔法傷害 - Dungeon Settlers 維基",
 "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.": "造成魔法攻擊力 100% 的魔法傷害，並施加 3 層出血效果，持續 10 秒。 效果： • 出血 (對敵人): 每層每秒 5 物理傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加 99 層）。示例：10 層 = 50 物理傷害/秒。持續時間由施加該效果的技能決定。",
 "遗弃同伴 - Dungeon Settlers Wiki": "遺棄同伴 - Dungeon Settlers 維基",
 "遗忘神像 - Dungeon Settlers Wiki": "遺忘神像 - Dungeon Settlers 維基",
 "遵从指令 - Dungeon Settlers Wiki": "遵從指令 - Dungeon Settlers 維基",
 "酋长保镖 - Dungeon Settlers Wiki": "酋長保鏢 - Dungeon Settlers 維基",
 "酒馆服务生 - Dungeon Settlers Wiki": "酒館服務生 - Dungeon Settlers 維基",
 "酸性斯洛格尔 - Dungeon Settlers Wiki": "酸性斯洛格爾 - Dungeon Settlers 維基",
 "酸液喷吐 - Dungeon Settlers Wiki": "酸液噴吐 - Dungeon Settlers 維基",
 "酸液喷吐 range and area on a dungeon room": "酸液噴吐 地下城房間上的射程與範圍",
 "酸液喷吐 range and area shown on a dungeon room": "酸液噴吐 地下城房間上顯示的射程與範圍",
 "酸液扩散 - Dungeon Settlers Wiki": "酸液擴散 - Dungeon Settlers 維基",
 "酸液泼洒 - Dungeon Settlers Wiki": "酸液潑灑 - Dungeon Settlers 維基",
 "酸液泼洒 range and area on a dungeon room": "酸液潑灑 地下城房間上的射程與範圍",
 "酸液泼洒 range and area shown on a dungeon room": "酸液潑灑 地下城房間上顯示的射程與範圍",
 "酸液虫 - Dungeon Settlers Wiki": "酸液蟲 - Dungeon Settlers 維基",
 "酸液虫笼 - Dungeon Settlers Wiki": "酸液蟲籠 - Dungeon Settlers 維基",
 "酸液虫调查完成 - Dungeon Settlers Wiki": "酸液蟲調查完成 - Dungeon Settlers 維基",
 "采矿能力 - Dungeon Settlers Wiki": "採礦能力 - Dungeon Settlers 維基",
 "采集能力 - Dungeon Settlers Wiki": "採集能力 - Dungeon Settlers 維基",
 "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": "釋放強烈的殺氣，對敵方單位造成物理攻擊力 30% 的物理傷害，並施加 3 層暴露的弱點和減速效果，持續 10 秒。 4 能量 - 15秒冷卻 效果： • 暴露的弱點（對敵人）：在剩餘的命中次數內被擊中時無法閃避，且必定為暴擊。 • 減速（對敵人）：-30% 移動速度",
 "野兽森林 (Env) - Dungeon Settlers Wiki": "野獸森林 (環境) - Dungeon Settlers 維基",
 "野兽森林 - Dungeon Settlers Wiki": "野獸森林 - Dungeon Settlers 維基",
 "野兽猎人 - Dungeon Settlers Wiki": "野獸獵人 - Dungeon Settlers 維基",
 "野性屏障 - Dungeon Settlers Wiki": "野性屏障 - Dungeon Settlers 維基",
 "野狗 - Dungeon Settlers Wiki": "野狗 - Dungeon Settlers 維基",
 "野生草药 - Dungeon Settlers Wiki": "野生草藥 - Dungeon Settlers 維基",
 "野生草药 range and area shown on a dungeon room": "野生草藥 地下城房間上顯示的射程與範圍",
 "野生长草 - Dungeon Settlers Wiki": "野生長草 - Dungeon Settlers 維基",
 "金属冲锋 - Dungeon Settlers Wiki": "金屬衝鋒 - Dungeon Settlers 維基",
 "金属冲锋 range and area on a dungeon room": "金屬衝鋒 地下城房間上的射程與範圍",
 "金属冲锋 range and area shown on a dungeon room": "金屬衝鋒 地下城房間上顯示的射程與範圍",
 "金属圣甲虫 - Dungeon Settlers Wiki": "金屬聖甲蟲 - Dungeon Settlers 維基",
 "金属圣甲虫笼 - Dungeon Settlers Wiki": "金屬聖甲蟲籠 - Dungeon Settlers 維基",
 "金矿铭文 (Inscription) - Dungeon Settlers Wiki": "金礦銘文 (銘文) - Dungeon Settlers 維基",
 "金矿铭文 - Dungeon Settlers Wiki": "金礦銘文 - Dungeon Settlers 維基",
 "针蜘蛛 - Dungeon Settlers Wiki": "針蜘蛛 - Dungeon Settlers 維基",
 "钝器技能 资质 - Dungeon Settlers Wiki": "鈍器技能 資質 - Dungeon Settlers 維基",
 "钝器技能树 - Dungeon Settlers Wiki": "鈍器技能樹 - Dungeon Settlers 維基",
 "钝器铭文 - Dungeon Settlers Wiki": "鈍器銘文 - Dungeon Settlers 維基",
 "铁制头盔 - Dungeon Settlers Wiki": "鐵製頭盔 - Dungeon Settlers 維基",
 "铁制巨剑 - Dungeon Settlers Wiki": "鐵製巨劍 - Dungeon Settlers 維基",
 "铁制护甲 - Dungeon Settlers Wiki": "鐵製護甲 - Dungeon Settlers 維基",
 "铁匠 - Dungeon Settlers Wiki": "鐵匠 - Dungeon Settlers 維基",
 "铁墙 - Dungeon Settlers Wiki": "鐵牆 - Dungeon Settlers 維基",
 "铁甲 - Dungeon Settlers Wiki": "鐵甲 - Dungeon Settlers 維基",
 "铁矿脉 - Dungeon Settlers Wiki": "鐵礦脈 - Dungeon Settlers 維基",
 "铁索抓取 - Dungeon Settlers Wiki": "鐵索抓取 - Dungeon Settlers 維基",
 "铁索抓取 range and area on a dungeon room": "鐵索抓取 地下城房間上的射程與範圍",
 "铁索抓取 range and area shown on a dungeon room": "鐵索抓取 地下城房間上顯示的射程與範圍",
 "铁肤药水 - Dungeon Settlers Wiki": "鐵膚藥水 - Dungeon Settlers 維基",
 "铁锭 - Dungeon Settlers Wiki": "鐵錠 - Dungeon Settlers 維基",
 "铜制巨剑 - Dungeon Settlers Wiki": "銅製巨劍 - Dungeon Settlers 維基",
 "铜剑 - Dungeon Settlers Wiki": "銅劍 - Dungeon Settlers 維基",
 "铜头盔 - Dungeon Settlers Wiki": "銅頭盔 - Dungeon Settlers 維基",
 "铜弓 - Dungeon Settlers Wiki": "銅弓 - Dungeon Settlers 維基",
 "铜护甲 - Dungeon Settlers Wiki": "銅護甲 - Dungeon Settlers 維基",
 "铜棒 - Dungeon Settlers Wiki": "銅棒 - Dungeon Settlers 維基",
 "铜盾 - Dungeon Settlers Wiki": "銅盾 - Dungeon Settlers 維基",
 "铜矛 - Dungeon Settlers Wiki": "銅矛 - Dungeon Settlers 維基",
 "铜矿石 - Dungeon Settlers Wiki": "銅礦石 - Dungeon Settlers 維基",
 "铜箭 - Dungeon Settlers Wiki": "銅箭 - Dungeon Settlers 維基",
 "铜钉头锤 - Dungeon Settlers Wiki": "銅釘頭錘 - Dungeon Settlers 維基",
 "铜锭 - Dungeon Settlers Wiki": "銅錠 - Dungeon Settlers 維基",
 "银戒指 - Dungeon Settlers Wiki": "銀戒指 - Dungeon Settlers 維基",
 "银矿石 - Dungeon Settlers Wiki": "銀礦石 - Dungeon Settlers 維基",
 "银锭 - Dungeon Settlers Wiki": "銀錠 - Dungeon Settlers 維基",
 "银项链 - Dungeon Settlers Wiki": "銀項鍊 - Dungeon Settlers 維基",
 "铸造工作台 - Dungeon Settlers Wiki": "鑄造工作臺 - Dungeon Settlers 維基",
 "链甲骑士哨兵 - Dungeon Settlers Wiki": "鍊甲騎士哨兵 - Dungeon Settlers 維基",
 "链甲骑士哨兵灵魂石 - Dungeon Settlers Wiki": "鍊甲騎士哨兵靈魂石 - Dungeon Settlers 維基",
 "锁链骑士哨兵灵魂 - Dungeon Settlers Wiki": "鎖鏈騎士哨兵靈魂 - Dungeon Settlers 維基",
 "锋刃 - Dungeon Settlers Wiki": "鋒刃 - Dungeon Settlers 維基",
 "锋利度 - Dungeon Settlers Wiki": "鋒利度 - Dungeon Settlers 維基",
 "锐刃 - Dungeon Settlers Wiki": "銳刃 - Dungeon Settlers 維基",
 "锚定 - Dungeon Settlers Wiki": "錨定 - Dungeon Settlers 維基",
 "锤击 - Dungeon Settlers Wiki": "錘擊 - Dungeon Settlers 維基",
 "锤击 range and area shown on a dungeon room": "錘擊 地下城房間上顯示的射程與範圍",
 "镇民 - Dungeon Settlers Wiki": "鎮民 - Dungeon Settlers 維基",
 "镶宝石甲虫 - Dungeon Settlers Wiki": "鑲寶石甲蟲 - Dungeon Settlers 維基",
 "长矛猛击 - Dungeon Settlers Wiki": "長矛猛擊 - Dungeon Settlers 維基",
 "长矛猛击 range and area shown on a dungeon room": "長矛猛擊 地下城房間上顯示的射程與範圍",
 "长矛铭文 - Dungeon Settlers Wiki": "長矛銘文 - Dungeon Settlers 維基",
 "门 - Dungeon Settlers Wiki": "門 - Dungeon Settlers 維基",
 "闪击技能树 - Dungeon Settlers Wiki": "閃擊技能樹 - Dungeon Settlers 維基",
 "闪击铭文 - Dungeon Settlers Wiki": "閃擊銘文 - Dungeon Settlers 維基",
 "闪避几率 - Dungeon Settlers Wiki": "閃避機率 - Dungeon Settlers 維基",
 "闪避药水 - Dungeon Settlers Wiki": "閃避藥水 - Dungeon Settlers 維基",
 "防反架势 - Dungeon Settlers Wiki": "防反架勢 - Dungeon Settlers 維基",
 "防御:近战 - Dungeon Settlers Wiki": "防禦:近戰 - Dungeon Settlers 維基",
 "防御之艺 (Stack) - Dungeon Settlers Wiki": "防禦之藝 (層) - Dungeon Settlers 維基",
 "防御之艺 - Dungeon Settlers Wiki": "防禦之藝 - Dungeon Settlers 維基",
 "防御术式光环 - Dungeon Settlers Wiki": "防禦術式光環 - Dungeon Settlers 維基",
 "防火 - Dungeon Settlers Wiki": "防火 - Dungeon Settlers 維基",
 "阵列技能树 - Dungeon Settlers Wiki": "陣列技能樹 - Dungeon Settlers 維基",
 "阿克伦 - Dungeon Settlers Wiki": "阿克倫 - Dungeon Settlers 維基",
 "阿克伦剑 - Dungeon Settlers Wiki": "阿克倫劍 - Dungeon Settlers 維基",
 "阿克伦头盔 - Dungeon Settlers Wiki": "阿克倫頭盔 - Dungeon Settlers 維基",
 "阿克伦巨剑 - Dungeon Settlers Wiki": "阿克倫巨劍 - Dungeon Settlers 維基",
 "阿克伦弓 - Dungeon Settlers Wiki": "阿克倫弓 - Dungeon Settlers 維基",
 "阿克伦护甲 - Dungeon Settlers Wiki": "阿克倫護甲 - Dungeon Settlers 維基",
 "阿克伦棒 - Dungeon Settlers Wiki": "阿克倫棒 - Dungeon Settlers 維基",
 "阿克伦盾牌 - Dungeon Settlers Wiki": "阿克倫盾牌 - Dungeon Settlers 維基",
 "阿克伦矛 - Dungeon Settlers Wiki": "阿克倫矛 - Dungeon Settlers 維基",
 "阿克伦箭 - Dungeon Settlers Wiki": "阿克倫箭 - Dungeon Settlers 維基",
 "阿克伦钉头锤 - Dungeon Settlers Wiki": "阿克倫釘頭錘 - Dungeon Settlers 維基",
 "阿尔法酸性斯洛格尔 - Dungeon Settlers Wiki": "阿爾法酸性斯洛格爾 - Dungeon Settlers 維基",
 "阿尔法酸性斯洛格尔灵魂 - Dungeon Settlers Wiki": "阿爾法酸性斯洛格爾靈魂 - Dungeon Settlers 維基",
 "阿尔法酸性斯洛格尔灵魂石 - Dungeon Settlers Wiki": "阿爾法酸性斯洛格爾靈魂石 - Dungeon Settlers 維基",
 "阿尔法酸性斯洛格尔狩猎 - Dungeon Settlers Wiki": "阿爾法酸性斯洛格爾狩獵 - Dungeon Settlers 維基",
 "阿尔法酸性斯洛格尔狩猎完成 - Dungeon Settlers Wiki": "阿爾法酸性斯洛格爾狩獵完成 - Dungeon Settlers 維基",
 "阿里克 - Dungeon Settlers Wiki": "阿里克 - Dungeon Settlers 維基",
 "陶制食物仓库 - Dungeon Settlers Wiki": "陶製食物倉庫 - Dungeon Settlers 維基",
 "陶器堆 - Dungeon Settlers Wiki": "陶器堆 - Dungeon Settlers 維基",
 "陶瓷 - Dungeon Settlers Wiki": "陶瓷 - Dungeon Settlers 維基",
 "雄性格洛斯 - Dungeon Settlers Wiki": "雄性格洛斯 - Dungeon Settlers 維基",
 "雄性格洛斯笼 - Dungeon Settlers Wiki": "雄性格洛斯籠 - Dungeon Settlers 維基",
 "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.": "集中精神後發射火焰投射物，對範圍內的所有單位造成魔法攻擊力 400% 的魔法傷害。 施加5層燃燒，持續10秒。 此攻擊也可能傷害友方。 7 能量 - 30秒冷卻 效果： • 燃燒（對敵人）：每層每秒 3 魔法 傷害，無視防禦和護盾（固定值，不隨攻擊力提高；最多疊加50層）。示例：10 層 = 30 魔法 傷害/秒。持續時間由施加該效果的技能決定。",
 "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，獲得猛攻和加固效果，持續15秒。 該技能將在後續更新中推出。 5 能量 - 20秒冷卻 效果： • 猛攻 (對使用者): +20% 物理攻擊力 • 加固 (對使用者): +35% 格擋機率",
 "雌性格洛斯 - Dungeon Settlers Wiki": "雌性格洛斯 - Dungeon Settlers 維基",
 "雨 - Dungeon Settlers Wiki": "雨 - Dungeon Settlers 維基",
 "静谧安宁 - Dungeon Settlers Wiki": "靜謐安寧 - Dungeon Settlers 維基",
 "非常不满 - Dungeon Settlers Wiki": "非常不滿 - Dungeon Settlers 維基",
 "非常满足 - Dungeon Settlers Wiki": "非常滿足 - Dungeon Settlers 維基",
 "非常疲惫 - Dungeon Settlers Wiki": "非常疲憊 - Dungeon Settlers 維基",
 "非常饥饿 - Dungeon Settlers Wiki": "非常飢餓 - Dungeon Settlers 維基",
 "韧性铭文 - Dungeon Settlers Wiki": "韌性銘文 - Dungeon Settlers 維基",
 "额外泡泡 - Dungeon Settlers Wiki": "額外泡泡 - Dungeon Settlers 維基",
 "风暴铭文 - Dungeon Settlers Wiki": "風暴銘文 - Dungeon Settlers 維基",
 "飞镖盘 - Dungeon Settlers Wiki": "飛鏢盤 - Dungeon Settlers 維基",
 "食物 - Dungeon Settlers Wiki": "食物 - Dungeon Settlers 維基",
 "食物仓库 - Dungeon Settlers Wiki": "食物倉庫 - Dungeon Settlers 維基",
 "食物补给 - Dungeon Settlers Wiki": "食物補給 - Dungeon Settlers 維基",
 "食用 - Dungeon Settlers Wiki": "食用 - Dungeon Settlers 維基",
 "食用 range and area shown on a dungeon room": "食用 地下城房間上顯示的射程與範圍",
 "食用了怪物烤肉 - Dungeon Settlers Wiki": "食用了怪物烤肉 - Dungeon Settlers 維基",
 "食用优质生肉 - Dungeon Settlers Wiki": "食用優質生肉 - Dungeon Settlers 維基",
 "食用肉串 - Dungeon Settlers Wiki": "食用肉串 - Dungeon Settlers 維基",
 "食用肉干 - Dungeon Settlers Wiki": "食用肉乾 - Dungeon Settlers 維基",
 "食用肉炖菜 - Dungeon Settlers Wiki": "食用肉燉菜 - Dungeon Settlers 維基",
 "食用草药 - Dungeon Settlers Wiki": "食用草藥 - Dungeon Settlers 維基",
 "食用蘑菇串 - Dungeon Settlers Wiki": "食用蘑菇串 - Dungeon Settlers 維基",
 "食用蘑菇炖菜 - Dungeon Settlers Wiki": "食用蘑菇燉菜 - Dungeon Settlers 維基",
 "食用蜂王浆 - Dungeon Settlers Wiki": "食用蜂王漿 - Dungeon Settlers 維基",
 "饥肠辘辘 - Dungeon Settlers Wiki": "飢腸轆轆 - Dungeon Settlers 維基",
 "饥饿 - Dungeon Settlers Wiki": "飢餓 - Dungeon Settlers 維基",
 "饥饿恢复 - Dungeon Settlers Wiki": "飢餓恢復 - Dungeon Settlers 維基",
 "饰品工作台 - Dungeon Settlers Wiki": "飾品工作臺 - Dungeon Settlers 維基",
 "饱腹 - Dungeon Settlers Wiki": "飽腹 - Dungeon Settlers 維基",
 "首领怪物 - Dungeon Settlers Wiki": "首領怪物 - Dungeon Settlers 維基",
 "驯化能力 - Dungeon Settlers Wiki": "馴化能力 - Dungeon Settlers 維基",
 "骨制头盔 - Dungeon Settlers Wiki": "骨制頭盔 - Dungeon Settlers 維基",
 "骨制巨剑 - Dungeon Settlers Wiki": "骨制巨劍 - Dungeon Settlers 維基",
 "骨制护甲 - Dungeon Settlers Wiki": "骨制護甲 - Dungeon Settlers 維基",
 "骨制棍棒 - Dungeon Settlers Wiki": "骨制棍棒 - Dungeon Settlers 維基",
 "骨剑 - Dungeon Settlers Wiki": "骨劍 - Dungeon Settlers 維基",
 "骨头 - Dungeon Settlers Wiki": "骨頭 - Dungeon Settlers 維基",
 "骨弓 - Dungeon Settlers Wiki": "骨弓 - Dungeon Settlers 維基",
 "骨棍 - Dungeon Settlers Wiki": "骨棍 - Dungeon Settlers 維基",
 "骨盾 - Dungeon Settlers Wiki": "骨盾 - Dungeon Settlers 維基",
 "骨矛 - Dungeon Settlers Wiki": "骨矛 - Dungeon Settlers 維基",
 "骨箭 - Dungeon Settlers Wiki": "骨箭 - Dungeon Settlers 維基",
 "骨粉 - Dungeon Settlers Wiki": "骨粉 - Dungeon Settlers 維基",
 "骰子游戏桌 - Dungeon Settlers Wiki": "骰子游戲桌 - Dungeon Settlers 維基",
 "高涨的不满 - Dungeon Settlers Wiki": "高漲的不滿 - Dungeon Settlers 維基",
 "高级冷却铭文 - Dungeon Settlers Wiki": "高階冷卻銘文 - Dungeon Settlers 維基",
 "高级吸血铭文 - Dungeon Settlers Wiki": "高階吸血銘文 - Dungeon Settlers 維基",
 "高级命中铭文 - Dungeon Settlers Wiki": "高階命中銘文 - Dungeon Settlers 維基",
 "高级恢复铭文 - Dungeon Settlers Wiki": "高階恢復銘文 - Dungeon Settlers 維基",
 "高级攻速铭文 - Dungeon Settlers Wiki": "高階攻速銘文 - Dungeon Settlers 維基",
 "高级暴伤铭文 - Dungeon Settlers Wiki": "高階暴傷銘文 - Dungeon Settlers 維基",
 "高级暴击铭文 - Dungeon Settlers Wiki": "高階暴擊銘文 - Dungeon Settlers 維基",
 "高级格挡减伤铭文 - Dungeon Settlers Wiki": "高階格擋減傷銘文 - Dungeon Settlers 維基",
 "高级格挡铭文 - Dungeon Settlers Wiki": "高階格擋銘文 - Dungeon Settlers 維基",
 "高级物抗铭文 - Dungeon Settlers Wiki": "高階物抗銘文 - Dungeon Settlers 維基",
 "高级物攻铭文 - Dungeon Settlers Wiki": "高階物攻銘文 - Dungeon Settlers 維基",
 "高级生命铭文 - Dungeon Settlers Wiki": "高階生命銘文 - Dungeon Settlers 維基",
 "高级能量铭文 - Dungeon Settlers Wiki": "高階能量銘文 - Dungeon Settlers 維基",
 "高级负重铭文 - Dungeon Settlers Wiki": "高階負重銘文 - Dungeon Settlers 維基",
 "高级闪避铭文 - Dungeon Settlers Wiki": "高階閃避銘文 - Dungeon Settlers 維基",
 "高级魔抗铭文 - Dungeon Settlers Wiki": "高階魔抗銘文 - Dungeon Settlers 維基",
 "高级魔攻铭文 - Dungeon Settlers Wiki": "高階魔攻銘文 - Dungeon Settlers 維基",
 "高阶深渊宝箱 (R1 Abyss High Treasure Chest)": "高階深淵寶箱 (R1 高階深淵寶箱)",
 "高阶深渊宝箱 (R2 Abyss High Treasure Chest)": "高階深淵寶箱 (R2 高階深淵寶箱)",
 "高阶深渊宝箱 - Dungeon Settlers Wiki": "高階深淵寶箱 - Dungeon Settlers 維基",
 "鬼怪棍棒 - Dungeon Settlers Wiki": "鬼怪棍棒 - Dungeon Settlers 維基",
 "魔力装置调查完成 - Dungeon Settlers Wiki": "魔力裝置調查完成 - Dungeon Settlers 維基",
 "魔力饱和 - Dungeon Settlers Wiki": "魔力飽和 - Dungeon Settlers 維基",
 "魔抗药水 - Dungeon Settlers Wiki": "魔抗藥水 - Dungeon Settlers 維基",
 "魔法书 - Dungeon Settlers Wiki": "魔法書 - Dungeon Settlers 維基",
 "魔法增幅 - Dungeon Settlers Wiki": "魔法增幅 - Dungeon Settlers 維基",
 "魔法工作台 - Dungeon Settlers Wiki": "魔法工作臺 - Dungeon Settlers 維基",
 "魔法废料堆 1 (resource node) - Dungeon Settlers Wiki": "魔法廢料堆 1 (resource node) - Dungeon Settlers 維基",
 "魔法废料堆 2 (resource node) - Dungeon Settlers Wiki": "魔法廢料堆 2 (resource node) - Dungeon Settlers 維基",
 "魔法废料堆 3 (resource node) - Dungeon Settlers Wiki": "魔法廢料堆 3 (resource node) - Dungeon Settlers 維基",
 "魔法惩击铭文 - Dungeon Settlers Wiki": "魔法懲擊銘文 - Dungeon Settlers 維基",
 "魔法抗性 - Dungeon Settlers Wiki": "魔法抗性 - Dungeon Settlers 維基",
 "魔法攻击力 - Dungeon Settlers Wiki": "魔法攻擊力 - Dungeon Settlers 維基",
 "魔法攻击力最终系数 - Dungeon Settlers Wiki": "魔法攻擊力最終係數 - Dungeon Settlers 維基",
 "魔法攻击药水 - Dungeon Settlers Wiki": "魔法攻擊藥水 - Dungeon Settlers 維基",
 "鲁玛果 - Dungeon Settlers Wiki": "魯瑪果 - Dungeon Settlers 維基",
 "鲁玛果 range and area shown on a dungeon room": "魯瑪果 地下城房間上顯示的射程與範圍",
 "鲁玛树 (resource node) - Dungeon Settlers Wiki": "魯瑪樹 (資源節點) - Dungeon Settlers 維基",
 "鲁莽突击 - Dungeon Settlers Wiki": "魯莽突擊 - Dungeon Settlers 維基",
 "鳞片工匠 - Dungeon Settlers Wiki": "鱗片工匠 - Dungeon Settlers 維基",
 "鹿角兔 - Dungeon Settlers Wiki": "鹿角兔 - Dungeon Settlers 維基",
 "黄油手 - Dungeon Settlers Wiki": "黃油手 - Dungeon Settlers 維基",
 "黄石魔像 - Dungeon Settlers Wiki": "黃石魔像 - Dungeon Settlers 維基",
 "黏土 - Dungeon Settlers Wiki": "黏土 - Dungeon Settlers 維基",
 "黏性垫床草 - Dungeon Settlers Wiki": "黏性墊床草 - Dungeon Settlers 維基",
 "黏液喷雾草 - Dungeon Settlers Wiki": "黏液噴霧草 - Dungeon Settlers 維基",
 "黏液喷雾草 range and area shown on a dungeon room": "黏液噴霧草 在地下城房間中顯示的射程和範圍",
 "黑暗低语 (Env) - Dungeon Settlers Wiki": "黑暗低語 (環境) - Dungeon Settlers 維基",
 "黑暗低语 - Dungeon Settlers Wiki": "黑暗低語 - Dungeon Settlers 維基",
 "黑暗洞穴 - Dungeon Settlers Wiki": "黑暗洞穴 - Dungeon Settlers 維基",
 "黑暗魔法技能 资质 - Dungeon Settlers Wiki": "黑暗魔法技能 資質 - Dungeon Settlers 維基",
 "黑色血清 - Dungeon Settlers Wiki": "黑色血清 - Dungeon Settlers 維基",
 "黑荆棘藤蔓 - Dungeon Settlers Wiki": "黑荊棘藤蔓 - Dungeon Settlers 維基",
 "鼓舞人心 - Dungeon Settlers Wiki": "鼓舞人心 - Dungeon Settlers 維基",
 "鼓舞嚎叫 - Dungeon Settlers Wiki": "鼓舞嚎叫 - Dungeon Settlers 維基",
 "鼓舞嚎叫 range and area on a dungeon room": "鼓舞嚎叫 地下城房間上的射程與範圍",
 "鼓舞嚎叫 range and area shown on a dungeon room": "鼓舞嚎叫 地下城房間上顯示的射程與範圍",
 "鼠群 - Dungeon Settlers Wiki": "鼠群 - Dungeon Settlers 維基",
 "鼾声如雷 - Dungeon Settlers Wiki": "鼾聲如雷 - Dungeon Settlers 維基",
 "齿轮 - Dungeon Settlers Wiki": "齒輪 - Dungeon Settlers 維基",
 "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": "一隻烏鴉悄悄地飛過荊棘藤蔓，落在你面前。它的眼睛變成了藍色，然後你聽到了監察官的聲音。<color=#a69085>“探險隊長，我正在準備對探險隊最近的行動進行評估。”</color>烏鴉歪著頭看著你。<color=#a69085>“但最終，這取決於人。如果你能表現出一點誠意……我可能會更有動力進行評估。”</color>你很快就察覺到監察官的邪惡意圖，無法輕易回答。<color=#a69085>“嗯，沒什麼。我只是說這可能發生。”</color>烏鴉焦躁不安地拍打著翅膀。",
 "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": "一隻烏鴉飛過荊棘藤蔓，落在你面前。它的眼眸染上藍光，隨後觀察者的聲音傳了出來。 <color=#a69085>\"探險指揮官，我最近正準備對探險隊運營情況進行評估。\"</color><color=#a69085>\"</color> 烏鴉歪著頭望向你。 <color=#a69085>\"</color>不過說到底，一切還是取決於人。只要你稍微表現一點誠意... 我或許就能更積極地進行評估。<color=#a69085>\"</color> 你很快察覺觀察者不懷好意，一時難以回答。 <color=#a69085>\"</color",
 "각레벨에서다음레벨로올라가기위해필요한아이템의'종류'키값을의미함.(0}은사용하지않는플레이스홀더이며값은\"None\"으로고정한다.": "指從每一級升到下一級所需物品的「種類」鍵值。(0}是未使用的佔位符，值固定為 \"None\"。",
 "개발자의 편지 ver.Stove": "開發者的信 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": "喧鬧聲從對面傳來。鼓聲、歡快的笛聲和無法辨認的低語聲混雜在一起，越來越近，很快，火焰般明亮的人形生物跳著舞出現了。<color=#a69085>“我們將會成為？！@%@$%！（無法解讀）！？！@%@$%！（無法解讀）花的價格將如預言般飆升！”</color>他們興奮地叫嚷著，但你幾乎聽不懂他們的話。<color=#a69085>“我們最終將獲得永生！一切問題都能解決，只要我們理解自己的精神！”</color>伴隨著奇異的氣味和不合拍的鼓聲，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": "對面開始傳來嘈雜的聲音。鼓聲、歡快的笛聲和無法辨認的低語聲混雜在一起，越來越近，很快，火焰般明亮的人形生物跳著舞出現了。<color=#a69085>“我們將成為@##$@#（無法解讀）！@##$@#（無法解讀）花的價格將如預言般飆升！”</color>他們興奮地叫嚷著，但你幾乎聽不懂他們的話。<color=#a69085>“我們最終將獲得永生！一切問題都能解決。只要我們理解自己的思想！”</color>奇怪的氣味、不合拍的鼓聲和喧鬧的",
 "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": "你把肉伸到裂縫前，細長的肉絲伸出來，只纏住了肉。肉消失在黑暗中後，整個房間猛地收縮了一下。<color=#a69085>“拉……格斯特·斯蒂茲姆……”</color>沒有咀嚼聲。也許根本聽不到。取而代之的是一股溫暖的震動沿著地板穿過隊員們的腳下。片刻之後，裂縫再次張開。似乎在等待下一個。",
 "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": "一個戴著面具的人站在關著昆蟲的木籠旁。他觀察了許久籠中的酸液蟲，隨後低頭寫下了一些什麼。他身邊的貓瞥了你一眼，卻並未表現出多少興趣。你靠近打了聲招呼，但他似乎對昆蟲的興趣比對你要大得多，頭也不回地指向酸液蟲道： <color=#a69085>“這些傢伙會吐出酸液，自己的身體卻不會溶解。不覺得有趣嗎？再多觀察一些活體，應該就能弄清楚原理……”</color> 他若無其事地從筆記本上撕下一頁遞給你。 <color=#a69085>“找到酸液蟲並展開調查。只要把結果告訴我就行",
 "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": "她正在處理獵物，察覺到你的氣息後迅速轉身。<color=#a69085>“你最好別再靠近了。”</color>她的目光銳利地盯著你，手隨時準備拉弓。你慢慢舉起雙手，後退一步。<color=#a69085>“我無意與你為敵。”</color><color=#a69085>“……公會探險隊的人都不可信。一個比一個弱。”</color>她指著腳邊巨大的野獸屍體，嘲諷道。<color=#a69085>“恐怕他們活不了多久，就會成為莫莫克的食物吧？”</color>幾名探險隊員被她的",
 "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": "她正在處理獵物，突然察覺到你的存在，迅速轉身。<color=#a69085>“你最好別再靠近了。”</color>她的手隨時準備拉弓。你慢慢舉起雙手，向後退去。<color=#a69085>“我無意與你為敵。”</color><color=#a69085>“……公會探險隊的人都不可信。他們一個比一個弱。”</color>她指著腳下那具巨大的野獸屍體，嘲諷道。<color=#a69085>“他們大概很快就會成為默莫克的食物吧？”</color>幾名探險隊員被她赤裸裸的挑釁激怒，臉色鐵青地想要上前。",
 "그는 다시 벌레의 스케치를 바라보며 혼잣말처럼 중얼거립니다. <color=#a69085>\"고블린들은... 벌레에게 피를 빨리는걸 좋아하는건가? 이상하단 말이지...\"</color> 그는 회색 털의 고양이를 쓰다듬으며 생각에 잠깁니다.": "他再次看著蟲子的素描，像自言自語一樣嘟囔著。 <color=#a69085>\"哥布林們... 喜歡被蟲子吸血嗎？真奇怪...\"</color> 他撫摸著灰色毛的貓，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.": "他用手託著下巴，自言自語地嘟囔著。 <color=#a69085>\"這昆蟲早該滅絕了才對... 究竟是什麼原理。\"</color> 他又埋頭研究起來。",
 "그들의 얼굴에 기묘한 미소가 번집니다. <color=#a69085>\"좋습니다. 그렇다면 &%$&하게 해드리겠습니다.\"</color> 순간 수많은 목소리와 형상, 알 수 없는 지식이 당신과 단원들의 머릿속으로 한꺼번에 밀려듭니다. 모든 것이 이전보다 선명하게 보이기 시작했지만, 그와 함께 차라리 몰랐으면 좋았을 진실들까지도 깨닫고 맙니다. 정신을 차리자 그것들은 이미 자취를 감추었습니다. 당신은 어느 때 보다 세상을 뚜렷하게 인식하지만 동시에 설명하기 어려운 괴로움을 느낍니다.": "他們臉上泛起奇異的微笑。<color=#a69085>“很好。那麼，我將讓你們&%$&。”</color>瞬間，無數的聲音、形象和未知的知識湧入你和隊員們的腦海。一切都變得比以前更清晰，但與此同時，你也領悟了那些寧願不知道的真相。當你回過神來時，它們已經消失了。你比任何時候都更清晰地感知世界，但同時又感到一種難以言喻的痛苦。",
 "그들의 얼굴에 기묘한 미소가 번집니다. <color=#a69085>\"좋습니다. 그렇다면 @##$@하게 해드리겠습니다.\"</color> 순간 수많은 목소리와 형상, 알 수 없는 지식이 당신과 단원들의 머릿속으로 한꺼번에 밀려듭니다. 모든 것이 이전보다 선명하게 보이기 시작했지만, 그와 함께 차라리 몰랐으면 좋았을 진실들까지도 깨닫고 맙니다. 정신을 차리자 그것들은 이미 자취를 감추었습니다. 당신은 어느 때 보다 세상을 뚜렷하게 인식하지만 동시에 설명하기 어려운 괴로움을 느낍니다.": "他們臉上泛起奇異的微笑。<color=#a69085>“很好。那麼，我將讓你們@##$@。”</color>瞬間，無數的聲音、形象和未知的知識湧入你和隊員們的腦海。一切都變得比以前更清晰，但與此同時，你也領悟了那些寧願不知道的真相。當你回過神來時，它們已經消失了。你比任何時候都更清晰地感知世界，但同時又感到一種難以言喻的痛苦。",
 "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.": "在附近的灌木叢中沙沙作響的{0}叫住了你。<color=#a69085>“隊長，這裡有一個隱藏的洞。”</color> 撥開樹枝和樹葉，一棵倒下的樹裡面露出了一個通向下面的狹窄洞口。",
 "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.": "正在附近灌木叢中檢視的{0}向你招手。<color=#a69085>“隊長，這裡有個洞穴。”</color> 撥開樹枝，一棵倒下的樹樁下露出了一個狹窄的洞穴。洞口掛著幾根短毛和半啃的樹根。裡面散發著泥土和野獸的氣味。主人不見蹤影。",
 "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": "一隻烏鴉自遠方飛來，落在你的前臂上。 <color=#a69085>“老實說，我本沒想過你們這支隊伍能撐多久。不過，我得承認自己想錯了。能在失落之地活下來本身就絕非易事。”</color> <color=#a69085>“要是公會能提供更多支援，或許我們還能取得更大成果，觀察者。”</color> <color=#a69085>“行了行了，我知道了。我會給你們送去一些補給，可要好好使用。而且，似乎也有些人對加入你們的探險抱有興趣。”</color> 烏鴉歪了歪頭，用喙毫不客氣地啄了啄你的胸口。 <color=#a69085>“不過可別太得意忘形",
 "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.": "第五塊肉消失後，房間裡瀰漫著一股生薑和芥末混合著某種燃燒物的氣味。然而，隊員們聞到的氣味卻各不相同。有人聞到了香料味，有人聞到了燒焦的脂肪味，還有人聞到了早已離去的家中餐桌的氣味。<color=#a69085>咔嚓 吱嘎 咯吱</color> 裂縫深處傳來無舌之口咂嘴的聲音。",
 "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": "正與你討論探險隊運營的{0}小心翼翼地開口道： <color=#a69085>\"指揮官，要不要向公會申請探險支援？以現在的情況，或許能得到一些幫助。\"</color> 你點頭後，{0}吹出了一聲節奏錯亂的口哨訊號。不久，一隻烏鴉飛過來落在你面前，開始進行聯絡。你說明探險隊當前的處境並請求公會支援，觀察者面露難色。 <color=#a69085>\"公會的支援也有優先順序。要給你們提供支援，就必須動用其他探險隊應得的份額...\"</color> 烏鴉輕輕抖動翅膀",
 "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": "正與你討論探險隊運營的{0}小心翼翼地開口道： <color=#a69085>\"指揮官，要不要向公會申請探險支援？以現在的情況，或許能得到一些幫助。\"</color> 你點頭後，{0}吹出了一聲節奏錯亂的口哨訊號。不久，一隻烏鴉飛過來落在你面前，開始進行聯絡。你說明探險隊當前的處境並請求公會支援，觀察者面露難色。 <color=#a69085>\"公會的支援也有優先順序。要給你們提供支援，就必須動用其他探險隊應得的份額...\"</color> 烏鴉輕輕抖動翅膀 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.": "你皺著眉頭，堅定地說：“其他人也需要休息，今天就到此為止吧。”狼人團員們遺憾地互相看了看，然後慢慢低下頭。“……明白了，團長。”定居點很快恢復了寧靜。其他團員們鬆了口氣，似乎對你的決定很滿意，重新入睡。而狼人們則遺憾地望著明亮的月亮，最終悄然散去。",
 "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.": "你發現地板上有一個裂縫。你感覺到黑暗中有什麼東西在盯著你。<color=#a69085>咚，咚，咚</color>，肉質地板內部傳來搏動聲。它在等待你的反應。",
 "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.": "你突然意識到有人在看著你。環顧四周，什麼都沒有，你抬頭望去。那裡有一團形狀奇特的雲。它似乎有某種意志，詭異地笑著。<color=#a69085>“這個世界充滿了痛苦，還是快樂？”</color>你感到被它的存在壓倒，無法動彈。<color=#a69085>“還是慾望？”</color>你本能地選擇了問題的答案。",
 "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.": "你嘆了口氣，聳了聳肩。<color=#a69085>“如果那是你們的習俗，那也沒辦法。但是，不要太過分。”</color>得到你的允許後，狼人成員們彷彿等候多時一般，仰頭望向月亮。嗷嗚嗚嗚！！嗷嗚嗚嗚嗚！！整個夜晚，定居點裡迴盪著洪亮的嚎叫聲。第二天早上，狼人成員們帶著某種輕鬆的表情開始了新的一天，而其他成員們則因為徹夜未眠而臉色憔悴，不停地打著哈欠，不滿地看著狼人們。",
 "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.": "發現你的恩多爾西本想表現出高興的樣子，卻又立刻移開了視線。她漫不經心地翻著箭袋，裝作若無其事地開口道：<color=#a69085>“什麼啊，又是你？”</color>短暫的沉默後，她瞥了一眼森林深處。<color=#a69085>“最近森林似乎平靜了一些。追捕獵物也比以前容易了。”</color>她的周圍整齊地擺放著剛處理好的皮革、骨頭以及從獵物身上獲得的副產品。",
 "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.": "聽到您的話，隊員們的眼睛都睜大了。他們的表情瞬間從疲憊變成了驚訝和喜悅。談話的氣氛立刻變得柔和起來。<color=#a69085>“真的嗎，隊長？”</color> 剛才還在大喊大叫的{0}，此刻嘴角上揚，向您問道。<color=#a69085>“當然，我深知你們的辛苦。希望這些金幣能讓你們暫時緩解疲勞，然後更有力氣地繼續努力。”</color> 您的決定讓他們臉上綻放出笑容，然後心滿意足地回到了各自的崗位。",
 "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.": "聽到你的話，隊員們的表情從驚訝變成了喜悅，緊張的氣氛也隨之緩和。<color=#a69085>“是真的嗎，隊長？”</color> 剛才還在生氣的{0}笑著問道，彷彿剛才的怒氣不復存在。<color=#a69085>“當然。我很清楚你們的辛苦。希望這些金幣能讓你們消除疲勞，重新振作起來。”</color> 隊員們對你的決定感到滿意，笑著回到了各自的崗位。",
 "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.": "你的勸說似乎讓大家安靜了一會兒，但隊員們的不滿並沒有輕易平息。{0}再次大聲喊道：<color=#a69085>“別再用甜言蜜語哄騙我們了！我們已經忍無可忍，現在不是冷靜下來聽團長說話的時候了！”</color>隊員們的不滿情緒越來越高漲，房間裡的緊張氣氛也隨之加劇。不幸的是，你的嘗試失敗了，他們仍然憤怒而疲憊地看著你。最終，什麼都沒有解決，沉重的氣氛瀰漫開來。",
 "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.": "你的勸說似乎讓大家安靜了一會兒，但隊員們的不滿並沒有輕易平息。{0}再次大聲喊道：<color=#a69085>“別再用甜言蜜語哄騙我們了！我們已經忍無可忍，現在不是冷靜下來聽團長說話的時候了！”</color>隊員們的不滿情緒越來越高漲，房間裡的緊張氣氛也隨之加劇。不幸的是，你的嘗試失敗了，他們仍然憤怒而疲憊地看著你。情況變得更加危急，隊員們的壓力似乎隨時都會爆發。談話結束後，什麼都沒有解決，沉重的氣氛瀰漫開來。",
 "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.": "你點點頭，他便又沉浸在自己的思緒中。<color=#a69085>“酸液在體內形成的原理是什麼呢……”</color>他開始在筆記本上塗寫，似乎不再關注你。",
 "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.": "你點頭後，他像是內心毫無波瀾般再次望向酸液蟲。看著它們活動的樣子，他像自言自語般喃喃道： <color=#a69085>“那些酸液究竟是怎麼產生的……？”</color> 他繼續記錄，似乎不再關心你的存在。",
 "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.": "你遞上觀察記錄，他默默地翻開筆記本，快速瀏覽著內容。短暫的沉默後，他的筆尖開始快速移動。<color=#a69085>“哦……真有趣。”</color>他凝視著酸性蟲許久，然後慢慢地點了點頭。<color=#a69085>“它的體液具有強酸性，但外殼卻絲毫沒有被腐蝕。這不僅僅是耐酸那麼簡單。似乎有某種不同的原理在起作用……真是太棒了！”</color>他彷彿完全沒有注意到你，只是看著酸性蟲，發出了感嘆。",
 "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.": "當你搬出規矩，拿走所有賭注時，{0}哭喪著臉。<color=#a69085>“不，團長，這算什麼！這是暴行！”</color>你聳聳肩，揮手趕走了{0}和團員們。",
 "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.": "你援引紀律，拿走了所有的賭注，{0}的臉拉了下來。<color=#a69085>“不，指揮官，這是什麼東西！這是暴行！”</color>你聳聳肩，揮手趕走了{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.": "當你遞上魔法裝置的調查記錄時，佩裡翁用疲憊的眼睛慢慢地掃視著。<color=#a69085>“嗯……看來確實使用了帝國魔法技術。正如所知，其危險性也相當大。”</color>他在報告上寫下幾點內容後，向你表示感謝。<color=#a69085>“地下城從外部吸取生命力，然後再次加工，將其轉化為強大的魔法能量。雖然我們無法完全理解……”</color>他像頭痛一樣嘆了口氣。",
 "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.": "你接過筆記，他滿意地點點頭。<color=#a69085>“哦，對了，別忘了孢子蟲只棲息在森林深處。”</color>他再次看著孢子蟲，自言自語般地嘟囔著。<color=#a69085>“這麼小的孢子，怎麼能讓生物變得如此虛弱呢……”</color>他似乎已經忘記了你的存在，再次沉浸在觀察中。",
 "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.": "你接過筆記後，他滿意地點了點頭。 <color=#a69085>“很好。有這些就足以驗證假設了。”</color> 他再次望向孢子蟲，自言自語般喃喃道： <color=#a69085>“那麼小的孢子，究竟是如何讓生物變得如此脆弱的……？”</color> 他彷彿早已忘記了你的存在，再次沉浸在了觀察之中。",
 "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.": "當你展示狩獵的證據時，她的臉色僵住了。<color=#a69085>“……這是什麼。”</color>她立刻搖頭，尖銳地反駁道。<color=#a69085>“那傢伙不是那麼容易死的怪物。別為了炫耀而撒謊。”</color>但最終她也找不到更多的話了。<color=#a69085>“……哈。”</color>她抹了把臉，苦澀地笑了。<color=#a69085>“該死，你們足夠強大。雖然我不想承認，但這是事實。哼……”</color>然後她變得傲嬌起來，似乎有些不好意思地把視線轉向別處。",
 "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.": "當你展示狩獵的證據時，她的臉色僵住了。<color=#a69085>“那傢伙可不是那麼容易死的怪物。別為了炫耀而撒謊。”</color>但她最終找不到更多的話。<color=#a69085>“……哈。”</color>她抹了抹臉，苦澀地笑了。<color=#a69085>“該死，你們足夠強大。雖然我不想承認，但這是事實。切……”</color>然後她變得傲慢，害羞地把目光轉向別處。",
 "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.": "你揮了揮手，隊員們撓著頭回到了各自的位置。探險隊長肯定已經有了很好的計劃！提示：使用[ITEM_ExpeditionHorn]可以重新開始探險隊的決策。",
 "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.": "你擺了擺手，探險隊員們撓著頭回到了各自的崗位。探險指揮官肯定早已有了好計劃！提示：使用 [ITEM_ExpeditionHorn] 可以繼續進行探險決議。[ITEM_ExpeditionHorn] 可從公會商人處購買。執行探險決議可獲得少量貢獻點。",
 "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.": "你擺了擺手，探險隊員們撓著頭回到了各自的崗位。探險指揮官肯定早已有了好計劃！提示：使用 [ITEM_ExpeditionHorn] 可以繼續進行探險決議。[ITEM_ExpeditionHorn] 可從公會商人處購買。執行探險決議可獲得少量貢獻點。",
 "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.": "你揮了揮手，隊員們撓著頭回到了各自的位置。探險隊長肯定已經有了好計劃！提示：你可以使用[ITEM_ExpeditionHorn]重新開始探險決策。完成探險決策可以獲得少量貢獻度。",
 "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.": "你遞上調查結果後，他默默翻開筆記本瀏覽其中的內容。短暫的沉默後，他的筆尖飛快地動了起來。 <color=#a69085>“哦...真有趣。”</color> 他久久注視著酸液蟲，然後緩緩點頭。 <color=#a69085>“體液具有強酸性，外殼卻完全不會被腐蝕。這可不只是耐酸而已，似乎有別的機制...太有趣了！”</color> 他完全沒把你放在眼裡，只顧望著酸液蟲發出讚歎。",
 "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.": "當你邀請她加入探險隊時，恩德羅茜悄悄地將目光投向森林深處。<color=#a69085>“在那片森林的深處，住著一隻巨大的怪物，普通的箭矢根本無法傷它分毫。即使是最好的獵人，也可能輕易喪命。”</color>她握著弓的手微微顫抖。<color=#a69085>“在殺死那個怪物為我姐姐報仇之前，我一刻也無法安寧。”</color>你從她的聲音中感受到了強烈壓抑的悲傷和憤怒。",
 "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.": "垂直猛烈揮舞大劍，對目標所在格和目標正後方格的單位造成物理攻擊力{0}%的物理傷害，並施加{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.": "垂直猛烈揮舞大劍，對目標所在格和目標正後方格的單位造成物理攻擊力{0}%的物理傷害，命中時施加{1}秒[AFFECTER_Stun]。",
 "모든 스킬 습득을 초기화하고 SP를 돌려받습니다.": "重置所有已學技能，並返還技能點。",
 "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": "夜深人靜，定居點外傳來一聲長長的嚎叫。嗷嗚！！嗷嗚！！你被驚醒，走出屋外，看到包括{0}和{1}在內的狼人成員正仰望著巨大的滿月，放聲嚎叫。<color=#a69085>“這大半夜的，你們在幹什麼？”</color>你困惑地問道，{0}轉過頭回答道：<color=#a69085>“據說月亮上居住著我們祖先的靈魂。他們現在仍在無盡的平原上奔跑，守護著他們的後代。”</color>{0}再次仰望月亮，微笑著說：<color=#a69085>“在這樣又大又亮的月夜，我們的聲音會傳達給祖先。”</color>",
 "불괴쥐 재매치 인데 2마리 ver. 일정 이상의 탱킹력과 지속딜링 능력이 필요하다.": "不朽鼠重賽，2只版本。需要一定程度的坦克能力和持續輸出能力。",
 "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.": "一個瘦骨嶙峋的男人放下巨大的揹包，一件一件地擺放著商品。他發現了你，嘴角咧開，狡黠地笑著說：“哦，有客人來了。你來得正是時候。”他立起一塊大牌子，然後拍了拍它--今日特惠！“我今天心情好。我向你保證，這樣的機會可不常有。”他拿起一件商品，假裝擦拭一番，然後又放回了貨架上。",
 "삼각 시너지 전투인데, 이전에는 올챙이 먼저 죽이는게 대체로 유리했다면 이 전투에서는 브롤러 먼저 죽이기 vs 올챙이 먼저 죽이기로 딜레마가 걸리는 전투.": "三角協同戰鬥，以前通常是先殺死蝌蚪更有利，而這場戰鬥則陷入了先殺死鬥士還是先殺死蝌蚪的兩難境地。",
 "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.": "新任副指揮官 {0} 平靜地環視隊員們。 <color=#a69085>\"地下城正在侵蝕大陸。若無法阻止這場災難，森林、河流，最終連世界樹也會枯竭。\"</color> 短暫沉默後，{0} 以堅定的聲音繼續說道。 <color=#a69085>\"請記住。神聖的世界樹祝福將與我們同行。\"</color> 隊員們神色凝重，堅定了決心。",
 "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.": "新任副指揮官 {0} 把隊員們召集到篝火前。 <color=#a69085>\"地下城不會歡迎我們。它會無盡地試煉我們，最終想把我們吞沒。\"</color> 短暫沉默後，{0} 慢慢環視隊員們。 <color=#a69085>\"可是光害怕能解決什麼？要結束這場末日，必須有人邁出第一步。讓我們一起走進最深的黑暗。\"</color> 探險隊員們為 {0} 的演說歡呼吶喊。每個人心中都湧起堅定的決心。",
 "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.": "伴隨著嘈雜的喧譁聲，隊員們找到了你。其中 {0} 似乎下定決心，向前一步。<color=#a69085>“我們再也受不了了。我們冒著生命危險，但食物糟糕，休息時間也不夠！”</color> {0} 激動地喊道，其他隊員也喘著粗氣表示贊同。<color=#a69085>“沒錯！我們再也受不了了！”</color> 疲憊的隊員們接連抱怨，氣氛變得緊張起來。你舉起手製止了 {0}，所有人都等待著你的話。",
 "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 {": "在一片嘈雜的議論聲中，隊員們來到你面前。其中有人像是下定決心般率先站了出來。 <color=#a69085>“我們已經忍無可忍了。我們在拿命冒險，可吃的卻糟糕透頂，連休息時間都不夠！”</color> {0}情緒激動地喊道。他的臉上交織著疲憊與憤怒。 <color=#a69085>“沒錯！我們再也受不了了！”</color> 其他隊員也氣呼呼地附和，說他說得對。他們的臉上充滿極度的疲憊和憤怒。 緊接著，{0}發洩不滿的聲音越來越激烈，房間裡的緊張氣氛不斷升高。 隊員們都已筋疲力盡，局勢看起來十分危險。很快，你舉起手{",
 "스스로 {0}초 동안 [AFFECTER_Offensive], [AFFECTER_Rush]과 [AFFECTER_Rooting]를 얻습니다.": "你獲得 [AFFECTER_Offensive]、[AFFECTER_Rush] 和 [AFFECTER_Rooting] 效果，持續 {0} 秒。",
 "스스로 {0}초 동안 [AFFECTER_Rush]과 [AFFECTER_Rooting]를 얻습니다.": "你獲得 [AFFECTER_Rush] 和 [AFFECTER_Rooting] 效果，持續 {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。非常感謝您透過 STOVE 玩《地下城拓荒者》。儘管我們很久沒有釋出更新，但您沒有忘記遊戲並再次回來，我們對此深表感謝。未來，新內容將與 Steam 同步更新。我們已經進行了相容性工作，以便您儘可能地繼續玩舊存檔。但是，由於在此期間刪除或更改了一些物品和建築物，您以前玩過的定居點可能會有所不同。您可以繼續使用舊存檔擊敗 Boss 並前往新區域，但我們也建議您重新開始，因為區域 1 也新增了新的事件室、NPC 和各種其他內容。<color=#a69085>從遊戲的最早期開始，我們就一直致力於",
 "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.": "吞下第六塊肉後，裂縫緩慢收縮了六次，然後停止了蠕動。<color=#a69085>吱嘎！咔嗒……嘶嘶……叮！</color> 在寂靜中，清脆的玻璃瓶碰撞聲響了三次。是的，我們剛才聽到的聲音不可能是生物體內發出的。裂縫比以前更深更寬地張開著，等待著再次伸出的手。",
 "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": "準備好就本次探險成果發表講話後，所有人都聚集過來。他們的眼神從未如此熾熱，滿懷希望。 你環視四周的隊員，然後緩緩開口。 <color=#a69085>“我們成功了！我們征服了寂靜帷幕，那片黑暗而危險的森林。這是在場每一個人的勇氣與決心所造就的成果，任何障礙、任何威脅，都未能動搖我們堅定的意志。”</color> 聽了你的話，探險隊員們鼓掌歡呼，紛紛響應。他們的臉上透出自豪。 <color=#a69085>“無論遇到什麼困難，我們都要彼此信任，一起前進！”</color> 隨著你的示意，殘",
 "이벤트용 변수 현재 빌드의 맥스 지역 체크용. 해당 지역의 마지막 층 까지 도달 하면 탐사열망 (더 깊은 곳으로) 이벤트 안뜸 (int)DungeonRegion값임": "用於事件的變數，檢查當前構建的最大區域。如果到達該區域的最後一層，則不會觸發探索渴望（更深處）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} 秒對相鄰的敵方單位造成相當於魔法攻擊力 {2}% 的魔法傷害，並在 {4} 秒內施加 {3} 層 [AFFECTER_Burning]。",
 "인접한 적 유닛에게 매 초마다 마법 공격력의 {2}%의 마법 피해와,{4}초 동안 {3}의 [AFFECTER_Burning]를 부여합니다.": "每秒對相鄰的敵方單位造成相當於魔法攻擊力 {2}% 的魔法傷害，並在 {4} 秒內施加 {3} 層 [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": "周圍暫時安靜下來，你深吸一口氣，然後慢慢地繼續說道。<color=#a69085>“我深知你們戰鬥得多麼艱辛，也知道我們一起克服了多少困難。現在我們正處於一個重要的關頭。如果我們能順利度過這個難關，就能獲得更大的回報和更好的環境。”</color>你的話讓隊員們的臉上開始出現細微的變化。{0}的臉上也流露出了一絲理解和認同。<color=#a69085>“雖然目前資源不足，但很快就會解決。在那之前，請大家再堅持一下，齊心協力。拜託了。”</color><color=#a69085>“明白了，隊長。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.": "周圍暫時安靜下來，你慢慢地繼續說道。<color=#a69085>“我深知你們戰鬥得多麼艱辛。雖然現在很困難，但只要度過這個難關，情況就會好轉很多。”</color>你的話讓隊員們的表情逐漸緩和。<color=#a69085>“所以請大家再堅持一下。我不會讓你們的辛勞白費的。”</color><color=#a69085>“明白了，隊長。我們會再努力一下的。”</color>包括{0}在內的隊員們都點點頭，接受了你的話。",
 "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，向範圍內所有單位發射火焰投射物，造成相當於魔法攻擊力 {0}% 的魔法傷害，並在 {1} 秒內施加 {2} 層 [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，向範圍內所有單位發射火焰投射物，造成相當於魔法攻擊力 {0}% 的魔法傷害。目標擁有的 [AFFECTER_Burning] 每層使傷害提高 {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": "澤農將視線從酸蟲身上移開，看向附近的孢子蟲。他盯著它看了一會兒，嘴角慢慢上揚。<color=#a69085>“一開始我還以為它是酸蟲的親戚呢。”</color>他用棍子戳了戳孢子蟲的身體，它便噴出了孢子。<color=#a69085>“那些被孢子覆蓋的生物比平時更容易受傷。它既不是毒也不是酸。”</color>他匆忙地在筆記本上寫了幾行字。<color=#a69085>“雖然是同一種昆蟲，但捕食方式卻完全不同……真美。”</color>過了一會兒，他撕下一張紙條遞給你。<color=#a69085>“去炸幾隻孢子蟲看看吧。”",
 "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": "科賽農將視線從酸液蟲處移開，轉而望向附近的孢子蟲。看了一會兒，他的嘴角漸漸揚起。 <color=#a69085>“起初我還以為它只是酸液蟲的近親。”</color> 他用木棍戳了戳孢子蟲的身體，它隨即噴出孢子。 <color=#a69085>“沾上那些孢子的生物，比平時更容易受傷。但這東西既不是毒，也不是酸。”</color> 他飛快地在筆記本上寫下了幾行字。 <color=#a69085>“明明同為昆蟲，狩獵方式卻截然不同...真是美麗。”</color> 片刻後，他撕下一頁筆記遞給你。 <color=#a69085>“再調查一些孢子蟲",
 "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.": "在指定位置召喚 {0} 個“泡泡怪”。泡泡怪會攻擊附近的敵人，並在死亡時爆炸，對附近的敵人造成相當於魔法攻擊力 {1}% 的魔法傷害，併為附近的友軍提供一個持續 {5} 秒的護盾，護盾值為魔法攻擊力 {2}%。每個單位最多可以同時召喚 {3} 個泡泡怪，地圖上最多可以同時存在 {4} 個泡泡怪。DEV(JH)：泡泡怪的魔法攻擊力/生命值增長取決於召喚者的屬性，這僅透過程式碼實現。沒有向使用者顯示的說明，因此您必須親自召喚它們才能知道。泡泡濺射的傷害取決於“召喚者”的魔法攻擊力。泡泡猛擊的傷害取決於“泡泡怪”的魔法攻擊力。",
 "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.": "探險隊的最終目標是摧毀擁有自我意識的地下城阿克泰翁的核心，以結束降臨世界的恐怖末日。最近的探險未能取得顯著成果，探險隊員們似乎有些按捺不住了。<color=#a69085>“隊長，下次探險我們是不是可以深入一些？”</color>在所有隊員聚集的地方，有人大聲提議。<color=#a69085>“如果我們止步於此，所有人都會認為我們是懦夫。”</color>你深思熟慮後意識到，在隊員們充滿幹勁的現在，正是邁向探險下一階段的好機會。",
 "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.": "在持續探索的過程中，{0}報告說在附近的巖壁上發現了一個奇怪的裂縫。<color=#a69085>“這東西扎到人肯定很疼。”</color>你觀察著長滿荊棘的裂縫，發現裡面有什麼東西在閃閃發光。",
 "퍼센트 (ex) 10 => 10% 추가 증가)": "百分比（例如：10 => 額外增加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 => 額外增加10%）（260728）設定了下限，最小值為-99%。也就是說，不能透過-100%來達到無敵。因為那樣會導致護甲無法扣除，或者出現機制問題。",
 "핀볼 타임 PS : 맵이 너무 넓다면 철갑충이 전투에서 탈출해버릴 수 있으므로 테스트하면서 크기 조정 필요할 듯.": "彈珠檯時間 PS：如果地圖太大，鐵甲蟲可能會逃離戰鬥，因此在測試時可能需要調整大小。",
 "해당 유닛에게 [AFFECTER_Leadership]을 부여합니다": "賦予該單位[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}秒內獲得相當於魔法攻擊力{1}%的護盾，並對相鄰的敵方單位每{5}秒造成相當於魔法攻擊力{2}%的魔法傷害，並在{4}秒內施加{3}層[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}秒內獲得相當於魔法攻擊力{1}%的護盾，並對相鄰的敵方單位每秒造成相當於魔法攻擊力{2}%的魔法傷害，並在{4}秒內施加{3}層[AFFECTER_Burning]。",
 "（15.63% ×6） - from": "（15.63% ×6） - 來自",
 "，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.": "，持續 20 秒。該效果的觸發間隔為 60 秒。 戰鬥開始時，獲得相當於已損失 HP 兩倍的護盾，持續 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.)": "，持續10秒。 普通攻擊造成 100% 魔法攻擊力的魔法傷害，並施加 2 層燃燒，持續 10 秒。（增益持續時間：技能行寫 5 秒，資料槽寫 20 秒 - 遊戲內驗證待進行。）",
 "，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.": "，持續2秒。 持續 10 秒：獲得 150% 魔法攻擊力的護盾；相鄰敵人每秒受到 30% 魔法攻擊力，並施加 1 層燃燒，持續 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.": "，持續5秒。40秒後，它會崩解並回歸自然。 首次噴射在召喚 2 秒後落地，之後每 4 秒再噴射一次。",
 "，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.": "，持續5秒。40秒後，它會崩解並回歸自然。每1秒攻擊一次。 召喚後 1 秒打出第一次攻擊，之後每秒再打一次。"
}
